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/contrib/other/sdlquake-1.0.9/data/COMEXP.TXT
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COMMERCIAL EXPLOITATION LICENSE AGREEMENT FOR QUAKE
 
This Commercial Exploitation License Agreement for QUAKE
(the "Agreement") is between Id Software, Inc., a Texas
Corporation, (hereinafter "Id Software") and Licensee (as described
on the signature page hereof) and is made effective beginning on
the date of last signature hereto (the "Effective Date").
 
R E C I T A L S
 
WHEREAS, Id Software is the owner and developer of the
computer software game entitled QUAKE;
 
WHEREAS, Id Software desires to license certain
non-exclusive rights regarding QUAKE to Licensee; and
 
WHEREAS, Licensee desires to receive a license for such
rights.
 
T E R M S A N D C O N D I T I O N S
NOW, THEREFORE, for and in consideration of the mutual
premises contained herein and for other good and valuable
consideration, the receipt and sufficiency of which is hereby
acknowledged, the undersigned parties do hereby agree as follows:
 
1. DEFINITIONS. As used in this Agreement, the parties
hereto agree the words set forth below shall have the specified
meanings:
 
a. "Authorized Copy" shall mean one (1) copy of the
Subject Game actually purchased by Licensee from an
Id Software approved retailer; and
 
b. "Subject Game" shall mean the full registered
version of QUAKE on a CD-ROM and shall not mean the
shareware or any other version.
 
2. GRANT OF RIGHTS. Id Software hereby grants to
Licensee and Licensee hereby accepts, subject to the provisions and
conditions hereof, a world-wide (except as otherwise provided
herein), non-exclusive, non-transferable, and non-assignable
license to:
 
a. publicly display an Authorized Copy in exchange for
rental payment;
 
b. run the Authorized Copy so that it will accept
network/modem connections in exchange for payments
from end-users who also must have actually purchased
an Authorized Copy; and
 
c. otherwise commercially exploit an Authorized Copy,
except that Licensee shall not copy, reproduce,
manufacture or distribute the Authorized Copy.
 
3. RESERVATION OF RIGHTS AND PROHIBITIONS. Id Software
expressly reserves all rights not granted herein. Under no
circumstances shall Licensee copy, reproduce, manufacture or
distribute (free of charge or otherwise) the Authorized Copy or the
Subject Game. Licensee shall not reverse engineer, decompile,
disassemble, modify or alter the Authorized Copy. Licensee is not
receiving any rights hereunder regarding the Trademark or any
artwork, sound, music or other element of the Subject Game.
 
4. OWNERSHIP. Title to and all ownership rights in and
to the Subject Game, and the QUAKE Trademark (the "Trademark") and
the copyrights, trademarks, patents and other intellectual property
rights related thereto shall remain with Id Software which shall have
the exclusive right to protect the same by copyright or otherwise.
Licensee shall have no ownership rights in or to the Subject Game or
the Trademark and Licensee shall not own any intellectual property
rights regarding the Authorized Copy, including, without limitation,
the copyright regarding the Authorized Copy. Licensee acknowledges
that it only has a limited license to use the Authorized Copy, as
specified in that certain QUAKE Enduser License contained within the
Authorized Copy and as specified in this Agreement.
 
5. TERM AND TERMINATION.
 
a. The term of this Agreement and the license granted
herein begins on the Effective Date and shall expire on a date one
(1) calendar year from the Effective Date.
 
b. Either party may terminate this Agreement, for any
reason or no reason, on thirty (30) days written notice to the
other party. Termination will be effective on the thirtieth (30th)
day following delivery of the described notice. Notwithstanding
anything to the contrary herein, this Agreement shall immediately
terminate, without the requirement of any notice from Id Software
to Licensee, upon the occurrence of any of the following: (a) if
Licensee shall file a petition in bankruptcy or make an assignment
for the benefit of creditors, or if any bankruptcy proceeding or
assignment for benefit of creditors, shall be commenced against
Licensee and not be dismissed within sixty (60) days after the date
of its commencement; (b) the insolvency of Licensee; (c) the
cessation by Licensee of its business; or (d) the cessation by
Licensee, without the prior written consent of Id Software of the
distribution, manufacture, and sale responsibilities embodied
herein. Further, Id Software may elect to terminate this Agreement
upon the occurrence of any of the following: (1) if Licensee's
business operations are interrupted for forty (40) consecutive
calendar days; or (2) if each of two Id Software audit inspections
during any eighteen (18) month period demonstrates an
understatement by Licensee of Royalty payments due Id Software for
the six (6) month period immediately preceding each such inspection
of five percent (5%) or more. Upon the occurrence of such
terminating event, and the election of Id Software, if necessary,
to cause such termination, this Agreement and any and all rights
thereunder shall terminate without prejudice to any rights or
claims Id Software may have, and all rights hereunder shall
thereupon terminate, revert to and be vested in Id Software.
 
6. EFFECT OF TERMINATION OR EXPIRATION. Termination or
expiration of this Agreement, either by Id Software or
automatically, shall not create any liability against Id Software.
Upon expiration or earlier termination of this Agreement, Licensee
shall have no further right to exercise the rights licensed
hereunder or otherwise acquired in relation to this Agreement.
 
7. INDEMNIFICATION. Licensee hereby agrees to
indemnify, hold harmless and defend Id Software and Id Software's
predecessors, successors, assigns, officers, directors,
shareholders, employees, agents, representatives, licensees,
sublicensees, distributors, attorneys and accountants
(collectively, the "Id Related Parties") from and against any and
all damages, claims, losses, causes of action, liabilities,
lawsuits, judgments and expenses (including, without limitation,
reasonable attorneys' fees and expenses) arising from, relating to
or in connection with a breach of this Agreement by Licensee and
arising from, relating to or in connection with the Licensee's use
or non-use of the Authorized Copy (collectively, the "Claims"). Id
Software agrees to notify Licensee of any such Claims within a
reasonable time after Id Software learns of same. Licensee, at its
own expense, shall defend Id Software and the Id Related Parties
from any and all Claims. Id Software and the Id Related Parties
reserve the right to participate in any defense of the Claims with
counsel of their choice, and at their own expense. In the event
Licensee fails to provide a defense, then Licensee shall be
responsible for paying the attorneys' fees and expenses incurred by
Id Software and the Id Related Parties regarding the defense of the
Claims. Id Software and the Id Related Parties, as applicable,
agree to reasonably assist in the defense of the Claims. No
settlement by Licensee of any Claims shall be valid unless Licensee
receives the prior written consent of Id Software and the Id
Related Parties, as applicable, to any such settlement.
 
8. CONFIDENTIALITY. It is understood and agreed that
any proprietary information of Id Software that may from time to
time be made available or become known to Licensee is to be treated
as confidential, is to be used solely in connection with Licensee's
performance under this Agreement, and is to be disclosed only to
employees of Licensee who have a need for access. Such proprietary
information shall include, but not be limited to, trade secrets,
release information, financial information, personnel information,
and the like. Reasonable measures shall be taken by Licensee to
protect the confidentiality of Id Software's proprietary
information and any memoranda or papers containing proprietary
information of Id Software's that Licensee may receive are to be
returned to Id Software upon request. Licensee's obligations and
duties under this paragraph shall survive expiration or earlier
termination of this Agreement. Licensee shall obtain from its
employees an undertaking in a form which may be supplied by Id
Software, and which is subject to Id Software's prior written
approval, not to use or disclose to any third party any information
or knowledge concerning the business of Id Software which may be
communicated to such employees.
 
9. LIMITATION OF LIABILITY. ID SOFTWARE EXPRESSLY
DISCLAIMS ALL WARRANTIES NOT PROVIDED BY ID SOFTWARE HEREUNDER.
UNDER NO CIRCUMSTANCES SHALL ID SOFTWARE BE LIABLE TO LICENSEE FOR
ACTUAL, SPECIAL, INCIDENTAL, CONSEQUENTIAL OR PUNITIVE DAMAGES OR
ANY OTHER DAMAGES, WHETHER OR NOT ID SOFTWARE RECEIVES NOTICE OF
ANY SUCH DAMAGES.
 
10. COMPLIANCE WITH APPLICABLE LAWS. In performing
under this Agreement, Licensee agrees to comply with all applicable
laws, [including, without limitation, 22 U.S.C., 2778 and 22
U.S.C. C.F.R. Parts 120-130 (1995)] regulations, ordinances and
statutes, including, but not limited to, the import/export laws and
regulations of the United States and its governmental and
regulatory agencies (including, without limitation, the Bureau of
Export Administration and the U.S. Department of Commerce) and all
applicable international treaties and laws. Further, Licensee
shall defend, indemnify and hold harmless Id Software from any and
all sales tax, tariffs and/or duties in connection with Licensee's
performance hereunder.
 
11. SPECIFIC UNDERTAKINGS BY LICENSEE. In addition to
the obligations of Licensee otherwise set forth in this Agreement,
during the term of this Agreement, and thereafter where specified,
Licensee agrees that:
 
a. It will not attack the title of Id Software to the
Subject Game or the Trademark and any copyright, patent or
trademark or other intellectual property right related thereto and
it will not attack the validity of the license granted hereunder
during the term hereof or thereafter; and
 
b. It will promptly inform Id Software of any
unauthorized use of the Authorized Copy, the Subject Game and the
Trademark and any portions thereof and reasonably assist Id
Software in the enforcement of any rights Id Software may have
against such unauthorized users.
 
12. FINANCIAL OBLIGATIONS AND ACCOUNTING.
 
a. Payment of Royalties. Licensee agrees to pay Id
Software a royalty ("Royalty") at the rate of twelve and one-half
percent (12.5%) of Net Income. The term "Net Income" shall mean
all revenue received by Licensee from the commercial use of the
Authorized Copy, less only Licensee's actual, documented costs
relating directly to such use. A Royalty shall only be due for
those months in which Licensee's gross revenue from QUAKE
distribution exceeds U.S. Five Thousand Dollars ($5,000.00) and in
such months Licensee shall pay a full Royalty on all revenue
received.
 
b. Rendition of Statements. Licensee shall account to
Id Software with regard to transactions hereunder within forty-five
(45) days following the conclusion of each calendar quarter.
Licensee hereby represents and warrants that such statements of
account to be prepared shall be true and correct. The accounts
shall show in summary form the appropriate calculations relating to
the computation of Royalties, if any. The statements shall also
show the gross revenue received by Licensee per month. The
Royalties payable to Id Software hereunder shall be remitted with
the particular statement indicating such amount to be due. All
statements hereunder shall be deemed rendered when deposited,
postage prepaid, in the United States mail, addressed to Id
Software at Id Software's address set forth on the signature page
hereof.
 
c. Books of Account and Audits. Licensee shall keep
books of account relating to the commercial use of the Authorized
Copy on the basis of generally accepted accounting principles and
shall maintain such books of account for a period of at least two
(2) years after the expiration or earlier termination of this
Agreement; provided, however, that Licensee shall not be required
to keep such records longer than seven (7) years from their date of
origination. Id Software may, upon reasonable notice and at its
own expense, audit the applicable records at Licensee's office, in
order to verify statements rendered hereunder. Any such audit
shall take place during reasonable business hours and in such
manner so as not to interfere with Licensee's normal business
activities. Id Software agrees that such information inspected
and/or copied on behalf of Id Software hereunder shall be used only
for the purpose of determining the accuracy of the statements, and
shall be revealed only to such officers, directors, employees,
agents and/or representatives of Id Software as necessary to verify
the accuracy of the statements. If in an audit of Licensee's books
and records it is determined that there is a short fall of ten
percent (10%) or more in Royalties reported for any calendar
quarter, in addition to payment of such short fall and interest as
may be due, as provided herein, Licensee shall reimburse Id
Software for the full out-of-pocket costs of the audit including
reasonable travel costs and expenses; provided, however, that the
amount of reimbursement paid by Licensee shall not exceed U.S.
Fifteen Thousand Dollars ($15,000.00) for any audit.
 
d. Payment of the Royalty. Licensee assumes all risks
associated with fluctuations in foreign currency exchange rates.
Licensee shall pay and agrees to pay all sums due Id Software in
United States Dollars. With respect to Royalties due for
commercial use outside the United States, other currencies shall be
exchanged at the expense of Licensee into United States Dollars
using the bid price quoted at the Citibank, N.A. of New York, New
York, for the purchase of United States Dollars at the close of
business on the last day of the calendar quarter during which any
amounts accrue. Payment of the Royalties shall be made in Dallas
County, Texas.
 
e. Interest. If Id Software does not receive the
applicable Royalty payment on or before the due date of such
payment, Licensee agrees to pay and shall pay interest on Royalties
owed to Id Software from such date as specified in the following
sentence at a rate per annum equal to the Index Rate. For purposes
of clarification, the interest will begin to accrue on the first
(1st) day following the due date of the Royalty payment, unless the
Royalty payment is paid timely. The "Index Rate" shall be the
prime rate as published in The Wall Street Journal's "Money Rates"
table. If multiple prime rates are quoted in the table, then the
highest prime rate will be the Index Rate. In the event that the
prime rate is no longer published in the "Money Rates" table, then
Id Software will choose a substitute Index Rate which is based upon
comparable information. The applicable interest rate will be
determined and take effect on the first day of each month.
 
NOTHING HEREIN SHALL BE CONSTRUED AS A REQUEST OR DEMAND BY
ID SOFTWARE OF INTEREST AT A RATE HIGHER THAN ALLOWED BY APPLICABLE
LAW. IT IS THE INTENT OF THE PARTIES HERETO THAT NO INTEREST BE
CHARGED HEREUNDER WHICH EXCEEDS THE MAXIMUM RATE ALLOWED BY
APPLICABLE LAW. IF THE RATE REFERENCED ABOVE EXCEEDS THE MAXIMUM
RATE ALLOWED BY APPLICABLE LAW, THEN THE INTEREST RATE MADE
APPLICABLE HEREIN SHALL BE THE MAXIMUM RATE ALLOWED BY APPLICABLE
LAW.
 
13. SUBLICENSE. Licensee shall not be entitled to
sublicense any of its rights under this Agreement.
 
14. GOODWILL. Licensee recognizes the great value of
the goodwill associated with the Subject Game and the Trademark,
and acknowledges that such goodwill, now existing and hereafter
created, exclusively belongs to Id Software and that the Trademark
has acquired a secondary meaning in the mind of the public.
 
15. REMEDIES. In the event of a breach of this
Agreement by Id Software, Licensee's sole remedy shall be to
terminate this Agreement. In the event of a breach by Licensee of
this Agreement, Id Software may pursue the remedies to which it is
entitled under applicable law, including, but not limited to,
termination of this Agreement. Licensee agrees that its failure to
comply with the terms of this Agreement upon expiration or earlier
termination hereof or Licensee's unauthorized use of the Authorized
Copy may result in immediate and irreparable damage to Id Software
for which there is no adequate remedy at law, and in the event of
such failure by Licensee, Id Software shall be entitled to
injunctive relief. Pursuit of any remedy by Id Software shall not
constitute a waiver of any other right or remedy of Id Software
under this Agreement or under applicable law. Termination of this
Agreement shall not be a pre-condition to Id Software pursuing its
other remedies for breach.
 
16. LICENSEE'S WARRANTIES. Licensee warrants and
represents that it has full legal rights to enter into this
Agreement and to perform its obligations hereunder and that it will
comply, at all times during the terms of this Agreement, with all
applicable laws, as set forth hereinabove.
 
17. BANKRUPTCY. If Licensee's liabilities exceed its
assets, or if Licensee becomes unable to pay its debts as they
become due or if Licensee files for voluntary bankruptcy, or is
placed in bankruptcy which is not dissolved or dismissed after
thirty (30) days from the petition filing date, or if Licensee
becomes insolvent, or makes an assignment for the benefit of its
creditors or an arrangement pursuant to any bankruptcy laws or if
Licensee discontinues its business or if a receiver is appointed
for its business, this Agreement shall automatically terminate,
without notice, and become null and void; provided, however, all
duties of Licensee upon termination or expiration of this Agreement
shall continue in full force and effect.
 
18. ENTIRE AGREEMENT AND ASSIGNMENT. This Agreement
constitutes the entire understanding between Licensee and Id
Software regarding the Subject Game. Each and every clause of this
Agreement is severable from the whole and shall survive unless the
entire Agreement is declared unenforceable. No prior or present
agreements or representations shall be binding upon any of the
parties hereto unless incorporated in this Agreement. No
modification or change in this Agreement shall be valid or binding
upon the parties unless in writing, executed by the parties to be
bound thereby. This Agreement shall bind and inure to the benefit
of Id Software, its successors and assigns, and Id Software may
assign its rights hereunder, in Id Software's sole discretion.
This Agreement is personal to Licensee, and Licensee shall not
sublicense, assign, transfer, convey nor franchise its rights
granted hereunder.
 
19. CHOICE OF LAW, VENUE AND SERVICE OF PROCESS. This
Agreement shall be construed in accordance with the laws of the
State of Texas and applicable U.S. federal law and all claims
and/or lawsuits in connection with this Agreement must be brought
in Dallas County, Texas. Licensee hereby agrees that service of
process by certified mail to the address set forth below, with
return receipt requested, shall constitute valid service of process
upon Licensee. If for any reason Licensee has moved or cannot be
validly served, then Licensee appoints the Secretary of State of
the state of Texas to accept service of process on Licensee's
behalf.
 
20. EXCUSED PERFORMANCE. Neither party shall be deemed
to be in default of any provision of this Agreement nor be liable
for any delay, failure in performance or interruption of service,
resulting directly or indirectly from acts of God, civil or
military authority, civil disturbance, military action, war,
strikes, other catastrophes or any other similar cause beyond its
reasonable control. Written notice to the non-affected party of any
such condition shall be given by the affected party within ten (10)
days of the event.
 
21. DELIVERY OF NOTICES, AND DELIVERY OF PAYMENTS.
Unless otherwise directed in writing by the parties, all notices
given hereunder and all payments made hereunder shall be sent to
the addresses set forth on the signature page hereof. All
notices, requests, consents and other communications under this
Agreement shall be in writing and shall be deemed to have been
delivered on the date personally delivered or on the date deposited
in the United States Postal Service, postage prepaid, by certified
mail, return receipt requested, or telegraphed and confirmed, or
delivered by electronic facsimile and confirmed. Any notice to Id
Software shall also be sent to its counsel: D. Wade Cloud, Jr.,
Hiersche, Martens, Hayward, Drakeley & Urbach, P.C., 15303 Dallas
Parkway, Suite 700, LB 17, Dallas, Texas 75248.
 
22. NO PARTNERSHIP, ETC. This Agreement does not
constitute and shall not be construed as constituting a partnership
or joint venture between Id Software and Licensee. Neither party
shall have any right to obligate or bind the other party in any
manner whatsoever, and nothing herein contained shall give, or is
intended to give, any rights of any kind to any third persons.
 
23. COUNTERPARTS. This Agreement may be executed in
several counterparts, each of which will be deemed to be an
original, and each of which alone and all of which together, shall
constitute one and the same instrument, but in making proof of this
Agreement it shall not be necessary to produce or account for each
copy of any counterpart other than the counterpart signed by the
party against whom this Agreement is to be enforced. This
Agreement may be transmitted by facsimile, and it is the intent of
the parties for the facsimile of any autograph printed by a
receiving facsimile machine to be an original signature and for the
facsimile and any complete photocopy of the Agreement to be deemed
an original counterpart.
 
24. MEDIATION. If a dispute arises out of or relates to
this Agreement, or a breach of this Agreement, and if the dispute
cannot be settled through direct discussion, then the parties agree
to endeavor to settle the dispute in an amicable manner by
mediation, under the applicable provisions of Section 154.00 et
seq., Texas Civil Practices and Remedies Code, as supplemented by
the rules of the Association of Attorney Mediators.
 
25. SURVIVAL. The following provisions shall survive
the expiration or earlier termination of this Agreement:
paragraphs 4., 7., 8., and the audit rights of Id Software in
paragraph 12.c.
 
26. MISCELLANEOUS.
 
a. All captions in this Agreement are intended solely
for the convenience of the parties, and none shall effect the
meaning or construction of any provision.
 
b. The terms and conditions of this Agreement have been
negotiated fully and freely among the parties. Accordingly, the
preparation of this Agreement by counsel for a given party will not
be material to the construction hereof, and the terms of this
Agreement shall not be strictly construed against such party.
 
By signing in the spaces provided below, the parties have
agreed to all of the terms and conditions set forth in this
Agreement.
 
 
AGREED:
 
LICENSEE:
 
 
Signed:_______________________________
Printed Name:_________________________
Title:________________________________
Address:______________________________
______________________________________
______________________________________
Telephone #: _________________________
Fax #:________________________________
E-Mail Address:_______________________
Date: ________________________________
 
 
AGREED:
 
ID SOFTWARE, INC.
 
