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5131 clevermous 1
Welcome to the Quake Technical Information file!
2
 
3
TABLE OF CONTENTS
4
-----------------
5
Introduction to the Console..............
6
Video Subsystem Documentation............
7
Sound Subsystem Documentation............
8
CD Audio Subsystem Documentation.........
9
Network Subsystem Documentation..........
10
Modem Strings............................
11
Win95 Documentation......................
12
Key Binding and Aliases..................
13
Quake Keys and Common Commands...........
14
Making a Config File.....................
15
Demos....................................
16
Reporting Quake Bugs.....................
17
 
18
 
19
==========================================
20
==     Introduction to the Console      ==
21
==========================================
22
 
23
Throughout this document, examples of commands are given, all of which
24
are typed in at the console. To bring up the console, press the tilde ('~')
25
key or press ESC to bring up the menu, select Options, and select Console...
26
from the options menu. To exit the console, press ESC.
27
 
28
The console provides a way to change console variables and also accepts
29
commands that change game settings such as movement keys, video mode, as
30
well as providing an interface for key binding and command aliasing (more
31
on that later).
32
 
33
The console also has a command history with which you can browse through
34
previous commands. Use the up and down arrows to navigate through the
35
command history and press  to re-issue a command.
36
 
37
Partially typing a command and then pressing the TAB key will complete the
38
currently typed text with the first matching console variable or command.
39
(Yes, this is a good way to look for console commands.)
40
 
41
To review previous actions by page, use the PGUP and PGDN keys.
42
 
43
 
44
==========================================
45
==    Video Subsystem Documentation     ==
46
==========================================
47
 
48
The Video Modes menu
49
--------------------
50
 
51
Video modes can most easily be selected from the the Video Modes menu, which
52
is brought up by selecting the Video Options choice in the Options menu.
53
All the resolutions that Quake can support on the current computer are
54
displayed.
55
 
56
Please note that higher-resolution modes require correspondingly more
57
system memory in order for Quake to run, and that some high-resolution
58
modes may not be available when running Quake on 8 Mb machines.  Such
59
modes are not listed in the Video Modes menu.  Please do not report
60
video modes that do not appear in the Video Modes menu as bugs; either
61
those modes are not supported by your video adapter, or there is not
62
enough system memory for Quake to support those modes.
63
 
64
The video modes listed in the Video Modes menu can be tested, set, and made
65
the default mode for Quake from the Video menu, as follows:
66
 
67
* The arrow keys can be used to move the blinking indicator to any of the
68
modes listed in the Video menu.
69
 
70
* Pressing the 'T' key tests the mode the blinking indicator points to, by
71
setting the mode, leaving it set for 5 seconds, and returning to the previous
72
mode.  This lets you verify that your computer does in fact support that
73
mode.  We highly recommend that you always test modes with 'T' before setting
74
them
75
permanently by pressing the Enter key, in case some sort of hardware or
76
software glitch causes a mode to function incorrectly and produce a garbled
77
screen.  It is unlikely but possible that testing or setting a mode will
78
cause your computer to hang or crash; if this happens, there is a serious
79
hardware or software bug, and you should not attempt to select that mode
80
again.
81
 
82
* Pressing the Enter key sets the mode the blinking indicator points to,
83
leaving it set so Quake will then run in that mode.  We suggest that you
84
test a mode by pressing the 'T' key before setting it by pressing the Enter
85
key.  Note that a selection made with the Enter key remains in effect only
86
until Quake is exited (or a new mode is set).  You must explictly make a mode
87
the default mode by pressing the 'D' key in order to automatically set that
88
mode when you start Quake up in the future.
89
 
90
* Pressing the 'D' key makes the current mode the default mode that Quake
91
starts up with.  Note that the current mode is the mode that's displayed in
92
white in the mode list, not necessarily the mode that the blinking indicator
93
points to.  The current default mode is listed in the description of the 'D'
94
key at the bottom of the Video Modes menu.
95
 
96
* Pressing Esc exits the Video Modes menu.
97
 
98
Please see "Bug Reporting," below, for information on how to report any
99
problems you encounter.
100
 
101
 
102
Video modes from the console:  Quick start
103
------------------------------------------
104
 
105
More comprehensive but more complex video control is available through the
106
Quake console.  This section describes the commands necessary to perform
107
basic mode setting through the console (this is similar to what can be
108
accomplished through the Video Modes menu), and following sections describe
109
console video control in detail.
110
 
111
To see all the video modes that are available, bring up the console (either
112
press tilde ('~'), or press Esc to bring up the menu, select Options, and
113
select Console... from the Options menu).
114
 
115
From the console, type vid_describemodes to see all available modes.
116
Type vid_mode  to set a mode, where  is the mode number
117
listed for the desired mode by vid_describemodes.  Higher-resolution modes
118
generally require more extra system memory in order to run, and many are
119
not available in 8 Mb systems; modes that are supported by the video
120
adapter but are currently unavailable due to system  memory limitations
121
will still show up in
122
the mode list from vid_describemodes, but will
123
have "**" in place of a mode number.  (Such modes will not show up at
124
all in the Video Modes menu.)  If you try to set a mode for which
125
there is insufficient system memory, you will receive a message to that
126
effect, and the video mode will remain unchanged.
127
 
128
 
129
More detail
130
-----------
131
 
132
This version of Quake supports software drawing in a variety of
133
video modes.  It does not support any 3-D hardware accelerators.
134
Video modes that are built into Quake are:
135
 
136
320x200, 360x200, 320x240, 360x240, 320x350, 360x350, 320x400,
137
360x400, 320x480, 360x480
138
 
139
However, the higher-resolution modes on this list require additional
140
memory, and may not be available in 8 Mb systems.
141
 
142
In addition, all VESA 2.0 256-color linear framebuffer modes
143
supported by the video adapter are supported.  Further information
144
about VESA 2.0 is provided below.
145
 
146
 
147
Video mode reporting and selection
148
----------------------------------
149
 
150
Quake assigns each available video mode a mode number, which can
151
then be used to query information about the mode or to select the
152
mode.  The first 11 mode numbers are always as follows:
153
 
154
0:  320x200
155
1:  320x200
156
2:  360x200
157
3:  320x240
158
4:  360x240
159
5:  320x350
160
6:  360x350
161
7:  320x400
162
8:  360x400
163
9:  320x480
164
10: 360x480
165
 
166
You will notice that modes 0 and 1 are both 320x200; mode 1 is a
167
Mode X-style version, which may someday allow support of page
168
flipping for cleaner graphics, but right now it's just slower with
169
no advantages, so use mode 0 for 320x200 resolution.  Modes 2-10
170
are all higher resolution than mode 0, and look very nice, but are
171
also all slower than mode 0.  Mode 0 is the fastest of the 11
172
built-in modes.
173
 
174
In addition to the built-in modes, Quake checks for the presence
175
of a VESA version 2.0 driver.  If such a driver is detected, the
176
driver is queried for all 8-bit-per-pixel linear framebuffer (LFB)
177
modes that are supported; also, if no LFB 320x200 mode is available,
178
a banked 320x200 VESA mode is queried for.  All such modes are added
179
to the mode list starting at mode 11.  The available modes will vary
180
depending on adapter, graphics chipset, amount of video memory, and VESA
181
2.0
182
 driver.  The higher the resolution, the lower the performance, and
183
the
184
higher-resolution modes will often be too slow for good gameplay
185
on most machines.  (Also, higher-resolution modes often need more memory
186
than is available in an 8 Mb system.)  The screen can be sized down to
187
improve performance in higher-resolution modes, but then of course the
188
effective resolution of Quake is reduced.
189
 
190
At the same resolution, VESA LFB modes are often faster than the non-VESA
191
modes 0-10, because adapters often have faster memory access in LFB modes.
192
 
193
If a given VESA mode can support page flipping, then it defaults to page-
194
flipped operation.  A VESA mode can be forced to non-page-flipped operation
195
by setting the vid_nopageflip console variable to 1, then setting the mode
196
 
197
(note that vid_nopageflip takes operation on the next, not the current, mode
198
set, and note that it then stays in effect permanently, even when Quake is
199
exited and restarted, unless it is manually set back to 0).  If there is not
200
enough memory for two pages in a VESA mode, or if the
201
adapter doesn't support page flipping, then the mode will automatically
202
be non-page-flipped.  Page flipping can have higher visual quality, but may
203
be either faster or slower, depending on the graphics adapter and other
204
hardware.  (See the discussion of the Pentium Pro, below, for a
205
discussion of why page flipping can be faster but is sometimes much slower
206
on that processor.)  Page-flipped modes use less system memory than non-
207
page-flipped modes.
208
 
209
Quake's VESA support, including VESA driver detection, can be disabled by
210
using the -stdvid command-line switch, and can also be disabled, along with
211
sound, network, and other hardware support, by the -safe command-line switch.
212
 
213
The maximum resolution supported by Quake is 1280x1024.  Modes with higher
214
resolutions will not be reported by vid_describemodes, and cannot be set.
215
 
216
There is no support for any 3-D accelerator boards in this version of Quake.
217
Coming soon.
218
 
219
Quake always starts up in mode 0, and modes 0-10 are always available, given
220
enough system memory.
221
 
222
 
223
A note on modes reported in the Video Modes menu
224
------------------------------------------------
225
 
226
The vid_describemodes console command lists all modes with
227
resolution less than or equal to 1280x1024 that are
228
supported by the video adapter, although modes for which there
229
is not enough system memory have "**" for the mode number.  VGA,
230
Mode X-style, and VESA 2.0 modes are listed separately, so a
231
single resolution can be listed as many as three times, once for
232
each hardware mode that supports it.  For example, mode 0 is
233
VGA mode 0x13, which supports 320x200 resolution, and mode 1 is
234
320x200 Mode X-style mode.  Quake looks identical in both
235
modes, although it usually runs faster in mode 0.
236
 
