[iortcw] 52/89: All: Rend2: Remove two unused cvars and update readme

Simon McVittie smcv at debian.org
Fri Sep 8 10:44:26 UTC 2017


This is an automated email from the git hooks/post-receive script.

smcv pushed a commit to tag 1.51b
in repository iortcw.

commit 909476302b478dde592a7701e4789596a8349cfb
Author: MAN-AT-ARMS <M4N4T4RMS at gmail.com>
Date:   Wed Jul 19 16:17:57 2017 -0400

    All: Rend2: Remove two unused cvars and update readme
    
    Relocate common readme's
---
 MP/HOWTO-Build.txt => HOWTO-Build.txt       |   0
 MP/code/rend2/tr_init.c                     |   5 -
 MP/code/rend2/tr_local.h                    |   3 -
 MP/rend2-readme.md                          |  21 +--
 MP/README_RASPBERRYPI => README_RASPBERRYPI |   0
 SP/HOWTO-Build.txt                          | 106 ---------------
 SP/README_RASPBERRYPI                       |  39 ------
 SP/code/rend2/tr_init.c                     |   5 -
 SP/code/rend2/tr_local.h                    |   3 -
 SP/voip-readme.txt                          | 202 ----------------------------
 SP/rend2-readme.md => rend2-readme.md       |  37 ++---
 MP/voip-readme.txt => voip-readme.txt       |   0
 12 files changed, 12 insertions(+), 409 deletions(-)

diff --git a/MP/HOWTO-Build.txt b/HOWTO-Build.txt
similarity index 100%
rename from MP/HOWTO-Build.txt
rename to HOWTO-Build.txt
diff --git a/MP/code/rend2/tr_init.c b/MP/code/rend2/tr_init.c
index 245fe70..0d7da2d 100644
--- a/MP/code/rend2/tr_init.c
+++ b/MP/code/rend2/tr_init.c
@@ -124,9 +124,6 @@ cvar_t  *r_arb_seamless_cube_map;
 cvar_t  *r_arb_vertex_array_object;
 cvar_t  *r_ext_direct_state_access;
 
-cvar_t  *r_mergeMultidraws;
-cvar_t  *r_mergeLeafSurfaces;
-
 cvar_t  *r_cameraExposure;
 
 cvar_t  *r_externalGLSL;
@@ -1445,8 +1442,6 @@ void R_Register( void ) {
 	r_directedScale = ri.Cvar_Get( "r_directedScale", "1", CVAR_CHEAT );
 
 	r_anaglyphMode = ri.Cvar_Get("r_anaglyphMode", "0", CVAR_ARCHIVE);
-	r_mergeMultidraws = ri.Cvar_Get("r_mergeMultidraws", "1", CVAR_ARCHIVE);
-	r_mergeLeafSurfaces = ri.Cvar_Get("r_mergeLeafSurfaces", "1", CVAR_ARCHIVE);
 
 	//
 	// temporary variables that can change at any time
diff --git a/MP/code/rend2/tr_local.h b/MP/code/rend2/tr_local.h
index 941849e..3895bfd 100644
--- a/MP/code/rend2/tr_local.h
+++ b/MP/code/rend2/tr_local.h
@@ -1905,9 +1905,6 @@ extern cvar_t  *r_skipBackEnd;
 extern	cvar_t	*r_stereoEnabled;
 extern	cvar_t	*r_anaglyphMode;
 
-extern  cvar_t  *r_mergeMultidraws;
-extern  cvar_t  *r_mergeLeafSurfaces;
-
 extern  cvar_t  *r_externalGLSL;
 
 extern  cvar_t  *r_hdr;
diff --git a/MP/rend2-readme.md b/MP/rend2-readme.md
index 184833c..629cc9b 100644
--- a/MP/rend2-readme.md
+++ b/MP/rend2-readme.md
@@ -136,7 +136,7 @@ Cvars for HDR and tonemapping:
                                    r_hdr, r_postprocess, and r_toneMap.
                                      0 - No.
                                      1 - Yes. (default)
-                                     
+
 *  `r_forceAutoExposure`            - Cheat.  Override built-in and map auto
                                    exposure settings and use cvars
                                    r_forceAutoExposureMin and 
@@ -252,7 +252,7 @@ Cvars for image interpolation and generation:
                                          FCBI without second derivatives)
                                      2 - Okay but slow (normal FCBI)
 