 
Signed:_______________________________
Printed Name:_________________________
Title:________________________________
Address:______________________________
______________________________________
______________________________________
Telephone #: _________________________
Fax #:________________________________
E-Mail Address:_______________________
Date: ________________________________
 
 
 
June 10, 1996
 
 
 
COMMERCIAL EXPLOITATION LICENSE AGREEMENT FOR QUAKE
(DWC:dw:3406.0299:dwc\doc:5017)
 
 
/contrib/other/sdlquake-1.0.9/data/HELP.TXT
0,0 → 1,119
TECH SUPPORT
Any of the information listed below could change. Check the id software
Web Site, at www.idsoftware.com, for updates.
 
A. Tech Support Options
id Software does charge for technical support, but we strive to offer
this service at the lowest cost possible. Because volume on the support
lines dictate costs, we periodically adjust our rates for Voice Tech
Support. Check our web site for current pricing.
 
Paying for Voice or Automated Support
1 -- You can get Voice Support using a major credit card for a one-time
shot. The system asks for your credit card number and expiration date,
then pre-authorizes your credit card for the tech support call. You will
only be billed for the number of minutes actually used.
 
2 -- You can assign yourself a rechargeable PIN account. The system prompts
you for your credit card information, and assigns you a PIN account number.
You can use the PIN to access Voice Support, Automated Support and the
Game Hints Line. Once your account runs out, you can charge it up again.
 
3 -- You may also charge up a PIN account using the number 1 (900) call-2-id.
Then call back at 1(800)ID-GAMES (1(800)434-3627), and use your new PIN to
receive all the support and hints you wish.
 
4 -- id Software's Game Hints Line is accessible either using a PIN account
via 1 (800) ID-GAMES (see above), or by calling 1 (900) CALL2-ID, which
places the call on your phone bill.
 
1. Voice Support
Telephone -- 1 (800) id-games
 
Lines Open from 12 noon to 10pm Central Time, 7 Days a
week ($1.75 per minute). Closed some holidays
 
Please have the following information handy.
1. Game title and version number. (The version
number can be found on the end text screen.)
2. Your operating system, processor, processor
speed and amount of RAM.
3. If you are having a sound, video or modem
problem, we need to know the device brand name
and model.
 
2. Automated Support
Telephone -- 1 (800) id-games
 
Lines Open 24 hours a day, 365 days a year, or 366 days
in Leap years ($0.25 per minute)
 
Please have pencil and paper handy.
 
3. E-mail Support
Just send your e-mail to support@idsoftware.com
 
We will do our best to respond within 48 hours after
receiving your e-mail.
 
When sending e-mail, cut and paste the following into your
e-mail message and fill in the blanks:
 
Date:
Name:
Phone number:
E-mail address: (please include this, we redirect tons of mail)
Game Title:
Version #:
Operating system (eg., DOS 6.0 or Windows 95):
Computer type:
Processor type:
Processor speed:
Video card brand and model: (only if video problem)
Audio card brand and model: (only if audio problem)
Modem brand and model: (only if modem problem)
Network card brand and model: (only if netgame problem)
Network configuration (eg., NET.CFG file): (only if netgame problem)
Drivers, protocol stacks, and versions: (eg., lsl v2.14, exp16odi
v2.33, and ipxodi v3.01) (only if netgame problem)
If there were any error messages or fault information, report them
here:
Please state the problem you encountered:
Please state how to reproduce the problem:
 
4. Web Support
Found at www.idsoftware.com
 
Our web support pages provide the same information that's
available via Automated Support, except it's free!
 
5. News Sites
For information, FAQ, or announcements:
rec.games.computer.quake.announce
For editing and hecking Quake-related files:
rec.games.computer.quake.editing
For general Quake discussion:
rec.games.computer.quake.misc
 
6. Game Hints Line
Telephone -- 1 (800) id-games or 1 (900) call-2-id
 
Lines Open 24 hours a day, 365 days a year, or 366 days
in Leap years ($0.85 per minute)
You must be 18 years of age or have parental permission
to call 1 (900) call-2-id.
 
B. In Europe
The help lines in Europe are open 7:30am - 5:00pm GMT,
Monday - Friday.
 
English: +44 01923 209145
German: +44 (0)1923 209151
French: +44 (0)1923 209148
 
C. Problems
If you have an unfavorable experience using our services, please
send e-mail to 911@idsoftware.com. We would also like to hear
from you if you have something positive to share with us. Kindly
include your full name, address, phone number, and the problem
encountered or information you'd like to tell us about.
/contrib/other/sdlquake-1.0.9/data/LICINFO.TXT
0,0 → 1,97
Here is a brief explanation of all the legal mumbo jumbo contained in the
various license agreements that may or may not be part of this package.
 
(This document was designed to be a quick overview of our license terms.
You must refer to the full text of the license for a complete listing of
terms and conditions.)
 
QUAKE SHAREWARE END USER LICENSE (slicnse.txt) or
What You Can and Cannot Do With the Shareware Version of Quake.
 
CAN DO:
-- Play & Enjoy the single player game
-- Setup a shareware version based server on a not-for-profit basis
 
CANNOT DO:
-- Run the game with user developed levels.
-- You may not commercially exploit the shareware version in any way
This specifically excludes retail distribution of the shareware
version. Do not call or e-mail to ask if you can be a retail
distributor of the shareware version -- the answer is no!
-- Commercially exploit any id copyrighted and/or trademarked property.
Example: Game names, logos, graphics, etc.
 
 
QUAKE REGISTERED VERSION END USER LICENSE (rlicnse.txt) or
What You Can and Cannot Do With the Registered Version of Quake.
 
CAN DO:
-- Play & Enjoy the single player game
-- Setup a registered version based server on a not-for-profit basis
-- Develop new levels and/or level creation utilities.
-- Play the game and/or setup a Registered Version based server using
a user-developed level.
 
CANNOT DO:
-- Commercially exploit the Registered Version of Quake in any way;
see commercially exploitation license info below.
-- Commercially exploit any id copyrighted and/or trademarked
property.
Example: Game names, logos, game graphics, etc.
-- Sell user-developed levels and/or tools
 
COMMERCIAL EXPLOITATION LICENSE (comexp.txt -- accompanies Quake
registered version only)
 
If you are interested in trying to make money using the registered version
of Quake (this sort of thing is not allowed using the shareware version) you
must sign our easy-to-digest Commercial Exploitation License.
 
This is a royalty free license that allows you to run Quake for a profit
through a certain monthly gross profit range. If your Quake-related business
becomes successful the agreement brings id into the revenue stream.
 
Basic terms of the commercial exploitation license:
 
-- License grants a royalty free commercial exploitation right for the
registered version of Quake as a whole so long as Quake's monthly gross
revenue is below $5,000.00
 
-- License provides for a 12.5% royalty to be paid to id Software in months
where the licensee's Quake related monthly gross revenue is above $5,000.00
 
-- Royalty is based off net income. Net income is defined as Quake-related
gross income less Quake-related expenses.
 
-- License expressly prohibits commercial exploitation via the sale (retail
or otherwise) of the shareware or registered versions of Quake.
 
-- License expressly prohibits advertising/marketing use of our copyrighted
and/or trademarked properties.
 
To get into bed with us on this deal you must print two (2) copies of the
document named comexp.txt. (You should find comexp.txt somewhere on the
registered version CD.) Sign/fill in the blanks of both copies where
indicated and mail both to:
 
id Software
18601 LBJ #666
Mesquite, TX 75150
Attn: ComExp License
 
We will then countersign the documents and mail one back to you.
 
Two items worth noting here:
 
1. It is VERY IMPORTANT that the information you enter in the signature
block be legible. We prefer it if you enter the info into the blanks before
printing your two copies. If we cannot read your information we will not be
able to return the documents to you.
 
2. The terms of this document are not subject to negotiation. If you cannot
live with the terms spelled out in the agreement do not engage in any
commercial exploitation of Quake and do not sign the document.
 
 
 
/contrib/other/sdlquake-1.0.9/data/MANUAL.TXT
0,0 → 1,1034
Table of Contents
I. THE STORY
A. Background
B. Prelude to Destruction
 
II. INSTALLING QUAKE
A. Installation
B. README.TXT
C. MANUAL.TXT
D. TECHINFO.TXT
 
III. THE BASICS OF PLAY
A. Goal of the Game
B. Skill
C. Episode
D. Getting About
E. Finding Things
 
IV. CONTROLS
A. Keyboard Commands
B. The Main Menu
C. Console
D. Command Line
E. Cheat Codes
 
V. THE GAME
A. The Screen
B. Messages
C Ending a Level
D. Ending a Dimension
 
VI. YOUR NEW ENVIRONMENT
A. Firepower
B. Ammo
C. Power-ups
D. Bad Guys
E. Environmental Hazards and Effects
 
VII. MULTIPLAYER ACTION
A. Cooperative
B. Deathmatch
C. Team Games
 
VIII. COMMONLY ASKED QUESTIONS
 
IX. TECH SUPPORT
A. Tech Support Options
B. In Europe
C. Problems
 
X. LEVELS AND DESIGNERS
 
XI. LEGAL BOILERPLATE
****************
I. THE STORY
A. Background
You get the phone call at 4 a.m. By 5:30 you're in the secret
installation. The commander explains tersely, "It's about the Slipgate
device. Once we perfect these, we'll be able to use them to transport
people and cargo from one place to another instantly.
 
"An enemy codenamed Quake, is using his own slipgates to insert death
squads inside our bases to kill, steal, and kidnap..
 
"The hell of it is we have no idea where he's from. Our top scientists
think Quake's not from Earth, but another dimension. They say Quake's
preparing to unleash his real army, whatever that is.
 
"You're our best man. This is Operation Counterstrike and you're in
charge. Find Quake, and stop him ... or it ... You have full authority
to requisition anything you need. If the eggheads are right, all our
lives are expendable.."
 
B. Prelude to Destruction
While scouting the neighborhood, you hear shots back at the base Damn,
that Quake bastard works fast! He heard about Operation Counterstrike,
and hit first. Racing back, you see the place is overrun. You are almost
certainly the only survivor. Operation Counterstrike is over. Except for
you.
 
You know that the heart of the installation holds a slipgate.
Since Quake's killers came through, it is still set to his dimension.
You can use it to get loose in his hometown. Maybe you can get to the
asshole personally. You pump a round into your shotgun, and get moving.
II. INSTALLING QUAKE
A. Installation
You must install Quake before you can play it. It will not run off the
CD-ROM. Place the CD-ROM into your drive, log on to that drive, and type
'INSTALL'. If you have downloaded Quake via modem, simply go to the
directory you've placed Quake in, unzip it, and type 'INSTALL'.
 
B. README.TXT
After you install Quake, you go right into the README.TXT file, which is
henceforth available in your Quake directory. This is a full listing of
Quake's technical parameters, and is constantly updated with new versions
of Quake. We strongly recommend that after you install Quake, you glance
through README.TXT.
 
You may wish to print this file out, so you can have a copy of it on hand
while playing Quake.
 
C. MANUAL.TXT
Also available in your Quake directory is a file labeled MANUAL.TXT.
This is the file you are now reading.
 
D. TECHINFO.TXT
For those who are more technically inclined, or to fill out a bug report,
check out TECHINFO.TXT. Information on filling out a bug report is located
at the end of TECHINFO.TXT.
 
 
III. THE BASICS OF PLAY
A. Goal of the Game
Quake has two basic goals. First, stay alive. Second, get out of the
place you're in. The first level of each episode ends in a slipgate --
these signify that
you're entering another dimension. When you complete
an entire
dimension (this takes six to eight levels), you'll find a
Rune and another slipgate, which returns you to the start.
 
B. Skill
The start area has three short hallways. The one you go down selects
the Skill you wish to play at.
Easy -- This is meant for little kids and grandmas.
Medium -- Most people should start Quake at Medium skill.
Hard -- Here at id, we play Hard skill, and we think you should too,
once you're ready.
(Nightmare) -- This is so bad that the entry is hidden, so people
won't wander in by accident. If you find it, don't say we didn't warn
you.
 
C. Episode
After the Skill halls, you're in a room with four exits. Each exit
leads to a different military complex, at the end of which is a
slipgate leading to a new dimension. If you have not registered, the
first episode, Dimension of the Doomed, is the only place you can go.
After registration, all four episodes are available. The other three
episodes, in order from second to fourth, are Realm of Black Magic,
Netherworld, and The Elder World.
 
=============================================================================
== TIP -- From episode 1 to episode 4, the dimensions become progressively ==
== more difficult. We suggest you play the episodes in the proper order to ==
== get the maximum fun out of Quake. ==
=============================================================================
 
D. Getting About
The specific keys named below can be changed by using the Configure Keys
Menu. If you have renamed Run as the R key, for instance, then the Shift
key will not double your speed.
Walk
Use the arrow keys or the mouse. To walk steadily forward, hold down
the Forward key (up arrow or center mouse button). Turn left or right
with the left or right arrow keys or sliding your mouse to the left or
right.
Run
Hold down Run (the Shift key) to double your speed.
Jumping
Tap the Jump key (the space bar or Enter key). You jump further if
you're moving forward, and you jump higher if you're moving up a slope at
the time. You'll be surprised at the spots you can reach in a jump. You
can even avoid some attacks by jumping at the right time.
Swimming
When underwater, aim yourself in the direction you wish to go, and
move forward. You have full three-dimensional freedom. Unfortunately,
as in real life, you may lose your bearings while underwater. Use
jump (the space bar or Enter key) to kick straight up towards the
surface. Once on the surface, tread water by holding down jump.
To get out of the drink, swim towards the shore. Once there, use jump
to clamber up. If you're down a well or you can't get a grip, you may
not be able to climb out. There is always another way out, but you may
have to submerge to find it.
Shooting
Tap the Shoot key (the Ctrl key or left mousebutton) to fire. Hold it
down to
keep firing.
Use
Quake has no "Use" function. To push a button or open a door, walk up
to it. To ride a platform up or down, step atop it. If a door won't open
or a platform won't lower, you may need to do something special to
activate it.
Picking up stuff
To pick up items, weapons, and power-ups, walk over them. If you can't
pick up something, it means you already have the maximum possible of
that thing. If it is armor, it means the stuff you're trying to get is
worse than what you now have.
 
E. Finding Things
Buttons and Floorplates
Buttons activate with a touch, and floorplates must be stepped on.
If you see a distinctive-looking button in a spot you cannot reach,
it's probably a shootable button-- fire at it.
Doors
Most doors open at your approach. If one doesn't, seek a button,
floorplate, or key.
Secret Doors
Some doors are camouflaged. Almost all secret doors open when they are
shot or hit with an axe. The rest are opened by hidden pressure plates
or buttons.
Platforms
Most platforms only go up and down, while some follow tracks around
rooms or levels. When you step atop of a platform, it rises to its
full height, and usually only lowers when you step off. Some platforms
must be activated via button or pressure plate.
Pressure Plates & Motion Detectors
Invisible or visible sensors which open doors, unleash traps, warn
monsters, etc.
Uncovering Secrets
Secrets are hidden lots of ways. You might need to shoot a button, kill
a monster, walk through a secret motion detector, etc.
The Secret of Secrets
All secrets in Quake are indicated by clues. Don't waste your time
hacking at every wall. It's much more productive (and fun) to use your
brain and your eyes. Look up. An angled texture, a light shining under
a wall, a strange sound -- anything -- might be the clue. Something
prominent in a room might be decoration ... or it might be the clue.
 
=============================================================================
== TIP -- Bouncing a grenade off a shootable button or secret door won't ==
== open it, but if the grenade's explosion goes off nearby, this may ==
== activate such secrets. ==
=============================================================================
 
IV. CONTROLS
A. Keyboard Commands
By using the key configuration option from the Main Menu, you can
customize the keyboard to suit your fancy, except for the Function keys,
the Escape key, and the ~ (tilde) key.
 
FUNCTION KEYS
Help F1
Save Game F2
Load Game F3
Options Menu F4
Multiplayer Menu F5
Quicksave F6
Quickload F9
Quit to operating system F10
Screenshot F12
 
WEAPONS
Axe 1
Shotgun 2
Double Barrelled Shotgun 3
Nailgun 4
Supernailgun 5
Grenade Launcher 6
Rocket Launcher 7
Thunderbolt 8
Change to next weapon /
 
MOVEMENT
Move / Turn arrow keys
Jump / Swim Space bar or Enter
Run Shift
Sidestep Left . or >
Sidestep Right , or <
Strafe * Alt
Swim Up D
Swim Down C
 
OTHER CONTROLS
Main Menu Escape
Console ~ (tilde)
Look Up A or PgDn
Look Down Z or Del
Center View X or End
Mouse Look ** \ or center mouse button
Keyboard Look *** Ins
 
* Turning right or left sidesteps instead while the Strafe key is pressed.
** Sliding your mouse forward and back looks up and down while the Mouse
Look key is pressed.
*** The walk forward/backpedal arrows will look up and down while the
Keyboard Look key is pressed.
 
B. The Main Menu
Tap the Escape key to pop up the Main Menu. While you are in the menu,
the game is paused.
Use the arrow keys to move the Quake icon up and down the menu. Place
the icon before the desired option, and tap the Enter key. To return to the
Main Menu, tap the Escape key again. To exit the menu and return to the
game, tap the Escape key when you are on the Main Menu.
 
NEW GAME
Discards the game you're playing, and starts anew.
 
MULTIPLAYER
Controls multiplayer game starting and details...
Name
Type your name or alias here, and all messages about you will use
this. So the computer says stuff like, "Josephine rides Bad Bill's
rocket."
Shirt Color
Lets you select your character's uniform color from 14 different
options (numbered 0-13).
Pants Color
As above, but your pants color also determines what team you're on,
if in team play. (After all, pants are more important than shirts.)
Communications Configuration
Takes you to a separate menu on which you can change communications
settings.
Com Port
Selects the COM Port to use for Communications. A null modem or
modem must be connected to this port.
Baud Rate
Selects the COM port baud rate (9600-57600bps). This is NOT the
same as setting the modem speed. The COM port speed must be AT
LEAST the same speed as the modem speed.
Device
Selects the type of connection, either direct (null-modem) or
modem.
Modem Init String
The Initialization string for the modem.
Start a Multiplayer Game
If you want your machine to be the host for a multiplayer game
(Note: if you are starting a listen server, id Software strongly
recommends that the fastest machine act as the host! If you are
playing a game with more than 4 players, we suggest using a
dedicated server as the host!), select this option, and you'll get
the following menu ...
Begin Game
Starts up the game. Now all your friends have to do is log on,
using either "search for local network games" or "join a
running game at..." Multiplayer options (see below).
Maximum Players
You can have up to 16 players. You need at least 2, or it's not
"multiplayer", right?
Game Type
Toggles between cooperative and deathmatch.
Team Color Rules
Toggles between "none" and "no friendly fire". In the latter mode,
your shots won't injure someone wearing the exact same color
pants as you.
Skill
Chooses skill level. Only applicable in a cooperative game.
Frag Limit
From none to 100, in ten-frag increments. When someone reaches
the frag limit, by killing the 40th (or whatever) person, then
the game ends immediately, and final scores are printed. If your
frag limit is none, the game won't end till someone exits the
level or the time limit expires.
Time Limit
From none to 60 minutes, in 10 minute increments. When the time
limit is up, the game ends immediately, and final scores are
printed. If your time limit is none, the game won't end till
someone exits the level or the frag limit is reached.
Start Map
Lets you choose what map you'd like to play on. The top line
gives you the episode name, and the lower line is the level's
name. Note that all levels in Quake are fun to play, but the
episode Deathmatch Arena is composed of special levels that are
solely-designed for deathmatch play. Try them, you'll like them.
Search For Local Network Games
Has your computer look through your network. It will list all the
games it finds on the console, and you can choose to join one of
them by typing connect <server>.
Join A Running Game At ...
Lets you join a game either by typing its net address (for a net
game) or your friend's modem phone number (for a modem game).
If necessary, ensure your modem and network connections are operative
by checking your Communications Configuration menu.
 