237
The Video Modes menu is much simpler.  Only modes with resolution
238
less than or equal to 1280x1024 that are both supported by the
239
hardware and for which there is sufficient system memory are
240
listed.  Further, a given resolution is listed only once.  If a
241
given resolution is available in multiple hardware modes, then
242
selecting that resolution will select the appropriate hardware mode
243
as follows:
244
 
245
If the mode is 320x200, then VGA mode 0x13 is selected, and
246
equivalent Mode X and VESA modes are ignored;
247
 
248
Otherwise, the VESA version of the mode is used.
249
 
250
You can always see what video mode is selected from the console by typing
251
the command:
252
 
253
vid_mode
254
 
255
command.
256
 
257
None of this has any effect on selecting modes through the
258
console, where all the different versions of each mode are
259
listed, and the desired version can be selected by using the
260
appropriate mode number.
261
 
262
 
263
How to get VESA 2.0 support
264
---------------------------
265
 
266
Some video adapters have VESA 2.0 support in ROM.  Other video
267
adapters come with loadable VESA 2.0 TSRs.  In the absence of either
268
of these, UniVBE, a shareware product from SciTech, provides VESA 2.0
269
support for most video adapters.  The latest version of UniVBE can be
270
obtained from the following locations:
271
 
272
www: http://www.scitechsoft.com
273
ftp: ftp.scitechsoft.com
274
CIS: GO SCITECH
275
AOL: Keyword SciTech
276
 
277
SciTech can be contacted at:
278
 
279
email: sales@scitechsoft.com
280
 
281
SciTech Software
282
5 Governors Lane, Suite D
283
Chico, CA
284
95926-1989
285
 
286
The current version at this writing is UniVBE 5.2.  This version
287
supports many more adapters than previous versions, and adds
288
a number of useful low- and medium-resolution modes, such as 400x300
289
and 512x384.
290
 
291
 
292
Video-related commands
293
----------------------
294
 
295
vid_describecurrentmode
296
   lists the description for the current video mode.
297
 
298
vid_describemode 
299
   lists the description for the specified video mode, where  is as
300
   reported by vid_describemodes.
301
 
302
vid_describemodes
303
   lists descriptions for all available video modes.
304
 
305
vid_mode 
306
   sets the display to the specified mode, where  is as reported by
307
   vid_describemodes.
308
 
309
vid_nopageflip <1|0>
310
   when set to 1, VESA mode sets will always select non-page-flipped
311
   operation.  When set to 0, VESA mode sets will select page-flipped
312
   operation whenever possible.  All non-VESA modes are always
313
   non-page-flipped.  The setting of vid_nopageflip is remembered
314
   when Quake is exited (by being saved in config.cfg), and is reloaded
315
   when Quake is restarted, so once vid_nopageflip is set to 1, all
316
   VESA modes set in all Quake sessions after that point be will non-page-
317
   flipped until vid_nopageflip is set to 0.  Note that setting this
318
   variable doesn't affect whether the current video mode is page-flipped,
319
   but rather whether page-flipping can be used by future mode sets.
320
 
321
vid_nummodes
322
   reports the total number of modes available.
323
 
324
vid_testmode 
325
   tries to switch Quake to the specified mode, then returns to the current
326
   mode after 5 seconds.  This allows you to try an untested mode without
327
   ending up with a black screen if, for example, the monitor can't display
328
   the mode properly.  There may still be instances in which, due to VESA
329
   driver or hardware bugs, the machine will hang in certain modes;
330
   vid_testmode can't recover from these situations, but it can recover
331
   from a blank or scrambled screen.
332
 
333
vid_wait 
334
  sets the type of waiting that the video adapter should do, as follows:
335
  0: no waiting
336
  1: wait for vertical sync active
337
  2: wait for display enable active
338
 
339
The default state of vid_wait depends on the video mode selected.
340
(_vid_wait_override can force vid_wait to 1, wait for vertical
341
sync; see the description of _vid_wait_override below.)
342
In built-in modes 0-10, the default is always 0, no waiting.  You
343
can set vid_wait to 1 (wait for vertical sync) to eliminate shear
344
and tearing in these modes (so partially-completed frames are never
345
drawn, resulting in a rock-solid image).  However, waiting for
346
vertical sync can result in substantial performance loss.
347
 
348
In VESA modes, if the adapter is VGA compatible and there's enough
349
memory for three video pages, then triple-buffering is enabled and
350
vid_wait is set to 2, wait for display enable.  There is little
351
performance loss to this sort of waiting.  If the adapter is not
352
VGA compatible, or if there's only enough memory for double-buffering,
353
then vid_wait is set to 1 (wait for vertical sync).  This can cause
354
significant loss of performance, but some sort of wait is generally
355
necessary to avoid occasional glitching of the screen when
356
page-flipping; we always choose the lowest-cost wait option that
357
seems to be safe to use.  If there's only enough memory for one
358
page, or if vid_nopageflip 1 is in effect, then vid_wait is set to 0
359
(no wait).  As with modes 0-10, vid_wait 1 can be used to eliminate
360
shear, but at a performance cost.
361
 
362
We have encountered problems with a few adapters in VESA modes when
363
vid_wait is set to 2 (wait for display enable).  Apparently some adapters
364
just toggle display enable all the time, rather than only when pixels
365
are being sent to the screen; this can cause occasional glitches in
366
which the screen image jumps for one frame.  You can fix this by
367
setting vid_wait to 1 (wait for vertical sync).  We would have made
368
vid_wait 1 the default, but it's slower, and vid_wait 2 works on most
369
machines.
370
 
371
The default setting for vid_wait can be changed from the console
372
at any time.  If you are in a VESA mode that waits for vertical
373
sync and want to turn it off to get a speed-up, you can do so.
374
However, changing a vid_wait 1 default in a VESA mode may result
375
in problems.  If vid_wait defaults to 1 (wait for vertical sync)
376
in a mode, and you force it to 2 (wait for display enable), the
377
machine may hang, because some VGA-incompatible adapters, such as
378
some ATI Mach64s, don't support the display enable status.  If you
379
force vid_wait to 0 (no wait), then the screen may glitch periodically
380
if the page flips at a time that results in a bad flip address,
381
although some adapters work fine with no wait at all.
382
 
383
If you force a new setting for vid_wait and encounter problems, DO
384
NOT send us a bug report!
385
 
386
_vid_wait_override <1|0>
387
	can be used to force wait for vertical sync in all modes.  When
388
    _vid_wait_override is set to 0, the type of waiting, if any, for
389
    each video mode that's set thereafter is automatically set to
390
    what appears to be the fastest safe state.  However, it is
391
    possible in some cases that automatic setting may result in some
392
	screen glitching, and it is also true that shear can be
393
    eliminated by waiting for vertical sync (although at a cost in
394
	performance), so it may be desirable in some cases to override
395
    the automatic wait selection and always wait for vertical sync.
396
    This can be done by setting _vid_wait_override to 1.  Once set,
397
    this remains in effect through all succeeding mode sets, even
398
    when Quake is exited and re-entered; the only way to keep Quake
399
    from waiting for vertical sync once _vid_wait_override is set to
400
    1 is to set _vid_wait_override to 0.  Note that changing
401
    _vid_wait_override doesn't affect the current mode, but rather
402
    takes effect on the next mode set.  _vid_wait_override is initially
403
    set to 0.
404
 
405
_vid_default_mode 
406
    can be used to force Quake to start up in a particular mode.
407
    The easiest way to select a default mode is by pressing the
408
    'D' key in the Video Modes menu, but you can alternatively
409
    use _vid_default_mode to specify the mode in which you want
410
    Quake to start up in future Quake sessions.  _vid_default_mode
411
    is initially set to 0.
412
 
413
 
414
Higher-quality perspective texture mapping
415
------------------------------------------
416
 
417
For maximum speed, perspective correction is performed only every 16
418
pixels.  This is normally fine, but it is possible to see texture ripples
419
in surfaces that are viewed at sharp angles.  For more precise texture
420
mapping, set the console variable d_subdiv16 to 0.  Doing this will result
421
in somewhat slower performance, however, and the difference in visual
422
quality will not normally be noticeable.
423
 
424
 
425
Known video problems and workarounds
426
------------------------------------
427
 
428
If you think you've encountered a bug, see "Bug Reporting," below.
429
As a general rule, go back to mode 0 if you have problems; mode 0
430
should work properly in all cases.
431
 
432
On some ATI Mach64 adapters, the palette is sometimes too dark in
433
some VESA modes, and is tinted oddly (too red, for example) in other
434
modes.  The workaround is to use different modes, or modes 0-10.
435
 
436
In modes 0-10, shear and tearing can occur as partially finished
437
frames are displayed.  Workaround:  set vid_wait to 1 (wait for
438
vertical sync); this can result in a substantial performance loss,
439
however.  An alternative is to use a page-flipped VESA mode.
440
 
441
In page-flipped VESA modes, occasional glitched frames may occur with some
442
VESA driver-hardware combinations.  Workaround:  set vid_wait to 1 (wait
443
for vertical sync) (you can set _vid_wait_override to 1 to make waiting
444
for vertical sync permanent for future Quake sessions), or use a different
445
mode.
446
 
447
The VESA video drivers that come with some video adapters don't
448
support low-resolution modes such as 320x200; often,
449
nothing lower than 640x400 is supported.  For example,
450
this is the case with some ATI adapters.  There's nothing
451
Quake can do to provide low-resolution VESA modes in these
452
cases, because Quake simply supports whatever modes the VESA
453
driver chooses to report as supported.  Unfortunately, 640x400
454
is too high a resolution for really good performance unless you
455
have a very fast Pentium or a Pentium Pro, so on machines with
456
this sort of adapter, the VESA modes aren't very usable.
457
Workaround:  Use UniVBE 5.2, which supports low-resolution modes
458
on a wide variety of adapters.  Note that a few adapters simply can't
459
support low-resolution modes, in which case you'll have to stick with
460
the low-resolution VGA and Mode X modes that are built into Quake,
461
which run fine but may be somewhat slower than VESA modes.
462
 
