Subversion Repositories Kolibri OS

Rev

Go to most recent revision | Blame | Last modification | View Log | RSS feed

  1. Welcome to the Quake Technical Information file!
  2.  
  3. TABLE OF CONTENTS
  4. -----------------
  5. Introduction to the Console..............
  6. Video Subsystem Documentation............
  7. Sound Subsystem Documentation............
  8. CD Audio Subsystem Documentation.........
  9. Network Subsystem Documentation..........
  10. Modem Strings............................
  11. Win95 Documentation......................
  12. Key Binding and Aliases..................
  13. Quake Keys and Common Commands...........
  14. Making a Config File.....................
  15. Demos....................................
  16. Reporting Quake Bugs.....................
  17.  
  18.  
  19. ==========================================
  20. ==     Introduction to the Console      ==
  21. ==========================================
  22.  
  23. Throughout this document, examples of commands are given, all of which
  24. are typed in at the console. To bring up the console, press the tilde ('~')
  25. key or press ESC to bring up the menu, select Options, and select Console...
  26. from the options menu. To exit the console, press ESC.
  27.  
  28. The console provides a way to change console variables and also accepts
  29. commands that change game settings such as movement keys, video mode, as
  30. well as providing an interface for key binding and command aliasing (more
  31. on that later).
  32.  
  33. The console also has a command history with which you can browse through
  34. previous commands. Use the up and down arrows to navigate through the
  35. command history and press <enter> to re-issue a command.
  36.  
  37. Partially typing a command and then pressing the TAB key will complete the
  38. currently typed text with the first matching console variable or command.
  39. (Yes, this is a good way to look for console commands.)
  40.  
  41. To review previous actions by page, use the PGUP and PGDN keys.
  42.  
  43.  
  44. ==========================================
  45. ==    Video Subsystem Documentation     ==
  46. ==========================================
  47.  
  48. The Video Modes menu
  49. --------------------
  50.  
  51. Video modes can most easily be selected from the the Video Modes menu, which
  52. is brought up by selecting the Video Options choice in the Options menu.
  53. All the resolutions that Quake can support on the current computer are
  54. displayed.
  55.  
  56. Please note that higher-resolution modes require correspondingly more
  57. system memory in order for Quake to run, and that some high-resolution
  58. modes may not be available when running Quake on 8 Mb machines.  Such
  59. modes are not listed in the Video Modes menu.  Please do not report
  60. video modes that do not appear in the Video Modes menu as bugs; either
  61. those modes are not supported by your video adapter, or there is not
  62. enough system memory for Quake to support those modes.
  63.  
  64. The video modes listed in the Video Modes menu can be tested, set, and made
  65. the default mode for Quake from the Video menu, as follows:
  66.  
  67. * The arrow keys can be used to move the blinking indicator to any of the
  68. modes listed in the Video menu.
  69.  
  70. * Pressing the 'T' key tests the mode the blinking indicator points to, by
  71. setting the mode, leaving it set for 5 seconds, and returning to the previous
  72. mode.  This lets you verify that your computer does in fact support that
  73. mode.  We highly recommend that you always test modes with 'T' before setting
  74. them
  75. permanently by pressing the Enter key, in case some sort of hardware or
  76. software glitch causes a mode to function incorrectly and produce a garbled
  77. screen.  It is unlikely but possible that testing or setting a mode will
  78. cause your computer to hang or crash; if this happens, there is a serious
  79. hardware or software bug, and you should not attempt to select that mode
  80. again.
  81.  
  82. * Pressing the Enter key sets the mode the blinking indicator points to,
  83. leaving it set so Quake will then run in that mode.  We suggest that you
  84. test a mode by pressing the 'T' key before setting it by pressing the Enter
  85. key.  Note that a selection made with the Enter key remains in effect only
  86. until Quake is exited (or a new mode is set).  You must explictly make a mode
  87. the default mode by pressing the 'D' key in order to automatically set that
  88. mode when you start Quake up in the future.
  89.  
  90. * Pressing the 'D' key makes the current mode the default mode that Quake
  91. starts up with.  Note that the current mode is the mode that's displayed in
  92. white in the mode list, not necessarily the mode that the blinking indicator
  93. points to.  The current default mode is listed in the description of the 'D'
  94. key at the bottom of the Video Modes menu.
  95.  
  96. * Pressing Esc exits the Video Modes menu.
  97.  
  98. Please see "Bug Reporting," below, for information on how to report any
  99. problems you encounter.
  100.  
  101.  
  102. Video modes from the console:  Quick start
  103. ------------------------------------------
  104.  
  105. More comprehensive but more complex video control is available through the
  106. Quake console.  This section describes the commands necessary to perform
  107. basic mode setting through the console (this is similar to what can be
  108. accomplished through the Video Modes menu), and following sections describe
  109. console video control in detail.
  110.  
  111. To see all the video modes that are available, bring up the console (either
  112. press tilde ('~'), or press Esc to bring up the menu, select Options, and
  113. select Console... from the Options menu).
  114.  