-*  `r_genNormalMaps*                - Naively generate normal maps for all
+*  `r_genNormalMaps`                - Naively generate normal maps for all
                                    textures.
                                      0 - Don't. (default)
                                      1 - Do.
@@ -302,23 +302,6 @@ Cvars for the sunlight and cascaded shadow maps:
 
 Cvars that you probably don't care about or shouldn't mess with:
 
-*  `r_mergeMultidraws`              - Optimize number of calls to 
-                                   glMultiDrawElements().
-                                     0 - Don't.
-                                     1 - Do some. (default)
-                                     2 - Do more than necessary (eats CPU).
-
-*  `r_mergeLeafSurfaces`            - Merge surfaces that share common materials
-                                   and a common leaf.  Speeds up rendering.
-                                     0 - Don't.
-                                     1 - Do. (default)
-
-*  `r_recalcMD3Normals`             - Recalculate the normals when loading an MD3.
-                                   Fixes normal maps in some cases but looks
-                                   ugly in others.
-                                     0 - Don't. (default)
-                                     1 - Do.
-
 *  `r_depthPrepass`                 - Do a depth-only pass before rendering.
                                    Speeds up rendering in cases where advanced
                                    features are used.  Required for
diff --git a/MP/README_RASPBERRYPI b/README_RASPBERRYPI
similarity index 100%
rename from MP/README_RASPBERRYPI
rename to README_RASPBERRYPI
diff --git a/SP/HOWTO-Build.txt b/SP/HOWTO-Build.txt
deleted file mode 100644
index fa08ba8..0000000
--- a/SP/HOWTO-Build.txt
+++ /dev/null
@@ -1,106 +0,0 @@
-
-
-***Compiling under Linux (and other *NIX)***: Requires SDL2 development packages...Check with your disto
-
-Type:
-make
-
-Default is to build for your architecture, if you want to specify which architecture you want to build for use:
-ARCH=x86 make
-or
-ARCH-x86_64 make
-
-To cross-compile for Windows, use the provided scripts:
-./cross-make-mingw.sh
-or
-./cross-make-mingw64.sh
-
-
-***Compiling in a Windows environment***:
-
-This is a short tutorial on how to set up a mingw-w64 build environment for iortcw using Cygwin. One of the major downfalls of mingw-w64 is the fragmentation...i.e. lots of different builds, installers, scripts, etc. floating around the internet. I found it very confusing to figure out which version to download and how to install it etc. That's where Cygwin comes to the rescue.
-
-Not only are the Cygwin builds up to date but it is also very easy to install and maintain.
-
-Cygwin is very much like a 'rolling' Linux distribution in that it is always updating packages within itself rather than putting out periodic 'releases'
-
-1. Install Cygwin
-First off you want to download the Cygwin setup package from here:
-http://cygwin.com/install.html
-
-Choose either the 32-bit or 64-bit environment (32-bit will work fine on both 32 and 64 bit versions of Windows)
-
-A note here about the setup program. This is not the kind of setup program you just delete after installing. This is also your Cygwin environment updater. If you have an existing Cygwin environment, the setup program will, by default, update your existing packages.
-
-Choose where you want to install Cygwin. The entire environment is self-contained in it's own folder, but you can also interact with files from outside the environment if you want to as well.
-
-Default is C:\Cygwin
-
-Choose a mirror to download packages from. (I usually use the kernel.org mirrors)
-
-Choose a "storage area" for your package downloads.
-
-2. Package selection.
-
-The next screen you see will be the package selections screen. In the upper left is a search box. This is where you will want to search for the necessary packages.
-
-These are the package names you'll want to search for:
-
-1.) mingw64-i686-gcc-core (For building 32bit binaries)
-2.) mingw64-i686-gcc-g++ (Also for32bit...C++ support)
-3.) mingw64-x86_64-gcc-core (For building 64bit binaries)
-4.) mingw64-x86_64-gcc-g++ (For 64bit, same as above)
-5.) make
-6.) bison
-7.) git-core
-
-When you search for your packages you'll see category listings. These packages would all be under the 'Devel' category.
-
-To select a package, change the 'Skip' to the version of the package you want to install. The first click will be the newest version and subsequent clicks will allow you to choose older versions of the package. In our case here, you're probably good choosing the latest and greatest.
-
-3. Install packages.
-
-After you have selected your packages, just hit 'Next' in the lower right. Cygwin will automatically add package dependencies. Hit next again to let the install run. Done.
-
-The entire environment uses about 1GB of disk space (as opposed to about 6GB for a Visual Studio install)
-
-4. Using Cygwin to check out and build
-
-After the install has completed you should have a 'Cygwin Terminal' icon on your Desktop. This is the bash shell for Cygwin, so go ahead and run it.
-
-At the command prompt type:
-git clone https://github.com/iortcw/iortcw.git iortcw
-
-This will pull the iortcw trunk source.
-
-'cd' into the iortcw folder that was created...
-
-cd iortcw/MP (Multi-Player)
-or
-cd iortcw/SP (Single-Player)
-
-ARCH=x86 make (to build 32bit binaries)
-or
-ARCH=x86_64 make (for 64bit binaries)
-
-Wait for build to complete.
-
-Output files will be in the 'build' folder.
-(So for a default Cygwin install the path would be: C:\Cygwin\home\Your_Username\iortcw\<game>\build\release-mingw32-<arch>)
-
-
-***Compiling under Mac***: (Universal binary)...Requires XCode3 to build PPC support, ideally under OSX 10.6.
-Use the provided script:
-./make-macosx-ub.sh
-
-
-**Compiling under Mac***: (Terminal based apps)
-Use the appropriate build script based on the XCode version installed.
-
-./make-macosx_xcode3.sh <arch> (x86, x86_64, ppc)
-./make-macosx_xcode4.sh <arch> (x86, x86_64)
-./make-macosx_xcode5.sh <arch> (x86, x86_64)
-
-
-In all cases, output binaries will be located in the 'build' folder.
-
diff --git a/SP/README_RASPBERRYPI b/SP/README_RASPBERRYPI
deleted file mode 100644
index a13c266..0000000
--- a/SP/README_RASPBERRYPI
+++ /dev/null
@@ -1,39 +0,0 @@
-To run iortcw on the Raspberry Pi requires SDL2 and at least 128M for GPU memory.
-
-(Under Raspbian, you can set the GPU memory using the raspi-config tool under Advanced Options->Memory Split)
-
-SDL2 will need to be built in a particular way to have hardware accelerated
-graphics.
-
-Download the SDL2 source code (2.0.3 at the time of this writing) from:
-
-http://libsdl.org/release/SDL2-2.0.3.tar.gz
-
-You will need to install the libudev development files for mouse support.
-On the Raspbian distro, this is done by running the command:
-
-sudo apt-get install libudev-dev
-
-You will also need to disable x11 (software rendering) and opengl (not supported
-on the Raspberry Pi.)
-
-Unpack the SDL source and go into the source tree and issue the command:
-
-./configure --disable-video-x11 --disable-video-opengl
-
-Note: On the newer Raspberry Pi 2 (due to a change in the toolchain naming) use:
-
-./configure --host=armv7l-raspberry-linux-gnueabihf --disable-video-x11 --disable-video-opengl
-
-After that has completed, type:
-make
-
-If build completes successfully, type:
-sudo make install
-
-
-At this point you can go into the iortcw source tree and type:
-./make-raspberry-pi.sh
-
-Output binaries will be located in the 'build' directory, which you can copy
-into your RTCW install directory.
diff --git a/SP/code/rend2/tr_init.c b/SP/code/rend2/tr_init.c
index 3278ac2..6d212d1 100644
--- a/SP/code/rend2/tr_init.c
+++ b/SP/code/rend2/tr_init.c
@@ -129,9 +129,6 @@ cvar_t  *r_arb_seamless_cube_map;
 cvar_t  *r_arb_vertex_array_object;
 cvar_t  *r_ext_direct_state_access;
 