SAVE
Brings up a list of saved games. Highlight the desired slot, and tap the
Enter key. Each saved game is identified by the level's name, plus the
proportion of kills you have achieved so far.
LOAD
Brings up a list of saved games. Highlight the desired slot, and tap the
Enter key.
OPTIONS
Miscellaneous game options ...
Configure Keys
Permits you to customize Quake so every action is linked to the
button or key that you prefer.
First, move the cursor (via the arrow keys) to the action you
wish to change. Then tap the Enter key. Now press the key or
button you want to bind to that action. For instance, if you wish
to use the Alt key for Jump, move the cursor to Jump / Swim, tap
the Enter key, then press the Alt key.
Each action can have two different keys assigned to it. If you
already have two keys in an entry, you cannot add more from this
menu.
To clear the keys bound to an action, move the cursor to that
action and tap the Backspace or Delete key instead of the Enter
key. This will clear the keys formerly bound to that action,
leaving it blank.
You can bind any key to an action except Function keys, the
Escape key, and the ~ (tilde) key. "Weird" keys such as Scroll
Lock, Print Screen, etc. may or may not work, depending on your
machine, but why bother?
Attack
Fires your weapon
Change Weapon
Switches to the weapon "above" the one you're now using. Wraps
around to the axe.
Jump / Swim Up
If you're on land, jumps. If you're underwater, kicks you
towards the surface. If you're right at the water's edge, pops
you up out of the water, if you combine it with forward
movement.
Walk Forward
Backpedal
Turn Left
Turn Right
Run
Press this while moving, and you move at double speed.
Step Left
Sidesteps (strafes) left
Step Right
Sidesteps (strafes) right
Sidestep
Press this when using turn left or turn right and you sidestep
(strafe) instead.
Look Up
Lets you angle your view upwards. Your view returns to
horizontal when you start walking forward.
Look Down
Lets you angle your view upwards. Your view returns to
horizontal when you start walking forward.
Center View
If you're looking up or down, returns your view to dead
center.
Mouse Look
Press this to allow your mouse to look up or down (by
sliding it forward and back), and to remain looking up or
down even if you move forward.
Keyboard Look
Press this to use your movement keys to look up or down.
Go To Console
Brings down the Console. Also possible by tapping the
~ (tilde) key.
Reset To Defaults
Everything you've changed in the options menu is reset by
this option. Consider it an "Oops" key.
Screen Size
A slider which enlarges or shrinks your view area. All
Quake's sliders use the right and left arrow keys.
Brightness
Pretty much self-explanatory. Choose a brightness which
doesn't strain your eyes.
Mouse Speed
Adjusts mouse sensitivity. The further you set the slider
to the right, the quicker your mouse reacts.
Music Volume
Self-explanatory
Sound Effects Volume
Self-explanatory
Always Run
When this is selected, you do not need the Run key -- you
are always at double speed.
Invert Mouse Up / Down
This gives your mouse "airplane-style" controls. This means
that pushing the mouse forward "noses down", and pulling it
back "noses up". Some people prefer this control technique.
Lookspring
Returns your view immediately to straight ahead when you
release the look up / down key. Otherwise, you must move
forward for a step or two before your view snaps back.
Lookspring does not work while you are underwater.
Lookstrafe
If you are using the look up / down key, then this option
causes you to sidestep instead of turn when you try to move
left or right.
 
HELP / ORDERING
Lists the default keyboard and mouse commands. Also contains the
information you need to register Quake.
QUIT
Exits Quake at once.
 
=============================================================================
== TIP -- Quake saves your current key configuration when you quit, so ==
== next time you play, you have the same configuration. ==
=============================================================================
 
C. Console
Tap the ~ (tilde) key to bring down the console. As with the Main Menu,
when the console is down, a singleplayer game is paused. A wide variety of
esoteric commands can be entered at the console. If your keyboard has no
~ (tilde), the Options Menu (inside the Main Menu) has a "Console" option.
 
D. Command Line
For special command line parameters, see README.TXT.
 
E. Cheat Codes
id Software, as in our previous games, has removed all cheat codes from
Quake.
 
V. THE GAME
A. The Screen
The large top part of the screen is the view area, in which you see
monsters and architecture. Immediately below is the Inventory, beneath
which is the Status Bar. You can enlarge the viewing area (tap the + key),
so much that it engulfs first the Inventory Bar and then the Status Bar.
The - key shrinks the view area.
 
Inventory Bar
Lists ammo, weapons, deathmatch scores, and power-ups.
The active weapon is lit up. Each weapon has a number by it -- type
the appropriate number key to switch to that weapon.
In addition, this gives the amount of ammo you have of each type,
any keys you possess, and any power=ups currently active. Plus it shows
how many and which of the four Runes you possess.
In Deathmatch, it shows the top four scores in the game.
 
Status Bar
A vital part of the screen. When your armor, hit points, or ammo get
low, the number turns red.
From left to right, the big numbers represent: Armor Points, Health,
and Ammo (of the current weapon). Icons show the Armor Type (green,
yellow, or red), your adorable face, and your Ammo Type).
 
Score Bar
Hold down theTab key to replace the Status Bar with the Score Bar.
This lists the proportion of monsters you've killed, secrets you've
found, and time you've spent, along with the level name.
In Deathmatch, the Score bar lists the top six scorers, along with
their names.
 
B. Messages
Quake talks to you from time to time. Some messages appear at the top of
the screen. These are non-critical, and tell you that you've picked up an
object, or you've died in an interesting fashion. Ignore these messages if
you please.
Certain messages appear inconveniently in the middle of your view. These
are always important, and you do not want to ignore them!
 
D Ending a Level
Once you finish a level, you'll find a slipgate or a distinctive archway
leading to the next level. Pass through to emerge onto a new level.
You start the new level with the same armor, weapons, and ammo you had at
the end of the previous one. If a power-up was active at the end of the
previous level, it is now, sadly, gone. Make the best of it. If your hit
points were over 100 or under 50, they are altered to 100 or 50,
respectively. Otherwise, your hit points are unchanged.
 
D. Ending a Dimension
Once you've finished all the levels in a particular dimension, you return
to the starting hall. New dimensions are started from scratch -- you, your
shotgun, and axe.
 
VI. Your New Environment
A. Firepower
You are blessed with eight different Means o' Mass Destruction. Each has
its place in a balanced diet.
 
Axe
The last resort. Face it -- going toe-to-toe with the uglies in Quake
demonstrates all the good sense of a man parachuting into an alligator
farm.
 
Shotgun
The basic gun, to which all other guns compare favorably.
 
Double-barrelled Shotgun
A worthy weapon with three minor drawbacks: first, it uses up 2 shells
per blast; second, it's slow; third, its shot pattern is very loose at
long range. But in general, once you find this puppy, the other shotgun
starts rusting from disuse.
 
Nailgun
A two-barrel dingus that prickles bad guys with armor-piercing darts,
technically termed "nails".
 
Supernailgun
The great equalizer. Four cyclic barrels that hose out spikes like
crazy. Pro: foes drop like flies. Con: eats ammo like popcorn.
 
Grenade Launcher
Thumps neat exploding bombs into the air. You can even bounce a grenade
off the wall or floor.. When a grenade hits someone, it explodes.
If it misses, the bomb sits on the floor for a moment, then explodes.
Even though I sometimes bounce grenades into myself, this gun's still
my favorite.
 
Rocket Launcher
For when a grenade positively, absolutely, has to be there on time.
 
Thunderbolt
Try it. You'll like it. Use the same technique as watering your
rosebush.
 
Switching Between Weapons
If you are firing a weapon and run out of ammo, Quake automatically
switches you to another weapon. It will never switch to the grenade
launcher or rocket launcher, however, for reasons that ought to be
obvious. So if you're firing away happily and suddenly switch to the
axe, it doesn't mean you're out of all ammo -- you may still have
grenades. But Quake requires you to select such dangerous
explosives on your own.
 
=============================================================================
== TIP -- If you shoot the Thunderbolt underwater, it discharges all its ==
== cells in every direction in a single gigantic KA-ZAP, with you at the ==
== center. Don't try this at home. ==
=============================================================================
 
B. Ammo
The eight weapons use four types of ammo. Each ammo type comes in two
flavors -- small and large. The large boxes carry twice as much as the
small.
 
Shells
For shotguns and double-barrelled shotguns. A small box holds 20.
 
Flechettes
For nailguns and supernailgunss. A small box holds 25.
 
Grenades
For grenade launchers and rocket launchers. A small crate holds 5.
 
Cells
For Mr. Thunderbolt. A small battery has 6 charges, lasting a little
over a second.
 
C. Power-ups
All power-ups except armor burn out after a while, so smoke 'em while you
got 'em.
 
Armor
Comes in three flavors; green, yellow, and red, from weakest to most
powerful.
 
Megahealth
Gives you 100 additional hit points. After a few seconds, all hit points
over 100 start slowing draining away, because it's too much for the human
frame to hold. Still, it's nice while it lasts.
 
Biosuit
lets you breathe underwater and swim through slime without harm. Does
not protect against lava.
 
Ring of Shadows
Renders you almost totally invisible. Only your eyes can be seen.
Monsters don't detect you unless you do something stupid. Like shoot.
 
Pentagram of Protection
Renders you invulnerable.
 
Quad Damage
Magnum upgrade! You now deliver four times the pain!
 
=============================================================================
== TIP -- When quad damage is activated, use the grenade or rocket ==
== launcher with care -- their bursts are four times as deadly to you, as ==
== well as your enemies. ==
=============================================================================
 
D. Bad Guys
Quake critters are extremely tough, but you have the firepower to vent
your grievances on them anyway. Good hunting.
 
Rottweiler
Bad, bad doggie! Play dead! -- blam! -- yipe! Good dog!
 
Grunt
Goons with probes inserted into their pleasure centers; wired up so
when they kill someone, they get paroxysms of ecstasy. In essence,
customized serial killers. Easy to kill, and they tote shotgun shells.
It's like a little Christmas each time you blow a Grunt away!
 
Enforcer (registered only)
Grunt, Mark Two. Recruits who are surlier and beefier than the rest get
outfitted in combat armor and built-in blasters.
 
Knight
Canned meat. Open 'er up and see if it's still fresh.
 
Death Knight (registered only)
This particular canned meat tends to open you up instead.
 
Rotfish (registered only)
Disgusting little critters who dish it out, but can't take it.
 
Zombie
Thou canst not kill that which doth not live. But you can blast it
into chunky kibbles.
 
Scrag
Floats like a butterfly, stings like a bee. Ugly as hell. They're not
real tough, but like to bushwhack you.
 
Ogre
What's worse than a cannibal monster eight feet tall? One with a
chainsaw. And a sack of grenades.
 
Spawn (registered)
A merrily bouncing blob as dangerous to kill as to ignore. Blech.
 
Fiend
In essence, organic buzzsaws, rife with pummeling power!
 
Vore (registered)
A spideresque hybrid horror. Keep your eye on the energy pod he hurls.
 
Shambler
Even other monsters fear him, so expect a clobbering. He shrugs off
explosions. Good luck.
 
=============================================================================
== TIP -- Some weapons are better vs. particular monsters than others. If ==
== a new monster seems real tough, switch weapons. ==
=============================================================================
 
E. Environmental Hazards and Effects
 
Explosions
Radioactive containers are in some military bases. Shooting these
things unleashes a big boom, so be careful -- you may not want to
stand too close in a firefight.
Your own grenades and rockets cause explosions too, of course -- the
blast can hurt you if you're too close.
 
Water
Safe enough unless you stay under so long you start to drown. Come up
for air periodically to prevent this.
 
Slime
Hurts you instantly and keeps on hurting. Stay out of slime unless you
have a very good reason to take a dip.
 
Lava
If you're quick and the lava's shallow, you might escape before you're
burnt to a crisp, but don't bet on it.
 
Traps
Quake has many different traps. Don't be paranoid, because traps aren't
really very common, but be aware of their existence. Traps can't be
classified because they come in many varieties -- monsters in ambush,
spike shooters, crushing walls, trapdoors, etc.
 
Teleporters
These are distinctive in appearance and emit a unique sound. When you
step into a teleporter, you're instantly transported to another
teleporter, or atop a teleport pad. If you teleport directly right atop
of somebody else, he or she is killed instantly.
 
=============================================================================
== TIP -- Monsters are smart enough not to activate their own traps, but ==
== if you activate the traps, the monsters can get caught by them. ==
=============================================================================
 
VII. Multiplayer Action
Quake can be even more fun when you're playing with friends than when
you're playing by yourself.
When you are using the console or Main Menu in multiplayer, the game does
not pause. Irresponsible players and monsters can freely shoot you, and
your only recourse is bloodthirsty vengeance.
The Talk function is useful here. When you talk, the message appears at
the top of all players' screens, preceded by the speaker's name.
To talk, press 'T' and start typing your message. Press ENTER to set
the message to everyone.
To set up, run, or join a multiplayer game, use the Main Menu Multiplayer
option. README.TXT contains details that may be useful if your network or
modem need special configurations.
 
A. Cooperative
In a co-op game, you and your friends work together to finish the level.
When one person exits, everyone else exits too, wherever they might be. If
you are killed in co-op, you reappear at the start area, and have to catch
up to your buddies. Use Talk to find out where they are. See the
Multiplayer options on the Main Menu for more info.
 
B. Deathmatch
In a deathmatch, play is totally cutthroat. No monsters exist, and when
you are killed, you reappear in a random spot. After you pick up an item,
it respawns (i.e. pops back into existence) after a while. (Some items
take longer to respawn than others.) Every time you kill someone, you get
a Frag. The person with the most Frags wins, so wreak slaughter amongst
your pals!
If you kill yourself, whether intentionally or by accident, you lose a
Frag. This includes drowning, getting crushed, and so forth. See the
Multiplayer options on the Main Menu for more info.
 
C. Team Games
Team play is a cool combination of co-op and deathmatch. Each team picks
a "uniform" and everyone on that team changes their color to the team
color. The team with the most Frags wins. See README.TXT or the Main Menu
for details.
 
=============================================================================
== TIP -- if you have the Team Color Rules set to No Friendly Fire, your ==
== weapons won't hurt other players wearing the same color pants as you. ==
== (You can still have differently-colored shirts.) Your shots still wear ==
== down their armor, and your own grenade and rocket explosions still hurt ==
== YOU, just not them. ==
=============================================================================
 
VIII. Commonly Asked Questions
 
Q. I'm stuck. How do I get through the level?
A. Take a stroll around and look for a place you haven't been yet. Sometimes
you have to kill a particular monster in order to progress, so exterminate
them all!
 
Q. How can I find all the secrets?
A. Don't worry about it. You never have to find a secret to finish a level..
Also, some secrets are intentionally hard to find.
 
Q. I've cleared out the whole level, but my monster kill score isn't 100%.
Where are they hiding?
A. Some monsters hide inside secrets, or are released by them. You won't be
able to kill those monsters until you find their secrets. Also, some monsters
might lurk underwater. Good fishing.
 
Q. Don't you worry that Quake teaches people that all problems can be solved
by the misuse of deadly force?
A. No.
 
Q. Did I really see two monsters fighting each other?
A. Probably. Some monsters hate one another almost as much as they hate you.
You can use this to your advantage (exercise left up to the reader).
 
Q. How do I prevent motion sickness when watching Quake?
A. If you're one of the unlucky sufferers from motion sickness in Quake,
we're sorry to say the answer seems to differs from person to person. Try
sitting closer to the screen, or further away. Dim the lights in your room,
or turn them up high. Adjust screen brightness up or down. Take a break from
Quake and rest your eyes every hour or so. One or more of these tricks, or a
combination, ought to work.
 
Q. Are you guys Satan-worshipers?
A. No.
 
IX. Tech Support
Any of the information listed below could change. Check the id software Web
Site, at www.idsoftware.com, for updates.
 
A. Tech Support Options
id Software does charge for technical support, but we strive to offer this
service at the lowest cost possible. Because volume on the support lines
dictates costs, we periodically adjust our rates for Voice Tech Support.
Check our web site for current pricing.
 
Paying for Voice or Automated Support
1 -- You can get Voice Support using a major credit card for a one-time
shot. The system asks for your credit card number and expiration date, then
pre-authorizes your credit card for the tech support call. You will only be
billed for the number of minutes actually used.
 
2 -- You can assign yourself a rechargeable PIN account. The system
prompts you for your credit card information, and assigns you a PIN account
number. You can use the PIN to access Voice Support, Automated Support and
the Game Hints Line. Once your account runs out, you can charge it up
again.
 
3 -- You may also charge up a PIN account using the number
1 (900) call-2-id. Then call back at 1 (800) id-games, and use your
new PIN to receive all the support and hints you wish.
 
Voice Support
Telephone -- 1 (800) id-games
Lines Open from 12 noon to 10pm Central Time
7 Days a week ($1.75 per minute maximum as of this printing)
Closed some holidays
Please have the following information handy.
1. Game title and version number. (The version number can be found in the
lower right-hand corner of the console.)
2. Your operating system, processor, processor speed and amount of RAM.
3. If you are having a sound, video or modem problem, we need to know the
device brand name and model.
 
Automated Support
Telephone -- 1 (800) id-games
Lines Open 24 hours a day, 365 days a year (366 in Leap year)
($0.25 per minute)
Please have pencil and paper handy
 
E-mail Support
Just send your e-mail to support@idsoftware.com
We will respond within 48 hours after receiving your e-mail. When sending
e-mail, cut and paste the following into your e-mail message and fill
in the blanks --
 
Date:
Name:
Phone number:
E-mail address: (please include this, we redirect tons of mail)
Game Title:
Version #:
Operating system (eg., DOS 6.0 or Windows 95):
Computer type:
Processor type:
Processor speed:
Video card brand and model: (only if video problem)
Audio card brand and model: (only if audio problem)
Modem brand and model: (only if modem problem)
Network card brand and model: (only if netgame problem)
Network configuration (eg., NET.CFG file): (only if netgame problem)
Drivers, protocol stacks, and versions: (eg., lsl v2.14, exp16odi
v2.33, and ipxodi v3.01) (only if netgame problem)
If there were any error messages or fault information, report them
here:
Please state the problem you encountered:
Please state how to reproduce the problem:
 
Web Support
Found at www.idsoftware.com
Our web support pages provide the same information that's available via
Automated Support, except it's free!
 
News Sites
For information, FAQ, or announcements, check out
rec.games.computer.quake.announce
 
For editing and hecking Quake-related files, check out
rec.games.computer.quake.editing
 
For general Quake discussion, check out
rec.games.computer.quake.misc
 
Game Hints Line
Telephone -- 1 (800) id-games or 1 (900) call-2-id
Lines Open 24 hours a day, 365 days a year (366 in Leap year)
($0.85 per minute)
 
B. In Europe
Our help lines in Europe are open 7:30am - 5:00pm GMT, Monday - Friday.
 
English: +44 01923 209145
German: +44 (0)1923 209151
French: +44 (0)1923 209148
 
C. Problems
If you have an unfavorable experience using our services, please send
e-mail to support@idsoftware.com. Kindly include your full name,
address, phone number, and the problem encountered.
 
X. LEVELS & DESIGNERS
 
***************************************
The Beginning
start -- Welcome to Quake -- by John Romero
***************************************
Dimension of the Doomed (shareware episode)
e1m1: Slipgate Complex -- by John Romero
e1m2: Castle of the Damned -- by Tim Willits
e1m3: The Necropolis -- by Tim Willits
e1m4: The Grisly Grotto -- by Tim Willits
e1m5: Gloom Keep -- by Tim Willits
e1m6: The Door To Chthon -- by American McGee
e1m7: The House of Chthon -- by American McGee
***************************************
Realm of Black Magic
e2m1: The Installation -- by John Romero
e2m2: Ogre Citadel -- by John Romero
e2m3: Crypt of Decay -- by John Romero
e2m4: The Ebon Fortress -- by John Romero
e2m5: The Wizard's Manse -- by John Romero
e2m6: The Dismal Oubliette -- by John Romero
***************************************
Netherworld
e3m1: Termination Central -- by John Romero
e3m2: The Vaults of Zin -- by American McGee
e3m3: The Tomb of Terror -- by American McGee
e3m4: Satan's Dark Delight -- by American McGee
e3m5: Wind Tunnels --by Tim Willits
e3m6: Chambers of Torment -- by American McGee & Tim Willits
***************************************
The Elder World
e4m1: The Sewage System -- by Tim Willits
e4m2: The Tower of Despair --by Sandy Petersen
e4m3: The Elder God Shrine --by Sandy Petersen
e4m4: The Palace of Hate --by Sandy Petersen
e4m5: Hell's Atrium --by Sandy Petersen
e4m6: The Pain Maze --by Sandy Petersen
e4m7: Azure Agony --by Sandy Petersen
***************************************
The End
end: Shub-Niggurath's Pit --by John Romero
***************************************
The Deathmatch Arenas
dm1: Place of Two Deaths --by Tim Willits
dm2: Claustrophobopolis --by American McGee
dm3: The Abandoned Base --by John Romero
dm4: The Bad Place --by American McGee
dm5: The Cistern --by Tim Willits
dm6: The Dark Zone --by Tim Willits
***************************************
???
Ziggurat Vertigo --by American McGee
Underearth --by Tim Willits
The Haunted Halls -- by American McGee
The Nameless City -- by Sandy Petersen
***************************************
 
XI. Legal Boilerplate
Quake (tm) (c) id Software, Inc. All rights reserved. All trademarks are
the property of their respective companies. For full information on the
legal issues of owning and using Quake, please refer to the files
LICINFO.TXT and ORDER.TXT.
 
The program you've purchased was produced through the effort of many people.
Don't make copies for others who have not paid for the right to the
registered version of Quake. To report copyright violations to the Software
Publishers Association, call 1 (800) 388-PIR8 or write:
 
Software Publishers Association
Suite 901
1101 Connecticut Avenue NW
Washington, DC 20036
 
XII. MUSIC CREDITS
 
Titles of Songs or Themes (C) 1996 TVT/Interscope Records.
All Rights Reserved.
Written by Trent Reznor (C) 1996 Leaving Hope/TVT Music.
ASCAP All Rights Reserved.
 
