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Rev | Author | Line No. | Line |
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5131 | clevermous | 1 | Welcome to Quake! |
2 | |||
3 | This file details how to get Quake running on your system and what to do |
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4 | if you have problems. We would like to thank Gandalf Technologies, Inc and |
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5 | MPath Interactive for the use of their technology. We would also like to |
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6 | thank Trent Reznor and Nine Inch Nails for their tremendous contributions |
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7 | to Quake's entire audio portion. |
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8 | |||
9 | The NIN logo is a Registered Trademark licensed to Nothing Interactive, Inc. |
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10 | All Rights Reserved. |
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11 | |||
12 | Quake System Requirements |
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13 | ------------------------- |
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14 | IBM PC and Compatibles |
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15 | Pentium processor or better |
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16 | VGA Compatible Display or better |
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17 | 8MB RAM minimum, 16MB recommended (16 MB required for running under Win95) |
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18 | CD-ROM drive Required |
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19 | MS-DOS 5.0 or better or Windows 95 (does NOT run under Windows NT) |
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20 | Hard Drive (30MB for Shareware, 80 MB for Registered) |
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21 | |||
22 | *** IMPORTANT!: Quake requires a floating point processor. |
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23 | Systems that do not have an FPU installed will not run Quake -- at all. |
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24 | |||
25 | *** IMPORTANT Video Adapter Note! *** |
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26 | On some ATI Mach32 cards, Quake can come up with a garbled video display. |
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27 | This is due to a problem with the card in which 320x200 mode isn't |
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28 | initialized correctly. Workarounds include: |
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29 | |||
30 | 1) If running from Windows, start Quake from an icon, or from a windowed |
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31 | (not fullscreen) MS-DOS prompt. If Quake is already running and has |
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32 | the garbled screen, press Alt-Enter twice to switch to the desktop and |
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33 | back to fullscreen, and the screen will display properly. |
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34 | |||
35 | 2) If running from DOS, either put the line |
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36 | |||
37 | vid_mode 1 |
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38 | |||
39 | in id1\autoexec.cfg, or, typing blind, press tilde ('~') to bring down |
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40 | the console, type |
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41 | |||
42 | vid_mode 1 |
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43 | |||
44 | and the screen will display properly. |
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45 | |||
46 | ======================================================================== |
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47 | Here are the text files included with the shareware release of Quake and |
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48 | what they are: |
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49 | |||
50 | README.TXT This file |
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51 | TECHINFO.TXT Technical information on Quake's subsystems and |
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52 | their advanced use. |
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53 | MANUAL.TXT Text version of the printed game manual |
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54 | LICINFO.TXT Info on the various license files included with Quake |
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55 | SLICNSE.TXT Shareware Quake end-user license |
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56 | ORDER.TXT How to order Quake |
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57 | HELP.TXT How to get help with Quake |
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58 | |||
59 | Here are the text files included with the registered version of Quake and |
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60 | what they are: |
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61 | |||
62 | README.TXT This file |
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63 | TECHINFO.TXT Technical information on Quake's subsystems and |
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64 | their advanced use. |
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65 | MANUAL.TXT Text version of the printed game manual |
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66 | LICINFO.TXT Info on the various license files included with Quake |
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67 | RLICNSE.TXT Registered Quake end-user license |
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68 | COMEXP.TXT Commercial exploitation agreement |
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69 | ORDER.TXT How to order Quake |
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70 | HELP.TXT How to get help with Quake |
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71 | |||
72 | |||
73 | Running Quake |
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74 | ------------- |
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75 | |||
76 | DOS: To launch Quake from the DOS Prompt, go to the Quake directory and |
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77 | simply type "QUAKE" |
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78 | |||
79 | Windows 95: To launch Quake in single player mode, double click on the file |
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80 | QUAKE.EXE From Windows Explorer. To run Quake in Multi-Player mode using |
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81 | the TCP/IP protocol, first check your network settings to ensure the |
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82 | protocol is installed, then double click on the Q95.BAT file to launch the |
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83 | game. In this version (v0.91) there is a minor bug that will cause the |
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84 | Q95.BAT file to exit the first time you run it, without running Quake. |
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85 | Merely double-click on that file again and it will work. |
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86 | |||
87 | Audio Setup |
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88 | ----------- |
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89 | |||
90 | When using a Sound Card with Quake, there are a few setup steps which must |
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91 | be taken. First, the "BLASTER" environment variable setting must be in your |
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92 | autoexec.bat (or you can type it in manually from the MS-DOS command prompt). |
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93 | Running the Sound Blaster utility diagnose.exe will automatically configure |