-cvar_t  *r_mergeMultidraws;
-cvar_t  *r_mergeLeafSurfaces;
-
 cvar_t  *r_cameraExposure;
 
 cvar_t  *r_externalGLSL;
@@ -1473,8 +1470,6 @@ void R_Register( void ) {
 	r_directedScale = ri.Cvar_Get( "r_directedScale", "1", CVAR_CHEAT );
 
 	r_anaglyphMode = ri.Cvar_Get("r_anaglyphMode", "0", CVAR_ARCHIVE);
-	r_mergeMultidraws = ri.Cvar_Get("r_mergeMultidraws", "1", CVAR_ARCHIVE);
-	r_mergeLeafSurfaces = ri.Cvar_Get("r_mergeLeafSurfaces", "1", CVAR_ARCHIVE);
 
 	//
 	// temporary variables that can change at any time
diff --git a/SP/code/rend2/tr_local.h b/SP/code/rend2/tr_local.h
index 0fc8715..73b22c1 100644
--- a/SP/code/rend2/tr_local.h
+++ b/SP/code/rend2/tr_local.h
@@ -1925,9 +1925,6 @@ extern cvar_t  *r_skipBackEnd;
 extern	cvar_t	*r_stereoEnabled;
 extern	cvar_t	*r_anaglyphMode;
 
-extern  cvar_t  *r_mergeMultidraws;
-extern  cvar_t  *r_mergeLeafSurfaces;
-
 extern  cvar_t  *r_externalGLSL;
 