  115. From the console, type vid_describemodes<enter> to see all available modes.
  116. Type vid_mode <mode #> to set a mode, where <mode #> is the mode number
  117. listed for the desired mode by vid_describemodes.  Higher-resolution modes
  118. generally require more extra system memory in order to run, and many are
  119. not available in 8 Mb systems; modes that are supported by the video
  120. adapter but are currently unavailable due to system  memory limitations
  121. will still show up in
  122. the mode list from vid_describemodes, but will
  123. have "**" in place of a mode number.  (Such modes will not show up at
  124. all in the Video Modes menu.)  If you try to set a mode for which
  125. there is insufficient system memory, you will receive a message to that
  126. effect, and the video mode will remain unchanged.
  127.  
  128.  
  129. More detail
  130. -----------
  131.  
  132. This version of Quake supports software drawing in a variety of
  133. video modes.  It does not support any 3-D hardware accelerators.
  134. Video modes that are built into Quake are:
  135.  
  136. 320x200, 360x200, 320x240, 360x240, 320x350, 360x350, 320x400,
  137. 360x400, 320x480, 360x480
  138.  
  139. However, the higher-resolution modes on this list require additional
  140. memory, and may not be available in 8 Mb systems.
  141.  
  142. In addition, all VESA 2.0 256-color linear framebuffer modes
  143. supported by the video adapter are supported.  Further information
  144. about VESA 2.0 is provided below.
  145.  
  146.  
  147. Video mode reporting and selection
  148. ----------------------------------
  149.  
  150. Quake assigns each available video mode a mode number, which can
  151. then be used to query information about the mode or to select the
  152. mode.  The first 11 mode numbers are always as follows:
  153.  
  154. 0:  320x200
  155. 1:  320x200
  156. 2:  360x200
  157. 3:  320x240
  158. 4:  360x240
  159. 5:  320x350
  160. 6:  360x350
  161. 7:  320x400
  162. 8:  360x400
  163. 9:  320x480
  164. 10: 360x480
  165.  
  166. You will notice that modes 0 and 1 are both 320x200; mode 1 is a
  167. Mode X-style version, which may someday allow support of page
  168. flipping for cleaner graphics, but right now it's just slower with
  169. no advantages, so use mode 0 for 320x200 resolution.  Modes 2-10
  170. are all higher resolution than mode 0, and look very nice, but are
  171. also all slower than mode 0.  Mode 0 is the fastest of the 11
  172. built-in modes.
  173.  
  174. In addition to the built-in modes, Quake checks for the presence
  175. of a VESA version 2.0 driver.  If such a driver is detected, the
  176. driver is queried for all 8-bit-per-pixel linear framebuffer (LFB)
  177. modes that are supported; also, if no LFB 320x200 mode is available,
  178. a banked 320x200 VESA mode is queried for.  All such modes are added
  179. to the mode list starting at mode 11.  The available modes will vary
  180. depending on adapter, graphics chipset, amount of video memory, and VESA
  181. 2.0
  182.  driver.  The higher the resolution, the lower the performance, and
  183. the
  184. higher-resolution modes will often be too slow for good gameplay
  185. on most machines.  (Also, higher-resolution modes often need more memory
  186. than is available in an 8 Mb system.)  The screen can be sized down to
  187. improve performance in higher-resolution modes, but then of course the
  188. effective resolution of Quake is reduced.
  189.  
  190. At the same resolution, VESA LFB modes are often faster than the non-VESA
  191. modes 0-10, because adapters often have faster memory access in LFB modes.
  192.  
  193. If a given VESA mode can support page flipping, then it defaults to page-
  194. flipped operation.  A VESA mode can be forced to non-page-flipped operation
  195. by setting the vid_nopageflip console variable to 1, then setting the mode
  196.  
  197. (note that vid_nopageflip takes operation on the next, not the current, mode
  198. set, and note that it then stays in effect permanently, even when Quake is
  199. exited and restarted, unless it is manually set back to 0).  If there is not
  200. enough memory for two pages in a VESA mode, or if the
  201. adapter doesn't support page flipping, then the mode will automatically
  202. be non-page-flipped.  Page flipping can have higher visual quality, but may
  203. be either faster or slower, depending on the graphics adapter and other
  204. hardware.  (See the discussion of the Pentium Pro, below, for a
  205. discussion of why page flipping can be faster but is sometimes much slower
  206. on that processor.)  Page-flipped modes use less system memory than non-
  207. page-flipped modes.
  208.  
  209. Quake's VESA support, including VESA driver detection, can be disabled by
  210. using the -stdvid command-line switch, and can also be disabled, along with
  211. sound, network, and other hardware support, by the -safe command-line switch.
  212.  
  213. The maximum resolution supported by Quake is 1280x1024.  Modes with higher
  214. resolutions will not be reported by vid_describemodes, and cannot be set.
  215.  
  216. There is no support for any 3-D accelerator boards in this version of Quake.
  217. Coming soon.
  218.  
  219. Quake always starts up in mode 0, and modes 0-10 are always available, given
  220. enough system memory.
  221.  
  222.  
  223. A note on modes reported in the Video Modes menu
  224. ------------------------------------------------
  225.  