Note: music is ONLY available on CD. See your local software retailer
or order Quake today at 1-800-idgames!
 
XIII. Thanks
 
id Software would like to give special thanks to:
 
Sean Barrett
Raymond Chen
DJ Delorie
Andy Glew
Lance Hacking
Chris Hecker
Todd Laney
Terje Mathisen
Charles Sandmann
Jon Vondrak
Billy Zelsnack
The GameTech crew
Syntrillium Software for CoolEdit
/contrib/other/sdlquake-1.0.9/data/ORDER.TXT
0,0 → 1,103
ORDERING INFO
To order the full version of Quake (or any other id Software
product) in North America, call our fulfillment center at 1-800-idgames
(1-800-434-3627). Except as noted by our operators, you can expect
Airborne Express afternoon delivery. The price for the full version
of Quake (available on PC CDROM only) is $45, plus $5 shipping, for a
total of $50. Our fulfillment center accepts Visa, Mastercard, and
American Express. You can also fax, mail, or email your order using
the attached forms. The fax number is (317) 361-3710 and the email
address is idsoftware@stream.com. To prepay and order with a check
by mail, send your check and the order form to:
 
id Software
P.O. Box 4500
Crawfordsville, IN 47933
 
To see an electronic catalog of our software, tshirts, hint books, and
other merchandise available, check out the Shopping Maul section of our
website at www.idsoftware.com.
 
INTERNATIONAL ORDERS
Quake is available worldwide as a full retail product. To find out
which local stores carry Quake and other id products, contact the
following international affiliates:
 
Europe Australia
GT Interactive Software Roadshow New Media
1712 583791 (U.K.) 1 902 962000
 
Taiwan Singapore
U.S. Summit Corporation Summit Co. (Singapore) Pte. Ltd.
706-0660 273-9988
 
Malaysia Honk Kong
Summit Co. (Malaysia) Sdn Bhd Tsun Tsun Trading Company
757-2244 571-4231
 
Thailand Israel/Jordan/Lebanon/Egypt
U.S. Summit Corp. (Overseas) Mirage Mulimedia
374-3956 972 3 510 5764
 
If you are in a territory that cannot access 1(800)idgames, and you
wish to order our products directly, you must place your order in
writing to the fax, mail, or email addresses listed above under
ORDERING INFO.
 
International phone orders will NOT be accepted. Unfortunately, due
to international shipping costs, all international orders are sent
out via US Mail. This means we cannot guarantee timeliness of delivery
due to customs and other delays inherent to international shipping
______________________________________________________________________
ORDER FORM -- USE THIS FORM TO FAX , MAIL OR EMAIL YOUR ORDER.
 
id Software Order Center Date ______________
PO BOX 4500 Phone: 1800 id games
Crawfordsville, IN 47933 Fax: (317) 361-3710
idsoftware@stream.com
 
 
Product List and Prices in U.S. Currency: (check items)
 
Quake (CD ROM only) $45 ____
The Ultimate DOOM (Mac version available – must specify) $25 ____
DOOM II (Mac version available – must specify) $40 ____
Master Levels for DOOM II (CD ROM only) $25 ____
Final DOOM (CD ROM only) $40 ____
DOOM Hint Book $15 ____
Original DOOM Tshirt (S,M.L.XL) $13 ____
The Ultimate DOOM Tshirt (XXL only) $13 ____
Final DOOM Tshirt $13 ____
Heretic:Shadow of the Serpent Riders (CD ROM only) $40 ____
Heretic Hint Book $15 ____
Hexen:Beyond Heretic (Mac version available – must specify) $40 ____
Hexen:Deathkings of the Dark Citadel (CD ROM only) $25 ____
Hexen Hint Book $15 ____
Hexen Tshirt (XXL only) $13 ____
Wolfenstein 3D (PC CD only) $20 ____
Commander Keen (3.5 disk only) $15 ____
 
Order total: $______
 
Name: Age (optional):
 
Form of payment (check, money order, or credit card):
 
Credit card number: Expiration Date:
 
Exact mailing address:______________________________________
_______________________________________
_______________________________________
_______________________________________
 
Phone: Fax: Email:
 
Shipping: US orders-$5.00 first product/$2.00 each additional
(allow 3-5 business days)
 
International shipping for prepaid orders are via US Mail, and
we cannot guarantee the time it will take to arrive.
 
*Prices subject to change
 
 
/contrib/other/sdlquake-1.0.9/data/README.TXT
0,0 → 1,456
Welcome to Quake!
 
This file details how to get Quake running on your system and what to do
if you have problems. We would like to thank Gandalf Technologies, Inc and
MPath Interactive for the use of their technology. We would also like to
thank Trent Reznor and Nine Inch Nails for their tremendous contributions
to Quake's entire audio portion.
 
The NIN logo is a Registered Trademark licensed to Nothing Interactive, Inc.
All Rights Reserved.
 
Quake System Requirements
-------------------------
IBM PC and Compatibles
Pentium processor or better
VGA Compatible Display or better
8MB RAM minimum, 16MB recommended (16 MB required for running under Win95)
CD-ROM drive Required
MS-DOS 5.0 or better or Windows 95 (does NOT run under Windows NT)
Hard Drive (30MB for Shareware, 80 MB for Registered)
 
*** IMPORTANT!: Quake requires a floating point processor.
Systems that do not have an FPU installed will not run Quake -- at all.
 
*** IMPORTANT Video Adapter Note! ***
On some ATI Mach32 cards, Quake can come up with a garbled video display.
This is due to a problem with the card in which 320x200 mode isn't
initialized correctly. Workarounds include:
 
1) If running from Windows, start Quake from an icon, or from a windowed
(not fullscreen) MS-DOS prompt. If Quake is already running and has
the garbled screen, press Alt-Enter twice to switch to the desktop and
back to fullscreen, and the screen will display properly.
 
2) If running from DOS, either put the line
 
vid_mode 1
 
in id1\autoexec.cfg, or, typing blind, press tilde ('~') to bring down
the console, type
 
vid_mode 1<enter>
 
and the screen will display properly.
 
========================================================================
Here are the text files included with the shareware release of Quake and
what they are:
 
README.TXT This file
TECHINFO.TXT Technical information on Quake's subsystems and
their advanced use.
MANUAL.TXT Text version of the printed game manual
LICINFO.TXT Info on the various license files included with Quake
SLICNSE.TXT Shareware Quake end-user license
ORDER.TXT How to order Quake
HELP.TXT How to get help with Quake
 
Here are the text files included with the registered version of Quake and
what they are:
 
README.TXT This file
TECHINFO.TXT Technical information on Quake's subsystems and
their advanced use.
MANUAL.TXT Text version of the printed game manual
LICINFO.TXT Info on the various license files included with Quake
RLICNSE.TXT Registered Quake end-user license
COMEXP.TXT Commercial exploitation agreement
ORDER.TXT How to order Quake
HELP.TXT How to get help with Quake
 
 
Running Quake
-------------
 
DOS: To launch Quake from the DOS Prompt, go to the Quake directory and
simply type "QUAKE" <ENTER>. (no quotes)
 
Windows 95: To launch Quake in single player mode, double click on the file
QUAKE.EXE From Windows Explorer. To run Quake in Multi-Player mode using
the TCP/IP protocol, first check your network settings to ensure the
protocol is installed, then double click on the Q95.BAT file to launch the
game. In this version (v0.91) there is a minor bug that will cause the
Q95.BAT file to exit the first time you run it, without running Quake.
Merely double-click on that file again and it will work.
 
Audio Setup
-----------
 
When using a Sound Card with Quake, there are a few setup steps which must
be taken. First, the "BLASTER" environment variable setting must be in your
autoexec.bat (or you can type it in manually from the MS-DOS command prompt).
Running the Sound Blaster utility diagnose.exe will automatically configure
your sound card and put this statement in your autoexec.bat file for you.
A typical blaster setting looks like this (although yours may vary):
 
SET BLASTER=A220 I5 D1 H5 P330 T6
 
If you want to play the audio track from the CD-ROM while playing Quake,
you must ensure that the audio cable from the CD-ROM is connected to the
sound card.
 
If you think your sound card is setup properly and it STILL doesn't work,
check to make sure that your BLASTER environment variable contains the
high DMA setting (H5 in the above example).
 
If you don't get sound while trying to play the audio track, check to see
if a small cable goes from the back of your CD-ROM player directly to your
sound card. If the CD-ROM audio cable is connected to your sound board (or
the motherboard in some cases) and you STILL don't hear CD Audio coming from
your speakers, make sure the MIXER program has the CD volume turned up.
You will also need to run the CD-ROM driver MSCDEX.EXE. Here is an example
of the files you should see (yours probably will vary) listed in your
CONFIG.SYS and AUTOEXEC.BAT (explanation is in parentheses):
 
CONFIG.SYS:
 
DEVICE=C:\PROSCSI\CDROM.SYS /D:PROCD01 (CD-ROM driver)
 
AUTOEXEC.BAT:
 
SET BLASTER=A220 I5 D1 H5 P330 T6 (sound environment variable setting)
C:\WINDOWS\COMMAND\MSCDEX.EXE /D:PROCD01 /L:D (CD-ROM driver)
 
===================================================
UltraSound MAX and UltraSound PnP Support for Quake
===================================================
 
Before running Quake, make sure that your sound card works and your
environment variables are set correctly.
 
Other UltraSound Cards (ACE & Classic)
--------------------------------------
These drivers are not for the UltraSound ACE or UltraSound Classic
sound cards. We have heard mixed reports that MegaEm or SBOS
have a chance of working with the UltraSound Classic but there is a
short sound F/X delay.
 
UltraSound PnP and PnP Pro
--------------------------
You must make sure that you do NOT have IWSBOS or MegaEm loaded.
 
Setup
-----
Quake will automatically detect that the UltraSound Max or PnP
are installed. It does this by looking at the SET INTERWAVE (PnP)
and SET ULTRA16 (Max) environment variables.
 
Quake will use the settings found on the SET ULTRASND/ULTRA16 (Max)
and in the IW.INI (PnP) file to determine what port settings to use.
 
Troubleshooting Windows 95 (DOS Box)
------------------------------------
We recommend that you restart your computer in MS-DOS Mode. DOS Box
may or may not work, so use at your own risk.
 
CD Audio Input
--------------
If you have not already enabled CD audio output by default you will
need to enable it. For the UltraSound MAX you can run "ULTRINIT -EC".
For the UltraSound PnP you will need to enable the CD audio output
in Win'95 and then restart your computer into MS-DOS.
 
===================================================
Mouse Setup
-----------
 
If you are going to use a mouse when playing Quake, you will need to load
your mouse driver. This should go in the AUTOEXEC.BAT file as well. Here
is an example:
 
C:\LOGITECH\MOUSE\MOUSE.EXE (mouse driver)
 
 
Booting Clean
-------------
 
If you are going to be running Quake with only 8 megabytes of RAM, it is best
to boot clean . You eliminate unwanted utilities or applications from taking
up valuable memory, without having to alter your regular AUTOEXEC.BAT and
CONFIG.SYS. Booting clean can be done in one of two ways. If you have
MS-DOS version 6.xx, booting clean is as simple a pressing the shift key
when you see the words "Starting MS-DOS". If you have MS-DOS ver 5.xx you
will need to make a system disk.
 
To make a boot disk, type the following from the MS-DOS command prompt:
 
FORMAT A: /S
 
1. Make sure that this is a disk you wish to erase.
2. This disk absolutely HAS to be formatted in the A: drive.
 
To use the system disk, place the disk in the A: drive and reset the
computer.
 
NOTE: If your sound card requires a driver to be loaded, or you will be
using a mouse, or you will be using Quake's CD audio feature, the system
disk will need to have a CONFIG.SYS and AUTOEXEC.BAT that load the
appropriate drivers.
 
Creating a Quake Shortcut
 
As an alternative to making a Boot Disk, Windows 95 users can create a
Quake Shortcut. By double clicking onthis shortcut, Windows 95 will reboot
in MS-DOS mode and install only the desired drivers, giving you the same
results as using a Boot Disk. To create a Quake Shortcut, do the following:
 
1. Using Explorer, right click and drag the file QUAKE.EXE, from the Quake
directory, to your desktop. Windows 95 will make an MS-DOS Icon titled
"Shortcut to quake".
2. Right click on the new icon, and from the menu that pops up, choose
"Properties". Then choose the "Program" tab at the top.
3. Now click on the "Advanced..." button near the bottom. The "Advanced
Program Settings" window should appear.
4. Select the "MS-DOS mode" check box and the "Specify a new MS-DOS
configuration" option button.
5. Now simply fill in the "CONFIG.SYS for MS-DOS mode:" and "AUTOEXEC.BAT
for MS-DOS mode:" boxes with the same sound, CD-ROM and mouse settings as
mentioned above in the Boot Disks section.
6. Click on "OK" when you are finished. If you wish, you can change your
Quake Shortcut Icon to something a little more exciting by clicking on
"Change Icon...".
7. To finish, click on "OK" again.
8. You can rename your Quake Shortcut by right clicking on the shortcut
icon, choosing "Rename" and typing in the new name.
 
 
======================================================
== Known Problems ==
======================================================
 
Problem: Zombies sometime get stuck on the ground and connot get back up.
(You can still hear them, but you cannot kill them. This bug makes it
impossible to get 100% kills on whatever level it occurs on.)
Solution: There is no workaround for this bug.
 
Problem: It is sometimes possible for the player to get stuck in a room or
in a wall.
Solution: If you get stuck, use the 'kill' console command. It is a good
idea to save your game often.
 
Problem: View centering problems. Sometimes during a game, the view will not
center properly. The end result is the player view looking up torwards the
ceiling while walking.
Solution: Exit to the next level or use the 'kill' console command..
 
 
======================================================
== Troubleshooting ==
======================================================
 
If Quake fails to start up, or has problems not addressed elsewhere in the
documentation, try the -safe command line switch, which disables a number
of parts of Quake that can be problems if there are hardware or configuration
problems. The -safe command line switch is equivalent to -stdvid, -nosound,
-nonet, and -nocdaudio together. Those four switches do the following:
 
-stdvid: disables VESA video modes.
 
-nosound: disables sound card support.
 
-nonet: disables network card support.
 
-nocdaudio: disables CD audio support.
 
If -safe makes the problem go away, try using each of the switches
individually to isolate the area in which you're experiencing the problem,
then either correct the configuration or hardware problem or play Quake with
that functionality disabled.
 
If you still have problems, try booting clean in conjunction with
the -safe command line parameter. For information on booting clean, refer
to the "Booting Clean" section above.
 
If you experience page faults while running Quarterdeck's QDPMI DPMI server,
this is caused by a bug in QDPMI. Workarounds: Remove QDPMI from CONFIG.SYS,
issue the command QDPMI OFF before running QUAKE, or get the update patch
for QDPMI from Quarterdeck. You may be running QDPMI without knowing it if
you have QEMM installed, because it can be installed as part of the QEMM
installation.
 
 
Technical Support
-----------------
 
If you are having trouble installing or running Quake you can receive
technical support by sending e-mailing to support@idsoftware.com. You can
also refer to our web page, www.idsoftware.com, or call 1-800-idgames.
 
When sending support e-mail, cut and paste the following into your e-mail
message and fill in the blanks:
 
Date:
Name:
Phone number:
E-mail address: (please include this, we redirect tons of mail)
Game Title:
Version #:
Operating system (i.e., DOS 6.0 or Windows 95):
Computer type:
BIOS date:
BIOS version:
Processor type:
Processor speed:
Do you program at school/work?
Do you provide tech. support at school/work?
Please state the problem you encountered:
Please state how to reproduce the problem:
 
If program crashed with nasty undecipherable techno-garbage, please
look for the eight-digit hex number which comes after "eip="
and write it down here:
 
** NOTE: If you are sending a bug report, PLEASE refer to the TECHINFO.TXT
file for the correct form and procedures.
 
 
======================================================
== Version History ==
======================================================
v1.01 -- Bugs fixed
------------------------------------------------------
* Fixed modem code
* Fixed fraglimit & timelimit
* Added NOEXIT cvar (so no one can exit a level)
------------------------------------------------------
v1.00 -- Bugs fixed
------------------------------------------------------
* Gravis Ultrasound audio support (still has bugs)
* More deathmatch start spots on E1M6 and END
* Print server version and PROG CRC on connect
* -dedicated starts start.map if nothing else specified
* fixed lookspring function during net game
* fixed rare crash during long running dedicated server
------------------------------------------------------
v0.94 -- Bugs fixed / Features added -- LIMITED BETA VERSION
------------------------------------------------------
* Totally rewritten menus
* New lighting model with overbrighting
* Parsed lowercase BLASTER parms
* Better Sound Blaster shutdown code
* Rewrote BLASTER initialization
* Fixed DMA channel 0 bugs
* Added SBPro 8 stereo setup
* Fix delayed sound on 8 bit Sound Blasters
* Fixed speed key affecting angle-turning from keyboard
* Fixed "no such Alias frame" bugs
* Fixed Zombie not getting up bug
* Checked for very high joystick values, signalling a failed read
* Unstuck jumping Fiends and Spawn
* Fixed large BModels blinking out in complex areas
* Fixed s_localsound with no sound started
* Saved spawn parms in savegame
* Fixed screenshot save location
* Bind with no arguments no longer clears value
* Allow console in intermission / finale
* Fixed false gib messages
* Full-screen TAB scoreboard in DeathMatch
* Fixed "+playdemo <demo>" from command line
* Trapped overflow in sizebuf messages
* Moveup / movedown in water!
* Fixed-up Talk command
* Added unsupported crosshair option ("crosshair 1" from console)
* Colored chat messages with notify sound
* Fixed "connect during intermission" bug
* Changelevel while demos running no longer crashes
* Fixed changelevel with no map left up loading screen
* Fixed long names entered from the console causing crash
* Stopped demos changing while in the menus
 
* Fixed modem initialization from menu
* Fixed serial reliable stream getting stalled
* Serial/modem code fixes
16550a lost transmit buffer empty interrupts
fixed sometimes processing interrupts from com1 when using com2
added com3/com4 support from menus
fixed first character of modem init not getting sent
saved serial/modem settings in config.cfg
* Fixed name and colors not always sent to server at startup
* Fixed "stopdemo" crashing the system when there wasn't a demo playing
* Added server's TCP/IP and IPX addresses (if available) to status command
 
* In 0.92, an additional check for a usable VESA video mode was added;
the numpages field was verified to be greater than 0, and no mode was
supported that had numpages set to 0 (which indicates that there's not
enough video memory for that mode). ATI's VESA driver, m64vbe,
reports 0 for numpages, so VESA video modes that were available in 0.91
were no longer available in 0.92. This extra numpages check has
been removed.
 
-----------------------------------------------------------------------
v0.93 -- Never officially released; internal testing only.
-----------------------------------------------------------------------
v0.92 -- Bugs fixed
-----------------------------------------------------------------------
Typing long strings in the hostname or modem init field in the menus caused
crashes.
 
Under Win95 IPX was detected but not functional, resulting in the game
exiting to DOS.
 
If -nosound, got "S_LocalSound: can't cache" on every keypress in the menu.
 
When vid_nopageflip was set to 1 in VESA modes, going underwater resulted in
only the upper left corner of the drawing area being updated.
 
The single player scoreboard (tab) printed text incorrectly in all modes
greater than 320 pixels wide.
 
On network connections that dropped packets, the reliable message stream
could get stopped up, resulting in frag counts and talk messages no longer
being delivered, although game movement continued.
 
The com port settings from the menu were getting saved & restored but
not used.
 
Direct serial connections did not work with slist.
 
Quake now checks the vesa information for hardware incabable of page-flipping.
 
Menu sound sometimes didn't play.
 
Q95 (qlaunch.exe) frequently failed to execute on the first attempt.
 
Q95 (quakeudp.dll) was running out of buffers when running a server.
 
Teams were not being set according to pants colors.
 
 
Joystick notes
--------------
Your joystick must be plugged in when Quake is launched.
 
If you have a joystick plugged in, but don't want to use it in Quake
(it slows the game down a few percent), or you have weird hardware that
doesn't like being tested as a joystick add "-nojoy" to your Quake
command line.
 
You can turn off joystick reading during the game by typing "joystick 0" at
the Quake command console.
 
You MUST configure your buttons from the configure keys menu before they will
work. There is no default configuration.
 
If your joystick or interface card improperly sets the third or fourth
joystick buttons, type "joybuttons 2" at the quake console or in your
.CFG file.
 
The "mlook" button command now lets the joystick as well as the mouse control
pitch angles.
 
The "sidestep" buttom command works on joysticks as with mice and keyboard
movement.
 