 extern  cvar_t  *r_hdr;
diff --git a/SP/voip-readme.txt b/SP/voip-readme.txt
deleted file mode 100644
index 920e3db..0000000
--- a/SP/voip-readme.txt
+++ /dev/null
@@ -1,202 +0,0 @@
-ioquake3 VoIP support documentation.
-Last updated 6/25/2008 by Ryan C. Gordon.
-
-There are two ways to use VoIP in ioquake3. You can either use Mumble as an
- external program, for which ioq3 now supplies some basic hooks, or you can
- use the new built-in VoIP support.
-
-Mumble is here: http://mumble.sourceforge.net/  ... ioquake3 can supply it
- with your in-game position, but everything else is whatever features Mumble
- offers outside of the game. To use it, start Mumble before you start ioq3,
- and run the game with +set cl_useMumble 1. This should work on at least
- Linux, Mac OS X, and Windows, and probably other platforms Mumble supports
- in the future.
-
-The built-in stuff offers tighter in-game integration, works on any platform
- that ioquake3 supports, and doesn't require anything more than a recent build
- of the game. The rest of this document is concerned with the built-in VoIP
- support.
-
-
-Quick start for servers:
-    - run a recent build of ioquake3.
-    - Make sure your network settings are set to broadband.
-
-Quick start for clients:
-    - run a recent build of ioquake3.
-    - Make sure your network settings are set to broadband.
-    - +set s_useOpenAL 1
-    - \bind q "+voiprecord"
-    - Hook up a microphone, connect to a VoIP-supporting server.
-    - hold down 'q' key and talk.
-
-
-Cvars you can set:
-
-sv_voip: set to "1" (the default) to enable server-side VoIP support. Set to
-         "0" to disable. Without this, all VoIP packets are refused by the
-         server, which means no one gets to use in-game VoIP.
-
-cl_voip: set to "1" (the default) to enable client-side VoIP support. Set to "0"
-      to disable. Without this, you will neither be able to transmit voice nor
-      hear other people.
-
-s_alCapture: set to "1" (the default) to have the audio layer open an OpenAL
-             capture device. Without this set on sound startup, you'll never
-             get bits from the microphone. This means you won't transmit, but
-             you can still hear other people.
-
-cl_voipSendTarget: a string: "all" to broadcast to everyone, "none" to send
-                   to no one, "attacker" to send to the last person that hit
-                   you, "crosshair" to send to the people currently in your
-                   crosshair, "spatial" to talk to all people in hearing
-                   range or a comma-separated list of client numbers, like
-                   "0,7,2,23" ... an empty string is treated like "spatial".
-                   You can also use a mixed string like
-                   "0, spatial, 2, crosshair".
-                   This is reset to "spatial" when connecting to a new server.
-                   Presumably mods will manage this cvar, not people, but
-                   keybind could be useful for the general cases. To send to
-                   just your team, or the opposing team, or a buddy list, you
-                   have to set a list of numbers.
-
-cl_voipUseVAD: set to "1" to automatically send audio when the game thinks you
-               are talking, "0" (the default) to require the user to manually
-               start transmitting, presumably with a keybind.
-
-cl_voipVADThreshold: only used if cl_voipUseVAD is "1" ... a value between
-                     0.0 and 1.0 that signifies the volume of recorded audio
-                     that the game considers to be speech. You can use this
-                     to trim out breathing or perhaps the sound of your
-                     fingers tapping the keyboard and only transmit audio
-                     louder than that. You will have to experiment to find the
-                     value that works best for your hardware and play style.
-                     The default is "0.25", with "0.0" being silence and "1.0"
-                     being pretty-darn-loud.
-
-cl_voipSend: when set to "1", the game will capture audio from the microphone
-             and transmit it, when "0", the game will not. The game can
-             optimize for the "0" case (perhaps turning off audio recording).
-             Lots of things set this on and off, including cl_voipUseVAD, so
-             you probably should not touch this directly without knowing what
-             you're doing, but perhaps mods can make use of it.
-
-cl_voipGainDuringCapture: This is the volume ("gain") of audio coming out of
-                          your speakers while you are recording sound for
-                          transmission. This is a value between 0.0 and 1.0,
-                          zero being silence and one being no reduction in
-                          volume. This prevents audio feedback and echo and
-                          such, but if you're listening in headphones that
-                          your mic won't pick up, you don't need to turn down
-                          the gain. Default is 0.2 (20% of normal volume). You
-                          ABSOLUTELY want to make your speakers quiet when you
-                          record, if the microphone might pick it up!
