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  1. Welcome to Quake!
  3. This file details how to get Quake running on your system and what to do
  4. if you have problems.  We would like to thank Gandalf Technologies, Inc and
  5. MPath Interactive for the use of their technology.  We would also like to
  6. thank Trent Reznor and Nine Inch Nails for their tremendous contributions
  7. to Quake's entire audio portion.
  9. The NIN logo is a Registered Trademark licensed to Nothing Interactive, Inc.
  10. All Rights Reserved.
  12. Quake System Requirements
  13. -------------------------
  14. IBM PC and Compatibles
  15. Pentium processor or better
  16. VGA Compatible Display or better
  17. 8MB RAM minimum, 16MB recommended (16 MB required for running under Win95)
  18. CD-ROM drive Required
  19. MS-DOS 5.0 or better or Windows 95 (does NOT run under Windows NT)
  20. Hard Drive (30MB for Shareware, 80 MB for Registered)
  22. *** IMPORTANT!: Quake requires a floating point processor.
  23. Systems that do not have an FPU installed will not run Quake -- at all.
  25. *** IMPORTANT Video Adapter Note! ***
  26. On some ATI Mach32 cards, Quake can come up with a garbled video display.
  27. This is due to a problem with the card in which 320x200 mode isn't
  28. initialized correctly.  Workarounds include:
  30. 1) If running from Windows, start Quake from an icon, or from a windowed
  31. (not fullscreen) MS-DOS prompt.  If Quake is already running and has
  32. the garbled screen, press Alt-Enter twice to switch to the desktop and
  33. back to fullscreen, and the screen will display properly.
  35. 2) If running from DOS, either put the line
  37. vid_mode 1
  39. in id1\autoexec.cfg, or, typing blind, press tilde ('~') to bring down
  40. the console, type
  42. vid_mode 1<enter>
  44. and the screen will display properly.
  46. ========================================================================
  47. Here are the text files included with the shareware release of Quake and
  48. what they are:
  50. README.TXT              This file
  51. TECHINFO.TXT            Technical information on Quake's subsystems and
  52.                         their advanced use.
  53. MANUAL.TXT              Text version of the printed game manual
  54. LICINFO.TXT             Info on the various license files included with Quake
  55. SLICNSE.TXT             Shareware Quake end-user license
  56. ORDER.TXT               How to order Quake
  57. HELP.TXT                How to get help with Quake
  59. Here are the text files included with the registered version of Quake and
  60. what they are:
  62. README.TXT              This file
  63. TECHINFO.TXT            Technical information on Quake's subsystems and
  64.                         their advanced use.
  65. MANUAL.TXT              Text version of the printed game manual
  66. LICINFO.TXT             Info on the various license files included with Quake
  67. RLICNSE.TXT             Registered Quake end-user license
  68. COMEXP.TXT              Commercial exploitation agreement
  69. ORDER.TXT               How to order Quake
  70. HELP.TXT                How to get help with Quake
  73. Running Quake
  74. -------------
  76. DOS:  To launch Quake from the DOS Prompt, go to the Quake directory and
  77. simply type "QUAKE" <ENTER>. (no quotes)
  79. Windows 95:  To launch Quake in single player mode, double click on the file
  80. QUAKE.EXE From Windows Explorer.  To run Quake in Multi-Player mode using
  81. the TCP/IP protocol, first check your network settings to ensure the
  82. protocol is installed, then double click on the Q95.BAT file to launch the
  83. game. In this version (v0.91) there is a minor bug that will cause the
  84. Q95.BAT file to exit the first time you run it, without running Quake.
  85. Merely double-click on that file again and it will work.
  87. Audio Setup
  88. -----------
  90. When using a Sound Card with Quake, there are a few setup steps which must
  91. be taken. First, the "BLASTER" environment variable setting must be in your
  92. autoexec.bat (or you can type it in manually from the MS-DOS command prompt).
  93. Running the Sound Blaster utility diagnose.exe will automatically configure
  94. your sound card and put this statement in your autoexec.bat file for you.
  95. A typical blaster setting looks like this (although yours may vary):
  97. SET BLASTER=A220 I5 D1 H5 P330 T6
  99. If you want to play the audio track from the CD-ROM while playing Quake,
  100. you must ensure that the audio cable from the CD-ROM is connected to the
  101. sound card.
  103. If you think your sound card is setup properly and it STILL doesn't work,
  104. check to make sure that your BLASTER environment variable contains the
  105. high DMA setting (H5 in the above example).
  107. If you don't get sound while trying to play the audio track, check to see
  108. if a small cable goes from the back of your CD-ROM player directly to your
  109. sound card.  If the CD-ROM audio cable is connected to your sound board (or
  110. the motherboard in some cases) and you STILL don't hear CD Audio coming from
  111. your speakers, make sure the MIXER program has the CD volume turned up.