463
A few video adapters are almost but not fully VGA compatible, because
464
they don't support some unusual VGA video modes.  In particular, a few
465
adapters don't support the 360-wide Mode X-style video modes that are
466
build into Quake (modes 2, 4, 6, 8, and 10), and display garbage in those
467
modes.  Workaround:  use different modes, such as 0, 3, 5, 7, 9, or any
468
VESA modes that are available.
469
 
470
Under Win 95, the palette occasionally gets messed up when switching from
471
Quake to the desktop and back again.  You can restore the palette by
472
bringing down the console (either press tilde ('~'), or press Esc to bring
473
up the menu, select Options, and select Console... from the Options menu),
474
and typing bf and pressing the enter key, to generate a background flash,
475
which sets the palette.  Press Esc to exit the console.  Alternatively,
476
setting the screen brightness, either from the Options menu or via the
477
gamma console variable, sets the palette.
478
 
479
Under Win 95, if the system key (the key with the Win 95 flag on it) is
480
pressed while Quake is running fullscreen in a VESA mode, Win 95 may be
481
unable to switch back from the desktop to Quake, in which case it will
482
notify you of this, then terminate the Quake session.  This is a quirk
483
of Win 95, and normally there is no workaround other than not to press
484
that key or not to use VESA modes.  (Some people go so far as to remove
485
the system key from their keyboard.)  However, you can
486
disable the system key for Quake with the following utility:
487
 
488
http://www.microsoft.com/windows/download/doswinky.exe
489
 
490
Switching away from Quake with Alt-Enter, Ctrl-Esc, Alt-Tab, or
491
Alt-Spacebar all work fine (except that if you disable the system key
492
with doswinky.exe, Ctrl-Esc will also be disabled).
493
 
494
 
495
Performance
496
-----------
497
 
498
Quake's graphics should be adequately fast in mode 0 (320x200) on all
499
Pentium-class machines. If you feel Quake is running slowly, set the
500
showturtle console variable to 1; you will then see a turtle icon
501
appear in the upper left corner of the screen if the frame rate drops
502
below 10 frame/second.  If you are getting the turtle, you are probably
503
not getting great gameplay.  Performance can be improved in several ways:
504
 
505
* size down the screen with the minus key
506
 
507
* select a lower-resolution mode, if possible
508
 
509
* use a VESA mode
510
 
511
* if you're using a VESA mode and vid_wait is set to 1 (wait for
512
vertical sync) by default (you can check by typing vid_wait
513
in the console), you can try setting vid_wait to 0 or 2, as detailed
514
in the discussion of the vid_wait command above.  Be aware that
515
risks of screen glitching or hung machines are associated with
516
overriding a default vid_wait 1 setting in VESA modes.
517
 
518
To see how exactly fast Quake is running, bring up the console and type
519
 
520
host_speeds 1
521
 
522
You will see a display at the top indicating total frame time in
523
milliseconds, and also server, graphics, and sound frame time in
524
milliseconds.  (Note, though, that unless you also do
525
 
526
snd_noextraupdate 1
527
 
528
sound time will actually show up as graphics time.  However,
529
snd_noextraupdate 1 can cause sound to get choppy, so it's not
530
generally recommended.)
531
 
532
Lower numbers are better.
533
 
534
Type
535
 
536
host_speeds 0
537
 
538
to turn off the frame time display.
539
 
540
 
541
Pentium Pro Performance
542
-----------------------
543
 
544
The Pentium Pro is a very fast Quake platform, but has one weak spot; it is
545
by default very slow on writes to video memory.  This means that in default
546
hardware configurations, you are usually much better off setting
547
vid_nopageflip to 1 if you use VESA modes, so drawing is done to system
548
memory instead of to video memory.  Remember that you must set the mode
549
after setting vid_nopageflip to 1 in order to get vid_nopageflip to take
550
effect.  (vid_nopageflip can sometimes be faster on a Pentium, too, but
551
not by nearly as much in general, and it's often slower.)
552
 
553
The Pentium Pro has some special features that are not turned on by default,
554
but which can help Quake performance a LOT.  These features can be enabled
555
by John Hinkley's program FASTVID, which can be obtained from
556
ftp://members.aol.com/JHinkley/fastvid.zip.  Performance in 640x480
557
mode on a Pentium Pro/150 nearly doubled after FASTVID was run; Quake
558
was very playable (and looked great!) at this resolution.
559
 
560
There's the usual caution with FASTVID:  It could conceivably make your
561
system run goofily, or who knows what.  FASTVID is not a product of
562
id Software, and id makes no guarantees regarding FASTVID. In other words,
563
use FASTVID at your own risk.
564
 
565
************************************************************************
566
IMPORTANT NOTE: FASTVID works only on Pentium Pros!!!  Please do NOT
567
contact either John Hinkley or id with problems concerning FASTVID on
568
Pentium or 486 machines.
569
************************************************************************
570
 
571
 
572
Video Bug Reporting
573
-------------------
574
 
575
If you encounter a video-related bug, please fill out the form found at the
576
end of this file and e-mail it to support@idsoftware.com.  There are several
577
problems that are not bugs, and shouldn't be reported, including:
578
 
579
* unavailability of some VESA modes; VESA modes are only supported by
580
Quake if they are 8-bpp, are LFB modes (except for 320x200), and are
581
no greater than 1280x1024 in resolution.  If you have a VESA mode
582
that doesn't seem to be working properly, please contact the
583
manufacturer; we just use the information that the VESA driver
584
provides us with.
585
 
586
* problems that occur when you change vid_wait from a default value
587
of 1 (wait for vertical sync) in VESA modes
588
 
589
* sluggish performance on 486s
590
 
591
* the known palette problem on some Mach64s.
592
 
593
* the known palette problems switching from fullscreen to the desktop and
594
back under Win95.
595
 
596
* the known problems switching back from the desktop in VESA modes after the
597
system (Windows flag) key has switched from fullscreen to the desktop.
598
 
599
* video modes that are not listed in the Video Modes menu, or that are not
600
listed or are listed with "**" in the output from vid_describemodes; such
601
modes are either not supported by your video adapter, or cannot be supported
602
by Quake in the amount of memory your system has.  High-resolution modes will
603
often not be available in 8 Mb systems.
604
 
605
* 360-wide video modes that don't work although other resolutions do work
606
 
607
* lack of low-resolution VESA modes; the availability of low-resolution modes
608
is the responsibility of the VESA driver.  UniVBE 5.2 provides low-resolution
609
modes on most adapters.
610
 
611
Apart from these, we would very much like to hear about any video
612
problems you encounter.
613
 
614
 
615
==========================================
616
==     Sound Subsystem Documentation    ==
617
==========================================
618
 
619
Quake's sound subsystem works only with Sound Blaster compatible sound
620
cards.  For Quake to get the correct settings for DMA channel and PORT
621
address, you must set your BLASTER environment variable (or have it set for
622
you with the DIAGNOSE utility in your SB16 directory).  If you do not have
623
the BLASTER environment variable set, your sound will not work.  If your
624
sound card supports Sound Blaster compatibility, Windows 95 should set this
625
variable for you.
626
 
627
Note:  some sound cards do not have 100% Sound Blaster compatible
628
hardware, but emulate the Sound Blaster interface.  Such cards may
629
display some inconsistencies relative to an actual sound blaster.
630
In particular, sound may be delayed on some cards.
631
 
632
Note:  it is possible for sound to get choppy if the frame rate
633
drops to a very low level, below 5 frames a second.  A frame rate
634
that low will not provide a good gameplay experience, so if you
635
do experience choppy sound, your machine is almost certainly not
636
fast enough to run Quake satisfactorily in general.
637
 
638
If (when) you see bugs, please use the form attached to the end
639
of these docs to submit a bug report.
640
 
641
Sound Card Command Line Options, Commands, and Variables
642
==================================================================
643
 
644
The commands and variables below work under any operating system.
645
Command-Line options are typed on the command line in most any place
646
but only in operating systems which support command line interfaces,
647
like DOS's COMMAND.COM, or NEXTSTEP's or Linux's csh, sh, or bash.
648
For example, under DOS, the NOSOUND option would be used like this:
649
"C:> quake -nosound".
650
 
651
Command-Line Options
652
--------------------
653
 
654
NOSOUND
655
  Syntax: -nosound
656
  Description: This will prevent *any* sound code from being executed.  If
657
	you are having technical difficulty with the game and then try
658
	running the game with this option and the problem goes away, then
659
	the problem is probably somewhere in the sound code.
660
 
661
SSPEED
662
  Syntax: -sspeed 
663
  Description: This will ask the sound code to set the playback speed
664
    within the constraints of the capabilities of the card.  This is
665
	11025 Hz by default and usually from 8000 to 44100.  Making this
666
	faster requires more CPU horsepower, and has no actual benefits,
667
	because the sounds only contain 11 KHz data.  Making this slower
668
	degrades sound quality, but improves performance and saves memory.
669
 
670
Commands
671
--------
672
 
673
SOUNDINFO
674
  Syntax: soundinfo
675
  Description: This prints the "portable" information on your current
676
        audio hardware setting in the game.  It specifies whether there is
677
        stereo output (0 or 1), the number of samples in the DMA buffer, the
678
        current sample position (changes each time you run SOUNDINFO and
679
        ranges from 0 to the number of samples), the number of sample bits,
680
	the submission chunk (1 in DOS or Linux w/ mmaped sound, larger in
681
	Linux w/o mmaped sound), playback speed in Hz, the DMA buffer address
682
	in hexadecimal (usually 8 digits after the 0x, starting with 0xf00..
683
	in DOS, starting with 0x400.. in Linux, and less than 8 digits if the
684
	hardware was not initialized successfully), and the number of
685
        channels mixed in software (8 by default, changeable w/NUMCHANNELS
686
        command).
687
 