-
-cl_voipShowMeter: Set to "1" (the default) to show a volume meter as you are
-                  recording from the microphone, so you can see how well the
-                  game can "hear" you. Set to "0" to disable the display of
-                  the meter.
-
-cl_voipCaptureMult: Multiply recorded audio by this value after denoising.
-                    Defaults to 2.0 to _double_ the volume of your voice.
-                    This is to make you more audible if denoising eats away
-                    too much data. Set this to 1.0 to get no change, less to
-                    be quieter.
-
-
-
-Console commands:
-
-voip ignore <clientnum>
-    Turn off incoming voice from player number <clientnum>. This will refuse to
-     play any incoming audio from that player, and instruct the server to stop
-     sending it, to save bandwidth. Use unignore to reenable. This is reset to
-     unignored when (re)connecting to a server.
-
-voip unignore <clientnum>
-    Turn on incoming voice from player number <clientnum>. This will start
-     playing audio from this player again if you've previously done a "voip
-     ignore", and instruct the server to start sending her voice packets to
-     you again.
-
-voip muteall
-    Turn off all incoming voice. This will refuse to play any incoming audio,
-     and instruct the server to stop sending it, to save bandwidth. Use
-     unmuteall to reenable. This is reset to unmuted when (re)connecting to
-     a server.
-
-voip unmuteall
-    Turn on incoming voice. This will start playing audio again if you've
-     previously done a "voip muteall", and instruct the server to start
-     sending voice packets to you again.
-
-voip gain <clientnum> <gain>
-    Sets the volume ("gain") for player number <clientnum> to <gain> ...
-     A gain of 0.0 is silence, and 2.0 doubles the volume. Use this if someone
-     is too quiet or too loud.
-
-
-
-
-Actions:
-
-+voiprecord: The action you should bind to a key to record. This basically
-             toggles cl_voipSend on and off. You don't need this if you're
-             using cl_voipUseVAD, since that'll just record all the time and
-             decide what parts of the recording are worth sending.
-
-
-
-More detailed/technical info:
-
-By default, all of this is enabled. You can build with or without VoIP
- support explicitly with USE_VOIP=[1|0] on the make command line.
-
-You currently must use OpenAL to speak, as we have ALC_EXT_capture support
- in place to pull data from the microphone. If you are using the SDL backend,
- you can still hear people, but not speak.
-
-There is no in-game UI to speak of: we encourage mods to add some. Largely
- they will just need to set cvars and run console commands for choosing
- voice targets and ignoring people, etc.
-
-This requires patched builds to be useful, but remains network compatible with
- legacy quake3 clients and servers. Clients and servers both report in their
- info strings whether they support VoIP, and won't send VoIP data to those not
- reporting support. If a stray VoIP packet makes it to a legacy build, it will
- be ignored without incident.
-
-VoIP packets are saved in demo files! You will be able to playback what you
- heard and what you said on VoIP-compatible clients. Legacy clients can also
- play demo files with VoIP packets in them, but just won't play the voice
- track. For VoIP-supported builds, it's nice to have a record of the
- trash-talk.
-
-Data is processed using the Speex narrowband codec, and is cross-platform.
- Bigendian and littleendian systems can speak to each other, as can 32 and
- 64-bit platforms.
-
-Bandwidth: VoIP data is broken up into 20 millisecond frames (this is a Speex
- requirement), and we try to push up to 12 Speex frames in one UDP packet
- (about a quarter of a second of audio)...we're using the narrowband codec:
- 8000Hz sample rate. In practice, a client should send about 2 kilobytes per
- second more when speaking, spread over about four bursts per second, plus a
- few bytes of state information. For comparison, this is less than the server
- sends when downloading files to the client without an http redirect. The
- server needs to rebroadcast the packet to all clients that should receive it
- (which may be less than the total connected players), so servers should
- assume they'll need to push (number of players speaking at once times number
- of people that should hear it) * 2 kilobytes per second. It shouldn't be a
- problem for any client or server on a broadband connection, although it may
- be painful for dialup users (but then again, everything is. They can just
- disable the cvar). The game will refuse to enable VoIP support if your have
- your network settings lower than "Cable/xDSL/LAN", just in case.
-
-The initial VoIP work was done by Ryan C. Gordon <icculus at icculus.org>, and
- he can be contacted with technical questions, if the ioq3 mailing list or
- forums aren't helpful.
-
-// end of voip-README.txt ...
-
-
-
diff --git a/SP/rend2-readme.md b/rend2-readme.md
similarity index 94%
rename from SP/rend2-readme.md
rename to rend2-readme.md
index 78f35b7..629cc9b 100644
--- a/SP/rend2-readme.md
+++ b/rend2-readme.md
@@ -38,7 +38,7 @@ For Win32:
 