  112. You will also need to run the CD-ROM driver MSCDEX.EXE. Here is an example
  113. of the files you should see (yours probably will vary) listed in your
  114. CONFIG.SYS and AUTOEXEC.BAT (explanation is in parentheses):
  116. CONFIG.SYS:
  122. SET BLASTER=A220 I5 D1 H5 P330 T6 (sound environment variable setting)
  125. ===================================================
  126. UltraSound MAX and UltraSound PnP Support for Quake
  127. ===================================================
  129. Before running Quake, make sure that your sound card works and your
  130. environment variables are set correctly.
  132. Other UltraSound Cards (ACE & Classic)
  133. --------------------------------------
  134. These drivers are not for the UltraSound ACE or UltraSound Classic
  135. sound cards. We have heard mixed reports that MegaEm or SBOS
  136. have a chance of working with the UltraSound Classic but there is a
  137. short sound F/X delay.
  139. UltraSound PnP and PnP Pro
  140. --------------------------
  141. You must make sure that you do NOT have IWSBOS or MegaEm loaded.
  143. Setup
  144. -----
  145. Quake will automatically detect that the UltraSound Max or PnP
  146. are installed. It does this by looking at the SET INTERWAVE (PnP)
  147. and SET ULTRA16 (Max) environment variables.
  149. Quake will use the settings found on the SET ULTRASND/ULTRA16 (Max)
  150. and in the IW.INI (PnP) file to determine what port settings to use.
  152. Troubleshooting Windows 95 (DOS Box)
  153. ------------------------------------
  154. We recommend that you restart your computer in MS-DOS Mode.  DOS Box
  155. may or may not work, so use at your own risk.  
  157. CD Audio Input
  158. --------------
  159. If you have not already enabled CD audio output by default you will
  160. need to enable it. For the UltraSound MAX you can run "ULTRINIT -EC".
  161. For the UltraSound PnP you will need to enable the CD audio output
  162. in Win'95 and then restart your computer into MS-DOS.
  164. ===================================================
  165. Mouse Setup
  166. -----------
  168. If you are going to use a mouse when playing Quake, you will need to load
  169. your mouse driver.  This should go in the AUTOEXEC.BAT file as well.  Here
  170. is an example:
  172. C:\LOGITECH\MOUSE\MOUSE.EXE (mouse driver)
  175. Booting Clean
  176. -------------
  178. If you are going to be running Quake with only 8 megabytes of RAM, it is best
  179. to boot clean .  You eliminate unwanted utilities or applications from taking
  180. up valuable memory, without having to alter your regular AUTOEXEC.BAT and
  181. CONFIG.SYS. Booting clean can be done in one of two ways. If you have
  182. MS-DOS version 6.xx, booting clean is as simple a pressing the shift key
  183. when you see the words "Starting MS-DOS". If you have MS-DOS ver 5.xx you
  184. will need to make a system disk.
  186. To make a boot disk, type the following from the MS-DOS command prompt:
  188. FORMAT A: /S
  190. 1. Make sure that this is a disk you wish to erase.
  191. 2. This disk absolutely HAS to be formatted in the A: drive.
  193. To use the system disk, place the disk in the A: drive and reset the
  194. computer.
  196. NOTE: If your sound card requires a driver to be loaded, or you will be
  197. using a mouse, or you will be using Quake's CD audio feature, the system
  198. disk will need to have a CONFIG.SYS and AUTOEXEC.BAT that load the
  199. appropriate drivers.
  201. Creating a Quake Shortcut
  203. As an alternative to making a Boot Disk, Windows 95 users can create a
  204. Quake Shortcut.  By double clicking onthis shortcut, Windows 95 will reboot
  205. in MS-DOS mode and install only the desired drivers, giving you the same
  206. results as using a Boot Disk.  To create a Quake Shortcut, do the following:
  208. 1.  Using Explorer, right click and drag the file QUAKE.EXE, from the Quake
  209.     directory, to your desktop.  Windows 95 will make an MS-DOS Icon titled
  210.     "Shortcut to quake".
  211. 2.  Right click on the new icon, and from the menu that pops up, choose
  212.     "Properties".  Then choose the "Program" tab at the top.
  213. 3.  Now click on the "Advanced..." button near the bottom.  The "Advanced
  214.     Program Settings" window should appear.
  215. 4.  Select the "MS-DOS mode" check box and the "Specify a new MS-DOS
  216.     configuration" option button.
  217. 5.  Now simply fill in the "CONFIG.SYS for MS-DOS mode:" and "AUTOEXEC.BAT
  218.     for MS-DOS mode:" boxes with the same sound, CD-ROM and mouse settings as
  219.     mentioned above in the Boot Disks section.