  226. The vid_describemodes console command lists all modes with
  227. resolution less than or equal to 1280x1024 that are
  228. supported by the video adapter, although modes for which there
  229. is not enough system memory have "**" for the mode number.  VGA,
  230. Mode X-style, and VESA 2.0 modes are listed separately, so a
  231. single resolution can be listed as many as three times, once for
  232. each hardware mode that supports it.  For example, mode 0 is
  233. VGA mode 0x13, which supports 320x200 resolution, and mode 1 is
  234. 320x200 Mode X-style mode.  Quake looks identical in both
  235. modes, although it usually runs faster in mode 0.
  236.  
  237. The Video Modes menu is much simpler.  Only modes with resolution
  238. less than or equal to 1280x1024 that are both supported by the
  239. hardware and for which there is sufficient system memory are
  240. listed.  Further, a given resolution is listed only once.  If a
  241. given resolution is available in multiple hardware modes, then
  242. selecting that resolution will select the appropriate hardware mode
  243. as follows:
  244.  
  245. If the mode is 320x200, then VGA mode 0x13 is selected, and
  246. equivalent Mode X and VESA modes are ignored;
  247.  
  248. Otherwise, the VESA version of the mode is used.
  249.  
  250. You can always see what video mode is selected from the console by typing
  251. the command:
  252.  
  253. vid_mode<enter>
  254.  
  255. command.
  256.  
  257. None of this has any effect on selecting modes through the
  258. console, where all the different versions of each mode are
  259. listed, and the desired version can be selected by using the
  260. appropriate mode number.
  261.  
  262.  
  263. How to get VESA 2.0 support
  264. ---------------------------
  265.  
  266. Some video adapters have VESA 2.0 support in ROM.  Other video
  267. adapters come with loadable VESA 2.0 TSRs.  In the absence of either
  268. of these, UniVBE, a shareware product from SciTech, provides VESA 2.0
  269. support for most video adapters.  The latest version of UniVBE can be
  270. obtained from the following locations:
  271.  
  272. www: http://www.scitechsoft.com
  273. ftp: ftp.scitechsoft.com
  274. CIS: GO SCITECH
  275. AOL: Keyword SciTech
  276.  
  277. SciTech can be contacted at:
  278.  
  279. email: sales@scitechsoft.com
  280.  
  281. SciTech Software
  282. 5 Governors Lane, Suite D
  283. Chico, CA
  284. 95926-1989
  285.  
  286. The current version at this writing is UniVBE 5.2.  This version
  287. supports many more adapters than previous versions, and adds
  288. a number of useful low- and medium-resolution modes, such as 400x300
  289. and 512x384.
  290.  
  291.  
  292. Video-related commands
  293. ----------------------
  294.  
  295. vid_describecurrentmode
  296.    lists the description for the current video mode.
  297.  
  298. vid_describemode <mode #>
  299.    lists the description for the specified video mode, where <mode #> is as
  300.    reported by vid_describemodes.
  301.  
  302. vid_describemodes
  303.    lists descriptions for all available video modes.
  304.  
  305. vid_mode <mode #>
  306.    sets the display to the specified mode, where <mode #> is as reported by
  307.    vid_describemodes.
  308.  
  309. vid_nopageflip <1|0>
  310.    when set to 1, VESA mode sets will always select non-page-flipped
  311.    operation.  When set to 0, VESA mode sets will select page-flipped
  312.    operation whenever possible.  All non-VESA modes are always
  313.    non-page-flipped.  The setting of vid_nopageflip is remembered
  314.    when Quake is exited (by being saved in config.cfg), and is reloaded
  315.    when Quake is restarted, so once vid_nopageflip is set to 1, all
  316.    VESA modes set in all Quake sessions after that point be will non-page-
  317.    flipped until vid_nopageflip is set to 0.  Note that setting this
  318.    variable doesn't affect whether the current video mode is page-flipped,
  319.    but rather whether page-flipping can be used by future mode sets.
  320.  
  321. vid_nummodes
  322.    reports the total number of modes available.
  323.  
  324. vid_testmode <mode #>
  325.    tries to switch Quake to the specified mode, then returns to the current
  326.    mode after 5 seconds.  This allows you to try an untested mode without
  327.    ending up with a black screen if, for example, the monitor can't display
  328.    the mode properly.  There may still be instances in which, due to VESA
  329.    driver or hardware bugs, the machine will hang in certain modes;
  330.    vid_testmode can't recover from these situations, but it can recover
  331.    from a blank or scrambled screen.
  332.  
  333. vid_wait <wait type>
  334.   sets the type of waiting that the video adapter should do, as follows:
  335.   0: no waiting
  336.   1: wait for vertical sync active
  337.   2: wait for display enable active
  338.  
  339. The default state of vid_wait depends on the video mode selected.
  340. (_vid_wait_override can force vid_wait to 1, wait for vertical
  341. sync; see the description of _vid_wait_override below.)
  342. In built-in modes 0-10, the default is always 0, no waiting.  You
  343. can set vid_wait to 1 (wait for vertical sync) to eliminate shear
  344. and tearing in these modes (so partially-completed frames are never
  345. drawn, resulting in a rock-solid image).  However, waiting for
  346. vertical sync can result in substantial performance loss.
  347.  
