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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) |
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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 |
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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: |
--------------------------------------------------------------------------- |