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94 | your sound card and put this statement in your autoexec.bat file for you. |
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95 | A typical blaster setting looks like this (although yours may vary): |
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96 | |||
97 | SET BLASTER=A220 I5 D1 H5 P330 T6 |
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98 | |||
99 | If you want to play the audio track from the CD-ROM while playing Quake, |
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100 | you must ensure that the audio cable from the CD-ROM is connected to the |
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101 | sound card. |
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102 | |||
103 | If you think your sound card is setup properly and it STILL doesn't work, |
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104 | check to make sure that your BLASTER environment variable contains the |
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105 | high DMA setting (H5 in the above example). |
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106 | |||
107 | If you don't get sound while trying to play the audio track, check to see |
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108 | if a small cable goes from the back of your CD-ROM player directly to your |
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109 | sound card. If the CD-ROM audio cable is connected to your sound board (or |
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110 | the motherboard in some cases) and you STILL don't hear CD Audio coming from |
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111 | your speakers, make sure the MIXER program has the CD volume turned up. |
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112 | You will also need to run the CD-ROM driver MSCDEX.EXE. Here is an example |
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113 | of the files you should see (yours probably will vary) listed in your |
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114 | CONFIG.SYS and AUTOEXEC.BAT (explanation is in parentheses): |
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115 | |||
116 | CONFIG.SYS: |
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117 | |||
118 | DEVICE=C:\PROSCSI\CDROM.SYS /D:PROCD01 (CD-ROM driver) |
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119 | |||
120 | AUTOEXEC.BAT: |
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121 | |||
122 | SET BLASTER=A220 I5 D1 H5 P330 T6 (sound environment variable setting) |
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123 | C:\WINDOWS\COMMAND\MSCDEX.EXE /D:PROCD01 /L:D (CD-ROM driver) |
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124 | |||
125 | =================================================== |
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126 | UltraSound MAX and UltraSound PnP Support for Quake |
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127 | =================================================== |
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128 | |||
129 | Before running Quake, make sure that your sound card works and your |
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130 | environment variables are set correctly. |
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131 | |||
132 | Other UltraSound Cards (ACE & Classic) |
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133 | -------------------------------------- |
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134 | These drivers are not for the UltraSound ACE or UltraSound Classic |
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135 | sound cards. We have heard mixed reports that MegaEm or SBOS |
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136 | have a chance of working with the UltraSound Classic but there is a |
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137 | short sound F/X delay. |
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138 | |||
139 | UltraSound PnP and PnP Pro |
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140 | -------------------------- |
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141 | You must make sure that you do NOT have IWSBOS or MegaEm loaded. |
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142 | |||
143 | Setup |
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144 | ----- |
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145 | Quake will automatically detect that the UltraSound Max or PnP |
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146 | are installed. It does this by looking at the SET INTERWAVE (PnP) |
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147 | and SET ULTRA16 (Max) environment variables. |
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148 | |||
149 | Quake will use the settings found on the SET ULTRASND/ULTRA16 (Max) |
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150 | and in the IW.INI (PnP) file to determine what port settings to use. |
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151 | |||
152 | Troubleshooting Windows 95 (DOS Box) |
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153 | ------------------------------------ |
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154 | We recommend that you restart your computer in MS-DOS Mode. DOS Box |
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155 | may or may not work, so use at your own risk. |
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156 | |||
157 | CD Audio Input |
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158 | -------------- |
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159 | If you have not already enabled CD audio output by default you will |
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160 | need to enable it. For the UltraSound MAX you can run "ULTRINIT -EC". |
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161 | For the UltraSound PnP you will need to enable the CD audio output |
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162 | in Win'95 and then restart your computer into MS-DOS. |
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163 | |||
164 | =================================================== |
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165 | Mouse Setup |
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166 | ----------- |
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167 | |||
168 | If you are going to use a mouse when playing Quake, you will need to load |
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169 | your mouse driver. This should go in the AUTOEXEC.BAT file as well. Here |
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170 | is an example: |
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171 | |||
172 | C:\LOGITECH\MOUSE\MOUSE.EXE (mouse driver) |
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173 | |||
174 | |||
175 | Booting Clean |
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176 | ------------- |
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177 | |||
178 | If you are going to be running Quake with only 8 megabytes of RAM, it is best |
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179 | to boot clean . You eliminate unwanted utilities or applications from taking |
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180 | up valuable memory, without having to alter your regular AUTOEXEC.BAT and |
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181 | CONFIG.SYS. Booting clean can be done in one of two ways. If you have |
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182 | MS-DOS version 6.xx, booting clean is as simple a pressing the shift key |
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183 | when you see the words "Starting MS-DOS". If you have MS-DOS ver 5.xx you |
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184 | will need to make a system disk. |
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185 | |||
186 | To make a boot disk, type the following from the MS-DOS command prompt: |