  348. In VESA modes, if the adapter is VGA compatible and there's enough
  349. memory for three video pages, then triple-buffering is enabled and
  350. vid_wait is set to 2, wait for display enable.  There is little
  351. performance loss to this sort of waiting.  If the adapter is not
  352. VGA compatible, or if there's only enough memory for double-buffering,
  353. then vid_wait is set to 1 (wait for vertical sync).  This can cause
  354. significant loss of performance, but some sort of wait is generally
  355. necessary to avoid occasional glitching of the screen when
  356. page-flipping; we always choose the lowest-cost wait option that
  357. seems to be safe to use.  If there's only enough memory for one
  358. page, or if vid_nopageflip 1 is in effect, then vid_wait is set to 0
  359. (no wait).  As with modes 0-10, vid_wait 1 can be used to eliminate
  360. shear, but at a performance cost.
  361.  
  362. We have encountered problems with a few adapters in VESA modes when
  363. vid_wait is set to 2 (wait for display enable).  Apparently some adapters
  364. just toggle display enable all the time, rather than only when pixels
  365. are being sent to the screen; this can cause occasional glitches in
  366. which the screen image jumps for one frame.  You can fix this by
  367. setting vid_wait to 1 (wait for vertical sync).  We would have made
  368. vid_wait 1 the default, but it's slower, and vid_wait 2 works on most
  369. machines.
  370.  
  371. The default setting for vid_wait can be changed from the console
  372. at any time.  If you are in a VESA mode that waits for vertical
  373. sync and want to turn it off to get a speed-up, you can do so.
  374. However, changing a vid_wait 1 default in a VESA mode may result
  375. in problems.  If vid_wait defaults to 1 (wait for vertical sync)
  376. in a mode, and you force it to 2 (wait for display enable), the
  377. machine may hang, because some VGA-incompatible adapters, such as
  378. some ATI Mach64s, don't support the display enable status.  If you
  379. force vid_wait to 0 (no wait), then the screen may glitch periodically
  380. if the page flips at a time that results in a bad flip address,
  381. although some adapters work fine with no wait at all.
  382.  
  383. If you force a new setting for vid_wait and encounter problems, DO
  384. NOT send us a bug report!
  385.  
  386. _vid_wait_override <1|0>
  387.         can be used to force wait for vertical sync in all modes.  When
  388.     _vid_wait_override is set to 0, the type of waiting, if any, for
  389.     each video mode that's set thereafter is automatically set to
  390.     what appears to be the fastest safe state.  However, it is
  391.     possible in some cases that automatic setting may result in some
  392.         screen glitching, and it is also true that shear can be
  393.     eliminated by waiting for vertical sync (although at a cost in
  394.         performance), so it may be desirable in some cases to override
  395.     the automatic wait selection and always wait for vertical sync.
  396.     This can be done by setting _vid_wait_override to 1.  Once set,
  397.     this remains in effect through all succeeding mode sets, even
  398.     when Quake is exited and re-entered; the only way to keep Quake
  399.     from waiting for vertical sync once _vid_wait_override is set to
  400.     1 is to set _vid_wait_override to 0.  Note that changing
  401.     _vid_wait_override doesn't affect the current mode, but rather
  402.     takes effect on the next mode set.  _vid_wait_override is initially
  403.     set to 0.
  404.  
  405. _vid_default_mode <mode #>
  406.     can be used to force Quake to start up in a particular mode.
  407.     The easiest way to select a default mode is by pressing the
  408.     'D' key in the Video Modes menu, but you can alternatively
  409.     use _vid_default_mode to specify the mode in which you want
  410.     Quake to start up in future Quake sessions.  _vid_default_mode
  411.     is initially set to 0.
  412.  
  413.  
  414. Higher-quality perspective texture mapping
  415. ------------------------------------------
  416.  
  417. For maximum speed, perspective correction is performed only every 16
  418. pixels.  This is normally fine, but it is possible to see texture ripples
  419. in surfaces that are viewed at sharp angles.  For more precise texture
  420. mapping, set the console variable d_subdiv16 to 0.  Doing this will result
  421. in somewhat slower performance, however, and the difference in visual
  422. quality will not normally be noticeable.
  423.  
  424.  
  425. Known video problems and workarounds
  426. ------------------------------------
  427.  
  428. If you think you've encountered a bug, see "Bug Reporting," below.
  429. As a general rule, go back to mode 0 if you have problems; mode 0
  430. should work properly in all cases.
  431.  
  432. On some ATI Mach64 adapters, the palette is sometimes too dark in
  433. some VESA modes, and is tinted oddly (too red, for example) in other
  434. modes.  The workaround is to use different modes, or modes 0-10.
  435.  
  436. In modes 0-10, shear and tearing can occur as partially finished
  437. frames are displayed.  Workaround:  set vid_wait to 1 (wait for
  438. vertical sync); this can result in a substantial performance loss,
  439. however.  An alternative is to use a page-flipped VESA mode.
  440.  
  441. In page-flipped VESA modes, occasional glitched frames may occur with some
  442. VESA driver-hardware combinations.  Workaround:  set vid_wait to 1 (wait
  443. for vertical sync) (you can set _vid_wait_override to 1 to make waiting
  444. for vertical sync permanent for future Quake sessions), or use a different
  445. mode.
  446.  