The "invert mouse up/down" menu option also inverts the joystick pitch
direction.
/contrib/other/sdlquake-1.0.9/data/RLICNSE.TXT
0,0 → 1,204
REGISTERED VERSION: QUAKE
LIMITED USE SOFTWARE LICENSE AGREEMENT
 
This Limited Use Software License Agreement (the
"Agreement") is a legal agreement between you, the end-user, and Id
Software, Inc. ("ID"). By continuing the installation of this game
program, by loading or running the game, or by placing or copying
the game program onto your computer hard drive, you are agreeing to
be bound by the terms of this Agreement. If you do not agree to
the terms of this Agreement, promptly return the game program and
the accompanying items (including all written materials), along
with your receipt to the place from where you obtained them for a
full refund.
 
ID SOFTWARE LICENSE
 
1. Grant of License. ID grants to you the limited
right to use one (1) copy of the enclosed or foregoing game program
(the "Software") on a single computer. You have no ownership or
proprietary rights in or to the Software or the written materials
accompanying the Software. For purposes of this section, "use"
means loading the Software into RAM, as well as installation on a
hard disk or other storage device. You may create a map editor,
modify maps and make your own maps (collectively referenced as the
"Permitted Derivative Works") for the Software. Permitted
Derivative Works may not be sold, whether by you or by any other
person or entity, but you may exchange the Permitted Derivative
Works at no charge amongst other end-users. The Software, together
with any archive copy thereof, shall be either returned to ID or
destroyed when no longer used in accordance with this Agreement, or
when the right to use the Software is terminated. You agree that
the Software will not be shipped, transferred or exported into any
country in violation of the U.S. Export Administration Act (or any
other law governing such matters) and that you will not utilize, in
any other manner, the Software in violation of any applicable law.
 
2. Commercial Use is Prohibited. Except as provided in
paragraph 5. hereinbelow in regard to the Software, under no
circumstances shall you, the end-user, be permitted, allowed or
authorized to commercially exploit the Software, any data
comprising the Software. Neither you nor anyone at your direction
shall do any of the following acts (any such acts shall be deemed
void and a breach of this Agreement) with regard to the Software,
or any portion thereof, such as a screen display or a screenshot:
 
a. Rent the Software;
 
b. Sell the Software;
 
c. Lease or lend the Software;
 
d. Offer the Software on a pay-per-play basis;
 
e. Distribute, by electronic means or otherwise, the
Software for money or any other consideration; or
 
f. In any other manner and through any medium
whatsoever commercially exploit the Software or use
the Software for any commercial purpose.
3. Additional Prohibited Uses. Neither you nor anyone
at your direction shall take the following action in regard to the
Software, or any portion thereof, such as a screen display or a
screenshot:
 
a. Modify, disassemble, reverse engineer or decompile
the Software;
 
b. Translate the Software;
 
c. Reproduce the Software;
 
d. Publicly display the Software;
 
e. Prepare derivative works based upon the Software
(except Permitted Derivative Works); or
 
f. Distribute, by electronic means or otherwise, the
Software.
 
4. Use of Other Material is Prohibited. Use, in any manner, of
the trademarks, such as Quake(tm) and the NIN(r) logo, logos, symbols,
art work, images, screen displays or screenshots, sound effects, music,
and other such material contained within, generated by or relating to
the Software is prohibited.
 
5. To Receive Permission to Commercially Exploit. If
you desire to commercially exploit the Software, you may execute
the Commercial Exploitation License Agreement for QUAKE (the
"License") contained within the QUAKE install package and forward
the original License to Id Software at the address noted therein.
Please note that ID may refuse your request and not sign the
License in ID's sole discretion.
 
6. Restrictions Apply to Third Parties. The
prohibitions and restrictions described herein apply to anyone in
possession of the Software and/or Permitted Derivative Works.
 
7. Copyright. The Software and all copyrights related
thereto (including all characters and other images generated by the
Software or depicted in the Software) is owned by ID and is protected
by United States copyright laws and international treaty provisions.
You must treat the Software like any other copyrighted material,
except that you may either (a) make one copy of the Software solely
for back-up or archival purposes, or (b) transfer the Software to a
single hard disk provided you keep the original solely for back-up or
archival purposes. You may not otherwise reproduce, copy or disclose
to others, in whole or in any part, the Software. You may not copy
the written materials accompanying the Software. The same
restrictions and prohibitions regarding your use of the Software as
provided in this Agreement apply to your use of the written materials
accompanying the Software. The written materials are owned by ID and
are protected by United States copyright laws and international
treaties. You agree to use your best efforts to see that any user of
the Software licensed hereunder complies with this Agreement.
 
8. Limited Warranty. ID warrants that if properly
installed and operated on a computer for which it is designed, the
Software will perform substantially in accordance with the
accompanying written materials for a period of ninety (90) days
from the date of purchase of the Software. ID's entire liability
and your exclusive remedy shall be, at ID's option, either (a)
return of the price paid or (b) repair or replacement of the
Software that does not meet ID's Limited Warranty. To make a
warranty claim, return the Software to the point of purchase,
accompanied by proof of purchase, your name, your address, and a
statement of defect, or return the Software with the above
information to ID. This Limited Warranty is void if failure of the
Software has resulted in whole or in part from accident, abuse,
misapplication or violation of this Agreement. Any replacement
Software will be warranted for the remainder of the original
warranty period or thirty (30) days from your receipt of the
replacement software, whichever is longer. This warranty allocates
risks of product failure between Licensee and ID. ID's product
pricing reflects this allocation of risk and the limitations of
liability contained in this warranty.
 
9. NO OTHER WARRANTIES. ID DISCLAIMS ALL OTHER
WARRANTIES, BOTH EXPRESS IMPLIED, INCLUDING BUT NOT LIMITED TO,
IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR
PURPOSE WITH RESPECT TO THE SOFTWARE AND THE ACCOMPANYING WRITTEN
MATERIALS. THIS LIMITED WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS.
YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM JURISDICTION TO
JURISDICTION. ID DOES NOT WARRANT THAT THE OPERATION OF THE
SOFTWARE WILL BE UNINTERRUPTED, ERROR FREE OR MEET LICENSEE'S
SPECIFIC REQUIREMENTS. THE WARRANTY SET FORTH ABOVE IS IN LIEU OF
ALL OTHER EXPRESS WARRANTIES WHETHER ORAL OR WRITTEN. THE AGENTS,
EMPLOYEES, DISTRIBUTORS, AND DEALERS OF ID ARE NOT AUTHORIZED TO
MAKE MODIFICATIONS TO THIS WARRANTY, OR ADDITIONAL WARRANTIES ON
BEHALF OF ID. ADDITIONAL STATEMENTS SUCH AS DEALER ADVERTISING OR
PRESENTATIONS, WHETHER ORAL OR WRITTEN, DO NOT CONSTITUTE
WARRANTIES BY ID AND SHOULD NOT BE RELIED UPON.
 
10. Exclusive Remedies. You agree that your exclusive
remedy against ID, its affiliates, contractors, suppliers, and
agents for loss or damage caused by any defect or failure in the
Software regardless of the form of action, whether in contract,
tort, including negligence, strict liability or otherwise, shall be
the return of the purchase price paid or replacement of the
Software. This Agreement shall be construed in accordance with and
governed by the laws of the State of Texas. Copyright and other
proprietary matters will be governed by United States laws and
international treaties. IN ANY CASE, ID SHALL NOT BE LIABLE FOR
LOSS OF DATA, LOSS OF PROFITS, LOST SAVINGS, SPECIAL, INCIDENTAL,
CONSEQUENTIAL, INDIRECT OR OTHER SIMILAR DAMAGES ARISING FROM
BREACH OF WARRANTY, BREACH OF CONTRACT, NEGLIGENCE, OR OTHER LEGAL
THEORY EVEN IF ID OR ITS AGENT HAS BEEN ADVISED OF THE POSSIBILITY
OF SUCH DAMAGES, OR FOR ANY CLAIM BY ANY OTHER PARTY. Some
jurisdictions do not allow the exclusion or limitation of
incidental or consequential damages, so the above limitation or
exclusion may not apply to you.
 
11. General Provisions. Neither this Agreement nor any
part or portion hereof shall be assigned, sublicensed or otherwise
transferred by you. Should any provision of this Agreement be held
to be void, invalid, unenforceable or illegal by a court, the
validity and enforceability of the other provisions shall not be
affected thereby. If any provision is determined to be
unenforceable, you agree to a modification of such provision to
provide for enforcement of the provision's intent, to the extent
permitted by applicable law. Failure of a party to enforce any
provision of this Agreement shall not constitute or be construed as
a waiver of such provision or of the right to enforce such
provision. If you fail to comply with any terms of this Agreement,
YOUR LICENSE IS AUTOMATICALLY TERMINATED.
 
YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, THAT YOU
UNDERSTAND THIS AGREEMENT, AND UNDERSTAND THAT BY CONTINUING THE
INSTALLATION OF THE SOFTWARE, BY LOADING OR RUNNING THE SOFTWARE, OR
BY PLACING OR COPYING THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE, YOU
AGREE TO BE BOUND BY THIS AGREEMENT'S TERMS AND CONDITIONS. YOU
FURTHER AGREE THAT, EXCEPT FOR WRITTEN SEPARATE AGREEMENTS BETWEEN ID
AND YOU, THIS AGREEMENT IS A COMPLETE AND EXCLUSIVE STATEMENT OF THE
RIGHTS AND LIABILITIES OF THE PARTIES. THIS AGREEMENT SUPERSEDES ALL
PRIOR ORAL AGREEMENTS, PROPOSALS OR UNDERSTANDINGS, AND ANY OTHER
COMMUNICATIONS BETWEEN ID AND YOU RELATING TO THE SUBJECT MATTER OF
THIS AGREEMENT.
 
June 21, 1996
 
REGISTERED VERSION: QUAKE LIMITED USE SOFTWARE LICENSE AGREEMENT Page 4
(DWC:dw:3406.0024:DWC\doc:1164)
 
 
/contrib/other/sdlquake-1.0.9/data/SLICNSE.TXT
0,0 → 1,175
SHAREWARE VERSION: QUAKE
LIMITED USE SOFTWARE LICENSE AGREEMENT
 
This Limited Use Software License Agreement (the "Agreement") is a
legal agreement between you, the end-user, and id Software, Inc.
("ID"). By continuing the installation of this game program, by
loading or running the game, or by placing or copying the game
program onto your computer hard drive, you are agreeing to be bound
by the terms of this Agreement.
 
ID SOFTWARE LICENSE
 
1. Grant of License. ID grants to you the limited right to use
one (1) copy of the enclosed or foregoing Id Software game program
(the "Software"), which is the shareware version or episode one of
the game program. For purposes of this section, "use" means loading
the Software into RAM, as well as installation on a hard disk or
other storage device. You agree that the Software will not be
shipped, transferred or exported into any country in violation of
the U.S. Export Administration Act (or any other law governing such
matters) and that you will not utilize, in any other manner, the
Software in violation of any applicable law.
 
2. Commercial Use is Prohibited. Under no circumstances shall
you, the end-user, be permitted, allowed or authorized to
commercially exploit the Software, or any portion thereof, such
as a screen display or a screenshot. Neither you nor anyone at your
direction shall do any of the following acts:
 
a. Rent the Software;
 
b. Sell the Software;
 
c. Lease or lend the Software;
 
d. Offer the Software on a pay-per-play basis;
 
e. Distribute the Software for money or any other
consideration; or
 
f. In any other manner and through any medium
whatsoever commercially exploit the Software or use
the Software for any commercial purpose.
 
3. Additional Prohibited Uses. Neither you, nor anyone at your
direction, shall take the following action in regard to the
Software, or any portion thereof, such as a screen display or
a screenshot:
 
a. Modify, disassemble, reverse engineer or decompile
the Software;
 
b. Translate the Software;
 
c. Reproduce the Software;
 
d. Publicly display the Software; or
 
e. Prepare derivative works based upon the Software.
 
4. Use of Other Material is Prohibited. Use, in any manner, of
the trademarks, such as Quake(tm) and the NIN(r) logo, logos, symbols,
art work, images, screen displays or screenshots, sound effects, music,
and other such material contained within, generated by or relating to
the Software is prohibited.
 
5. Restrictions Apply to Third Parties. The prohibitions and
restrictions described herein apply to anyone in possession of
the Software.
 
6. Permitted Distribution. So long as this Agreement
accompanies the Software at all times, ID grants to Providers the
limited right to distribute, free of charge, except normal access
fees, and by electronic means only, the Software; provided, however,
the Software must be so electronically distributed only in a
compressed format. The term "Providers," as used in the foregoing
sentence, shall mean persons whose business it is to provide
services on the Internet, on commercial online networks, or on the
BBS. Anyone who receives the Software from a Provider shall be
limited to all the terms and conditions of this Agreement. Further,
ID grants to you, the end-user, the limited right to distribute,
free of charge only, the Software as a whole.
 
7. Copyright. The Software is owned by ID and is protected by
United States copyright laws and international treaty provisions.
You must treat the Software like any other copyrighted material,
except that you may make copies of the Software to give to other
persons. You may not charge or receive any consideration from any
other person for the receipt or use of the Software. You agree to
use your best efforts to see that any user of the Software licensed
hereunder complies with this Agreement.
 
8. Limited Warranty. ID warrants that if properly installed and
operated on a computer for which it is designed, the Software will
perform substantially in accordance with its designed purpose for a
period of ninety (90) days from the date the Software is first
obtained by an end-user. ID's entire liability and your exclusive
remedy shall be, at ID's option, either (a) return of the retail
price paid, if any, or (b) repair or replacement of the Software
that does not meet ID's Limited Warranty. To make a warranty claim,
return the Software to the point of purchase, accompanied by proof
of purchase, your name, your address, and a statement of defect, or
return the Software with the above information to ID. This Limited
Warranty is void if failure of the Software has resulted in whole
or in part from accident, abuse, misapplication or violation of this
Agreement. Any replacement Software will be warranted for the
remainder of the original warranty period or thirty (30) days,
whichever is longer. This warranty allocates risks of product
failure between Licensee and ID. ID's product pricing reflects this
allocation of risk and the limitations of liability contained in
this warranty.
 
9. NO OTHER WARRANTIES. ID DISCLAIMS ALL OTHER WARRANTIES,
EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO, IMPLIED
WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A pARTICULAR PURPOSE
WITH RESPECT TO THE SOFTWARE AND THE ACCOMPANYING WRITTEN MATERIALS,
IF ANY. THIS LIMITED WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS. YOU
MAY HAVE OTHERS WHICH VARY FROM JURISDICTION TO JURISDICTION. ID
DOES NOT WARRANT THAT THE OPERATION OF THE SOFTWARE WILL BE
UNINTERRUPTED, ERROR FREE OR MEET LICENSEE'S SPECIFIC REQUIREMENTS.
THE WARRANTY SET FORTH ABOVE IS IN LIEU OF ALL OTHER EXPRESS
WARRANTIES WHETHER ORAL OR WRITTEN. THE AGENTS, EMPLOYEES,
DISTRIBUTORS, AND DEALERS OF ID ARE NOT AUTHORIZED TO MAKE
MODIFICATIONS TO THIS WARRANTY, OR ADDITIONAL WARRANTIES ON BEHALF
OF ID. ADDITIONAL STATEMENTS SUCH AS DEALER ADVERTISING OR
PRESENTATIONS, WHETHER ORAL OR WRITTEN, DO NOT CONSTITUTE WARRANTIES
BY ID AND SHOULD NOT BE RELIED UPON.
 
10. Exclusive Remedies. You agree that your exclusive remedy
against ID, its affiliates, contractors, suppliers, and agents for
loss or damage caused by any defect or failure in the Software
regardless of the form of action, whether in contract,tort,
including negligence, strict liability or otherwise, shall be the
return of the retail purchase price paid, if any, or replacement of
the Software. This Agreement shall be construed in accordance with
and governed by the laws of the State of Texas. Copyright and other
proprietary matters will be governed by United States laws and
international treaties. IN ANY CASE, ID SHALL NOT BE LIABLE FOR LOSS
OF DATA, LOSS OF PROFITS, LOST SAVINGS, SPECIAL, INCIDENTAL,
CONSEQUENTIAL, INDIRECT OR OTHER SIMILAR DAMAGES ARISING FROM BREACH
OF WARRANTY, BREACH OF CONTRACT, NEGLIGENCE, OR OTHER LEGAL THEORY
EVEN IF ID OR ITS AGENT HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
DAMAGES, OR FOR ANY CLAIM BY ANY OTHER PARTY. Some jurisdictions do
not allow the exclusion or limitation of incidental or consequential
damages, so the above limitation or exclusion may not apply to you.
 
11. General Provisions. Neither this Agreement nor any part or
portion hereof shall be assigned or sublicensed, except as described
herein. Should any provision of this Agreement be held to be void,
invalid, unenforceable or illegal by a court, the validity and
enforceability of the other provisions shall not be affected thereby.
If any provision is determined to be unenforceable, you agree to a
modification of such provision to provide for enforcement of the
provision's intent, to the extent permitted by applicable law. Failure
of a party to enforce any provision of this Agreement shall not
constitute or be construed as a waiver of such provision or of the
right to enforce such provision. If you fail to comply with any terms
of this Agreement, YOUR LICENSE IS AUTOMATICALLY TERMINATED.
 
YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, YOU UNDERSTAND
THIS AGREEMENT, AND UNDERSTAND THAT BY CONTINUING THE INSTALLATION
OF THE SOFTWARE, BY LOADING OR RUNNING THE SOFTWARE, OR BY PLACING
OR COPYING THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE, YOU AGREE TO
BE BOUND BY THIS AGREEMENT'S TERMS AND CONDITIONS. YOU FURTHER
AGREE THAT, EXCEPT FOR WRITTEN SEPARATE AGREEMENTS BETWEEN ID AND
YOU, THIS AGREEMENT IS A COMPLETE AND EXCLUSIVE STATEMENT OF THE
RIGHTS AND LIABILITIES OF THE PARTIES. THIS AGREEMENT SUPERSEDES
ALL PRIOR ORAL AGREEMENTS, PROPOSALS OR UNDERSTANDINGS, AND ANY
OTHER COMMUNICATIONS BETWEEN ID AND YOU RELATING TO THE SUBJECT
MATTER OF THIS AGREEMENT.
 
June 21, 1996
 
SHAREWARE VERSION: QUAKE LIMITED USE SOFTWARE LICENSE AGREEMENT
(DWC:dw:3406.0024:DWC\doc:1163)
/contrib/other/sdlquake-1.0.9/data/TECHINFO.TXT
0,0 → 1,1913
Welcome to the Quake Technical Information file!
 
TABLE OF CONTENTS
-----------------
Introduction to the Console..............
Video Subsystem Documentation............
Sound Subsystem Documentation............
CD Audio Subsystem Documentation.........
Network Subsystem Documentation..........
Modem Strings............................
Win95 Documentation......................
Key Binding and Aliases..................
Quake Keys and Common Commands...........
Making a Config File.....................
Demos....................................
Reporting Quake Bugs.....................
 
 
==========================================
== Introduction to the Console ==
==========================================
 
Throughout this document, examples of commands are given, all of which
are typed in at the console. To bring up the console, press the tilde ('~')
key or press ESC to bring up the menu, select Options, and select Console...
from the options menu. To exit the console, press ESC.
 
The console provides a way to change console variables and also accepts
commands that change game settings such as movement keys, video mode, as
well as providing an interface for key binding and command aliasing (more
on that later).
 
The console also has a command history with which you can browse through
previous commands. Use the up and down arrows to navigate through the
command history and press <enter> to re-issue a command.
 
Partially typing a command and then pressing the TAB key will complete the
currently typed text with the first matching console variable or command.
(Yes, this is a good way to look for console commands.)
 
To review previous actions by page, use the PGUP and PGDN keys.
 
 
==========================================
== Video Subsystem Documentation ==
==========================================
 
The Video Modes menu
--------------------
 
Video modes can most easily be selected from the the Video Modes menu, which
is brought up by selecting the Video Options choice in the Options menu.
All the resolutions that Quake can support on the current computer are
displayed.
 
Please note that higher-resolution modes require correspondingly more
system memory in order for Quake to run, and that some high-resolution
modes may not be available when running Quake on 8 Mb machines. Such
modes are not listed in the Video Modes menu. Please do not report
video modes that do not appear in the Video Modes menu as bugs; either
those modes are not supported by your video adapter, or there is not
enough system memory for Quake to support those modes.
 
The video modes listed in the Video Modes menu can be tested, set, and made
the default mode for Quake from the Video menu, as follows:
 
* The arrow keys can be used to move the blinking indicator to any of the
modes listed in the Video menu.
 
