0,0 → 1,456 |
Welcome to Quake! |
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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. |
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The NIN logo is a Registered Trademark licensed to Nothing Interactive, Inc. |
All Rights Reserved. |
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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) |
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*** IMPORTANT!: Quake requires a floating point processor. |
Systems that do not have an FPU installed will not run Quake -- at all. |
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*** 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: |
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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. |
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2) If running from DOS, either put the line |
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vid_mode 1 |
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in id1\autoexec.cfg, or, typing blind, press tilde ('~') to bring down |
the console, type |
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vid_mode 1<enter> |
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and the screen will display properly. |
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======================================================================== |
Here are the text files included with the shareware release of Quake and |
what they are: |
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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 |
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Here are the text files included with the registered version of Quake and |
what they are: |
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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 |
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Running Quake |
------------- |
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DOS: To launch Quake from the DOS Prompt, go to the Quake directory and |
simply type "QUAKE" <ENTER>. (no quotes) |
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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. |
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Audio Setup |
----------- |
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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): |
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SET BLASTER=A220 I5 D1 H5 P330 T6 |
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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. |
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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). |
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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): |
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CONFIG.SYS: |
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DEVICE=C:\PROSCSI\CDROM.SYS /D:PROCD01 (CD-ROM driver) |
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AUTOEXEC.BAT: |
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SET BLASTER=A220 I5 D1 H5 P330 T6 (sound environment variable setting) |
C:\WINDOWS\COMMAND\MSCDEX.EXE /D:PROCD01 /L:D (CD-ROM driver) |
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=================================================== |
UltraSound MAX and UltraSound PnP Support for Quake |
=================================================== |
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Before running Quake, make sure that your sound card works and your |
environment variables are set correctly. |
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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. |
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UltraSound PnP and PnP Pro |
-------------------------- |
You must make sure that you do NOT have IWSBOS or MegaEm loaded. |
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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. |
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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. |
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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. |
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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. |
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=================================================== |
Mouse Setup |
----------- |
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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: |
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C:\LOGITECH\MOUSE\MOUSE.EXE (mouse driver) |
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Booting Clean |
------------- |
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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. |
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To make a boot disk, type the following from the MS-DOS command prompt: |
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FORMAT A: /S |
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1. Make sure that this is a disk you wish to erase. |
2. This disk absolutely HAS to be formatted in the A: drive. |
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To use the system disk, place the disk in the A: drive and reset the |
computer. |
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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. |
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Creating a Quake Shortcut |
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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: |
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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. |
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====================================================== |
== Known Problems == |
====================================================== |
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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. |
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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. |
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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.. |
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====================================================== |
== Troubleshooting == |
====================================================== |
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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: |
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-stdvid: disables VESA video modes. |
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-nosound: disables sound card support. |
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-nonet: disables network card support. |
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-nocdaudio: disables CD audio support. |
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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. |
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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. |
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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. |
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Technical Support |
----------------- |
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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. |
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When sending support e-mail, cut and paste the following into your e-mail |
message and fill in the blanks: |
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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: |
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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: |
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** NOTE: If you are sending a bug report, PLEASE refer to the TECHINFO.TXT |
file for the correct form and procedures. |
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|
====================================================== |
== 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 |
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* 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 |
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* 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. |
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Under Win95 IPX was detected but not functional, resulting in the game |
exiting to DOS. |
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If -nosound, got "S_LocalSound: can't cache" on every keypress in the menu. |
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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. |
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The single player scoreboard (tab) printed text incorrectly in all modes |
greater than 320 pixels wide. |
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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. |
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The com port settings from the menu were getting saved & restored but |
not used. |
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Direct serial connections did not work with slist. |
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Quake now checks the vesa information for hardware incabable of page-flipping. |
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Menu sound sometimes didn't play. |
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Q95 (qlaunch.exe) frequently failed to execute on the first attempt. |
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Q95 (quakeudp.dll) was running out of buffers when running a server. |
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Teams were not being set according to pants colors. |
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Joystick notes |
-------------- |
Your joystick must be plugged in when Quake is launched. |
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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. |
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You can turn off joystick reading during the game by typing "joystick 0" at |
the Quake command console. |
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You MUST configure your buttons from the configure keys menu before they will |
work. There is no default configuration. |
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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. |
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The "mlook" button command now lets the joystick as well as the mouse control |
pitch angles. |
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The "sidestep" buttom command works on joysticks as with mice and keyboard |
movement. |
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The "invert mouse up/down" menu option also inverts the joystick pitch |
direction. |