  447. The VESA video drivers that come with some video adapters don't
  448. support low-resolution modes such as 320x200; often,
  449. nothing lower than 640x400 is supported.  For example,
  450. this is the case with some ATI adapters.  There's nothing
  451. Quake can do to provide low-resolution VESA modes in these
  452. cases, because Quake simply supports whatever modes the VESA
  453. driver chooses to report as supported.  Unfortunately, 640x400
  454. is too high a resolution for really good performance unless you
  455. have a very fast Pentium or a Pentium Pro, so on machines with
  456. this sort of adapter, the VESA modes aren't very usable.
  457. Workaround:  Use UniVBE 5.2, which supports low-resolution modes
  458. on a wide variety of adapters.  Note that a few adapters simply can't
  459. support low-resolution modes, in which case you'll have to stick with
  460. the low-resolution VGA and Mode X modes that are built into Quake,
  461. which run fine but may be somewhat slower than VESA modes.
  462.  
  463. A few video adapters are almost but not fully VGA compatible, because
  464. they don't support some unusual VGA video modes.  In particular, a few
  465. adapters don't support the 360-wide Mode X-style video modes that are
  466. build into Quake (modes 2, 4, 6, 8, and 10), and display garbage in those
  467. modes.  Workaround:  use different modes, such as 0, 3, 5, 7, 9, or any
  468. VESA modes that are available.
  469.  
  470. Under Win 95, the palette occasionally gets messed up when switching from
  471. Quake to the desktop and back again.  You can restore the palette by
  472. bringing down the console (either press tilde ('~'), or press Esc to bring
  473. up the menu, select Options, and select Console... from the Options menu),
  474. and typing bf and pressing the enter key, to generate a background flash,
  475. which sets the palette.  Press Esc to exit the console.  Alternatively,
  476. setting the screen brightness, either from the Options menu or via the
  477. gamma console variable, sets the palette.
  478.  
  479. Under Win 95, if the system key (the key with the Win 95 flag on it) is
  480. pressed while Quake is running fullscreen in a VESA mode, Win 95 may be
  481. unable to switch back from the desktop to Quake, in which case it will
  482. notify you of this, then terminate the Quake session.  This is a quirk
  483. of Win 95, and normally there is no workaround other than not to press
  484. that key or not to use VESA modes.  (Some people go so far as to remove
  485. the system key from their keyboard.)  However, you can
  486. disable the system key for Quake with the following utility:
  487.  
  488. http://www.microsoft.com/windows/download/doswinky.exe
  489.  
  490. Switching away from Quake with Alt-Enter, Ctrl-Esc, Alt-Tab, or
  491. Alt-Spacebar all work fine (except that if you disable the system key
  492. with doswinky.exe, Ctrl-Esc will also be disabled).
  493.  
  494.  
  495. Performance
  496. -----------
  497.  
  498. Quake's graphics should be adequately fast in mode 0 (320x200) on all
  499. Pentium-class machines. If you feel Quake is running slowly, set the
  500. showturtle console variable to 1; you will then see a turtle icon
  501. appear in the upper left corner of the screen if the frame rate drops
  502. below 10 frame/second.  If you are getting the turtle, you are probably
  503. not getting great gameplay.  Performance can be improved in several ways:
  504.  
  505. * size down the screen with the minus key
  506.  
  507. * select a lower-resolution mode, if possible
  508.  
  509. * use a VESA mode
  510.  
  511. * if you're using a VESA mode and vid_wait is set to 1 (wait for
  512. vertical sync) by default (you can check by typing vid_wait<enter>
  513. in the console), you can try setting vid_wait to 0 or 2, as detailed
  514. in the discussion of the vid_wait command above.  Be aware that
  515. risks of screen glitching or hung machines are associated with
  516. overriding a default vid_wait 1 setting in VESA modes.
  517.  
  518. To see how exactly fast Quake is running, bring up the console and type
  519.  
  520. host_speeds 1<enter>
  521.  
  522. You will see a display at the top indicating total frame time in
  523. milliseconds, and also server, graphics, and sound frame time in
  524. milliseconds.  (Note, though, that unless you also do
  525.  
  526. snd_noextraupdate 1<enter>
  527.  
  528. sound time will actually show up as graphics time.  However,
  529. snd_noextraupdate 1 can cause sound to get choppy, so it's not
  530. generally recommended.)
  531.  
  532. Lower numbers are better.
  533.  
  534. Type
  535.  
  536. host_speeds 0<enter>
  537.  
  538. to turn off the frame time display.
  539.  
  540.  
  541. Pentium Pro Performance
  542. -----------------------
  543.  
  544. The Pentium Pro is a very fast Quake platform, but has one weak spot; it is
  545. by default very slow on writes to video memory.  This means that in default
  546. hardware configurations, you are usually much better off setting
  547. vid_nopageflip to 1 if you use VESA modes, so drawing is done to system
  548. memory instead of to video memory.  Remember that you must set the mode
  549. after setting vid_nopageflip to 1 in order to get vid_nopageflip to take
  550. effect.  (vid_nopageflip can sometimes be faster on a Pentium, too, but
  551. not by nearly as much in general, and it's often slower.)
  552.  