* Pressing the 'T' key tests the mode the blinking indicator points to, by
setting the mode, leaving it set for 5 seconds, and returning to the previous
mode. This lets you verify that your computer does in fact support that
mode. We highly recommend that you always test modes with 'T' before setting
them
permanently by pressing the Enter key, in case some sort of hardware or
software glitch causes a mode to function incorrectly and produce a garbled
screen. It is unlikely but possible that testing or setting a mode will
cause your computer to hang or crash; if this happens, there is a serious
hardware or software bug, and you should not attempt to select that mode
again.
 
* Pressing the Enter key sets the mode the blinking indicator points to,
leaving it set so Quake will then run in that mode. We suggest that you
test a mode by pressing the 'T' key before setting it by pressing the Enter
key. Note that a selection made with the Enter key remains in effect only
until Quake is exited (or a new mode is set). You must explictly make a mode
the default mode by pressing the 'D' key in order to automatically set that
mode when you start Quake up in the future.
 
* Pressing the 'D' key makes the current mode the default mode that Quake
starts up with. Note that the current mode is the mode that's displayed in
white in the mode list, not necessarily the mode that the blinking indicator
points to. The current default mode is listed in the description of the 'D'
key at the bottom of the Video Modes menu.
 
* Pressing Esc exits the Video Modes menu.
 
Please see "Bug Reporting," below, for information on how to report any
problems you encounter.
 
 
Video modes from the console: Quick start
------------------------------------------
 
More comprehensive but more complex video control is available through the
Quake console. This section describes the commands necessary to perform
basic mode setting through the console (this is similar to what can be
accomplished through the Video Modes menu), and following sections describe
console video control in detail.
 
To see all the video modes that are available, bring up the console (either
press tilde ('~'), or press Esc to bring up the menu, select Options, and
select Console... from the Options menu).
 
From the console, type vid_describemodes<enter> to see all available modes.
Type vid_mode <mode #> to set a mode, where <mode #> is the mode number
listed for the desired mode by vid_describemodes. Higher-resolution modes
generally require more extra system memory in order to run, and many are
not available in 8 Mb systems; modes that are supported by the video
adapter but are currently unavailable due to system memory limitations
will still show up in
the mode list from vid_describemodes, but will
have "**" in place of a mode number. (Such modes will not show up at
all in the Video Modes menu.) If you try to set a mode for which
there is insufficient system memory, you will receive a message to that
effect, and the video mode will remain unchanged.
 
 
More detail
-----------
 
This version of Quake supports software drawing in a variety of
video modes. It does not support any 3-D hardware accelerators.
Video modes that are built into Quake are:
 
320x200, 360x200, 320x240, 360x240, 320x350, 360x350, 320x400,
360x400, 320x480, 360x480
 
However, the higher-resolution modes on this list require additional
memory, and may not be available in 8 Mb systems.
 
In addition, all VESA 2.0 256-color linear framebuffer modes
supported by the video adapter are supported. Further information
about VESA 2.0 is provided below.
 
 
Video mode reporting and selection
----------------------------------
 
Quake assigns each available video mode a mode number, which can
then be used to query information about the mode or to select the
mode. The first 11 mode numbers are always as follows:
 
0: 320x200
1: 320x200
2: 360x200
3: 320x240
4: 360x240
5: 320x350
6: 360x350
7: 320x400
8: 360x400
9: 320x480
10: 360x480
 
You will notice that modes 0 and 1 are both 320x200; mode 1 is a
Mode X-style version, which may someday allow support of page
flipping for cleaner graphics, but right now it's just slower with
no advantages, so use mode 0 for 320x200 resolution. Modes 2-10
are all higher resolution than mode 0, and look very nice, but are
also all slower than mode 0. Mode 0 is the fastest of the 11
built-in modes.
 
In addition to the built-in modes, Quake checks for the presence
of a VESA version 2.0 driver. If such a driver is detected, the
driver is queried for all 8-bit-per-pixel linear framebuffer (LFB)
modes that are supported; also, if no LFB 320x200 mode is available,
a banked 320x200 VESA mode is queried for. All such modes are added
to the mode list starting at mode 11. The available modes will vary
depending on adapter, graphics chipset, amount of video memory, and VESA
2.0
driver. The higher the resolution, the lower the performance, and
the
higher-resolution modes will often be too slow for good gameplay
on most machines. (Also, higher-resolution modes often need more memory
than is available in an 8 Mb system.) The screen can be sized down to
improve performance in higher-resolution modes, but then of course the
effective resolution of Quake is reduced.
 
At the same resolution, VESA LFB modes are often faster than the non-VESA
modes 0-10, because adapters often have faster memory access in LFB modes.
 
If a given VESA mode can support page flipping, then it defaults to page-
flipped operation. A VESA mode can be forced to non-page-flipped operation
by setting the vid_nopageflip console variable to 1, then setting the mode
 
(note that vid_nopageflip takes operation on the next, not the current, mode
set, and note that it then stays in effect permanently, even when Quake is
exited and restarted, unless it is manually set back to 0). If there is not
enough memory for two pages in a VESA mode, or if the
adapter doesn't support page flipping, then the mode will automatically
be non-page-flipped. Page flipping can have higher visual quality, but may
be either faster or slower, depending on the graphics adapter and other
hardware. (See the discussion of the Pentium Pro, below, for a
discussion of why page flipping can be faster but is sometimes much slower
on that processor.) Page-flipped modes use less system memory than non-
page-flipped modes.
 
Quake's VESA support, including VESA driver detection, can be disabled by
using the -stdvid command-line switch, and can also be disabled, along with
sound, network, and other hardware support, by the -safe command-line switch.
 
The maximum resolution supported by Quake is 1280x1024. Modes with higher
resolutions will not be reported by vid_describemodes, and cannot be set.
 
There is no support for any 3-D accelerator boards in this version of Quake.
Coming soon.
 
Quake always starts up in mode 0, and modes 0-10 are always available, given
enough system memory.
 
 
A note on modes reported in the Video Modes menu
------------------------------------------------
 
The vid_describemodes console command lists all modes with
resolution less than or equal to 1280x1024 that are
supported by the video adapter, although modes for which there
is not enough system memory have "**" for the mode number. VGA,
Mode X-style, and VESA 2.0 modes are listed separately, so a
single resolution can be listed as many as three times, once for
each hardware mode that supports it. For example, mode 0 is
VGA mode 0x13, which supports 320x200 resolution, and mode 1 is
320x200 Mode X-style mode. Quake looks identical in both
modes, although it usually runs faster in mode 0.
 
The Video Modes menu is much simpler. Only modes with resolution
less than or equal to 1280x1024 that are both supported by the
hardware and for which there is sufficient system memory are
listed. Further, a given resolution is listed only once. If a
given resolution is available in multiple hardware modes, then
selecting that resolution will select the appropriate hardware mode
as follows:
 
If the mode is 320x200, then VGA mode 0x13 is selected, and
equivalent Mode X and VESA modes are ignored;
 
Otherwise, the VESA version of the mode is used.
 
You can always see what video mode is selected from the console by typing
the command:
 
vid_mode<enter>
 
command.
 
None of this has any effect on selecting modes through the
console, where all the different versions of each mode are
listed, and the desired version can be selected by using the
appropriate mode number.
 
 
How to get VESA 2.0 support
---------------------------
 
Some video adapters have VESA 2.0 support in ROM. Other video
adapters come with loadable VESA 2.0 TSRs. In the absence of either
of these, UniVBE, a shareware product from SciTech, provides VESA 2.0
support for most video adapters. The latest version of UniVBE can be
obtained from the following locations:
 
www: http://www.scitechsoft.com
ftp: ftp.scitechsoft.com
CIS: GO SCITECH
AOL: Keyword SciTech
 
SciTech can be contacted at:
 
email: sales@scitechsoft.com
 
SciTech Software
5 Governors Lane, Suite D
Chico, CA
95926-1989
 
The current version at this writing is UniVBE 5.2. This version
supports many more adapters than previous versions, and adds
a number of useful low- and medium-resolution modes, such as 400x300
and 512x384.
 
 
Video-related commands
----------------------
 
vid_describecurrentmode
lists the description for the current video mode.
 
vid_describemode <mode #>
lists the description for the specified video mode, where <mode #> is as
reported by vid_describemodes.
 
vid_describemodes
lists descriptions for all available video modes.
 
vid_mode <mode #>
sets the display to the specified mode, where <mode #> is as reported by
vid_describemodes.
 
vid_nopageflip <1|0>
when set to 1, VESA mode sets will always select non-page-flipped
operation. When set to 0, VESA mode sets will select page-flipped
operation whenever possible. All non-VESA modes are always
non-page-flipped. The setting of vid_nopageflip is remembered
when Quake is exited (by being saved in config.cfg), and is reloaded
when Quake is restarted, so once vid_nopageflip is set to 1, all
VESA modes set in all Quake sessions after that point be will non-page-
flipped until vid_nopageflip is set to 0. Note that setting this
variable doesn't affect whether the current video mode is page-flipped,
but rather whether page-flipping can be used by future mode sets.
 
vid_nummodes
reports the total number of modes available.
 
vid_testmode <mode #>
tries to switch Quake to the specified mode, then returns to the current
mode after 5 seconds. This allows you to try an untested mode without
ending up with a black screen if, for example, the monitor can't display
the mode properly. There may still be instances in which, due to VESA
driver or hardware bugs, the machine will hang in certain modes;
vid_testmode can't recover from these situations, but it can recover
from a blank or scrambled screen.
 
vid_wait <wait type>
sets the type of waiting that the video adapter should do, as follows:
0: no waiting
1: wait for vertical sync active
2: wait for display enable active
 
The default state of vid_wait depends on the video mode selected.
(_vid_wait_override can force vid_wait to 1, wait for vertical
sync; see the description of _vid_wait_override below.)
In built-in modes 0-10, the default is always 0, no waiting. You
can set vid_wait to 1 (wait for vertical sync) to eliminate shear
and tearing in these modes (so partially-completed frames are never
drawn, resulting in a rock-solid image). However, waiting for
vertical sync can result in substantial performance loss.
 
In VESA modes, if the adapter is VGA compatible and there's enough
memory for three video pages, then triple-buffering is enabled and
vid_wait is set to 2, wait for display enable. There is little
performance loss to this sort of waiting. If the adapter is not
VGA compatible, or if there's only enough memory for double-buffering,
then vid_wait is set to 1 (wait for vertical sync). This can cause
significant loss of performance, but some sort of wait is generally
necessary to avoid occasional glitching of the screen when
page-flipping; we always choose the lowest-cost wait option that
seems to be safe to use. If there's only enough memory for one
page, or if vid_nopageflip 1 is in effect, then vid_wait is set to 0
(no wait). As with modes 0-10, vid_wait 1 can be used to eliminate
shear, but at a performance cost.
 
We have encountered problems with a few adapters in VESA modes when
vid_wait is set to 2 (wait for display enable). Apparently some adapters
just toggle display enable all the time, rather than only when pixels
are being sent to the screen; this can cause occasional glitches in
which the screen image jumps for one frame. You can fix this by
setting vid_wait to 1 (wait for vertical sync). We would have made
vid_wait 1 the default, but it's slower, and vid_wait 2 works on most
machines.
 
The default setting for vid_wait can be changed from the console
at any time. If you are in a VESA mode that waits for vertical
sync and want to turn it off to get a speed-up, you can do so.
However, changing a vid_wait 1 default in a VESA mode may result
in problems. If vid_wait defaults to 1 (wait for vertical sync)
in a mode, and you force it to 2 (wait for display enable), the
machine may hang, because some VGA-incompatible adapters, such as
some ATI Mach64s, don't support the display enable status. If you
force vid_wait to 0 (no wait), then the screen may glitch periodically
if the page flips at a time that results in a bad flip address,
although some adapters work fine with no wait at all.
 
If you force a new setting for vid_wait and encounter problems, DO
NOT send us a bug report!
 
_vid_wait_override <1|0>
can be used to force wait for vertical sync in all modes. When
_vid_wait_override is set to 0, the type of waiting, if any, for
each video mode that's set thereafter is automatically set to
what appears to be the fastest safe state. However, it is
possible in some cases that automatic setting may result in some
screen glitching, and it is also true that shear can be
eliminated by waiting for vertical sync (although at a cost in
performance), so it may be desirable in some cases to override
the automatic wait selection and always wait for vertical sync.
This can be done by setting _vid_wait_override to 1. Once set,
this remains in effect through all succeeding mode sets, even
when Quake is exited and re-entered; the only way to keep Quake
from waiting for vertical sync once _vid_wait_override is set to
1 is to set _vid_wait_override to 0. Note that changing
_vid_wait_override doesn't affect the current mode, but rather
takes effect on the next mode set. _vid_wait_override is initially
set to 0.
 
_vid_default_mode <mode #>
can be used to force Quake to start up in a particular mode.
The easiest way to select a default mode is by pressing the
'D' key in the Video Modes menu, but you can alternatively
use _vid_default_mode to specify the mode in which you want
Quake to start up in future Quake sessions. _vid_default_mode
is initially set to 0.
 
 
Higher-quality perspective texture mapping
------------------------------------------
 
For maximum speed, perspective correction is performed only every 16
pixels. This is normally fine, but it is possible to see texture ripples
in surfaces that are viewed at sharp angles. For more precise texture
mapping, set the console variable d_subdiv16 to 0. Doing this will result
in somewhat slower performance, however, and the difference in visual
quality will not normally be noticeable.
 
 
Known video problems and workarounds
------------------------------------
 
If you think you've encountered a bug, see "Bug Reporting," below.
As a general rule, go back to mode 0 if you have problems; mode 0
should work properly in all cases.
 
On some ATI Mach64 adapters, the palette is sometimes too dark in
some VESA modes, and is tinted oddly (too red, for example) in other
modes. The workaround is to use different modes, or modes 0-10.
 
In modes 0-10, shear and tearing can occur as partially finished
frames are displayed. Workaround: set vid_wait to 1 (wait for
vertical sync); this can result in a substantial performance loss,
however. An alternative is to use a page-flipped VESA mode.
 
In page-flipped VESA modes, occasional glitched frames may occur with some
VESA driver-hardware combinations. Workaround: set vid_wait to 1 (wait
for vertical sync) (you can set _vid_wait_override to 1 to make waiting
for vertical sync permanent for future Quake sessions), or use a different
mode.
 
The VESA video drivers that come with some video adapters don't
support low-resolution modes such as 320x200; often,
nothing lower than 640x400 is supported. For example,
this is the case with some ATI adapters. There's nothing
Quake can do to provide low-resolution VESA modes in these
cases, because Quake simply supports whatever modes the VESA
driver chooses to report as supported. Unfortunately, 640x400
is too high a resolution for really good performance unless you
have a very fast Pentium or a Pentium Pro, so on machines with
this sort of adapter, the VESA modes aren't very usable.
Workaround: Use UniVBE 5.2, which supports low-resolution modes
on a wide variety of adapters. Note that a few adapters simply can't
support low-resolution modes, in which case you'll have to stick with
the low-resolution VGA and Mode X modes that are built into Quake,
which run fine but may be somewhat slower than VESA modes.
 
A few video adapters are almost but not fully VGA compatible, because
they don't support some unusual VGA video modes. In particular, a few
adapters don't support the 360-wide Mode X-style video modes that are
build into Quake (modes 2, 4, 6, 8, and 10), and display garbage in those
modes. Workaround: use different modes, such as 0, 3, 5, 7, 9, or any
VESA modes that are available.
 
Under Win 95, the palette occasionally gets messed up when switching from
Quake to the desktop and back again. You can restore the palette by
bringing down the console (either press tilde ('~'), or press Esc to bring
up the menu, select Options, and select Console... from the Options menu),
and typing bf and pressing the enter key, to generate a background flash,
which sets the palette. Press Esc to exit the console. Alternatively,
setting the screen brightness, either from the Options menu or via the
gamma console variable, sets the palette.
 
Under Win 95, if the system key (the key with the Win 95 flag on it) is
pressed while Quake is running fullscreen in a VESA mode, Win 95 may be
unable to switch back from the desktop to Quake, in which case it will
notify you of this, then terminate the Quake session. This is a quirk
of Win 95, and normally there is no workaround other than not to press
that key or not to use VESA modes. (Some people go so far as to remove
the system key from their keyboard.) However, you can
disable the system key for Quake with the following utility:
 
http://www.microsoft.com/windows/download/doswinky.exe
 
Switching away from Quake with Alt-Enter, Ctrl-Esc, Alt-Tab, or
Alt-Spacebar all work fine (except that if you disable the system key
with doswinky.exe, Ctrl-Esc will also be disabled).
 
 
Performance
-----------
 
Quake's graphics should be adequately fast in mode 0 (320x200) on all
Pentium-class machines. If you feel Quake is running slowly, set the
showturtle console variable to 1; you will then see a turtle icon
appear in the upper left corner of the screen if the frame rate drops
below 10 frame/second. If you are getting the turtle, you are probably
not getting great gameplay. Performance can be improved in several ways:
 
* size down the screen with the minus key
 
* select a lower-resolution mode, if possible
 
* use a VESA mode
 
* if you're using a VESA mode and vid_wait is set to 1 (wait for
vertical sync) by default (you can check by typing vid_wait<enter>
in the console), you can try setting vid_wait to 0 or 2, as detailed
in the discussion of the vid_wait command above. Be aware that
risks of screen glitching or hung machines are associated with
overriding a default vid_wait 1 setting in VESA modes.
 
To see how exactly fast Quake is running, bring up the console and type
 
host_speeds 1<enter>
 
You will see a display at the top indicating total frame time in
milliseconds, and also server, graphics, and sound frame time in
milliseconds. (Note, though, that unless you also do
 
snd_noextraupdate 1<enter>
 
sound time will actually show up as graphics time. However,
snd_noextraupdate 1 can cause sound to get choppy, so it's not
generally recommended.)
 
Lower numbers are better.
 
Type
 
host_speeds 0<enter>
 
to turn off the frame time display.
 
 
Pentium Pro Performance
-----------------------
 
The Pentium Pro is a very fast Quake platform, but has one weak spot; it is
by default very slow on writes to video memory. This means that in default
hardware configurations, you are usually much better off setting
vid_nopageflip to 1 if you use VESA modes, so drawing is done to system
memory instead of to video memory. Remember that you must set the mode
after setting vid_nopageflip to 1 in order to get vid_nopageflip to take
effect. (vid_nopageflip can sometimes be faster on a Pentium, too, but
not by nearly as much in general, and it's often slower.)
 
The Pentium Pro has some special features that are not turned on by default,
but which can help Quake performance a LOT. These features can be enabled
by John Hinkley's program FASTVID, which can be obtained from
ftp://members.aol.com/JHinkley/fastvid.zip. Performance in 640x480
mode on a Pentium Pro/150 nearly doubled after FASTVID was run; Quake
was very playable (and looked great!) at this resolution.
 
There's the usual caution with FASTVID: It could conceivably make your
system run goofily, or who knows what. FASTVID is not a product of
id Software, and id makes no guarantees regarding FASTVID. In other words,
use FASTVID at your own risk.
 
************************************************************************
IMPORTANT NOTE: FASTVID works only on Pentium Pros!!! Please do NOT
contact either John Hinkley or id with problems concerning FASTVID on
Pentium or 486 machines.
************************************************************************
 
 
Video Bug Reporting
-------------------
 
If you encounter a video-related bug, please fill out the form found at the
end of this file and e-mail it to support@idsoftware.com. There are several
problems that are not bugs, and shouldn't be reported, including:
 
* unavailability of some VESA modes; VESA modes are only supported by
Quake if they are 8-bpp, are LFB modes (except for 320x200), and are
no greater than 1280x1024 in resolution. If you have a VESA mode
that doesn't seem to be working properly, please contact the
manufacturer; we just use the information that the VESA driver
provides us with.
 
* problems that occur when you change vid_wait from a default value
of 1 (wait for vertical sync) in VESA modes
 
* sluggish performance on 486s
 
* the known palette problem on some Mach64s.
 
* the known palette problems switching from fullscreen to the desktop and
back under Win95.
 
* the known problems switching back from the desktop in VESA modes after the
system (Windows flag) key has switched from fullscreen to the desktop.
 
* video modes that are not listed in the Video Modes menu, or that are not
listed or are listed with "**" in the output from vid_describemodes; such
modes are either not supported by your video adapter, or cannot be supported
by Quake in the amount of memory your system has. High-resolution modes will
often not be available in 8 Mb systems.
 
* 360-wide video modes that don't work although other resolutions do work
 
* lack of low-resolution VESA modes; the availability of low-resolution modes
is the responsibility of the VESA driver. UniVBE 5.2 provides low-resolution
modes on most adapters.
 
Apart from these, we would very much like to hear about any video
problems you encounter.
 
 
==========================================
== Sound Subsystem Documentation ==
==========================================
 
Quake's sound subsystem works only with Sound Blaster compatible sound
cards. For Quake to get the correct settings for DMA channel and PORT
address, you must set your BLASTER environment variable (or have it set for
you with the DIAGNOSE utility in your SB16 directory). If you do not have
the BLASTER environment variable set, your sound will not work. If your
sound card supports Sound Blaster compatibility, Windows 95 should set this
variable for you.
 