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187 | |||
188 | FORMAT A: /S |
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189 | |||
190 | 1. Make sure that this is a disk you wish to erase. |
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191 | 2. This disk absolutely HAS to be formatted in the A: drive. |
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192 | |||
193 | To use the system disk, place the disk in the A: drive and reset the |
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194 | computer. |
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195 | |||
196 | NOTE: If your sound card requires a driver to be loaded, or you will be |
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197 | using a mouse, or you will be using Quake's CD audio feature, the system |
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198 | disk will need to have a CONFIG.SYS and AUTOEXEC.BAT that load the |
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199 | appropriate drivers. |
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200 | |||
201 | Creating a Quake Shortcut |
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202 | |||
203 | As an alternative to making a Boot Disk, Windows 95 users can create a |
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204 | Quake Shortcut. By double clicking onthis shortcut, Windows 95 will reboot |
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205 | in MS-DOS mode and install only the desired drivers, giving you the same |
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206 | results as using a Boot Disk. To create a Quake Shortcut, do the following: |
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207 | |||
208 | 1. Using Explorer, right click and drag the file QUAKE.EXE, from the Quake |
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209 | directory, to your desktop. Windows 95 will make an MS-DOS Icon titled |
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210 | "Shortcut to quake". |
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211 | 2. Right click on the new icon, and from the menu that pops up, choose |
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212 | "Properties". Then choose the "Program" tab at the top. |
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213 | 3. Now click on the "Advanced..." button near the bottom. The "Advanced |
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214 | Program Settings" window should appear. |
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215 | 4. Select the "MS-DOS mode" check box and the "Specify a new MS-DOS |
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216 | configuration" option button. |
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217 | 5. Now simply fill in the "CONFIG.SYS for MS-DOS mode:" and "AUTOEXEC.BAT |
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218 | for MS-DOS mode:" boxes with the same sound, CD-ROM and mouse settings as |
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219 | mentioned above in the Boot Disks section. |
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220 | 6. Click on "OK" when you are finished. If you wish, you can change your |
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221 | Quake Shortcut Icon to something a little more exciting by clicking on |
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222 | "Change Icon...". |
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223 | 7. To finish, click on "OK" again. |
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224 | 8. You can rename your Quake Shortcut by right clicking on the shortcut |
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225 | icon, choosing "Rename" and typing in the new name. |
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226 | |||
227 | |||
228 | ====================================================== |
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229 | == Known Problems == |
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230 | ====================================================== |
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231 | |||
232 | Problem: Zombies sometime get stuck on the ground and connot get back up. |
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233 | (You can still hear them, but you cannot kill them. This bug makes it |
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234 | impossible to get 100% kills on whatever level it occurs on.) |
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235 | Solution: There is no workaround for this bug. |
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236 | |||
237 | Problem: It is sometimes possible for the player to get stuck in a room or |
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238 | in a wall. |
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239 | Solution: If you get stuck, use the 'kill' console command. It is a good |
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240 | idea to save your game often. |
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241 | |||
242 | Problem: View centering problems. Sometimes during a game, the view will not |
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243 | center properly. The end result is the player view looking up torwards the |
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244 | ceiling while walking. |
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245 | Solution: Exit to the next level or use the 'kill' console command.. |
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246 | |||
247 | |||
248 | ====================================================== |
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249 | == Troubleshooting == |
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250 | ====================================================== |
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251 | |||
252 | If Quake fails to start up, or has problems not addressed elsewhere in the |
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253 | documentation, try the -safe command line switch, which disables a number |
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254 | of parts of Quake that can be problems if there are hardware or configuration |
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255 | problems. The -safe command line switch is equivalent to -stdvid, -nosound, |
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256 | -nonet, and -nocdaudio together. Those four switches do the following: |
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257 | |||
258 | -stdvid: disables VESA video modes. |
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259 | |||
260 | -nosound: disables sound card support. |
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261 | |||
262 | -nonet: disables network card support. |
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263 | |||
264 | -nocdaudio: disables CD audio support. |
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265 | |||
266 | If -safe makes the problem go away, try using each of the switches |
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267 | individually to isolate the area in which you're experiencing the problem, |
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268 | then either correct the configuration or hardware problem or play Quake with |
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269 | that functionality disabled. |
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270 | |||
271 | If you still have problems, try booting clean in conjunction with |
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272 | the -safe command line parameter. For information on booting clean, refer |
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273 | to the "Booting Clean" section above. |
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274 | |||
275 | If you experience page faults while running Quarterdeck's QDPMI DPMI server, |