 2. Copy the following files into RTCW's install directory: 
      
-     ioWolfSP.x86.exe
+     ioWolfMP.x86.exe
      renderer_opengl1_x86.dll
      renderer_rend2_x86.dll
      
@@ -50,7 +50,7 @@ For Win32:
   RUNNING
 -------------------------------------------------------------------------------
 
-1. Start iowolfsp. (ioWolfSP.x86.exe on Win32)
+1. Start iowolfmp. (ioWolfMP.x86.exe on Win32)
  
 2. Open the console (the default key is tilde ~) and type 
 `/cl_renderer rend2` and press enter
@@ -136,7 +136,7 @@ Cvars for HDR and tonemapping:
                                    r_hdr, r_postprocess, and r_toneMap.
                                      0 - No.
                                      1 - Yes. (default)
-                                     
+
 *  `r_forceAutoExposure`            - Cheat.  Override built-in and map auto
                                    exposure settings and use cvars
                                    r_forceAutoExposureMin and 
@@ -252,14 +252,14 @@ Cvars for image interpolation and generation:
                                          FCBI without second derivatives)
                                      2 - Okay but slow (normal FCBI)
 
-*  `r_genNormalMaps*                - Naively generate normal maps for all
+*  `r_genNormalMaps`                - Naively generate normal maps for all
                                    textures.
                                      0 - Don't. (default)
                                      1 - Do.
 