Note: some sound cards do not have 100% Sound Blaster compatible
hardware, but emulate the Sound Blaster interface. Such cards may
display some inconsistencies relative to an actual sound blaster.
In particular, sound may be delayed on some cards.
 
Note: it is possible for sound to get choppy if the frame rate
drops to a very low level, below 5 frames a second. A frame rate
that low will not provide a good gameplay experience, so if you
do experience choppy sound, your machine is almost certainly not
fast enough to run Quake satisfactorily in general.
 
If (when) you see bugs, please use the form attached to the end
of these docs to submit a bug report.
 
Sound Card Command Line Options, Commands, and Variables
==================================================================
 
The commands and variables below work under any operating system.
Command-Line options are typed on the command line in most any place
but only in operating systems which support command line interfaces,
like DOS's COMMAND.COM, or NEXTSTEP's or Linux's csh, sh, or bash.
For example, under DOS, the NOSOUND option would be used like this:
"C:> quake -nosound".
 
Command-Line Options
--------------------
 
NOSOUND
Syntax: -nosound
Description: This will prevent *any* sound code from being executed. If
you are having technical difficulty with the game and then try
running the game with this option and the problem goes away, then
the problem is probably somewhere in the sound code.
 
SSPEED
Syntax: -sspeed <speed>
Description: This will ask the sound code to set the playback speed
within the constraints of the capabilities of the card. This is
11025 Hz by default and usually from 8000 to 44100. Making this
faster requires more CPU horsepower, and has no actual benefits,
because the sounds only contain 11 KHz data. Making this slower
degrades sound quality, but improves performance and saves memory.
 
Commands
--------
 
SOUNDINFO
Syntax: soundinfo
Description: This prints the "portable" information on your current
audio hardware setting in the game. It specifies whether there is
stereo output (0 or 1), the number of samples in the DMA buffer, the
current sample position (changes each time you run SOUNDINFO and
ranges from 0 to the number of samples), the number of sample bits,
the submission chunk (1 in DOS or Linux w/ mmaped sound, larger in
Linux w/o mmaped sound), playback speed in Hz, the DMA buffer address
in hexadecimal (usually 8 digits after the 0x, starting with 0xf00..
in DOS, starting with 0x400.. in Linux, and less than 8 digits if the
hardware was not initialized successfully), and the number of
channels mixed in software (8 by default, changeable w/NUMCHANNELS
command).
 
STOPSOUNDS
Syntax: stopsounds
Description: Stops any current looping sounds.
 
 
Sound Blaster Sound Card Command-Line Options and Commands
==========================================================
 
The following applies to Sound Blaster cards or compatibles under DOS
or a DOS box.
 
Commands
--------
 
SBINFO
Syntax: sbinfo
Description: This will print information on the Sound Blaster card
in the system. If the version is 4 or greater, then it is some
kind of Sound Blaster 16 or compatible. Version 2 is an 8 bit mono
sound blaster, Version 3 is an 8 bit stereo sound blaster pro.
The port is the I/O port
sensed from the A variable in the BLASTER
environment variable.
The DMA is the DMA channel and is confirmed in
hardware if the
card is version 4 or higher. The mixer port can be
ignored.
 
 
==========================================
== CD Audio Subsystem Documentation ==
==========================================
 
Overview
========
Quake is designed to play background music off of a CD-ROM. The Quake CD has
music tracks on it and each level has been assigned a track that will be
played.
 
Win95 Users: Putting a CD other than the Quake CD into the drive when Quake
is already running will sometimes cause another Windows application to start
and switch you back to Windows with Quake running in the background. You
will probably want to stop whatever was started and switch back to Quake as
quickly as possible... especially if you are playing deathmatch.
 
 
Command Line Parameters
=======================
-nocdaudio
This will prevent the CD audio system from even attempting to initialize.
No CD commands or functions will be available. The game will just run
with no music.
 
-cdmediacheck
This causes the game to periodically check to see if the CD has been
removed and a new one placed in the player. It is off by default since
this operation is very slow on some CD players and is not needed under
Win95. There is normally no reason to enable this option; it would
only be useful if you were going to be changing the CD from within the
game on a regular basis.
 
Commands
========
There is normally no reason you would need to use any of these commands. If
you are playing Quake with the Quake CD in your CD-ROM drive, the appropriate
music track will be played automatically.
 
cd on
Re-enables the CD audio system after a "cd off" command.
 
cd off
Shuts down the CD audio system. No more music will be played unless it
is re-enabled.
 
cd reset
Causes the CD audio to re-initialize. This is useful if you change
CDs or insert the CD after you've already run Quake.
 
cd play <track number>
Plays the specified track one time.
 
cd loop <track number>
Plays the specified track. It will be repeated until either it is
manually stopped or another track is started.
 
cd stop
Stops the currently playing track.
 
cd resume
Will resume playback of a stopped track.
 
cd eject
This is for CD players that do not have a manual eject button.
 
cd remap <track1> <track2> <track3> ...
Allows you to switch what tracks are played. This is especially useful
if you want to play music other than that on the Quake CD. If the CD
audio system is told to play track 1, it will instead play the 1st
track you specified. For example: assuming a CD with 1 data track and
8 music tracks, the command "cd remap 1 9 8 7 6 5 4 3 2" would leave
the data alone and play the audio tracks as if they had been placed on
the CD in the opposite order.
 
cd info
Reports information such as the number and types of tracks on the current
CD, what track (if any) is currently playing, and the playback volume.
 
 
Variables
=========
bgmvolume
The background music volume. Valid values are 0.0 though 1.0. Changes
will normally be made using the options menu.
 
Not all CD-ROM players support variable volume. The 0.0 to 1.0 value
translated to a value from 0 to 255 before it is passed to MSCDEX. How
this value is interpreted varies from drive to drive. The only thing
required by the MSCDEX specification is that 0 is off and anything else
is on. Some CD-ROM drives only have on and off so change to bgmvolume
will have have no effect on volume once it is on.
 
 
Messages
========
CDAudio_Init: MSCDEX version 2.00 or later required.
MSCDEX was either not loaded, or is a version earlier than 2.00.
 
CDAudio_Init: First CD-ROM drive will be used
MSCDEX reported that the system has more than one CD-ROM drive.
Quake will always use the first drive in this case.
 
CDAudio_Init: Unable to allocate low memory.
We were unable to allocate the memory needed to communicate with MSCDEX.
Although the game can still run, this indicates a severe low memory
condition.
 
CD Audio Initialized
Indicates that the CD audio system has successfully initialized.
 
CDAudio_Play: Bad track number N.
We attempted to play a track number that that is outside the range of
tracks recorded on the CD currently in the CD-ROM drive. Probable causes
are that a CD other than Quake is in the player, or a custom level has
specified an invalid track number.
 
CDAudio_Play: Can not play data.
A valid track was requested to be played, but it was a not an audio track.
The probable causes are the same as for a bad track number.
 
CDAudio_Play: track N failed
A valid audio track was going to be played, but the play command to MSCDEX
returned an error.
 
CDAudio: media changed
This is simply a notification. It can only occur if the "-cdmediacheck"
option was specified on the command line.
 
CDAudio: Error - playback stopped N
An error occurred while the CD was playing audio. Playback has been
stopped and no further automatic play will be attempted; the game will
proceed without music.
 
CDAudio_Init: No CD in player.
MSCDEX reported an error while Quake was attempting to get information
about the current CD. There is either no CD in the player, or it was
unable to get the track information. No automatic CD play will be
attempted; the game will proceed without music.
 
 
==========================================
== Network Subsystem Documentation ==
==========================================
 
Overview
========
 
Quake is a client/server game. You are always running over some type of
network. In a standalone game, you are using a loopback network; it just
passes messages back and forth in memory buffers. This readme is talking
about real networks and multiplayer deathmatches. There are three main
sections: commands, LANs, and Serial.
 
Most normal configuration can be done via the game menus.
 
There are two types of Quake servers: dedicated and listen. A listen server
is a machine that is used to play the game and also hosts the game for other
players. A dedicated server only hosts the game; it runs in text mode and
does not let anyone play on that machine. A single player game is really
just a 1 player listen server that doesn't listen for network connections.
 
Dedicated vs Listen. I'll try to make this simple: it is always better to
use a dedicated server. Why? Fairness and playability. With a listen
server, the person on the server always has advantages. They will always be
the first person into a level, they will always have zero latency, and they
will get a server update on each and every frame. On a dedicated server
everyone gets equal treatment. Getting into the server is a first come,
first served proposition; latency is determined by each player's connection;
and everyone is sent the same number of updates. It's about as fair as life
gets. By the way, a good 486 machine works nicely as dedicated server.
 
Another suggestion. Until there is a native Win95 version of Quake, IPX will
usually provide better gameplay on a local area network. This is due to the
delicate balancing act that is required to let a DOS program use the Win95
TCP/IP stack.
 
To start a Dedicated Server, you invoke Quake with the "-dedicated"
command-line parameter. When the server starts, you can type any command
that you would normally type in the Quake Console, such as "map e1m1" to
start the server on a specific map. This can be done from the command-
line as well by typing "quake -dedicated +map e1m1". If a value is entered
after "-dedicated", that is the amount of players allowed to connect, up
to a maximum of 16 players. A dedicated server will quit to the OS whenever
a fraglimit or timelimit is reached. Example: "quake -dedicated 16" will
start a 16-player dedicated server.
 
To start a Listen Server, you invoke Quake with the "-listen" command-
line parameter, or use the Multiplayer menu in the game. Starting a listen
server from the command-line will allow you to handle more than 4 players,
as 4 is the limit when starting a game from the Multiplayer menu. If a
value is used after the "-listen", that is the maximum amount of players
allowed, up to 16 players.
 
Command Line Parameters, Commands, and Variables
================================================
 
Command line parameters
-----------------------
-nolan
Disables IPX, TCP/IP, and serial support.
 
-noudp
Disables support for TCP/IP.
 
-udpport <port#>
Specifies a UDP port to be used other than the default of 26000.
 
-noipx
Disables support for IPX.
 
-ipxport <port#>
Specifies a IPX port to be used other than the default of 26000.
 
-noserial
Disable serial support.
 
-mpath
Enables support for code to use Win95's TCP/IP stack. Do NOT use this
under DOS!
 
-listen [n]
Starts Quake ready to be a non-dedicated server for up to <n>
players. If you do not specify a number <n> after -listen it will
default to 8. The maximum allowed value is 16.
 
-dedicated [n]
Starts Quake ready to be a dedicated server for up to <n> players.
If you do not specify a number <n> after -listen it will default to 8.
The maximum allowed value is 16. A dedicated Quake server stays in
text mode. This is the Quake console with most commands still
available; those that make no sense (like vid_mode) are ommitted.
 
Console Variables
-----------------
 
net_messagetimeout
Specifies how long Quake should wait for a message to arrive before
deciding the connection has died. The default is 3 minutes. For
reference, messages usually arrive at the rate of about 20 per second.
 
hostname
This is the name for your server that will show up on an slist
(see below). The default value is "unnamed".
 
sys_ticrate
Only used by dedicated servers. This determines the rate at which the
server will send out updates to the clients. The default value is 0.05
(20 updatesper second). For servers where bandwidth is limited, using
modems or the internet for example, it is advisable to lower this value
to 0.1 (10 updates per second). This will have a very minor effect on
responsiveness, but will half to outbound bandwitdh required making the
modem players a lot happier.
 
 
Console commands
----------------
 
net_stats
This is for debugging. It displays various network statistics.
 
slist
Looks for Quake servers on a local LAN (or over a null modem
cable). This will NOT go outside the local LAN (will not cross
routers).
 
 
LANs
====
 
Here are the LANs that are supported by the Quake test
release. For each one, you'll be told how to connect to a server
*if it is not on your local network*. If it is, you can use the
"slist" command and connect by hostname. See the main readme for
a discussion of the connect command.
 
IPX
---
 
Quake has been run with Novell's ODI IPX stack under DOS, PDIPX with packet
drivers under DOS, and the Microsoft IPX stack in a Win95 DOS box. When
connecting to a server using IPX, you specify its network:nodeaddress (like
12345678:1234567890AB). If you are on the same network, you can just specify
the node address. If you are doing a connect command from the console, a
full IPX address must be enclosed in quotes.
 
For example, the server's IPX address is "00FADE23:00aa00b9b5b2", you would
enter: connect "00FADE23:00aa00b9b5b2"
 
Win95 TCP/IP
------------
 
Please see the Win95 section of this file for details about playing using
TCP/IP under Win95.
 
Kali
----
 
To Quake, Kali appears to be IPX. Once you've got Kali up and running, run
Quake as if it was on an IPX network.
 
Beame & Whiteside TCP/IP
------------------------
 
This is the only DOS TCP/IP stack supported in the test release.
It is not shareware...it's what we use on our network (in case you
were wondering why this particular stack). This has been "tested"
extensively over ethernet and you should encounter no problems
with it. Their SLIP and PPP have not been tested. When connecting
to a server using TCP/IP (UDP actually), you specifiy it's "dot notation"
address (like 123.45.67.89). You only need to specify the unique portion
of the adress. For example, if your IP address is 123.45.12.34
and the server's is 123.45.56.78, you could use "connect 56.78".
 
Playing over the Internet
-------------------------
Yes, you can play Quake over the Internet. How many people can be in
the game? That depends. How smooth will the game be? That depends.
There are just too many variables (bandwidth, latency, current load,
etc...) for us to make any kind of promises about Internet play.
 
 
Serial/Modem
============
 
The Quake serial driver supports two COM ports. Although they are referred
to as COM1 and COM2, you can configure them to use any normal hardware
COM port (1 thru 4 on most PCs). The com ports are used with interrupts,
so their IRQ may not be used for another purpose (such as a LAN adapter
or sound card). The IRQ may not be shared with another device either;
not even another COM port. A client can only be connected to one server
at a time, so multiple ports are really only useful on a server.
When using modems, the client must originate the call and the server
must answer. This holds true even for a two player, non-dedicated
server configuration.
 
In the Multiplayer menu, the default modem string is "ATZ". If your modem
games are too slow, you can change this string to the appropriate one for
your modem as listed below in the "Modem Strings" section.
 
 
The COMx commands
-----------------
 
Use the menus for serial play whenever possible. The console
interface is only for unusual configurations. It is much more
difficult to understand and use correctly.
 
Those of you who do use the console commands for serial play need to
know that the menus always use the first Quake COM line (COM1); yes,
even for COM2. The names COM1 and COM2 here mean the first and second
serial ports, not necessarily the PC COM1 and COM2 ports (although those
are the default configurations).
 
There are two commands to support serial/modem play for Quake. They
are: COM1 and COM2. Entering one of these commands with no arguments
will display the status of that serial port, similar to this:
 
Settings for COM1
enabled: true
connected: false
uart: 16550
port: 3f8
irq: 4
baud: 57600
CTS: ignored
DSR: ignored
CD: ignored
clear: ATZ
startup:
shutdown: ATH
 
When used with arguments, these commands change the settings and
status of the COM ports. The possible arguments are listed below;
examples follow.
 
enable | disable
"enable" means that your configuration is complete and you want to use
the COM port. "disable" is used to turn off a COM port, usually to
change its settings. The default (initial) state is disabled.
 
 
modem | direct
Use one of these two to let Quake know if you are using a modem or a
direct connection (also called a null modem). Quake uses this to know
if it needs to handles modem initialization strings, dialing sequences,
and hangup procedures.
 
reset
This will reset the COM port to its default settings and state.
 
 
port <n>
irq <n>
These are used to set the I/O Port and IRQ that your serial port uses.
The default values are: port=3f8 irq=4 for COM1 and port=2f8 irq=3 for
COM2. Note that the port number is displayed in hexadecimal; to enter
it you would use something like "COM2 port 0x2f8"; the "0x" preceding
the "2f8" indicates that you are giving the value in hexadecimal
otherwise decimal is assumed.
 
 
baud <n>
Sets the baud rate. Valid values for <n> are: 9600, 14400,
28800, 57600, and 115200. 57600 is the default. Please note that
this is the baud rate used for the uart, not your modem. It is
perfectly valid to use 57600 on a COM port that is connected to a
28.8 modem.
 
8250 | 16550
Specifies the type of uart chip in your system. Normally this is
automatically detected, one of these need only be used if your chip
is incorrectly detected.
 
clear
startup
shutdown
This allows you to specify the clear, startup, and shutdown strings
needed for
a modem for playing Quake. If you've found values that
previously worked
with Doom, use them here. If you are playing over
a null modem cable,
leave these blank.
 
-cts | +cts
-dsr | +dsr
-cd | +cd
These determine if certain serial control lines should be honored or
ignored. The "-" means you want that line ignored, the "+" means to honor
it. "cts" is an abbreviation for "clear to send", "dsr" for
"data set ready", and "cd" for "carrier detect". Do not
change these
values unless you are absolutely positive you need to. The default is to
ignore all 3 lines.
 
Quake always uses no parity, 8 data bits, and 1 stop bit; these
values can not be changed. The baud, port, irq, and uart type can
not be changed on an enabled port, you must disable it first.
 
 
Configuration examples
----------------------
Example1: You have a machine with two serial ports you are going
to use as a Quake server. COM1 will be using a null modem cable and
COM2 will be connected to a 14.4 modem. You would use commands similar
(the startup string would almost certainly be different) to these:
 
COM1 baud 57600 enable
COM2 baud 14400 modem startup AT\N0%C0B8 enable
 
 
Example2: You are going to use your machine to connect to a dial-up
Quake server with your 28.8 modem connected to COM2. You would
use a command something like this:
 
COM2 baud 57600 modem startup AT\N0%C0B8 enable
 
Note the baud rate is not the same as the modem speed. This allows
the modem-to-uart communications to occur at a higher rate than
the modem-to-modem communications.
 
Connecting to a serial Quake server
-----------------------------------
 
Connecting to a Quake server over a serial/modem connection is done
using the "connect" command. The command "connect 5551212" would try to
connect to a Quake server at the phone number 555-1212. Note: your local
phone company would probably appreciate it if you didn't try this number!
 
If you are using a null modem cable, you can type "connect #".
Quake will then attempt to connect to the server.
 
 
Known problems / workarounds
============================
Packet drivers with PDIPX - there is a bug that stops a server running on
this combination from responding to the slist command. Use the patched
version of PDIPX included with Quake to correct this problem.
 
SLIST sees no servers - Some PCMCIA ethernet cards and PPP drivers will
not do the UDP broadcasts needed for the SLIST command (search for local
games from the menu) to function correctly. In these cases you must
connect to a Quake game using either its IP address or hostname
(DNS resolvable hostname, not the hostname variable in Quake).
 
"BW_OpenSocket failed: 5" - This error is specific to the Beame and
Whitesdie TCP/IP stack. This stack uses DOS file handles as it's
socket handles. This error occurs when DOS runs out of file handles.
You need to increase the number specified by "FILES=" in the DOS
config.sys file.
 
Severe lag using TCP/IP under Win95:
- Occasionaly when you first connect in to a Quake game using Win95
TCP/IP you will experience severe lag and not be able to control your
player's actions. This usually clears up in 10 to 15 seconds.
- There is apparently a strange limbo state for Microsoft's File and
Print sharing. This has been seen when it was installed and then later
removed, but it still appears on the menus. For some unknown reason
this causes severe lag for a Quake game. You need to go back and make
sure that it is either completely installed or removed.
 