  553. The Pentium Pro has some special features that are not turned on by default,
  554. but which can help Quake performance a LOT.  These features can be enabled
  555. by John Hinkley's program FASTVID, which can be obtained from
  556. ftp://members.aol.com/JHinkley/fastvid.zip.  Performance in 640x480
  557. mode on a Pentium Pro/150 nearly doubled after FASTVID was run; Quake
  558. was very playable (and looked great!) at this resolution.
  559.  
  560. There's the usual caution with FASTVID:  It could conceivably make your
  561. system run goofily, or who knows what.  FASTVID is not a product of
  562. id Software, and id makes no guarantees regarding FASTVID. In other words,
  563. use FASTVID at your own risk.
  564.  
  565. ************************************************************************
  566. IMPORTANT NOTE: FASTVID works only on Pentium Pros!!!  Please do NOT
  567. contact either John Hinkley or id with problems concerning FASTVID on
  568. Pentium or 486 machines.
  569. ************************************************************************
  570.  
  571.  
  572. Video Bug Reporting
  573. -------------------
  574.  
  575. If you encounter a video-related bug, please fill out the form found at the
  576. end of this file and e-mail it to support@idsoftware.com.  There are several
  577. problems that are not bugs, and shouldn't be reported, including:
  578.  
  579. * unavailability of some VESA modes; VESA modes are only supported by
  580. Quake if they are 8-bpp, are LFB modes (except for 320x200), and are
  581. no greater than 1280x1024 in resolution.  If you have a VESA mode
  582. that doesn't seem to be working properly, please contact the
  583. manufacturer; we just use the information that the VESA driver
  584. provides us with.
  585.  
  586. * problems that occur when you change vid_wait from a default value
  587. of 1 (wait for vertical sync) in VESA modes
  588.  
  589. * sluggish performance on 486s
  590.  
  591. * the known palette problem on some Mach64s.
  592.  
  593. * the known palette problems switching from fullscreen to the desktop and
  594. back under Win95.
  595.  
  596. * the known problems switching back from the desktop in VESA modes after the
  597. system (Windows flag) key has switched from fullscreen to the desktop.
  598.  
  599. * video modes that are not listed in the Video Modes menu, or that are not
  600. listed or are listed with "**" in the output from vid_describemodes; such
  601. modes are either not supported by your video adapter, or cannot be supported
  602. by Quake in the amount of memory your system has.  High-resolution modes will
  603. often not be available in 8 Mb systems.
  604.  
  605. * 360-wide video modes that don't work although other resolutions do work
  606.  
  607. * lack of low-resolution VESA modes; the availability of low-resolution modes
  608. is the responsibility of the VESA driver.  UniVBE 5.2 provides low-resolution
  609. modes on most adapters.
  610.  
  611. Apart from these, we would very much like to hear about any video
  612. problems you encounter.
  613.  
  614.  
  615. ==========================================
  616. ==     Sound Subsystem Documentation    ==
  617. ==========================================
  618.  
  619. Quake's sound subsystem works only with Sound Blaster compatible sound
  620. cards.  For Quake to get the correct settings for DMA channel and PORT
  621. address, you must set your BLASTER environment variable (or have it set for
  622. you with the DIAGNOSE utility in your SB16 directory).  If you do not have
  623. the BLASTER environment variable set, your sound will not work.  If your
  624. sound card supports Sound Blaster compatibility, Windows 95 should set this
  625. variable for you.
  626.  
  627. Note:  some sound cards do not have 100% Sound Blaster compatible
  628. hardware, but emulate the Sound Blaster interface.  Such cards may
  629. display some inconsistencies relative to an actual sound blaster.
  630. In particular, sound may be delayed on some cards.
  631.  
  632. Note:  it is possible for sound to get choppy if the frame rate
  633. drops to a very low level, below 5 frames a second.  A frame rate
  634. that low will not provide a good gameplay experience, so if you
  635. do experience choppy sound, your machine is almost certainly not
  636. fast enough to run Quake satisfactorily in general.
  637.  
  638. If (when) you see bugs, please use the form attached to the end
  639. of these docs to submit a bug report.
  640.  
  641. Sound Card Command Line Options, Commands, and Variables
  642. ==================================================================
  643.  
  644. The commands and variables below work under any operating system.
  645. Command-Line options are typed on the command line in most any place
  646. but only in operating systems which support command line interfaces,
  647. like DOS's COMMAND.COM, or NEXTSTEP's or Linux's csh, sh, or bash.
  648. For example, under DOS, the NOSOUND option would be used like this:
  649. "C:> quake -nosound".
  650.  
  651. Command-Line Options
  652. --------------------
  653.  
  654. NOSOUND
  655.   Syntax: -nosound
  656.   Description: This will prevent *any* sound code from being executed.  If
  657.         you are having technical difficulty with the game and then try
  658.         running the game with this option and the problem goes away, then
  659.         the problem is probably somewhere in the sound code.
  660.  
  661. SSPEED
  662.   Syntax: -sspeed <speed>
  663.   Description: This will ask the sound code to set the playback speed
  664.     within the constraints of the capabilities of the card.  This is
  665.         11025 Hz by default and usually from 8000 to 44100.  Making this
  666.         faster requires more CPU horsepower, and has no actual benefits,
  667.         because the sounds only contain 11 KHz data.  Making this slower
  668.         degrades sound quality, but improves performance and saves memory.