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276 | this is caused by a bug in QDPMI. Workarounds: Remove QDPMI from CONFIG.SYS, |
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277 | issue the command QDPMI OFF before running QUAKE, or get the update patch |
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278 | for QDPMI from Quarterdeck. You may be running QDPMI without knowing it if |
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279 | you have QEMM installed, because it can be installed as part of the QEMM |
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280 | installation. |
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281 | |||
282 | |||
283 | Technical Support |
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284 | ----------------- |
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285 | |||
286 | If you are having trouble installing or running Quake you can receive |
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287 | technical support by sending e-mailing to support@idsoftware.com. You can |
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288 | also refer to our web page, www.idsoftware.com, or call 1-800-idgames. |
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289 | |||
290 | When sending support e-mail, cut and paste the following into your e-mail |
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291 | message and fill in the blanks: |
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292 | |||
293 | Date: |
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294 | Name: |
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295 | Phone number: |
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296 | E-mail address: (please include this, we redirect tons of mail) |
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297 | Game Title: |
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298 | Version #: |
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299 | Operating system (i.e., DOS 6.0 or Windows 95): |
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300 | Computer type: |
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301 | BIOS date: |
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302 | BIOS version: |
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303 | Processor type: |
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304 | Processor speed: |
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305 | Do you program at school/work? |
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306 | Do you provide tech. support at school/work? |
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307 | Please state the problem you encountered: |
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308 | Please state how to reproduce the problem: |
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309 | |||
310 | If program crashed with nasty undecipherable techno-garbage, please |
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311 | look for the eight-digit hex number which comes after "eip=" |
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312 | and write it down here: |
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313 | |||
314 | ** NOTE: If you are sending a bug report, PLEASE refer to the TECHINFO.TXT |
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315 | file for the correct form and procedures. |
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316 | |||
317 | |||
318 | ====================================================== |
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319 | == Version History == |
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320 | ====================================================== |
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321 | v1.01 -- Bugs fixed |
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322 | ------------------------------------------------------ |
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323 | * Fixed modem code |
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324 | * Fixed fraglimit & timelimit |
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325 | * Added NOEXIT cvar (so no one can exit a level) |
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326 | ------------------------------------------------------ |
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327 | v1.00 -- Bugs fixed |
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328 | ------------------------------------------------------ |
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329 | * Gravis Ultrasound audio support (still has bugs) |
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330 | * More deathmatch start spots on E1M6 and END |
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331 | * Print server version and PROG CRC on connect |
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332 | * -dedicated starts start.map if nothing else specified |
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333 | * fixed lookspring function during net game |
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334 | * fixed rare crash during long running dedicated server |
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335 | ------------------------------------------------------ |
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336 | v0.94 -- Bugs fixed / Features added -- LIMITED BETA VERSION |
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337 | ------------------------------------------------------ |
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338 | * Totally rewritten menus |
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339 | * New lighting model with overbrighting |
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340 | * Parsed lowercase BLASTER parms |
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341 | * Better Sound Blaster shutdown code |
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342 | * Rewrote BLASTER initialization |
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343 | * Fixed DMA channel 0 bugs |
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344 | * Added SBPro 8 stereo setup |
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345 | * Fix delayed sound on 8 bit Sound Blasters |
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346 | * Fixed speed key affecting angle-turning from keyboard |
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347 | * Fixed "no such Alias frame" bugs |
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348 | * Fixed Zombie not getting up bug |
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349 | * Checked for very high joystick values, signalling a failed read |
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350 | * Unstuck jumping Fiends and Spawn |
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351 | * Fixed large BModels blinking out in complex areas |
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352 | * Fixed s_localsound with no sound started |
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353 | * Saved spawn parms in savegame |
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354 | * Fixed screenshot save location |
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355 | * Bind with no arguments no longer clears value |
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356 | * Allow console in intermission / finale |
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357 | * Fixed false gib messages |
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358 | * Full-screen TAB scoreboard in DeathMatch |
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359 | * Fixed "+playdemo |
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360 | * Trapped overflow in sizebuf messages |
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361 | * Moveup / movedown in water! |
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362 | * Fixed-up Talk command |
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363 | * Added unsupported crosshair option ("crosshair 1" from console) |
