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+This is meant to be a fairly conservative branch of the Quake source code. It's
+intended to support Quake and Quakeworld in both software and GL versions, as
+well as the Quakeworld Server; all on both MS Windows and Linux (BSD supported
+as best I can manage with some help from some other users). I don't intend on
+changing the look or feel of the game by adding lots of rendering enhancements,
+etc, but rather just fixing little bugs that I've come across over the years.
+I'll be adding small enhancements and may even rewrite substantial portions of
+the code, but I don't want to change the fundamental feel of the game.
+
+The Quake game data is needed to play and must be acquired separately.
+
+Alternatively the shareware version of Quake can be acquired through RetroArch.
+To download it go to 'Add Content' -> 'Download Content' -> 'Tyrquake'.
+
+To play Quake place the PAK0.PAK and PAK1.PAK into your Quake data directory.
+The PAK2.PAK file that was not originally included with Quake is known to crash
+Tyrquake and should not be used.
+
+The Quake Mission Packs No. 1: Scourge of Armagon and No. 2: Dissolution of
+Eternity can also be played. Place pak0.pak and pak1.pk3 files for each in the
+Quake game data directory, under the names hipnotic and rogue respectively.
+
+To use the colored lighting with Tyrquake, make a subdir in your Quake data
+directory called 'maps' which contains the required .lit files. They can be
+downloaded with RetroArch. To do this go to 'Add Content' -> 'Download Content'
+and download 'quake-colored-lighting-pack.zip' found under Tyrquake.
+
+Controls should be set in both RetroArch and the in game configuration menu.
+
+To build the debugging symbols use:
+ DEBUG=1 ./tyrquake-libretro.SlackBuild