Default resolution is 320x200x256. If you load UniVBE (VESA 2.0) you'll get 640x480x256. What to do: Press Alt-L. Type "ROOM4". Press Enter. A solid from file ROOM4.SLD will be loaded. You'll be in a simple room with sort of stairs. Press Alt-R often to get lighted stuff and shadows!!! ;) If you have more than a few lights you will have to wait for a while for shadows to be computed. If you are impatient press ESC to get out of preview. Quick notes on this version: LIGHTS!!! SHADOWS!!! For now lights of a solid will light (and make shadows) to surfaces of the same solid. You cannot (yet) control the brightness and other stuff for lights. Texture mapping vectors have been changed again. Now first edge in a surface is considered as U vector with V orthogonal to it. This is rather stupid and will be changed soon. Support for VFX1 head-tracking! This works only in a full-screen perspective camera. I've put in some protection in case CSG operation fails. The program will display the usual error message but after you press a key, instead of showing the resulting weird solid, it will restore the two solids used for CSG operation. When grid is enabled all movement is automatically snapped to grid. When angle snap is enabled all rotations are snapped to angle grid. There are 7 predermined grid sizes and 5 angle grid sizes. Use '+' '-' keys to cycle thru them. Note that you can only cycle thru angle snap sizes in Rotate mode. In all other modes the keys will cycle thru grid sizes. When a solid is selected in tex mode other solids will get darker. To see world in brighter colors again press ESC or RMB.