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364 | * Colored chat messages with notify sound |
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365 | * Fixed "connect during intermission" bug |
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366 | * Changelevel while demos running no longer crashes |
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367 | * Fixed changelevel with no map left up loading screen |
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368 | * Fixed long names entered from the console causing crash |
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369 | * Stopped demos changing while in the menus |
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370 | |||
371 | * Fixed modem initialization from menu |
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372 | * Fixed serial reliable stream getting stalled |
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373 | * Serial/modem code fixes |
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374 | 16550a lost transmit buffer empty interrupts |
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375 | fixed sometimes processing interrupts from com1 when using com2 |
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376 | added com3/com4 support from menus |
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377 | fixed first character of modem init not getting sent |
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378 | saved serial/modem settings in config.cfg |
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379 | * Fixed name and colors not always sent to server at startup |
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380 | * Fixed "stopdemo" crashing the system when there wasn't a demo playing |
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381 | * Added server's TCP/IP and IPX addresses (if available) to status command |
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382 | |||
383 | * In 0.92, an additional check for a usable VESA video mode was added; |
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384 | the numpages field was verified to be greater than 0, and no mode was |
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385 | supported that had numpages set to 0 (which indicates that there's not |
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386 | enough video memory for that mode). ATI's VESA driver, m64vbe, |
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387 | reports 0 for numpages, so VESA video modes that were available in 0.91 |
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388 | were no longer available in 0.92. This extra numpages check has |
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389 | been removed. |
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390 | |||
391 | ----------------------------------------------------------------------- |
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392 | v0.93 -- Never officially released; internal testing only. |
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393 | ----------------------------------------------------------------------- |
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394 | v0.92 -- Bugs fixed |
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395 | ----------------------------------------------------------------------- |
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396 | Typing long strings in the hostname or modem init field in the menus caused |
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397 | crashes. |
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398 | |||
399 | Under Win95 IPX was detected but not functional, resulting in the game |
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400 | exiting to DOS. |
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401 | |||
402 | If -nosound, got "S_LocalSound: can't cache" on every keypress in the menu. |
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403 | |||
404 | When vid_nopageflip was set to 1 in VESA modes, going underwater resulted in |
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405 | only the upper left corner of the drawing area being updated. |
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406 | |||
407 | The single player scoreboard (tab) printed text incorrectly in all modes |
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408 | greater than 320 pixels wide. |
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409 | |||
410 | On network connections that dropped packets, the reliable message stream |
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411 | could get stopped up, resulting in frag counts and talk messages no longer |
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412 | being delivered, although game movement continued. |
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413 | |||
414 | The com port settings from the menu were getting saved & restored but |
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415 | not used. |
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416 | |||
417 | Direct serial connections did not work with slist. |
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418 | |||
419 | Quake now checks the vesa information for hardware incabable of page-flipping. |
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420 | |||
421 | Menu sound sometimes didn't play. |
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422 | |||
423 | Q95 (qlaunch.exe) frequently failed to execute on the first attempt. |
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424 | |||
425 | Q95 (quakeudp.dll) was running out of buffers when running a server. |
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426 | |||
427 | Teams were not being set according to pants colors. |
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428 | |||
429 | |||
430 | Joystick notes |
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431 | -------------- |
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432 | Your joystick must be plugged in when Quake is launched. |
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433 | |||
434 | If you have a joystick plugged in, but don't want to use it in Quake |
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435 | (it slows the game down a few percent), or you have weird hardware that |
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436 | doesn't like being tested as a joystick add "-nojoy" to your Quake |
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437 | command line. |
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438 | |||
439 | You can turn off joystick reading during the game by typing "joystick 0" at |
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440 | the Quake command console. |
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441 | |||
442 | You MUST configure your buttons from the configure keys menu before they will |
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443 | work. There is no default configuration. |
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444 | |||
445 | If your joystick or interface card improperly sets the third or fourth |
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446 | joystick buttons, type "joybuttons 2" at the quake console or in your |
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447 | .CFG file. |
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448 | |||
449 | The "mlook" button command now lets the joystick as well as the mouse control |
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450 | pitch angles. |
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451 | |||
452 | The "sidestep" buttom command works on joysticks as with mice and keyboard |
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453 | movement. |
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454 | |||
455 | The "invert mouse up/down" menu option also inverts the joystick pitch |
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456 | direction. |