688
STOPSOUNDS
689
  Syntax: stopsounds
690
  Description: Stops any current looping sounds.
691
 
692
 
693
Sound Blaster Sound Card Command-Line Options and Commands
694
==========================================================
695
 
696
The following applies to Sound Blaster cards or compatibles under DOS
697
or a DOS box.
698
 
699
Commands
700
--------
701
 
702
SBINFO
703
  Syntax: sbinfo
704
  Description: This will print information on the Sound Blaster card
705
    in the system.  If the version is 4 or greater, then it is some
706
	kind of Sound Blaster 16 or compatible.  Version 2 is an 8 bit mono
707
	sound blaster, Version 3 is an 8 bit stereo sound blaster pro.
708
	The port is the I/O port
709
sensed from the A variable in the BLASTER
710
	environment variable.
711
The DMA is the DMA channel and is confirmed in
712
	hardware if the
713
card is version 4 or higher.  The mixer port can be
714
	ignored.
715
 
716
 
717
==========================================
718
==   CD Audio Subsystem Documentation   ==
719
==========================================
720
 
721
Overview
722
========
723
Quake is designed to play background music off of a CD-ROM.  The Quake CD has
724
music tracks on it and each level has been assigned a track that will be
725
played.
726
 
727
Win95 Users:  Putting a CD other than the Quake CD into the drive when Quake
728
is already running will sometimes cause another Windows application to start
729
and switch you back to Windows with Quake running in the background.  You
730
will probably want to stop whatever was started and switch back to Quake as
731
quickly as possible... especially if you are playing deathmatch.
732
 
733
 
734
Command Line Parameters
735
=======================
736
-nocdaudio
737
   This will prevent the CD audio system from even attempting to initialize.
738
   No CD commands or functions will be available.  The game will just run
739
   with no music.
740
 
741
-cdmediacheck
742
   This causes the game to periodically check to see if the CD has been
743
   removed and a new one placed in the player.  It is off by default since
744
   this operation is very slow on some CD players and is not needed under
745
   Win95.  There is normally no reason to enable this option; it would
746
   only be useful if you were going to be changing the CD from within the
747
   game on a regular basis.
748
 
749
Commands
750
========
751
There is normally no reason you would need to use any of these commands.  If
752
you are playing Quake with the Quake CD in your CD-ROM drive, the appropriate
753
music track will be played automatically.
754
 
755
cd on
756
   Re-enables the CD audio system after a "cd off" command.
757
 
758
cd off
759
   Shuts down the CD audio system.  No more music will be played unless it
760
   is re-enabled.
761
 
762
cd reset
763
   Causes the CD audio to re-initialize.  This is useful if you change
764
   CDs or insert the CD after you've already run Quake.
765
 
766
cd play 
767
   Plays the specified track one time.
768
 
769
cd loop 
770
   Plays the specified track.  It will be repeated until either it is
771
   manually stopped or another track is started.
772
 
773
cd stop
774
   Stops the currently playing track.
775
 
776
cd resume
777
   Will resume playback of a stopped track.
778
 
779
cd eject
780
   This is for CD players that do not have a manual eject button.
781
 
782
cd remap    ...
783
   Allows you to switch what tracks are played.  This is especially useful
784
   if you want to play music other than that on the Quake CD.  If the CD
785
   audio system is told to play track 1, it will instead play the 1st
786
   track you specified.  For example: assuming a CD with 1 data track and
787
   8 music tracks, the command "cd remap 1 9 8 7 6 5 4 3 2" would leave
788
   the data alone and play the audio tracks as if they had been placed on
789
   the CD in the opposite order.
790
 
791
cd info
792
   Reports information such as the number and types of tracks on the current
793
   CD, what track (if any) is currently playing, and the playback volume.
794
 
795
 
796
Variables
797
=========
798
bgmvolume
799
   The background music volume.  Valid values are 0.0 though 1.0.  Changes
800
   will normally be made using the options menu.
801
 
802
   Not all CD-ROM players support variable volume.  The 0.0 to 1.0 value
803
   translated to a value from 0 to 255 before it is passed to MSCDEX.  How
804
   this value is interpreted varies from drive to drive.  The only thing
805
   required by the MSCDEX specification is that 0 is off and anything else
806
   is on.  Some CD-ROM drives only have on and off so change to bgmvolume
807
   will have have no effect on volume once it is on.
808
 
809
 
810
Messages
811
========
812
CDAudio_Init: MSCDEX version 2.00 or later required.
813
   MSCDEX was either not loaded, or is a version earlier than 2.00.
814
 
815
CDAudio_Init: First CD-ROM drive will be used
816
   MSCDEX reported that the system has more than one CD-ROM drive.
817
   Quake will always use the first drive in this case.
818
 
819
CDAudio_Init: Unable to allocate low memory.
820
   We were unable to allocate the memory needed to communicate with MSCDEX.
821
   Although the game can still run, this indicates a severe low memory
822
   condition.
823
 
824
CD Audio Initialized
825
   Indicates that the CD audio system has successfully initialized.
826
 
827
CDAudio_Play: Bad track number N.
828
   We attempted to play a track number that that is outside the range of
829
   tracks recorded on the CD currently in the CD-ROM drive.  Probable causes
830
   are that a CD other than Quake is in the player, or a custom level has
831
   specified an invalid track number.
832
 
833
CDAudio_Play: Can not play data.
834
   A valid track was requested to be played, but it was a not an audio track.
835
   The probable causes are the same as for a bad track number.
836
 
837
CDAudio_Play: track N failed
838
   A valid audio track was going to be played, but the play command to MSCDEX
839
   returned an error.
840
 
841
CDAudio: media changed
842
   This is simply a notification.  It can only occur if the "-cdmediacheck"
843
   option was specified on the command line.
844
 
845
CDAudio: Error - playback stopped N
846
   An error occurred while the CD was playing audio.  Playback has been
847
   stopped and no further automatic play will be attempted; the game will
848
   proceed without music.
849
 
850
CDAudio_Init: No CD in player.
851
   MSCDEX reported an error while Quake was attempting to get information
852
   about the current CD.  There is either no CD in the player, or it was
853
   unable to get the track information.  No automatic CD play will be
854
   attempted; the game will proceed without music.
855
 
856
 
857
==========================================
858
==    Network Subsystem Documentation   ==
859
==========================================
860
 
861
Overview
862
========
863
 
864
Quake is a client/server game.  You are always running over some type of
865
network.  In a standalone game, you are using a loopback network; it just
866
passes messages back and forth in memory buffers.  This readme is talking
867
about real networks and multiplayer deathmatches.  There are three main
868
sections: commands, LANs, and Serial.
869
 
870
Most normal configuration can be done via the game menus.
871
 
872
There are two types of Quake servers: dedicated and listen.  A listen server
873
is a machine that is used to play the game and also hosts the game for other
874
players.  A dedicated server only hosts the game; it runs in text mode and
875
does not let anyone play on that machine.  A single player game is really
876
just a 1 player listen server that doesn't listen for network connections.
877
 
878
Dedicated vs Listen.  I'll try to make this simple: it is always better to
879
use a dedicated server.  Why? Fairness and playability.  With a listen
880
server, the person on the server always has advantages.  They will always be
881
the first person into a level, they will always have zero latency, and they
882
will get a server update on each and every frame.  On a dedicated server
883
everyone gets equal treatment.  Getting into the server is a first come,
884
first served proposition; latency is determined by each player's connection;
885
and everyone is sent the same number of updates.  It's about as fair as life
886
gets.  By the way, a good 486 machine works nicely as dedicated server.
887
 
888
Another suggestion.  Until there is a native Win95 version of Quake, IPX will
889
usually provide better gameplay on a local area network.  This is due to the
890
delicate balancing act that is required to let a DOS program use the Win95
891
TCP/IP stack.
892
 
893
To start a Dedicated Server, you invoke Quake with the "-dedicated"
894
command-line parameter.  When the server starts, you can type any command
895
that you would normally type in the Quake Console, such as "map e1m1" to
896
start the server on a specific map.  This can be done from the command-
897
line as well by typing "quake -dedicated +map e1m1".  If a value is entered
898
after "-dedicated", that is the amount of players allowed to connect, up
899
to a maximum of 16 players. A dedicated server will quit to the OS whenever
900
a fraglimit or timelimit is reached.  Example: "quake -dedicated 16" will
901
start a 16-player dedicated server.
902
 
903
To start a Listen Server, you invoke Quake with the "-listen" command-
904
line parameter, or use the Multiplayer menu in the game.  Starting a listen
905
server from the command-line will allow you to handle more than 4 players,
906
as 4 is the limit when starting a game from the Multiplayer menu.  If a
907
value is used after the "-listen", that is the maximum amount of players
908
allowed, up to 16 players.
909
 
910
Command Line Parameters, Commands, and Variables
911
================================================
912
 
913
Command line parameters
914
-----------------------
915
-nolan
916
   Disables IPX, TCP/IP, and serial support.
917
 
918
-noudp
919
   Disables support for TCP/IP.
920
 
921
-udpport 
922
   Specifies a UDP port to be used other than the default of 26000.
923
 
924
-noipx
925
   Disables support for IPX.
926
 
927
-ipxport 
928
   Specifies a IPX port to be used other than the default of 26000.
929
 
930
-noserial
931
   Disable serial support.
932
 
933
-mpath
934
   Enables support for code to use Win95's TCP/IP stack.  Do NOT use this
935
   under DOS!
936
 
937
-listen [n]
938
	Starts Quake ready to be a non-dedicated server for up to 
939
	players.  If you do not specify a number  after -listen it will
940
	default to 8.  The maximum allowed value is 16.
941
 