  669.  
  670. Commands
  671. --------
  672.  
  673. SOUNDINFO
  674.   Syntax: soundinfo
  675.   Description: This prints the "portable" information on your current
  676.         audio hardware setting in the game.  It specifies whether there is
  677.         stereo output (0 or 1), the number of samples in the DMA buffer, the
  678.         current sample position (changes each time you run SOUNDINFO and
  679.         ranges from 0 to the number of samples), the number of sample bits,
  680.         the submission chunk (1 in DOS or Linux w/ mmaped sound, larger in
  681.         Linux w/o mmaped sound), playback speed in Hz, the DMA buffer address
  682.         in hexadecimal (usually 8 digits after the 0x, starting with 0xf00..
  683.         in DOS, starting with 0x400.. in Linux, and less than 8 digits if the
  684.         hardware was not initialized successfully), and the number of
  685.         channels mixed in software (8 by default, changeable w/NUMCHANNELS
  686.         command).
  687.  
  688. STOPSOUNDS
  689.   Syntax: stopsounds
  690.   Description: Stops any current looping sounds.
  691.  
  692.  
  693. Sound Blaster Sound Card Command-Line Options and Commands
  694. ==========================================================
  695.  
  696. The following applies to Sound Blaster cards or compatibles under DOS
  697. or a DOS box.
  698.  
  699. Commands
  700. --------
  701.  
  702. SBINFO
  703.   Syntax: sbinfo
  704.   Description: This will print information on the Sound Blaster card
  705.     in the system.  If the version is 4 or greater, then it is some
  706.         kind of Sound Blaster 16 or compatible.  Version 2 is an 8 bit mono
  707.         sound blaster, Version 3 is an 8 bit stereo sound blaster pro.
  708.         The port is the I/O port
  709. sensed from the A variable in the BLASTER
  710.         environment variable.
  711. The DMA is the DMA channel and is confirmed in
  712.         hardware if the
  713. card is version 4 or higher.  The mixer port can be
  714.         ignored.
  715.  
  716.  
  717. ==========================================
  718. ==   CD Audio Subsystem Documentation   ==
  719. ==========================================
  720.  
  721. Overview
  722. ========
  723. Quake is designed to play background music off of a CD-ROM.  The Quake CD has
  724. music tracks on it and each level has been assigned a track that will be
  725. played.
  726.  
  727. Win95 Users:  Putting a CD other than the Quake CD into the drive when Quake
  728. is already running will sometimes cause another Windows application to start
  729. and switch you back to Windows with Quake running in the background.  You
  730. will probably want to stop whatever was started and switch back to Quake as
  731. quickly as possible... especially if you are playing deathmatch.
  732.  
  733.  
  734. Command Line Parameters
  735. =======================
  736. -nocdaudio
  737.    This will prevent the CD audio system from even attempting to initialize.
  738.    No CD commands or functions will be available.  The game will just run
  739.    with no music.
  740.  
  741. -cdmediacheck
  742.    This causes the game to periodically check to see if the CD has been
  743.    removed and a new one placed in the player.  It is off by default since
  744.    this operation is very slow on some CD players and is not needed under
  745.    Win95.  There is normally no reason to enable this option; it would
  746.    only be useful if you were going to be changing the CD from within the
  747.    game on a regular basis.
  748.  
  749. Commands
  750. ========
  751. There is normally no reason you would need to use any of these commands.  If
  752. you are playing Quake with the Quake CD in your CD-ROM drive, the appropriate
  753. music track will be played automatically.
  754.  
  755. cd on
  756.    Re-enables the CD audio system after a "cd off" command.
  757.  
  758. cd off
  759.    Shuts down the CD audio system.  No more music will be played unless it
  760.    is re-enabled.
  761.  
  762. cd reset
  763.    Causes the CD audio to re-initialize.  This is useful if you change
  764.    CDs or insert the CD after you've already run Quake.
  765.  
  766. cd play <track number>
  767.    Plays the specified track one time.
  768.  
  769. cd loop <track number>
  770.    Plays the specified track.  It will be repeated until either it is
  771.    manually stopped or another track is started.
  772.  
  773. cd stop
  774.    Stops the currently playing track.
  775.  
  776. cd resume
  777.    Will resume playback of a stopped track.
  778.  
  779. cd eject
  780.    This is for CD players that do not have a manual eject button.
  781.  
  782. cd remap <track1> <track2> <track3> ...
  783.    Allows you to switch what tracks are played.  This is especially useful
  784.    if you want to play music other than that on the Quake CD.  If the CD
  785.    audio system is told to play track 1, it will instead play the 1st
  786.    track you specified.  For example: assuming a CD with 1 data track and
  787.    8 music tracks, the command "cd remap 1 9 8 7 6 5 4 3 2" would leave
  788.    the data alone and play the audio tracks as if they had been placed on
  789.    the CD in the opposite order.
  790.  
  791. cd info
  792.    Reports information such as the number and types of tracks on the current
  793.    CD, what track (if any) is currently playing, and the playback volume.
  794.  
  795.  
