View the CHANGELOG.
You can browse old versions and file sizes here.
-windowed run in windowed mode (default on linux) -fullscreen run in fullscreen mode (default on win32) MESA_GLX_FX=f is set as well. -width (w) width in pixels -height (h) height in pixels. -gamma (g) gamma value, 0-2 (default 1.1) -multitex (m) toggle multitexture (0 is off, default is 1) -stats x toggle performance stats (0 off, default 1) -swap_rb x swap red/blue in screenshots -nograb do not grab input automatically -reverse_mouse_y reverse the mouse y axis (default 0) -map (mapname) start the game with a different map -use_cva x use Compiled Vertex Arrays if available (default 1) -draw_walls x draw the walls (default 1) -draw_floors x draw the floors (default 1) -wireframe x draw in wireframe mode (default 0) -use_pvs x use the PVS if available (default 1) -lightmaps x draw using lightmaps (default 1) -dynamic_lights x draw using dynamic lightmaps (default 1) -textures x draw using textures (default 1)If you use -fullscreen, be sure to put any -width and -height options AFTER the -fullscreen option. The default resolution is 640x480.
Ray Kelm has contributed the autoconf and automake system! I have since made minor degradations, err.. improvements to it.
To compile a static executable, use the 'make static' directive.
To compile the map compiling utilities, use the 'make utils' directive.
To compile a Win32 binary, use the cross-configure.sh and cross-make.sh scripts.
For some reason, multitexture has not worked on any Windows platform I have tested on. For this reason, multitexture is disabled by default on Windows. If you have a system on which it works properly, let me know.
On my test Windows system with Voodoo3, the default renderer renders really wierd looking lightmaps alot of the time. I don't know what causes it yet.
If you have problems, please let me know. To help me out, please include your stdout.txt and stderr.txt files.