  220. 6.  Click on "OK" when you are finished.  If you wish, you can change your
  221.     Quake Shortcut Icon to something a little more exciting by clicking on
  222.     "Change Icon...".
  223. 7.  To finish, click on "OK" again.
  224.     8.  You can rename your Quake Shortcut by right clicking on the shortcut
  225.     icon, choosing "Rename" and typing in the new name.
  228. ======================================================
  229. ==                  Known Problems                  ==
  230. ======================================================
  232. Problem: Zombies sometime get stuck on the ground and connot get back up.
  233. (You can still hear them, but you cannot kill them. This bug makes it
  234. impossible to get 100% kills on whatever level it occurs on.)
  235. Solution: There is no workaround for this bug.
  237. Problem: It is sometimes possible for the player to get stuck in a room or
  238. in a wall.
  239. Solution: If you get stuck, use the 'kill' console command. It is a good
  240. idea to save your game often.
  242. Problem: View centering problems. Sometimes during a game, the view will not
  243. center properly.  The end result is the player view looking up torwards the
  244. ceiling while walking.
  245. Solution: Exit to the next level or use the 'kill' console command..
  248. ======================================================
  249. ==                 Troubleshooting                  ==
  250. ======================================================
  252. If Quake fails to start up, or has problems not addressed elsewhere in the
  253. documentation, try the -safe command line switch, which disables a number
  254. of parts of Quake that can be problems if there are hardware or configuration
  255. problems.  The -safe command line switch is equivalent to -stdvid, -nosound,
  256. -nonet, and -nocdaudio together.  Those four switches do the following:
  258. -stdvid: disables VESA video modes.
  260. -nosound: disables sound card support.
  262. -nonet: disables network card support.
  264. -nocdaudio: disables CD audio support.
  266. If -safe makes the problem go away, try using each of the switches
  267. individually to isolate the area in which you're experiencing the problem,
  268. then either correct the configuration or hardware problem or play Quake with
  269. that functionality disabled.
  271. If you still have problems, try booting clean in conjunction with
  272. the -safe command line parameter.  For information on booting clean, refer
  273. to the "Booting Clean" section above.
  275. If you experience page faults while running Quarterdeck's QDPMI DPMI server,
  276. this is caused by a bug in QDPMI.  Workarounds:  Remove QDPMI from CONFIG.SYS,
  277. issue the command QDPMI OFF before running QUAKE, or get the update patch
  278. for QDPMI from Quarterdeck.  You may be running QDPMI without knowing it if
  279. you have QEMM installed, because it can be installed as part of the QEMM
  280. installation.
  283. Technical Support
  284. -----------------
  286. If you are having trouble installing or running Quake you can receive
  287. technical support by sending e-mailing to  You can
  288. also refer to our web page,, or call 1-800-idgames.
  290. When sending support e-mail, cut and paste the following into your e-mail
  291. message and fill in the blanks:
  293. Date:  
  294. Name:  
  295. Phone number:  
  296. E-mail address:  (please include this, we redirect tons of mail)
  297. Game Title:  
  298. Version #:  
  299. Operating system (i.e., DOS 6.0 or Windows 95):
  300. Computer type:  
  301. BIOS date:
  302. BIOS version:
  303. Processor type:  
  304. Processor speed:  
  305. Do you program at school/work?
  306. Do you provide tech. support at school/work?
  307. Please state the problem you encountered:
  308. Please state how to reproduce the problem:
  310. If program crashed with nasty undecipherable techno-garbage, please
  311. look for the eight-digit hex number which comes after "eip="
  312. and write it down here:
  314. ** NOTE:  If you are sending a bug report, PLEASE refer to the TECHINFO.TXT
  315. file for the correct form and procedures.
  318. ======================================================
  319. ==                 Version History                  ==
  320. ======================================================
  321. v1.01 -- Bugs fixed
  322. ------------------------------------------------------
  323. * Fixed modem code
  324. * Fixed fraglimit & timelimit
  325. * Added NOEXIT cvar (so no one can exit a level)
  326. ------------------------------------------------------
  327. v1.00 -- Bugs fixed
  328. ------------------------------------------------------
  329. * Gravis Ultrasound audio support (still has bugs)
  330. * More deathmatch start spots on E1M6 and END
  331. * Print server version and PROG CRC on connect
  332. * -dedicated starts if nothing else specified
  333. * fixed lookspring function during net game
  334. * fixed rare crash during long running dedicated server
  335. ------------------------------------------------------
  336. v0.94 -- Bugs fixed / Features added -- LIMITED BETA VERSION
  337. ------------------------------------------------------
  338. * Totally rewritten menus
  339. * New lighting model with overbrighting
  340. * Parsed lowercase BLASTER parms
  341. * Better Sound Blaster shutdown code
  342. * Rewrote BLASTER initialization
  343. * Fixed DMA channel 0 bugs
  344. * Added SBPro 8 stereo setup
  345. * Fix delayed sound on 8 bit Sound Blasters
  346. * Fixed speed key affecting angle-turning from keyboard
  347. * Fixed "no such Alias frame" bugs
  348. * Fixed Zombie not getting up bug
  349. * Checked for very high joystick values, signalling a failed read
  350. * Unstuck jumping Fiends and Spawn
  351. * Fixed large BModels blinking out in complex areas
  352. * Fixed s_localsound with no sound started
  353. * Saved spawn parms in savegame
  354. * Fixed screenshot save location
  355. * Bind with no arguments no longer clears value
  356. * Allow console in intermission / finale
  357. * Fixed false gib messages
  358. * Full-screen TAB scoreboard in DeathMatch
  359. * Fixed "+playdemo <demo>" from command line
  360. * Trapped overflow in sizebuf messages
  361. * Moveup / movedown in water!