 Cvars for the sunlight and cascaded shadow maps:
 
-*  `r_forceSun`                     - Force sunlight and shadows, using sun position from sky material.
+*  `r_forceSun`                     - Cheat. Force sunlight and shadows, using sun position from sky material.
                                      0 - Don't. (default)
                                      1 - Do.
                                      2 - Sunrise, sunset.
@@ -302,23 +302,6 @@ Cvars for the sunlight and cascaded shadow maps:
 
 Cvars that you probably don't care about or shouldn't mess with:
 
-*  `r_mergeMultidraws`              - Optimize number of calls to 
-                                   glMultiDrawElements().
-                                     0 - Don't.
-                                     1 - Do some. (default)
-                                     2 - Do more than necessary (eats CPU).
-
-*  `r_mergeLeafSurfaces`            - Merge surfaces that share common materials
-                                   and a common leaf.  Speeds up rendering.
-                                     0 - Don't.
-                                     1 - Do. (default)
-
-*  `r_recalcMD3Normals`             - Recalculate the normals when loading an MD3.
-                                   Fixes normal maps in some cases but looks
-                                   ugly in others.
-                                     0 - Don't. (default)
-                                     1 - Do.
-
 *  `r_depthPrepass`                 - Do a depth-only pass before rendering.
                                    Speeds up rendering in cases where advanced
                                    features are used.  Required for
@@ -344,7 +327,7 @@ Cvars that you probably don't care about or shouldn't mess with:
 Cvars that have broken bits:
 
 *  `r_dlightMode`                   - Change how dynamic lights look.
-                                     0 - RTCW style dlights, fake
+                                     0 - Quake 3 style dlights, fake
                                          brightening. (default)
                                      1 - Actual lighting, no shadows.
                                      2 - Light and shadows. (broken)
@@ -358,7 +341,7 @@ Cvars that have broken bits:
   MATERIALS
 -------------------------------------------------------------------------------
 
-Rend2 supports .mtr files, which are basically the same as .shader files, and
+OpenGL2 supports .mtr files, which are basically the same as .shader files, and
 are located in the same place, but override existing .shader files if they 
 exist.  This is to allow maps and mods to use the new material features without
 breaking the map when using the old renderer.
@@ -390,12 +373,12 @@ Here's an example of a material stored in one, showing off some new features:
         }
     }
 
-The first thing to notice is that this is basically the same as old RTCW 
+The first thing to notice is that this is basically the same as old Quake 3 
 shader files.  The next thing to notice are the new keywords.  Here is what 
 they mean:
 
   `stage <type>`
-    - State how this imagemap will be used by Rend2:
+    - State how this imagemap will be used by OpenGL2:
         diffuseMap        - Standard, same as no stage entry
         normalMap         - Image will be used as a normal map
         normalParallaxMap - Image will be used as a normal map with 
@@ -579,7 +562,7 @@ adjust the effect before settling on fixed settings.
 I'd like to take this part of the readme to thank the numerous people who
 contributed thoughts, ideas, and whole swaths of code to this project.
 
-  - Id Software, for creating RTCW and releasing its source code under a
+  - Id Software, for creating Quake 3 and releasing its source code under a
     GPL license, without which this project would not be possible.
 
   - Zachary 'Zakk' Slater, Thilo Schulz, Tim Angus, and the rest of the
diff --git a/MP/voip-readme.txt b/voip-readme.txt
similarity index 100%
rename from MP/voip-readme.txt
rename to voip-readme.txt

-- 
Alioth's /usr/local/bin/git-commit-notice on /srv/git.debian.org/git/pkg-games/iortcw.git



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