942
-dedicated [n]
943
	Starts Quake ready to be a dedicated server for up to  players.
944
	If you do not specify a number  after -listen it will default to 8.
945
	The maximum allowed value is 16.  A dedicated Quake server stays in
946
	text mode.  This is the Quake console with most commands still
947
	available; those that make no sense (like vid_mode) are ommitted.
948
 
949
Console Variables
950
-----------------
951
 
952
net_messagetimeout
953
   Specifies how long Quake should wait for a message to arrive before
954
   deciding the connection has died.  The default is 3 minutes.  For
955
   reference, messages usually arrive at the rate of about 20 per second.
956
 
957
hostname
958
   This is the name for your server that will show up on an slist
959
   (see below).  The default value is "unnamed".
960
 
961
sys_ticrate
962
   Only used by dedicated servers.  This determines the rate at which the
963
   server will send out updates to the clients.  The default value is 0.05
964
   (20 updatesper second).  For servers where bandwidth is limited, using
965
   modems or the internet for example, it is advisable to lower this value
966
   to 0.1 (10 updates per second).  This will have a very minor effect on
967
   responsiveness, but will half to outbound bandwitdh required making the
968
   modem players a lot happier.
969
 
970
 
971
Console commands
972
----------------
973
 
974
net_stats
975
   This is for debugging. It displays various network statistics.
976
 
977
slist
978
   Looks for Quake servers on a local LAN (or over a null modem
979
   cable).  This will NOT go outside the local LAN (will not cross
980
   routers).
981
 
982
 
983
LANs
984
====
985
 
986
Here are the LANs that are supported by the Quake test
987
release.  For each one, you'll be told how to connect to a server
988
*if it is not on your local network*.  If it is, you can use the
989
"slist" command and connect by hostname.  See the main readme for
990
a discussion of the connect command.
991
 
992
IPX
993
---
994
 
995
Quake has been run with Novell's ODI IPX stack under DOS, PDIPX with packet
996
drivers under DOS, and the Microsoft IPX stack in a Win95 DOS box.  When
997
connecting to a server using IPX, you specify its network:nodeaddress (like
998
12345678:1234567890AB).  If you are on the same network, you can just specify
999
the node address.  If you are doing a connect command from the console, a
1000
full IPX address must be enclosed in quotes.
1001
 
1002
For example, the server's IPX address is "00FADE23:00aa00b9b5b2", you would
1003
enter: connect "00FADE23:00aa00b9b5b2"
1004
 
1005
Win95 TCP/IP
1006
------------
1007
 
1008
Please see the Win95 section of this file for details about playing using
1009
TCP/IP under Win95.
1010
 
1011
Kali
1012
----
1013
 
1014
To Quake, Kali appears to be IPX.  Once you've got Kali up and running, run
1015
Quake as if it was on an IPX network.
1016
 
1017
Beame & Whiteside TCP/IP
1018
------------------------
1019
 
1020
This is the only DOS TCP/IP stack supported in the test release.
1021
It is not shareware...it's what we use on our network (in case you
1022
were wondering why this particular stack).  This has been "tested"
1023
extensively over ethernet and you should encounter no problems
1024
with it.  Their SLIP and PPP have not been tested.  When connecting
1025
to a server using TCP/IP (UDP actually), you specifiy it's "dot notation"
1026
address (like 123.45.67.89).  You only need to specify the unique portion
1027
of the adress.  For example, if your IP address is 123.45.12.34
1028
and the server's is 123.45.56.78, you could use "connect 56.78".
1029
 
1030
Playing over the Internet
1031
-------------------------
1032
Yes, you can play Quake over the Internet.  How many people can be in
1033
the game? That depends.  How smooth will the game be?  That depends.
1034
There are just too many variables (bandwidth, latency, current load,
1035
etc...) for us to make any kind of promises about Internet play.
1036
 
1037
 
1038
Serial/Modem
1039
============
1040
 
1041
The Quake serial driver supports two COM ports.  Although they are referred
1042
to as COM1 and COM2, you can configure them to use any normal hardware
1043
COM port (1 thru 4 on most PCs).  The com ports are used with interrupts,
1044
so their IRQ may not be used for another purpose (such as a LAN adapter
1045
or sound card).  The IRQ may not be shared with another device either;
1046
not even another COM port.  A client can only be connected to one server
1047
at a time, so multiple ports are really only useful on a server.
1048
When using modems, the client must originate the call and the server
1049
must answer.  This holds true even for a two player, non-dedicated
1050
server configuration.
1051
 
1052
In the Multiplayer menu, the default modem string is "ATZ".  If your modem
1053
games are too slow, you can change this string to the appropriate one for
1054
your modem as listed below in the "Modem Strings" section.
1055
 
1056
 
1057
The COMx commands
1058
-----------------
1059
 
1060
Use the menus for serial play whenever possible.  The console
1061
interface is only for unusual configurations.  It is much more
1062
difficult to understand and use correctly.
1063
 
1064
Those of you who do use the console commands for serial play need to
1065
know that the menus always use the first Quake COM line (COM1); yes,
1066
even for COM2.  The names COM1 and COM2 here mean the first and second
1067
serial ports, not necessarily the PC COM1 and COM2 ports (although those
1068
are the default configurations).
1069
 
1070
There are two commands to support serial/modem play for Quake.  They
1071
are: COM1 and COM2. Entering one of these commands with no arguments
1072
will display the status of that serial port, similar to this:
1073
 
1074
Settings for COM1
1075
enabled:   true
1076
connected: false
1077
uart:      16550
1078
port:      3f8
1079
irq:       4
1080
baud:      57600
1081
CTS:       ignored
1082
DSR:       ignored
1083
CD:        ignored
1084
clear:     ATZ
1085
startup:
1086
shutdown:  ATH
1087
 
1088
When used with arguments, these commands change the settings and
1089
status of the COM ports.  The possible arguments are listed below;
1090
examples follow.
1091
 
1092
enable | disable
1093
   "enable" means that your configuration is complete and you want to use
1094
   the COM port.  "disable" is used to turn off a COM port, usually to
1095
   change its settings.  The default (initial) state is disabled.
1096
 
1097
 
1098
modem | direct
1099
   Use one of these two to let Quake know if you are using a modem or a
1100
   direct connection (also called a null modem).  Quake uses this to know
1101
   if it needs to handles modem initialization strings, dialing sequences,
1102
   and hangup procedures.
1103
 
1104
reset
1105
   This will reset the COM port to its default settings and state.
1106
 
1107
 
1108
port 
1109
irq 
1110
   These are used to set the I/O Port and IRQ that your serial port uses.
1111
   The default values are: port=3f8 irq=4 for COM1 and port=2f8 irq=3 for
1112
   COM2.  Note that the port number is displayed in hexadecimal; to enter
1113
   it you would use something like "COM2 port 0x2f8"; the "0x" preceding
1114
   the "2f8" indicates that you are giving the value in hexadecimal
1115
   otherwise decimal is assumed.
1116
 
1117
 
1118
baud 
1119
   Sets the baud rate.  Valid values for  are: 9600, 14400,
1120
   28800, 57600, and 115200.  57600 is the default.  Please note that
1121
   this is the baud rate used for the uart, not your modem.  It is
1122
   perfectly valid to use 57600 on a COM port that is connected to a
1123
   28.8 modem.
1124
 
1125
8250 | 16550
1126
   Specifies the type of uart chip in your system. Normally this is
1127
   automatically detected, one of these need only be used if your chip
1128
   is incorrectly detected.
1129
 
1130
clear
1131
startup
1132
shutdown
1133
   This allows you to specify the clear, startup, and shutdown strings
1134
   needed for
1135
a modem for playing Quake.  If you've found values that
1136
   previously worked
1137
with Doom, use them here.  If you are playing over
1138
   a null modem cable,
1139
leave these blank.
1140
 
1141
-cts | +cts
1142
-dsr | +dsr
1143
-cd  | +cd
1144
   These determine if certain serial control lines should be honored or
1145
   ignored. The "-" means you want that line ignored, the "+" means to honor
1146
   it. "cts" is an abbreviation for "clear to send", "dsr" for
1147
   "data set ready", and "cd" for "carrier detect".  Do not
1148
change these
1149
   values unless you are absolutely positive you need to. The default is to
1150
   ignore all 3 lines.
1151
 
1152
Quake always uses no parity, 8 data bits, and 1 stop bit; these
1153
values can not be changed.  The baud, port, irq, and uart type can
1154
not be changed on an enabled port, you must disable it first.
1155
 
1156
 
1157
Configuration examples
1158
----------------------
1159
Example1: You have a machine with two serial ports you are going
1160
to use as a Quake server.  COM1 will be using a null modem cable and
1161
COM2 will be connected to a 14.4 modem.  You would use commands similar
1162
(the startup string would almost certainly be different) to these:
1163
 
1164
COM1 baud 57600 enable
1165
COM2 baud 14400 modem startup AT\N0%C0B8 enable
1166
 
1167
 
1168
Example2: You are going to use your machine to connect to a dial-up
1169
Quake server with your 28.8 modem connected to COM2.  You would
1170
use a command something like this:
1171
 
1172
COM2 baud 57600 modem startup AT\N0%C0B8 enable
1173
 
1174
Note the baud rate is not the same as the modem speed.  This allows
1175
the modem-to-uart communications to occur at a higher rate than
1176
the modem-to-modem communications.
1177
 
1178
Connecting to a serial Quake server
1179
-----------------------------------
1180
 
1181
Connecting to a Quake server over a serial/modem connection is done
1182
using the "connect" command.  The command "connect 5551212" would try to
1183
connect to a Quake server at the phone number 555-1212.  Note: your local
1184
phone company would probably appreciate it if you didn't try this number!
1185
 
1186
If you are using a null modem cable, you can type "connect #".
1187
Quake will then attempt to connect to the server.
1188
 