  362. * Fixed-up Talk command
  363. * Added unsupported crosshair option ("crosshair 1" from console)
  364. * Colored chat messages with notify sound
  365. * Fixed "connect during intermission" bug
  366. * Changelevel while demos running no longer crashes
  367. * Fixed changelevel with no map left up loading screen
  368. * Fixed long names entered from the console causing crash
  369. * Stopped demos changing while in the menus
  371. * Fixed modem initialization from menu
  372. * Fixed serial reliable stream getting stalled
  373. * Serial/modem code fixes
  374.         16550a lost transmit buffer empty interrupts
  375.         fixed sometimes processing interrupts from com1 when using com2
  376.         added com3/com4 support from menus
  377.         fixed first character of modem init not getting sent
  378.         saved serial/modem settings in config.cfg
  379. * Fixed name and colors not always sent to server at startup
  380. * Fixed "stopdemo" crashing the system when there wasn't a demo playing
  381. * Added server's TCP/IP and IPX addresses (if available) to status command
  383. * In 0.92, an additional check for a usable VESA video mode was added;
  384. the numpages field was verified to be greater than 0, and no mode was
  385. supported that had numpages set to 0 (which indicates that there's not
  386. enough video memory for that mode).  ATI's VESA driver, m64vbe,
  387. reports 0 for numpages, so VESA video modes that were available in 0.91
  388. were no longer available in 0.92.  This extra numpages check has
  389. been removed.
  391. -----------------------------------------------------------------------
  392. v0.93 -- Never officially released; internal testing only.
  393. -----------------------------------------------------------------------
  394. v0.92 -- Bugs fixed
  395. -----------------------------------------------------------------------
  396. Typing long strings in the hostname or modem init field in the menus caused
  397. crashes.
  399. Under Win95 IPX was detected but not functional, resulting in the game
  400. exiting to DOS.
  402. If -nosound, got "S_LocalSound: can't cache" on every keypress in the menu.
  404. When vid_nopageflip was set to 1 in VESA modes, going underwater resulted in
  405. only the upper left corner of the drawing area being updated.
  407. The single player scoreboard (tab) printed text incorrectly in all modes
  408. greater than 320 pixels wide.
  410. On network connections that dropped packets, the reliable message stream
  411. could get stopped up, resulting in frag counts and talk messages no longer
  412. being delivered, although game movement continued.
  414. The com port settings from the menu were getting saved & restored but
  415. not used.
  417. Direct serial connections did not work with slist.
  419. Quake now checks the vesa information for hardware incabable of page-flipping.
  421. Menu sound sometimes didn't play.
  423. Q95 (qlaunch.exe) frequently failed to execute on the first attempt.
  425. Q95 (quakeudp.dll) was running out of buffers when running a server.
  427. Teams were not being set according to pants colors.
  430. Joystick notes
  431. --------------
  432. Your joystick must be plugged in when Quake is launched.
  434. If you have a joystick plugged in, but don't want to use it in Quake
  435. (it slows the game down a few percent), or you have weird hardware that
  436. doesn't like being tested as a joystick add "-nojoy" to your Quake
  437. command line.
  439. You can turn off joystick reading during the game by typing "joystick 0" at
  440. the Quake command console.
  442. You MUST configure your buttons from the configure keys menu before they will
  443. work.  There is no default configuration.
  445. If your joystick or interface card improperly sets the third or fourth
  446. joystick buttons, type "joybuttons 2" at the quake console or in your
  447. .CFG file.
  449. The "mlook" button command now lets the joystick as well as the mouse control
  450. pitch angles.
  452. The "sidestep" buttom command works on joysticks as with mice and keyboard
  453. movement.
  455. The "invert mouse up/down" menu option also inverts the joystick pitch
  456. direction.