Last updated 12/30/16

RED SKY - BY IKA


FAQ:

"My game has no sound!"

If your game does not have sound, install openAL by running oalinst.exe

"My game is running slow!"

If your game runs slow, try the vid_vertex_light command. This makes it run faster, but 
also disables the fancy light-maps. 

Please read this readme in its entirety before asking me questions. If you
still have questions, email me at ika4994@gmail.com

DEFAULT CONTROLS:


Use "WASD" to move and "C" to crouch.
Press "space" to jump.
Left-Click or press "ctrl" to fire the gun.
Press the escape key to quit.
Open up the console using "~" or "`".
Press "1" to select the assault rifle.
Press "2" to select the shotgun.
Press "3" to select the laser rifle.
Press "4" to select the laser blunderbuss.
Press "q" to select the next loaded weapon.
Press "e" to select the previous loaded weapon.
Press "r" to reload the current weapon.

REBINDING KEYS:


All of the keys that the player uses to take actions can be re-binded. To re-bind keys, set the command
beginning with "in_" that corresponds to the player action that you want to rebind to the ACII code
that you want to use to activate this player action. For example, "in_gun1 73" will rebind the selection
of the assault rifle to the capital "I" charecter.

The arrow keys can be bound using these special codes:

up arrow = 130
down arrow = 131
left arrow = 132
right arrow = 133

To save your key-bindings, set the relevant "in_" commands in the file "config.cfg". For example, pasting
the following into "config.cfg" will rebind the movement keys from WASD to the arrow keys:

in_forward 130
in_backward 131
in_moveleft 132
in_moveright 133
in_lookleft 0
in_lookright 0

Any unbound input commands will be set to the default binds shown above.

LIBRARIES:


Sigma Engine currently uses the libraries:

Windows API
C Standard Library
OpenGL 1.1
libWEBP
OpenAL-Soft
libOpusFile

KNOWN BUGS:


Sometimes enemies will play the "Death" frames when shooting their guns.
Some enemy frames are not aglined properly or have other errors.
You can fall through stairs and glitch out of the world sometimes.

This is a strange thing that seems to be a bug, but might not be. If you watch the game use memory in
the Task Manager, you might notice that it allocates 100MB every time the engine loads in a new level.
This seems to be a memory leak, but according to the OpenGL FAQ, the driver can do whatever it wants,
so even though I told it to stop using the memory, it doesnt have to free anything, and that I DONT
have a memory leak (yeah right). Now, since I am at the mercy of the driver, i couldnt figure this one 
out. If you run out of memory (you probably wont), maybe its your drivers? I dont know. Try downloading the source code
and fix it yourself. ;)

CVAR LIST:


Open up the console using "~" or "`"

The following commands can be used:

quit
vid_fullscreen
vid_mode
vid_vsync
vid_fov
vid_fps
vid_render_distance
vid_restart
vid_vertex_light
m_speed_x
m_speed_y
m_speed
m_kb_look_speed
dbg_draw_vel
dbg_draw_accel
dbg_draw_aigraph
dbg_draw_aimvec
in_forward
in_backward
in_moveleft
in_moveright
in_jump
in_crouch
in_gun1
in_gun2
in_gun3
in_gun4
in_nextgun
in_prevgun
in_lookleft
in_lookright
in_fire


Edit the values in config.cfg to save settings.

GUIDE TO USING CVARS:


quit:

Quits the game.

vid_fullscreen:

The game will open in fullscreen mode when vid_fullscreen is set to "1" in config.cfg.
Fullscreen mode may have errors.

vid_mode:

vid_mode changes the resolution. Currently the following resolutions supported are:

vid_mode = | resolution =
	0	320x200
	1	640x480
	2	800x600
	3	1024x768
	4	1152x864
	5	1280x960
	6	1400x1050
	7	1600x1200
	8	2048x1536
	9	512x288 (16:9 modes begin here)
	10	640x360
	11	768x432
	12	896x504
	13	1024x576
	14	1152x648
	15	1280x720
	16	1920x1080

Specify vid_mode in "default.cfg" before startup. Use vid_restart to apply changes if using vid_mode in-game.

vid_vsync:

Previously enabled driver-specific implementations of vsync.
Currently unused because of unreliability. Use vid_fps to control framerate instead.

vid_fov:

Changes the feild-of-view. Graphical errors occur at values greater than 179.

vid_fps:

Attempts to cap the game at the framerate at whatever vid_fps is set to.

vid_render_distance:

Controls the render distance. Increasing the render distance will not affect the game.
Decreasing the render distance casues graphical bugs. Do not change.

vid_restart:

Restarts openGL context. Do NOT use this while levels are loaded. The "Apply" button in the 
options menu will Restart the openGL context to the desired resoultion without errors.

vid_vertex_light:

When vid_vertex_light is nonzero, the lighting model is changed to the older distance-based vertex
model instead of the lightmap model that is on by default. Use the older lighting model if you
have framerate problems.

m_speed_x:

Changes the mouse sensitivity in the x-direction in degrees. Accepts floating-point numbers.

m_speed_y:

Changes the mouse sensitivity in the y-direction in degrees. Accepts floating-point numbers.

m_speed:

Changes the mouse sensitivity in degrees. Accepts floating-point numbers.

m_kb_look_speed:

Changes the keyboard look sensitivity. Accepts floating-point numbers.

dbg_draw_vel and dbg_draw_accel:

Draws the velocity and acceleration of the player, respectively.
Can be set to "1" to display values in scalar form and "2" to display values in vector form.

dbg_draw_aigraph:

Draws the AI graph that the enemies use to find the player.

dbg_draw_aimvec:

Draws a point radiating from the camera's view direction indicating the line that the game engine
will test when firing a gun.

in_forward

Typing the key or combination of keys corresponding to the ACSCII code that this command
is set too will make the player move forward

in_backward

Typing the key or combination of keys corresponding to the ACSCII code that this command
is set too will make the player move backward

in_moveleft

Typing the key or combination of keys corresponding to the ACSCII code that this command
is set too will make the player move left

in_moveright

Typing the key or combination of keys corresponding to the ACSCII code that this command
is set too will make the player move right

in_jump

Typing the key or combination of keys corresponding to the ACSCII code that this command
is set too will make the player jump

in_crouch

Typing the key or combination of keys corresponding to the ACSCII code that this command
is set too will make the player crouch

in_gun1

Typing the key or combination of keys corresponding to the ACSCII code that this command
is set too will make the player equip the assault rifle

in_gun2

Typing the key or combination of keys corresponding to the ACSCII code that this command is set
too will make the player equip the shotgun

in_gun3

Typing the key or combination of keys corresponding to the ACSCII code that this command is set
too will make the player equip the laser gun

in_gun4

Typing the key or combination of keys corresponding to the ACSCII code that this command is set
too will make the player equip the knife

in_nextgun

Typing the key or combination of keys corresponding to the ACSCII code that this command is set
too will make the player equip the next gun in the gun order that has ammunition


in_prevgun

Typing the key or combination of keys corresponding to the ACSCII code that this command is set
too will make the player equip the previous gun in the gun order that has ammunition


in_fire

Typing the key or combination of keys corresponding to the ACSCII code that this command is set
too will make the player fire his gun


in_lookleft

Typing the key or combination of keys corresponding to the ACSCII code that this command is set
too will make the player look to the left


in_lookright

Typing the key or combination of keys corresponding to the ACSCII code that this command is set
too will make the player look to the right