1189
 
1190
Known problems / workarounds
1191
============================
1192
Packet drivers with PDIPX - there is a bug that stops a server running on
1193
this combination from responding to the slist command.  Use the patched
1194
version of PDIPX included with Quake to correct this problem.
1195
 
1196
SLIST sees no servers - Some PCMCIA ethernet cards and PPP drivers will
1197
not do the UDP broadcasts needed for the SLIST command (search for local
1198
games from the menu) to function correctly.  In these cases you must
1199
connect to a Quake game using either its IP address or hostname
1200
(DNS resolvable hostname, not the hostname variable in Quake).
1201
 
1202
"BW_OpenSocket failed: 5" - This error is specific to the Beame and
1203
Whitesdie TCP/IP stack.  This stack uses DOS file handles as it's
1204
socket handles.  This error occurs when DOS runs out of file handles.
1205
You need to increase the number specified by "FILES=" in the DOS
1206
config.sys file.
1207
 
1208
Severe lag using TCP/IP under Win95:
1209
	- Occasionaly when you first connect in to a Quake game using Win95
1210
TCP/IP you will experience severe lag and not be able to control your
1211
player's actions.  This usually clears up in 10 to 15 seconds.
1212
	- There is apparently a strange limbo state for Microsoft's File and
1213
Print sharing.  This has been seen when it was installed and then later
1214
removed, but it still appears on the menus.  For some unknown reason
1215
this causes severe lag for a Quake game.  You need to go back and make
1216
sure that it is either completely installed or removed.
1217
 
1218
 
1219
==========================================
1220
==            Modem Strings             ==
1221
==========================================
1222
 
1223
Boca M1440i (internal):
1224
ATS48=0S37=9S46=136%C0%E0%M0&K0&Q0&R1&C1&D2\G0\N1N0
1225
 
1226
Boca 14.4k (internal):
1227
AT&C0N0S37=9&K0W0&Q0S36=3S48=128%C0
1228
 
1229
Boca 14.4 Fax/Modem
1230
AT S46=0 S37=9 N0 &Q0 &D2 &K4
1231
 
1232
Boca 14.4k (external):
1233
AT &F S0=1 S36=0 &K0 &Q6N0S37=9 &D2
1234
 
1235
Boca 14.4k:
1236
AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
1237
 
1238
Cardinal 14.4k v.32bis, v.42bis Fax/Modem:
1239
AT &F N0 S37=9 &Q0 &D2 \N1
1240
 
1241
Digicom Systems (DSI) (softmodem):
1242
AT Z \N0 &D2 &K0 S48=48
1243
 
1244
Digicom Systems Scout Plus:
1245
ATZ*E0*N3*M0*S0*F0&D2
1246
 
1247
Gateway Telepath:
1248
AT &F S37=9 %C0 &K0 &Q6 \G0
1249
 
1250
Gateway Telepath 14.4k:
1251
AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
1252
 
1253
Gateway Telepath I:
1254
AT S0=1 &N6 &K0 &M0
1255
 
1256
Gateway Telepath II:
1257
AT S0=1 S37=9 %C0 &Q0 &K0
1258
 
1259
Generic v.32bis 14.4k Fax/Modem:
1260
AT \N0 %C0 B8
1261
 
1262
Generic 14.4k Fax/Modem:
1263
AT S46=0 S37=9 N0 &Q0 &D2 %C0 \G0 &K0
1264
 
1265
GVC 14.4k (internal):
1266
AT &F B8 \Q0
1267
 
1268
Hayes 28.8k V.FAST Modem:
1269
AT &Q6 &K S37=9 N %C0 \N0
1270
 
1271
Infotel 144I:
1272
AT&Q0 S37=9 N0 &D2
1273
 
1274
Infotel 14.4:
1275
&F0 \N1 &D2 S37=F8
1276
 
1277
Intel 14.4k:
1278
AT \N0 %C0 \Q0 B8
1279
 
1280
Intel 14.4k (internal):
1281
AT Z B8 Q1 \C0 \N1 %C0 \V "H
1282
 
1283
Linelink 144e:
1284
AT &F &D1 &K0 &Q6 S36=3 S46=136 %C0
1285
19200
1286
 
1287
Microcom AX:
1288
&F \N1 \Q0 &D2
1289
 
1290
Microcom QX/4232bis:
1291
AT %C0 \N0
1292
 
1293
Netcomm M7F:
1294
AT &E &K0 B0 \V0 X4 &D2 \N1 \Q0 #J0 #Q9 %C0
1295
 
1296
Nokia ECM 4896M Trellis V.32:
1297
AT Z %C0 /N0
1298
 
1299
Nuvotel IFX 14.4 (internal):
1300
&F \N1 &D2
1301
 
1302
Practical Peripherals 14400FX v.32bis:
1303
AT Z S46=0 &Q0 &D2
1304
 
1305
Practical Peripherals 14400FX v.32bis:
1306
AT S46=0 &Q0 &K0 &D2
1307
 
1308
Supra:
1309
AT &F0 S46=136 %C0
1310
 
1311
Supra (external):
1312
AT &K &Q &D \N1
1313
 
1314
Supra 14.4k v.32bis:
1315
AT &F S46=136 &Q0 &D2
1316
 
1317
Supra 14.4k v.32bis:
1318
AT &K &Q &D \N1
1319
 
1320
Supra Fax Modem 14.4K v.32 bis
1321
AT &F %C0 S48=7 Q0 V1 W1
1322
 
1323
Telepath 14.4k:
1324
AT &F&M0&K0&N6&H0 S0=1
1325
 
1326
Twincomm DFi 14.4:
1327
AT&F &Q0 %C0 S37=9 &D2
1328
 
1329
UDS V.3223:
1330
&F \N1 \Q &D2
1331
 
1332
UDS Fastalk 32BX:
1333
&F0 \N1 &D2
1334
 
1335
USR Courier v.32bis:
1336
ATS0=1 S7=60 E1 Q0 V1 &C1 &D2 &H0 &K0 &M0 &N6 &A3
1337
 
1338
USR Courier HST/DS 16.8k:
1339
First reset the modem in a communication program with AT&F&W
1340
AT X4 B0 &A0 &B0 &H2 &I0 &K0 &M0 &N6a
1341
 
1342
USR DS v.32bis v.42bis (external):
1343
AT&m0&n6&a0&r1&h0&k0&i0&s0&b1x1
1344
 
1345
USR Sporster 9600:
1346
AT&M0&K0&N6
1347
 
1348
USR Sportster V.34 28.8 (note: works best at 19200 baud):
1349
AT &F &M0 &I0 &K0 &B0 &N0
1350
 
1351
USR Sportster 14.4k Fax/Modem USING ERROR CORRECTION:
1352
AT S0=1 S7=60 E1 QO V1 &C1 &D2 &K0 &N6 &A3
1353
 
1354
USR Sportster 14.4k Fax/Modem (internal):
1355
AT &F&M0&K0&N6&H0
1356
 
1357
USR Sportster 14.4k (internal):
1358
AT &F &B1 &H0 &I0 &K0 &M0 &N6 &R1
1359
 
1360
USR Sportster 14.4k:
1361
ATS0=1S7=60E1Q0V1&C1&D2&K0&N6&A3
1362
 
1363
USR Sportster 14.4k:
1364
AT &F0 &K0 &M0 &N6 &H0 &I0 &B1 &R1
1365
 
1366
USR Sportster 14,000 Fax Modem:
1367
AT S0=2 &N6 &K0 &M0 &I0 &H0 &R1 &A0 V1 X4
1368
 
1369
USR 14.4k:
1370
AT &F&A0&K0&M0
1371
 
1372
USR 14.4k
1373
AT &K0 &H0 &D0 &I0 &R1
1374
 
1375
USR 14.4k Dual Standard
1376
ATB0&R1&B1&N6Q0X4&A0&D2&H0&I0&K0&M0M1
1377
 
1378
USR (model?):
1379
&F E1 V1 X4 &C1 &D2 &N0
1380
 
1381
ViVa 14.4k:
1382
AT&F&Q6\N0%C0&D2N0S37=9
1383
 
1384
ViVa modem (internal):
1385
&F&Q6\N0%C0&D2N0S37=9
1386
 
1387
Zoltrix model 14/14 VE:
1388
AT S0=Q0 V1 &C1 &D2 W2 &Q0
1389
 
1390
Zoom 14.4k VFX:
1391
AT&Q6S37=9N0%C\N0
1392
 
1393
Zoom 14.4k VFX:
1394
AT&Q6S37=11N0%C&K0
1395
 
1396
Zoom OEM Modem:
1397
AT&Q6S37=9N0&K0
1398
 
1399
Zyxel U-1496E:
1400
AT Z &N4 &K0
1401
 
1402
 
1403
==========================================
1404
==         Win95 Documentation          ==
1405
==========================================
1406
 
1407
Quake is a DOS application.  However, it runs fine from the MS-DOS prompt
1408
under Win95, so long as the Properties for the MS-DOS prompt are set up so
1409
that Quake can run.  (See "Set the MS-DOS Prompt Properties", below, for
1410
information about setting MS-DOS Prompt Properties.)  Quake will NOT run
1411
under Windows NT. Following are some steps that can help Quake run better
1412
under Win95.
1413
 
1414
 
1415
Have enough memory
1416
------------------
1417
 
1418
Quake requires at least 16 Mb of installed memory in order to run under
1419
Win95.
1420
 
1421
 
1422
Set the MS-DOS Prompt Properties
1423
--------------------------------
1424
 
1425
If Quake won't run, the MS-DOS Prompt Properties may not be set correctly.
1426
To set the Properties for the MS-DOS prompt, bring up a DOS session, and
1427
either click on the MS-DOS icon in the upper left corner or press
1428
Alt-Spacebar, then select Properties from the menu that comes up, and make
1429
sure the following settings are correct.
1430
 