 
==========================================
== Modem Strings ==
==========================================
 
Boca M1440i (internal):
ATS48=0S37=9S46=136%C0%E0%M0&K0&Q0&R1&C1&D2\G0\N1N0
 
Boca 14.4k (internal):
AT&C0N0S37=9&K0W0&Q0S36=3S48=128%C0
 
Boca 14.4 Fax/Modem
AT S46=0 S37=9 N0 &Q0 &D2 &K4
 
Boca 14.4k (external):
AT &F S0=1 S36=0 &K0 &Q6N0S37=9 &D2
 
Boca 14.4k:
AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
 
Cardinal 14.4k v.32bis, v.42bis Fax/Modem:
AT &F N0 S37=9 &Q0 &D2 \N1
 
Digicom Systems (DSI) (softmodem):
AT Z \N0 &D2 &K0 S48=48
 
Digicom Systems Scout Plus:
ATZ*E0*N3*M0*S0*F0&D2
 
Gateway Telepath:
AT &F S37=9 %C0 &K0 &Q6 \G0
 
Gateway Telepath 14.4k:
AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
 
Gateway Telepath I:
AT S0=1 &N6 &K0 &M0
 
Gateway Telepath II:
AT S0=1 S37=9 %C0 &Q0 &K0
 
Generic v.32bis 14.4k Fax/Modem:
AT \N0 %C0 B8
 
Generic 14.4k Fax/Modem:
AT S46=0 S37=9 N0 &Q0 &D2 %C0 \G0 &K0
 
GVC 14.4k (internal):
AT &F B8 \Q0
 
Hayes 28.8k V.FAST Modem:
AT &Q6 &K S37=9 N %C0 \N0
 
Infotel 144I:
AT&Q0 S37=9 N0 &D2
 
Infotel 14.4:
&F0 \N1 &D2 S37=F8
 
Intel 14.4k:
AT \N0 %C0 \Q0 B8
 
Intel 14.4k (internal):
AT Z B8 Q1 \C0 \N1 %C0 \V "H
 
Linelink 144e:
AT &F &D1 &K0 &Q6 S36=3 S46=136 %C0
19200
 
Microcom AX:
&F \N1 \Q0 &D2
 
Microcom QX/4232bis:
AT %C0 \N0
 
Netcomm M7F:
AT &E &K0 B0 \V0 X4 &D2 \N1 \Q0 #J0 #Q9 %C0
 
Nokia ECM 4896M Trellis V.32:
AT Z %C0 /N0
 
Nuvotel IFX 14.4 (internal):
&F \N1 &D2
 
Practical Peripherals 14400FX v.32bis:
AT Z S46=0 &Q0 &D2
 
Practical Peripherals 14400FX v.32bis:
AT S46=0 &Q0 &K0 &D2
 
Supra:
AT &F0 S46=136 %C0
 
Supra (external):
AT &K &Q &D \N1
 
Supra 14.4k v.32bis:
AT &F S46=136 &Q0 &D2
 
Supra 14.4k v.32bis:
AT &K &Q &D \N1
 
Supra Fax Modem 14.4K v.32 bis
AT &F %C0 S48=7 Q0 V1 W1
 
Telepath 14.4k:
AT &F&M0&K0&N6&H0 S0=1
 
Twincomm DFi 14.4:
AT&F &Q0 %C0 S37=9 &D2
 
UDS V.3223:
&F \N1 \Q &D2
 
UDS Fastalk 32BX:
&F0 \N1 &D2
 
USR Courier v.32bis:
ATS0=1 S7=60 E1 Q0 V1 &C1 &D2 &H0 &K0 &M0 &N6 &A3
 
USR Courier HST/DS 16.8k:
First reset the modem in a communication program with AT&F&W
AT X4 B0 &A0 &B0 &H2 &I0 &K0 &M0 &N6a
 
USR DS v.32bis v.42bis (external):
AT&m0&n6&a0&r1&h0&k0&i0&s0&b1x1
 
USR Sporster 9600:
AT&M0&K0&N6
 
USR Sportster V.34 28.8 (note: works best at 19200 baud):
AT &F &M0 &I0 &K0 &B0 &N0
 
USR Sportster 14.4k Fax/Modem USING ERROR CORRECTION:
AT S0=1 S7=60 E1 QO V1 &C1 &D2 &K0 &N6 &A3
 
USR Sportster 14.4k Fax/Modem (internal):
AT &F&M0&K0&N6&H0
 
USR Sportster 14.4k (internal):
AT &F &B1 &H0 &I0 &K0 &M0 &N6 &R1
 
USR Sportster 14.4k:
ATS0=1S7=60E1Q0V1&C1&D2&K0&N6&A3
 
USR Sportster 14.4k:
AT &F0 &K0 &M0 &N6 &H0 &I0 &B1 &R1
 
USR Sportster 14,000 Fax Modem:
AT S0=2 &N6 &K0 &M0 &I0 &H0 &R1 &A0 V1 X4
 
USR 14.4k:
AT &F&A0&K0&M0
 
USR 14.4k
AT &K0 &H0 &D0 &I0 &R1
 
USR 14.4k Dual Standard
ATB0&R1&B1&N6Q0X4&A0&D2&H0&I0&K0&M0M1
 
USR (model?):
&F E1 V1 X4 &C1 &D2 &N0
 
ViVa 14.4k:
AT&F&Q6\N0%C0&D2N0S37=9
 
ViVa modem (internal):
&F&Q6\N0%C0&D2N0S37=9
 
Zoltrix model 14/14 VE:
AT S0=Q0 V1 &C1 &D2 W2 &Q0
 
Zoom 14.4k VFX:
AT&Q6S37=9N0%C\N0
 
Zoom 14.4k VFX:
AT&Q6S37=11N0%C&K0
 
Zoom OEM Modem:
AT&Q6S37=9N0&K0
 
Zyxel U-1496E:
AT Z &N4 &K0
 
 
==========================================
== Win95 Documentation ==
==========================================
 
Quake is a DOS application. However, it runs fine from the MS-DOS prompt
under Win95, so long as the Properties for the MS-DOS prompt are set up so
that Quake can run. (See "Set the MS-DOS Prompt Properties", below, for
information about setting MS-DOS Prompt Properties.) Quake will NOT run
under Windows NT. Following are some steps that can help Quake run better
under Win95.
 
 
Have enough memory
------------------
 
Quake requires at least 16 Mb of installed memory in order to run under
Win95.
 
 
Set the MS-DOS Prompt Properties
--------------------------------
 
If Quake won't run, the MS-DOS Prompt Properties may not be set correctly.
To set the Properties for the MS-DOS prompt, bring up a DOS session, and
either click on the MS-DOS icon in the upper left corner or press
Alt-Spacebar, then select Properties from the menu that comes up, and make
sure the following settings are correct.
 
In the Program sheet of MS-DOS Prompt Properties, make sure the "Suggest
MS-DOS mode as necessary" is checked.
 
In the Memory sheet of MS-DOS Prompt Properties, make sure all five fields
are "Auto".
 
In the Screen sheet of MS-DOS Prompt Properties, set "Usage" to Full-screen.
 
In the Misc sheet of MS-DOS Prompt Properties, uncheck the "Allow screen
saver" box, and check the "Always suspend" box.
 
 
Make sure there's enough free disk space
----------------------------------------
 
If you get error messages like "can't lock memory" under Win 95, or if you
get other weird, inexplicable errors, make sure you haven't run out of disk
space; delete some files if necessary. You can see how much disk space is
free by bringing up "My Computer" and clicking on the disk icon; the free
disk space will be shown at the bottom of the window.
 
 
Run fullscreen
--------------
 
Quake can run in a window under Win95--but it will run very slowly. You are
unlikely to get satisfactory performance unless you run Quake fullscreen.
Quake normally comes up fullscreen under Win95; if you have switched it back
to windowed mode, you can get that window back to fullscreen by clicking on
it and then pressing Alt-Enter.
 
 
Shut down other applications
----------------------------
 
Many Win95 apps and DOS apps run even when they're not the foreground
application. Such applications contend for system resources such as memory,
processor cycles, and sound hardware. If Quake seems to be running choppily,
if sound is garbled, or if the disk is going all the time, try shutting down
whatever other applications you have running. For example, some players
have reported that Quake does not run as well when the Office shortcut bar
is running.
 
 
Restore the palette if it gets garbled
--------------------------------------
 
Under Win 95, the palette occasionally gets messed up when switching from
Quake to the desktop and back again. You can restore the palette by
bringing down the console (either press tilde ('~'), or press Esc to bring
up the menu, select Options, and select Console... from the Options menu),
and typing bf and pressing the enter key, to generate a background flash,
which sets the palette. Press Esc to exit the console. Alternatively,
setting the screen brightness, either from the Options menu or via the
gamma console command, sets the palette.
 
 
Avoid the system key
--------------------
 
Under Win 95, if the system key (the key with the Win 95 flag on it) is
pressed while Quake is running fullscreen in a VESA mode, Win 95 may be
unable to switch back from the desktop to Quake, in which case it will
notify you of this, then terminate the Quake session. This is a quirk
of Win 95, and there is no workaround other than not to press that key
or not to use VESA modes. (Some people go so far as to remove the system
key from their keyboard.) Switching away from Quake with Alt-Enter,
Ctrl-Esc, Alt-Tab, or Alt-Spacebar all work fine.
 
 
Give Quake more and/or locked memory
------------------------------------
 
By default, Quake tries to allocate 8 Mb of unlocked memory for heap space
under Win 95. More memory helps Quake run faster; you can allocate more
memory for Quake under Win95 by setting the command-line switch
 
-winmem x
 
where x is the number of megabytes to allocate for Quake. If there's enough
memory in the system, the larger the number, up to about 16, the better the
performance. If, however, there isn't enough memory in the system, or many
other applications are running, the larger number can just cause Quake to
page to disk a lot, and can actually slow performance considerably. Also,
higher numbers can also cause Win 95 to take longer to start Quake and take
longer to return to the desktop afterward. If you have 32 Mb or more in your
machine, -winmem 16 should provide the best performance for Quake. If you
have less than 32 Mb, or a lot of applications running, then you will have
to experiment to find the best amount of memory to allocate for Quake.
 
You may optionally instruct Quake to lock itself in memory by using the
command-line switch
 
-winlock
 
so it won't get paged out by other applications. This can avoid hitches when
parts of Quake get paged into and out of memory, and thus provide a smoother
playing experience. On the other hand, it can cause Quake to take longer to
start, and can make the return to the desktop take longer when Quake ends,
because Quake has been hogging a lot of memory. It is even possible, if most
of the memory in the system is locked by Quake, that it will take many
minutes to switch back to the desktop while Quake is running, so the system
will effectively be nearly frozen. Therefore, use -winlock with caution;
Quake is not as well-behaved a Win95 citizen when -winlock is specified, and
does not share resources particularly well.
 
-winmem can be used in conjunction with -winlock; if -winmem specifies more
memory than is available to be locked, then Quake will lock as much memory
as possible. Being too aggressive about how much memory is locked can
actually slow Quake performance, because unlocked parts of the system like
system CD and sound code and data can then be forced to page, so if you do
lock memory, you will have to experiment to find the sweet spot, unless you
have 32 Mb or more of memory.
 
-winlockunlock can be specified as an alternative to -winlock, to tell Quake
to lock its memory when it starts, then immediately unlock it. The
advantages of doing this are: 1) it forces all of Quake's pages into memory,
so no pages should need to be brought in as Quake runs, making for smoother
running at the start, and 2) it enables Quake to determine whether the
specified amount of memory (if -winmem is also specified) is available in the
machine, so you can be sure Quake won't try to allocate more heap space than
the the amount of physical memory that's actually available. Like -winlock,
-winlockunlock causes Quake to take quite a bit longer to start up, but it
has the advantage of making Quake a good Win95 citizen if you need to switch
back to the desktop, or have other apps running.
 
In general, Quake will run fine without any of the -winxxx switches, but you
may find that one or more of them--particularly -winmem if you have more than
16 Mb--helps Quake performance on your machine.
 
None of this is an issue under DOS itself (as oppsed to a DOS box under
Win95), because Quake just uses all the memory in the machine under DOS.
 
By default, Quake tries to allocate 8 Mb of unlocked memory for heap space
 
 
Watch out for limbo subsystems
------------------------------
Microsoft's File and Print sharing and IPX protocol stack have both been
known to cause strange problems when they are in a limbo state. The limbo
state is seems to be an uninstall that did not complete succesfully. Both
of these cause poor network play performance. If you are experiencing
severe lag, check the File and Print services. If you the warning "IPX
driver send failue: 04", check the IPX protocol stack. They need to be
either completely installed or removed; the problems only occur when they
get into this strange semi-installed state.
 
 
==========================================
== Key Binding and Aliases ==
==========================================
 
Pressing the tilde key ("~") will bring down the console (pressing the
tilde key or ESC while in the console will close the console). From the
console you can adjust your player controls, this is done by "binding"
keys to commands. The format for binding keys is as follows:
 
bind <key> <command>
 
Where <key> is a valid key control and <command> is a valid quake command.
 
Example:
To bind the j key to the 'jump' command, you would type:
bind j +jump
and press enter.
 
Non-printable keys such as 'page up' and buttons from the mouse/joystick are
bound in the same manner as printable characters. A list of bindable keys can
be found at the end of this file.
 
Example:
To bind the page up key to the 'jump' command, you would type:
bind pageup +jump
and press enter.
 
To bind the right mouse button to the attack command, you would type:
bind mouse2 +attack
and press enter.
 
The alias command is used to create a reference to a command or list of
commands. When aliasing multiple commands, or commands that contain
multiple words (such as "fraglimit 50"), you must enclose all the commands
in quotation marks and separate each command with a semi-colon.
 
Example of an alias that changes some Deathmatch server parameters:
 
alias net_game "hostname my_server ; fraglimit 15 ; timelimit 15"
bind INS net_game
 
Once the server is spawned (you must be the one running the -listen server),
you just push the Insert key to set the hostname, frag limit and time limit
of the server. So now the first person to 15 frags, or with the one with the
most frags in 15 minutes, wins.
 
Another example would be to change to the Rocket Launcher, fire one rocket,
and change back to the Double Barrel Shotgun, when you press the "," key:
 
alias rl_dbsg "impulse 7 ; +attack ; wait ; -attack ; impulse 3"
bind , rl_dbsg
 
Aliasing is very powerful, allowing you great flexibility, so you should
experiment by aliasing different commands in various ways.
 
A list of common commands can be found in the next section.
 
 
==========================================
== Quake Keys and Common Commands ==
==========================================
 
The following keys can be bound:
 
A-Z 0-9
*F1-F12 *TAB
ENTER SPACE
BACKSPACE UPARROW
DOWNARROW LEFTARROW
RIGHTARROW ALT
CTRL SHIFT
INS DEL
PGDN PGUP
HOME END
PAUSE SEMICOLON
 
MOUSE1 (mouse button 1)
MOUSE2 (mouse button 2)
MOUSE3 (mouse button 3)
 
*~ (tilde)
 
* Can only be bound on the command line or in a .cfg file.
 
The ESC key cannot be bound.
 
 
==========================================
== Making a Config File ==
==========================================
 
The commands (bindings and aliases) discussed above can be included into a
file containing all of your personal configurations, known as a "config"
file. This file can then be loaded during game play to enable all your
personal bindings and settings.
 
To do this, use your favorite editor to create a new file, such as
"fragmstr.cfg". Your .cfg file MUST be located in the quake\id1 directory
or quake won't find it. Then after launching Quake, you would type "exec
fragmstr.cfg" and press enter, from the console. You can also exec you .cfg
file from the DOS command prompt by typing "quake +exec fragmstr.cfg".
When you exec a config file, it is the same as typing all the lines in your
config file into the console, only Quake does it for you. Here is an
example config file (c:\quake\id1\bear.cfg) and the meaning of all the
bindings, aliases and settings:
 
-------------------------------cut here-------------------------------------
name player1 // Sets player name to player1 (lets your opponent
// know who fragged them)
 
sensitivity 4 // Sets the mouse sensitivity to 4
 
scr_conspeed 5000 // Sets the console raise/lower speed
 
lookspring 0 // Sets Mouse Look Spring to 0 (0=keep looking,
// 1=spring back, when mouse button is released)
 
vid_mode 10 // Sets Video Mode to mode 10 (360X480 resolution)
 
gamma .8 // Sets Gamma Correction to .8 (<1=Lighter, 1=normal
// and >1=darker)
 
viewsize 70 // Sets the Screen View size to 70 degrees
 
bind mouse1 +forward // Binds the left mouse button to Move Forward
 
bind mouse3 +attack // Binds the middle mouse button to Fire
 
bind mouse2 +mlook // Binds the right mouse button to Mouse Look
 
bind HOME "save bear1" // Binds the Home Key to quick save, saves to
// bear1.sav
 
bind ENTER +showscores // Binds the Enter key to show Deathmatch Scores
 
bind SHIFT +speed // Binds the Shift key to Run
 
bind CTRL +jump // Binds the Control key to Jump
 
bind ; +mlook // Binds the ; key to Mouse Look also
 
bind . +moveleft // Binds the . key to Strafe Left
 
bind / +moveright // Binds the / key to Strafe Right
 
color 3 4 // Makes Uniform Top green and Pants Red for Net play
 
alias rl_dbsg "impulse 7 ; +attack ; wait ; -attack ; impulse 3"
 
bind , rl_dbsg // Aliases single rocket attack command and binds
// it to the ',' key.
-------------------------------cut here-------------------------------------
 
 
==========================================
== Demos ==
==========================================
 
The standard Demos
------------------
 
Quake has 3 standard demos that start playing when you first run the game.
It will cycle through these demos until you start or join a game.
 
Recording a Demo
----------------
"record <demoname> <map> [track]" This starts up level <map> and begins
recording a demo into a file name <demoname>.dem. You can specify the
optional <track> to choose a background music from the CD, otherwise the
default selection for that map will be played.
 
Playing a Demo
--------------
"playdemo <demoname>" This command will open the file <demoname>.dem and
play the demo.
 
How to not play the standard demos at startup
---------------------------------------------
 
So you've seen the Necropolis demo 10 billion times now and really don't
ever want to see it again? Here's how.
 
The easy way is to start Quake with a "+map" command. You could do
"quake +map start" and you'll start on the single player start level.
Or you could do "quake +map nonsense" and you'll wind up at the Quake
console since there is no map named nonsense. You can accomplish the
same thing with a "+connect" too. "+connect" by itself will look for
Quake servers on the local network, "+connect 192.12.34.56" or
"+connect host.timbuktu.edu" will try to connect the the specified
Quake server.
 
There is another way to not show the demos; one that also keeps your
customizations in a seperate directory from the data files in the
Quake distribution.
 
Do this in the quake directory (the directory where you installed Quake;
where you find "quake.exe" and "the id1" directory). Create a file named
"quake.rc". Its contents should be:
 
exec default.cfg
exec config.cfg
exec autoexec.cfg
stuffcmds
menu_main
 
Create a batch file to run Quake in the quake directory. "Q.BAT" is a good
name. It's contents should be:
 
quake -game . %1 %2 %3 %4 %5 %6 %7 %8 %9
 
If you normally use the Q95 batch file, just add the "-game ." part to
that file.
 
Now you can run "q" and quake will start off with the main menu displayed
instead of running the demos.
 
You can also make a seperate subdirectory for this if you'd like. For
example, make a directory named "mine" in the quake directory. Create
the "quake.rc" file as specified above in this directory. Use
"-game mine" instead of "-game ." in your batch file.
 
Important note: The directory specified by "-game" is where Quake will
look for config.cfg, load and save games, and record and play
demos.
 
 
==========================================
== Reporting Quake Bugs ==
==========================================
 
How to use the bug report:
 
Where to send bug reports:
E-mail : support@idsoftware.com
FAX : 214-686-9288
 
There are two sections of information - primary and secondary.
 
Primary information contains information such as date, your name, e-mail
address, etc. Secondary information is actual bug information. There are
a few different sections depending on what type of bug you revieced
(sound, video, etc). Only fill out and include information from the section
related to the type of bug you received.
 
If possible, start Quake with the "-condebug" command line parameter
and try to reproduce the bug. Attach the "qconsole.log" file found in the
"id1" directory to the end of the bug report. If the bug is sound related,
while in Quake, execute the SOUNDINFO and SBINFO (DOS only) commands from
the console.
 
Please attach a copy of your CONFIG.SYS and AUTOEXEC.BAT file to the end of
the report.
 
Bugs submitted properly with this form will get attention.
Unformatted ones sent to personal accounts will be ignored.
If you see problems, please take the time to do this.
 
If you do not have all of the information requested in the form,
don't worry. Send what you do have.
 
Please include the version #. THe version # for Quake can be found in the
lower right hand corner of the console. To bring up the console, press the
tilde ('~') key. Press tilde ('~') again or ESC to exit.
 
-------------------------------cut here-------------------------------------
 
 
============================================================================
== Quake Bug Report - Primary information ==
============================================================================
 
Date:
Name:
Phone number:
E-mail address: (please include this, we redirect tons of mail)
Game Title:
Version #:
Operating system (i.e., DOS 6.0 or Windows 95):
Computer type:
BIOS date:
BIOS version:
Processor type:
Processor speed:
Do you program at school/work?
Do you provide tech. support at school/work?
Please state the problem you encountered:
Please state how to reproduce the problem:
 
If program crashed with nasty undecipherable techno-garbage, please
look for the eight-digit hex number which comes after "eip="
and write it down here:
 
 
============================================================================
== Quake Bug Report - Secondary information ==
============================================================================
 
------------------------------ Video Related ------------------------------
 
Video Card Manufacturer:
Video Card Model:
Chipset Used:
BIOS Date:
(If using UniVBE, The above information can be found by running uvconfig)
 
Did the problem occur while in a VESA mode?
 
If so, what is the VESA driver and version? (eg., UniVBE 5.1a,
built into board BIOS, or manufacturer provided TSR)
 
------------------------------ Sound Related ------------------------------
 
Audio card brand and model:
 
If DOS or a DOS box, please run the command "set > set.txt" then
attach "set.txt" to the end of the report.
 
----------------------------- Network Related -----------------------------
 
What type of network connection was established when the error occurred?
(modem, nullmodem, or network)
If modem, Modem brand and model:
 
If network, Network card brand and model:
Network protocol/configuration:
 
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