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       industri by Tigger-oN, built on the strength of Tenebrae 1.x
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Version  : 1.00
Date     : 26.Apr.2003
Web site : http://industri.sourceforge.net/
Email    : tigger -at- onemoremonkey -dot- com


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 Contents:
 - General info
 - How to play
 - Help, its very dark.
 - Known problems
 - What more to expect and when
 - Helping out
 - Credits and thanks!
 - Copyright info


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 General info

industri is a Quake based, single player game using a modified version of
the Tenebrae 1.x engine.  The Tenebrae engine is an Open Source (GNU GPL)
modification of Quake that brings per-pixel lighting, stencil shadows,
hi-res textures, bumpmap and normalmaps to the gaming experience. 

The focus of industri is a rich single-player game and engine. There is no
multi-player at all. The initial release features two short maps (plus a
'start' or 'skill selection' map). 

industri will work under Microsoft Windows, Linux and MacOSX however most of
the testing has been performed on a Windows PC. Although industri will run
on a GeForce 2 video card, the targeted hardware is GeForce 3 or better. 

industri is released under the GNU GPL. The source code is available for
download from the industri web site via cvs or a tar.gz package.

Quake info    : http://idsoftware.com/
Tenebrae info : http://tenebrae.sourceforge.net/

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 How to play

An openGL video card and drivers are required. A full retail copy of Quake
is required.
 
(Microsoft Windows users) 
Unzip the industri zip file into your 'Quake' folder. Click on the
industri.exe file (has a black and red 'i' icon). 

If there is a problem check the 'Known problems' section below before
sending in an email.

(Linux, Unix and MacOSX users) 
industri has not been tested under these operating system but it 'should'
work. See the Tenebrae documentation at http://tenebrae.sourceforge.net/ for
tips. 

If you do manage to get industri to work under these operating system let me
know what you did so I can update this documentation for others. If you need
to make tweaks and/or changes to the code I would also like to hear about
them for future releases.


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 Help, its very dark.

industri is designed to be played in a dark room with a well balanced
monitor. On the opening level is a grey scale image. If you can not see all
6 bars (bar 1 is almost black but should be able to be seen) there are a few
tweaks you can do. 

* Switch your room lights off and close the curtains.
* Adjust your monitors brightness and contrast settings.
* Wait until it is dark outside, then switch the lights off.
* Adjust the brightness (gamma) level (see note 1 below)
* Adjust the sh_lightmapbright value (see note 2 below)

If you can only see 2 or 3 wide or uneven width bars there is a chance you
are playing in 16 bit colour. You should check your video card driver
settings and make sure you are playing in 32 bit. (Some drivers force 16 bit
colour by default) 

Note 1:
You can adjust the brightness (gamma) by selecting the 'Options' menu item
and adjusting the brightness. The side effect of adjusting the gamma is
burn-outs or over-brights on white surfaces (like the rising 'smoke'). This
can look bad.  It is best to try slight changes.

Note 2:
Adjusting the sh_lightmapbright value (at the console) is a one way to
brighten up the levels, however you will need to re-set this value on each
level change. The side effect of adjusting this value is a loss in the
quality of the bumpmap, normalmap and stencil shadows. As these effects are
part of the major reason of using the Tenebrae engine, adjusting this value
defeats the purpose of using the engine. It is much better to calibrate your
monitor than to adjust this value.
 

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 Known problems

* cl_bobcycle 0 will cause rendering problems. Type cl_bobcycle 0.6 at the
  console to correct the rendering (work around)
* fov can not be changed from 90
* zoom does not work (linked to fov problem)
* flame models are sometimes black if a pick-up item is in the field of view

Report any other problems (and possible fixes)


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 What more to expect and when

industri is a constant 'work in progress' at this stage. There will be more
levels when time permits. industri will move across to the Tenebrae 2.x
engine once the code base is more stable. This will allow for a much richer
visual experience and many other improvements for developers and the end
user. 

industri is also a 'spare time' project, so no deadlines can be given. All I
can suggest is that you check the web site for news and updates.


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 Helping out

If you wish to help improve industri, get in touch. Here is a short list of
known items that need improving:

* correct the cl_bobcycle 0 rendering problems. 
* add/correct fov support
* flame models are sometimes black if a pick-up item is in the field of view
* flashlight does not stay on across level changes
* power-ups (like Quad) are not kept across level changes (unless there is 
  an intermission screen)
* key cards should be carried across levels unless there is an intermission
* move saved games into a 'saved' folder
* alias for the 'color' key to support '_color' (editors use _color by
  default, Tenebrae uses color)
* some kind of decal entity for mapping (need to be able to pass a texture,
  and angle, may not be needed under Tenebrae 2.x)
* sh_lightmapbright menu option that overrides the value in maps
* add a gamma menu option 
* a 'particle entity' that spawns a particle effect (need to able to pass
  effect name)
* change the crosshair so it no longer uses '+' from conchars
* better and more ambient sounds
* more textures
* more maps
* how to run under *nix documentation
* how to run under Mac OSX documentation 

I'm very fussy about the quality and artistic direction of industri. Instead
of simply doing some work and sending it in I suggest you get in touch with
me first. This will save your time and mine.


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 Credits and thanks!

* Charles Hollemeersch, Willi Hammes, Didier Cassirame, Jarno Paananen, Adam
  Jones and Axel Wefers for Tenebrae - http://tenebrae.sourceforge.net/
* idsoftware for releasing Quake under the GNU GPL - http://idsoftware.com/
* TTimo and everyone that has worked on GtkRadiant - http://qeradiant.com/
* ydnar (diffuse textures) - http://shaderlab.com/
* tawilson (diffuse textures) - http://planetunreal.com/undulation/
* n30g3n3s1s (pick-up models) - n30g3n3s1s@planetquake.com
* OgrO (monster skins) - http://planetquake.com/pandemonium/tenebrae/
* SleepwalkR (q3 -> q1 map converter) - http://rem.fov120.com/ 
* Bengt Jardrup (compile tools) - http://user.tninet.se/~xir870k/ 
* Tyrann (compile tools) - http://www.planetquake.com/tyrann/
* Mickey (wad tool) http://planetquake.com/texmex/
* John Fitzgibbons (Fitzquake author) http://www.celephais/fitzquake/
* Aardappel - http://wouter.fov120.com/
* mand0g - http://onemoremonkey.com/
* nvidia (normalmap plugin tool) - http://developer.nvidia.com/


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 Copyright info

See the file called 'LICENSE.txt' for copyright and license information. If
you do not have a copy of this file see
http://industri.sourceforge.net/readme.php?txt=LICENSE 