1431
In the Program sheet of MS-DOS Prompt Properties, make sure the "Suggest
1432
MS-DOS mode as necessary" is checked.
1433
 
1434
In the Memory sheet of MS-DOS Prompt Properties, make sure all five fields
1435
are "Auto".
1436
 
1437
In the Screen sheet of MS-DOS Prompt Properties, set "Usage" to Full-screen.
1438
 
1439
In the Misc sheet of MS-DOS Prompt Properties, uncheck the "Allow screen
1440
saver" box, and check the "Always suspend" box.
1441
 
1442
 
1443
Make sure there's enough free disk space
1444
----------------------------------------
1445
 
1446
If you get error messages like "can't lock memory" under Win 95, or if you
1447
get other weird, inexplicable errors, make sure you haven't run out of disk
1448
space; delete some files if necessary.  You can see how much disk space is
1449
free by bringing up "My Computer" and clicking on the disk icon; the free
1450
disk space will be shown at the bottom of the window.
1451
 
1452
 
1453
Run fullscreen
1454
--------------
1455
 
1456
Quake can run in a window under Win95--but it will run very slowly.  You are
1457
unlikely to get satisfactory performance unless you run Quake fullscreen.
1458
Quake normally comes up fullscreen under Win95; if you have switched it back
1459
to windowed mode, you can get that window back to fullscreen by clicking on
1460
it and then pressing Alt-Enter.
1461
 
1462
 
1463
Shut down other applications
1464
----------------------------
1465
 
1466
Many Win95 apps and DOS apps run even when they're not the foreground
1467
application.  Such applications contend for system resources such as memory,
1468
processor cycles, and sound hardware.  If Quake seems to be running choppily,
1469
if sound is garbled, or if the disk is going all the time, try shutting down
1470
whatever other applications you have running.  For example, some players
1471
have reported that Quake does not run as well when the Office shortcut bar
1472
is running.
1473
 
1474
 
1475
Restore the palette if it gets garbled
1476
--------------------------------------
1477
 
1478
Under Win 95, the palette occasionally gets messed up when switching from
1479
Quake to the desktop and back again.  You can restore the palette by
1480
bringing down the console (either press tilde ('~'), or press Esc to bring
1481
up the menu, select Options, and select Console... from the Options menu),
1482
and typing bf and pressing the enter key, to generate a background flash,
1483
which sets the palette.  Press Esc to exit the console.  Alternatively,
1484
setting the screen brightness, either from the Options menu or via the
1485
gamma console command, sets the palette.
1486
 
1487
 
1488
Avoid the system key
1489
--------------------
1490
 
1491
Under Win 95, if the system key (the key with the Win 95 flag on it) is
1492
pressed while Quake is running fullscreen in a VESA mode, Win 95 may be
1493
unable to switch back from the desktop to Quake, in which case it will
1494
notify you of this, then terminate the Quake session.  This is a quirk
1495
of Win 95, and there is no workaround other than not to press that key
1496
or not to use VESA modes.  (Some people go so far as to remove the system
1497
key from their keyboard.)  Switching away from Quake with Alt-Enter,
1498
Ctrl-Esc, Alt-Tab, or Alt-Spacebar all work fine.
1499
 
1500
 
1501
Give Quake more and/or locked memory
1502
------------------------------------
1503
 
1504
By default, Quake tries to allocate 8 Mb of unlocked memory for heap space
1505
under Win 95.  More memory helps Quake run faster; you can allocate more
1506
memory for Quake under Win95 by setting the command-line switch
1507
 
1508
-winmem x
1509
 
1510
where x is the number of megabytes to allocate for Quake.  If there's enough
1511
memory in the system, the larger the number, up to about 16, the better the
1512
performance.  If, however, there isn't enough memory in the system, or many
1513
other applications are running, the larger number can just cause Quake to
1514
page to disk a lot, and can actually slow performance considerably.  Also,
1515
higher numbers can also cause Win 95 to take longer to start Quake and take
1516
longer to return to the desktop afterward.  If you have 32 Mb or more in your
1517
machine, -winmem 16 should provide the best performance for Quake.  If you
1518
have less than 32 Mb, or a lot of applications running, then you will have
1519
to experiment to find the best amount of memory to allocate for Quake.
1520
 
1521
You may optionally instruct Quake to lock itself in memory by using the
1522
command-line switch
1523
 
1524
-winlock
1525
 
1526
so it won't get paged out by other applications.  This can avoid hitches when
1527
parts of Quake get paged into and out of memory, and thus provide a smoother
1528
playing experience.  On the other hand, it can cause Quake to take longer to
1529
start, and can make the return to the desktop take longer when Quake ends,
1530
because Quake has been hogging a lot of memory.  It is even possible, if most
1531
of the memory in the system is locked by Quake, that it will take many
1532
minutes to switch back to the desktop while Quake is running, so the system
1533
will effectively be nearly frozen.  Therefore, use -winlock with caution;
1534
Quake is not as well-behaved a Win95 citizen when -winlock is specified, and
1535
does not share resources particularly well.
1536
 
1537
-winmem can be used in conjunction with -winlock; if -winmem specifies more
1538
memory than is available to be locked, then Quake will lock as much memory
1539
as possible.  Being too aggressive about how much memory is locked can
1540
actually slow Quake performance, because unlocked parts of the system like
1541
system CD and sound code and data can then be forced to page, so if you do
1542
lock memory, you will have to experiment to find the sweet spot, unless you
1543
have 32 Mb or more of memory.
1544
 
1545
-winlockunlock can be specified as an alternative to -winlock, to tell Quake
1546
to lock its memory when it starts, then immediately unlock it.  The
1547
advantages of doing this are: 1) it forces all of Quake's pages into memory,
1548
so no pages should need to be brought in as Quake runs, making for smoother
1549
running at the start, and 2) it enables Quake to determine whether the
1550
specified amount of memory (if -winmem is also specified) is available in the
1551
machine, so you can be sure Quake won't try to allocate more heap space than
1552
the the amount of physical memory that's actually available.  Like -winlock,
1553
-winlockunlock causes Quake to take quite a bit longer to start up, but it
1554
has the advantage of making Quake a good Win95 citizen if you need to switch
1555
back to the desktop, or have other apps running.
1556
 
1557
In general, Quake will run fine without any of the -winxxx switches, but you
1558
may find that one or more of them--particularly -winmem if you have more than
1559
16 Mb--helps Quake performance on your machine.
1560
 
1561
None of this is an issue under DOS itself (as oppsed to a DOS box under
1562
Win95), because Quake just uses all the memory in the machine under DOS.
1563
 
1564
By default, Quake tries to allocate 8 Mb of unlocked memory for heap space
1565
 
1566
 
1567
Watch out for limbo subsystems
1568
------------------------------
1569
Microsoft's File and Print sharing and IPX protocol stack have both been
1570
known to cause strange problems when they are in a limbo state.  The limbo
1571
state is seems to be an uninstall that did not complete succesfully.  Both
1572
of these cause poor network play performance. If you are experiencing
1573
severe lag, check the File and Print services.  If you the warning "IPX
1574
driver send failue: 04", check the IPX protocol stack.  They need to be
1575
either completely installed or removed; the problems only occur when they
1576
get into this strange semi-installed state.
1577
 
1578
 
1579
==========================================
1580
==        Key Binding and Aliases       ==
1581
==========================================
1582
 
1583
Pressing the tilde key ("~") will bring down the console (pressing the
1584
tilde key or ESC while in the console will close the console). From the
1585
console you can adjust your player controls, this is done by "binding"
1586
keys to commands.  The format for binding keys is as follows:
1587
 
1588
bind  
1589
 
1590
Where  is a valid key control and  is a valid quake command.
1591
 
1592
Example:
1593
To bind the j key to the 'jump' command, you would type:
1594
bind j +jump
1595
and press enter.
1596
 
1597
Non-printable keys such as 'page up' and buttons from the mouse/joystick are
1598
bound in the same manner as printable characters. A list of bindable keys can
1599
be found at the end of this file.
1600
 
1601
Example:
1602
To bind the page up key to the 'jump' command, you would type:
1603
bind pageup +jump
1604
and press enter.
1605
 
1606
To bind the right mouse button to the attack command, you would type:
1607
bind mouse2 +attack
1608
and press enter.
1609
 
1610
The alias command is used to create a reference to a command or list of
1611
commands.  When aliasing multiple commands, or commands that contain
1612
multiple words (such as "fraglimit 50"), you must enclose all the commands
1613
in quotation marks and separate each command with a semi-colon.
1614
 
1615
Example of an alias that changes some Deathmatch server parameters:
1616
 
1617
alias net_game "hostname my_server ; fraglimit 15 ; timelimit 15"
1618
bind INS net_game
1619
 
1620
Once the server is spawned (you must be the one running the -listen server),
1621
you just push the Insert key to set the hostname, frag limit and time limit
1622
of the server. So now the first person to 15 frags, or with the one with the
1623
most frags in 15 minutes, wins.
1624
 
1625
Another example would be to change to the Rocket Launcher, fire one rocket,
1626
and change back to the Double Barrel Shotgun, when you press the "," key:
1627
 
1628
alias rl_dbsg "impulse 7 ; +attack ; wait ; -attack ; impulse 3"
1629
bind , rl_dbsg
1630
 
1631
Aliasing is very powerful, allowing you great flexibility, so you should
1632
experiment by aliasing different commands in various ways.
1633
 
1634
A list of common commands can be found in the next section.
1635
 
1636
 
1637
==========================================
1638
==    Quake Keys and Common Commands    ==
1639
==========================================
1640
 
1641
The following keys can be bound:
1642
 
1643
A-Z                     0-9
1644
*F1-F12                 *TAB
1645
ENTER                   SPACE
1646
BACKSPACE               UPARROW
1647
DOWNARROW               LEFTARROW
1648
RIGHTARROW              ALT
1649
CTRL                    SHIFT
1650
INS                     DEL
1651
PGDN                    PGUP
1652
HOME                    END
1653
PAUSE                   SEMICOLON
1654
 
