Subversion Repositories Kolibri OS

Rev

Details | Last modification | View Log | RSS feed

Rev Author Line No. Line
5131 clevermous 1
Welcome to Quake!
2
 
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.
8
 
9
The NIN logo is a Registered Trademark licensed to Nothing Interactive, Inc.
10
All Rights Reserved.
11
 
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)
21
 
22
*** IMPORTANT!: Quake requires a floating point processor.
23
Systems that do not have an FPU installed will not run Quake -- at all.
24
 
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:
29
 
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.
34
 
35
2) If running from DOS, either put the line
36
 
37
vid_mode 1
38
 
39
in id1\autoexec.cfg, or, typing blind, press tilde ('~') to bring down
40
the console, type
41
 
42
vid_mode 1
43
 
44
and the screen will display properly.
45
 
46
========================================================================
47
Here are the text files included with the shareware release of Quake and
48
what they are:
49
 
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
58
 
59
Here are the text files included with the registered version of Quake and
60
what they are:
61
 
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
71
 
72
 
73
Running Quake
74
-------------
75
 
76
DOS:  To launch Quake from the DOS Prompt, go to the Quake directory and
77
simply type "QUAKE" . (no quotes)
78
 
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.
86
 
87
Audio Setup
88
-----------
89
 
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):
96
 
97
SET BLASTER=A220 I5 D1 H5 P330 T6
98
 
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.
102
 
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).
106
 
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):
115
 
116
CONFIG.SYS:
117
 
118
DEVICE=C:\PROSCSI\CDROM.SYS /D:PROCD01 (CD-ROM driver)
119
 
120
AUTOEXEC.BAT:
121
 
122
SET BLASTER=A220 I5 D1 H5 P330 T6 (sound environment variable setting)
123
C:\WINDOWS\COMMAND\MSCDEX.EXE  /D:PROCD01 /L:D (CD-ROM driver)
124
 
125
===================================================
126
UltraSound MAX and UltraSound PnP Support for Quake
127
===================================================
128
 
129
Before running Quake, make sure that your sound card works and your
130
environment variables are set correctly.
131
 
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.
138
 
139
UltraSound PnP and PnP Pro
140
--------------------------
141
You must make sure that you do NOT have IWSBOS or MegaEm loaded.
142
 
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.
148
 
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.
151
 
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.
156
 
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.
163
 
164
===================================================
165
Mouse Setup
166
-----------
167
 
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:
171
 
172
C:\LOGITECH\MOUSE\MOUSE.EXE (mouse driver)
173
 
174
 
175
Booting Clean
176
-------------
177
 
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.
185
 
186
To make a boot disk, type the following from the MS-DOS command prompt:
187
 
188
FORMAT A: /S
189
 
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.
192
 
193
To use the system disk, place the disk in the A: drive and reset the
194
computer.
195
 
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.
200
 
201
Creating a Quake Shortcut
202
 
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:
207
 
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.
226
 
227
 
228
======================================================
229
==                  Known Problems                  ==
230
======================================================
231
 
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.
236
 
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.
241
 
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..
246
 
247
 
248
======================================================
249
==                 Troubleshooting                  ==
250
======================================================
251
 
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:
257
 
258
-stdvid: disables VESA video modes.
259
 
260
-nosound: disables sound card support.
261
 
262
-nonet: disables network card support.
263
 
264
-nocdaudio: disables CD audio support.
265
 
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.
270
 
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.
274
 
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.
281
 
282
 
283
Technical Support
284
-----------------
285
 
286
If you are having trouble installing or running Quake you can receive
287
technical support by sending e-mailing to support@idsoftware.com.  You can
288
also refer to our web page, www.idsoftware.com, or call 1-800-idgames.
289
 
290
When sending support e-mail, cut and paste the following into your e-mail
291
message and fill in the blanks:
292
 
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:
309
 
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:
313
 
314
** NOTE:  If you are sending a bug report, PLEASE refer to the TECHINFO.TXT
315
file for the correct form and procedures.
316
 
317
 
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 start.map 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 " 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
370
 
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
382
 
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.
390
 
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.
398
 
399
Under Win95 IPX was detected but not functional, resulting in the game
400
exiting to DOS.
401
 
402
If -nosound, got "S_LocalSound: can't cache" on every keypress in the menu.
403
 
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.
406
 
407
The single player scoreboard (tab) printed text incorrectly in all modes
408
greater than 320 pixels wide.
409
 
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.
413
 
414
The com port settings from the menu were getting saved & restored but
415
not used.
416
 
417
Direct serial connections did not work with slist.
418
 
419
Quake now checks the vesa information for hardware incabable of page-flipping.
420
 
421
Menu sound sometimes didn't play.
422
 
423
Q95 (qlaunch.exe) frequently failed to execute on the first attempt.
424
 
425
Q95 (quakeudp.dll) was running out of buffers when running a server.
426
 
427
Teams were not being set according to pants colors.
428
 
429
 
430
Joystick notes
431
--------------
432
Your joystick must be plugged in when Quake is launched.
433
 
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.
438
 
439
You can turn off joystick reading during the game by typing "joystick 0" at
440
the Quake command console.
441
 
442
You MUST configure your buttons from the configure keys menu before they will
443
work.  There is no default configuration.
444
 
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.
448
 
449
The "mlook" button command now lets the joystick as well as the mouse control
450
pitch angles.
451
 
452
The "sidestep" buttom command works on joysticks as with mice and keyboard
453
movement.
454
 
455
The "invert mouse up/down" menu option also inverts the joystick pitch
456
direction.