1655
MOUSE1 (mouse button 1)
1656
MOUSE2 (mouse button 2)
1657
MOUSE3 (mouse button 3)
1658
 
1659
*~ (tilde)
1660
 
1661
* Can only be bound on the command line or in a .cfg file.
1662
 
1663
The ESC key cannot be bound.
1664
 
1665
 
1666
==========================================
1667
==         Making a Config File         ==
1668
==========================================
1669
 
1670
The commands (bindings and aliases) discussed above can be included into a
1671
file containing all of your personal configurations, known as a "config"
1672
file.  This file can then be loaded during game play to enable all your
1673
personal bindings and settings.
1674
 
1675
To do this, use your favorite editor to create a new file, such as
1676
"fragmstr.cfg".  Your .cfg file MUST be located in the quake\id1 directory
1677
or quake won't find it.  Then after launching Quake, you would type "exec
1678
fragmstr.cfg" and press enter, from the console.  You can also exec you .cfg
1679
file from the DOS command prompt by typing "quake +exec fragmstr.cfg".
1680
When you exec a config file, it is the same as typing all the lines in your
1681
config file into the console, only Quake does it for you.  Here is an
1682
example config file (c:\quake\id1\bear.cfg) and the meaning of all the
1683
bindings, aliases and settings:
1684
 
1685
-------------------------------cut here-------------------------------------
1686
name player1            // Sets player name to player1 (lets your opponent
1687
                        // know who fragged them)
1688
 
1689
sensitivity 4           // Sets the mouse sensitivity to 4
1690
 
1691
scr_conspeed 5000       // Sets the console raise/lower speed
1692
 
1693
lookspring 0            // Sets Mouse Look Spring to 0 (0=keep looking,
1694
                        // 1=spring back, when mouse button is released)
1695
 
1696
vid_mode 10             // Sets Video Mode to mode 10 (360X480 resolution)
1697
 
1698
gamma .8                // Sets Gamma Correction to .8 (<1=Lighter, 1=normal
1699
                        // and >1=darker)
1700
 
1701
viewsize 70             // Sets the Screen View size to 70 degrees
1702
 
1703
bind mouse1 +forward    // Binds the left mouse button to Move Forward
1704
 
1705
bind mouse3 +attack     // Binds the middle mouse button to Fire
1706
 
1707
bind mouse2 +mlook      // Binds the right mouse button to Mouse Look
1708
 
1709
bind HOME "save bear1"  // Binds the Home Key to quick save, saves to
1710
                        // bear1.sav
1711
 
1712
bind ENTER +showscores  // Binds the Enter key to show Deathmatch Scores
1713
 
1714
bind SHIFT +speed       // Binds the Shift key to Run
1715
 
1716
bind CTRL +jump         // Binds the Control key to Jump
1717
 
1718
bind ; +mlook           // Binds the ; key to Mouse Look also
1719
 
1720
bind . +moveleft        // Binds the . key to Strafe Left
1721
 
1722
bind / +moveright       // Binds the / key to Strafe Right
1723
 
1724
color 3 4               // Makes Uniform Top green and Pants Red for Net play
1725
 
1726
alias rl_dbsg "impulse 7 ; +attack ; wait ; -attack ; impulse 3"
1727
 
1728
bind , rl_dbsg          // Aliases single rocket attack command and binds
1729
                        // it to the ',' key.
1730
-------------------------------cut here-------------------------------------
1731
 
1732
 
1733
==========================================
1734
==                Demos                 ==
1735
==========================================
1736
 
1737
The standard Demos
1738
------------------
1739
 
1740
Quake has 3 standard demos that start playing when you first run the game.
1741
It will cycle through these demos until you start or join a game.
1742
 
1743
Recording a Demo
1744
----------------
1745
"record   [track]"  This starts up level  and begins
1746
recording a demo into a file name .dem.  You can specify the
1747
optional  to choose a background music from the CD, otherwise the
1748
default selection for that map will be played.
1749
 
1750
Playing a Demo
1751
--------------
1752
"playdemo "  This command will open the file .dem and
1753
play the demo.
1754
 
1755
How to not play the standard demos at startup
1756
---------------------------------------------
1757
 
1758
So you've seen the Necropolis demo 10 billion times now and really don't
1759
ever want to see it again?  Here's how.
1760
 
1761
The easy way is to start Quake with a "+map" command.  You could do
1762
"quake +map start" and you'll start on the single player start level.
1763
Or you could do "quake +map nonsense" and you'll wind up at the Quake
1764
console since there is no map named nonsense.  You can accomplish the
1765
same thing with a "+connect" too.   "+connect" by itself will look for
1766
Quake servers on the local network, "+connect 192.12.34.56" or
1767
"+connect host.timbuktu.edu" will try to connect the the specified
1768
Quake server.
1769
 
1770
There is another way to not show the demos; one that also keeps your
1771
customizations in a seperate directory from the data files in the
1772
Quake distribution.
1773
 
1774
Do this in the quake directory (the directory where you installed Quake;
1775
where you find "quake.exe" and "the id1" directory).  Create a file named
1776
"quake.rc".  Its contents should be:
1777
 
1778
exec default.cfg
1779
exec config.cfg
1780
exec autoexec.cfg
1781
stuffcmds
1782
menu_main
1783
 
1784
Create a batch file to run Quake in the quake directory.  "Q.BAT" is a good
1785
name. It's contents should be:
1786
 
1787
quake -game . %1 %2 %3 %4 %5 %6 %7 %8 %9
1788
 
1789
If you normally use the Q95 batch file, just add the "-game ." part to
1790
that file.
1791
 
1792
Now you can run "q" and quake will start off with the main menu displayed
1793
instead of running the demos.
1794
 
1795
You can also make a seperate subdirectory for this if you'd like.  For
1796
example, make a directory named "mine" in the quake directory.  Create
1797
the "quake.rc" file as specified above in this directory.  Use
1798
"-game mine" instead of "-game ." in your batch file.
1799
 
1800
Important note:  The directory specified by "-game" is where Quake will
1801
look for config.cfg, load and save games, and record and play
1802
demos.
1803
 
1804
 
1805
==========================================
1806
==         Reporting Quake Bugs         ==
1807
==========================================
1808
 
1809
How to use the bug report:
1810
 
1811
Where to send bug reports:
1812
E-mail  : support@idsoftware.com
1813
FAX     : 214-686-9288
1814
 
1815
There are two sections of information - primary and secondary.
1816
 
1817
Primary information contains information such as date, your name, e-mail
1818
address, etc.  Secondary information is actual bug information. There are
1819
a few different sections depending on what type of bug you revieced
1820
(sound, video, etc). Only fill out and include information from the section
1821
related to the type of bug you received.
1822
 
1823
If possible, start Quake with the "-condebug" command line parameter
1824
and try to reproduce the bug. Attach the "qconsole.log" file found in the
1825
"id1" directory to the end of the bug report. If the bug is sound related,
1826
while in Quake, execute the SOUNDINFO and SBINFO (DOS only) commands from
1827
the console.
1828
 
1829
Please attach a copy of your CONFIG.SYS and AUTOEXEC.BAT file to the end of
1830
the report.
1831
 
1832
Bugs submitted properly with this form will get attention.
1833
Unformatted ones sent to personal accounts will be ignored.
1834
If you see problems, please take the time to do this.
1835
 
1836
If you do not have all of the information requested in the form,
1837
don't worry. Send what you do have.
1838
 
1839
Please include the version #. THe version # for Quake can be found in the
1840
lower right hand corner of the console. To bring up the console, press the
1841
tilde ('~') key. Press tilde ('~') again or ESC to exit.
1842
 
1843
-------------------------------cut here-------------------------------------
1844
 
1845
 
1846
============================================================================
1847
==              Quake Bug Report - Primary information                    ==
1848
============================================================================
1849
 
1850
Date:
1851
Name:
1852
Phone number:
1853
E-mail address:  (please include this, we redirect tons of mail)
1854
Game Title:
1855
Version #:
1856
Operating system (i.e., DOS 6.0 or Windows 95):
1857
Computer type:
1858
BIOS date:
1859
BIOS version:
1860
Processor type:
1861
Processor speed:
1862
Do you program at school/work?
1863
Do you provide tech. support at school/work?
1864
Please state the problem you encountered:
1865
Please state how to reproduce the problem:
1866
 
1867
If program crashed with nasty undecipherable techno-garbage, please
1868
look for the eight-digit hex number which comes after "eip="
1869
and write it down here:
1870
 
1871
 
1872
============================================================================
1873
==              Quake Bug Report - Secondary information                  ==
1874
============================================================================
1875
 
1876
------------------------------ Video Related ------------------------------
1877
 
1878
Video Card Manufacturer:
1879
Video Card Model:
1880
Chipset Used:
1881
BIOS Date:
1882
(If using UniVBE, The above information can be found by running uvconfig)
1883
 
1884
Did the problem occur while in a VESA mode?
1885
 
1886
If so, what is the VESA driver and version?  (eg., UniVBE 5.1a,
1887
built into board BIOS, or manufacturer provided TSR)
1888
 
1889
------------------------------ Sound Related ------------------------------
1890
 
1891
Audio card brand and model:
1892
 
1893
If DOS or a DOS box, please run the command "set > set.txt" then
1894
attach "set.txt" to the end of the report.
1895
 
1896
----------------------------- Network Related -----------------------------
1897
 
1898
What type of network connection was established when the error occurred?
1899
(modem, nullmodem, or network)
1900
If modem, Modem brand and model:
1901
 
1902
If network, Network card brand and model:
1903
            Network protocol/configuration:
1904
 
1905
---------------------------------------------------------------------------
1906