  796. Variables
  797. =========
  798. bgmvolume
  799.    The background music volume.  Valid values are 0.0 though 1.0.  Changes
  800.    will normally be made using the options menu.
  801.  
  802.    Not all CD-ROM players support variable volume.  The 0.0 to 1.0 value
  803.    translated to a value from 0 to 255 before it is passed to MSCDEX.  How
  804.    this value is interpreted varies from drive to drive.  The only thing
  805.    required by the MSCDEX specification is that 0 is off and anything else
  806.    is on.  Some CD-ROM drives only have on and off so change to bgmvolume
  807.    will have have no effect on volume once it is on.
  808.  
  809.  
  810. Messages
  811. ========
  812. CDAudio_Init: MSCDEX version 2.00 or later required.
  813.    MSCDEX was either not loaded, or is a version earlier than 2.00.
  814.  
  815. CDAudio_Init: First CD-ROM drive will be used
  816.    MSCDEX reported that the system has more than one CD-ROM drive.
  817.    Quake will always use the first drive in this case.
  818.  
  819. CDAudio_Init: Unable to allocate low memory.
  820.    We were unable to allocate the memory needed to communicate with MSCDEX.
  821.    Although the game can still run, this indicates a severe low memory
  822.    condition.
  823.  
  824. CD Audio Initialized
  825.    Indicates that the CD audio system has successfully initialized.
  826.  
  827. CDAudio_Play: Bad track number N.
  828.    We attempted to play a track number that that is outside the range of
  829.    tracks recorded on the CD currently in the CD-ROM drive.  Probable causes
  830.    are that a CD other than Quake is in the player, or a custom level has
  831.    specified an invalid track number.
  832.  
  833. CDAudio_Play: Can not play data.
  834.    A valid track was requested to be played, but it was a not an audio track.
  835.    The probable causes are the same as for a bad track number.
  836.  
  837. CDAudio_Play: track N failed
  838.    A valid audio track was going to be played, but the play command to MSCDEX
  839.    returned an error.
  840.  
  841. CDAudio: media changed
  842.    This is simply a notification.  It can only occur if the "-cdmediacheck"
  843.    option was specified on the command line.
  844.  
  845. CDAudio: Error - playback stopped N
  846.    An error occurred while the CD was playing audio.  Playback has been
  847.    stopped and no further automatic play will be attempted; the game will
  848.    proceed without music.
  849.  
  850. CDAudio_Init: No CD in player.
  851.    MSCDEX reported an error while Quake was attempting to get information
  852.    about the current CD.  There is either no CD in the player, or it was
  853.    unable to get the track information.  No automatic CD play will be
  854.    attempted; the game will proceed without music.
  855.  
  856.  
  857. ==========================================
  858. ==    Network Subsystem Documentation   ==
  859. ==========================================
  860.  
  861. Overview
  862. ========
  863.  
  864. Quake is a client/server game.  You are always running over some type of
  865. network.  In a standalone game, you are using a loopback network; it just
  866. passes messages back and forth in memory buffers.  This readme is talking
  867. about real networks and multiplayer deathmatches.  There are three main
  868. sections: commands, LANs, and Serial.
  869.  
  870. Most normal configuration can be done via the game menus.
  871.  
  872. There are two types of Quake servers: dedicated and listen.  A listen server
  873. is a machine that is used to play the game and also hosts the game for other
  874. players.  A dedicated server only hosts the game; it runs in text mode and
  875. does not let anyone play on that machine.  A single player game is really
  876. just a 1 player listen server that doesn't listen for network connections.
  877.  
  878. Dedicated vs Listen.  I'll try to make this simple: it is always better to
  879. use a dedicated server.  Why? Fairness and playability.  With a listen
  880. server, the person on the server always has advantages.  They will always be
  881. the first person into a level, they will always have zero latency, and they
  882. will get a server update on each and every frame.  On a dedicated server
  883. everyone gets equal treatment.  Getting into the server is a first come,
  884. first served proposition; latency is determined by each player's connection;
  885. and everyone is sent the same number of updates.  It's about as fair as life
  886. gets.  By the way, a good 486 machine works nicely as dedicated server.
  887.  
  888. Another suggestion.  Until there is a native Win95 version of Quake, IPX will
  889. usually provide better gameplay on a local area network.  This is due to the
  890. delicate balancing act that is required to let a DOS program use the Win95
  891. TCP/IP stack.
  892.  
  893. To start a Dedicated Server, you invoke Quake with the "-dedicated"
  894. command-line parameter.  When the server starts, you can type any command
  895. that you would normally type in the Quake Console, such as "map e1m1" to
  896. start the server on a specific map.  This can be done from the command-
  897. line as well by typing "quake -dedicated +map e1m1".  If a value is entered
  898. after "-dedicated", that is the amount of players allowed to connect, up
  899. to a maximum of 16 players. A dedicated server will quit to the OS whenever
  900. a fraglimit or timelimit is reached.  Example: "quake -dedicated 16" will
  901. start a 16-player dedicated server.
  902.  
  903. To start a Listen Server, you invoke Quake with the "-listen" command-
  904. line parameter, or use the Multiplayer menu in the game.  Starting a listen
  905. server from the command-line will allow you to handle more than 4 players,
  906. as 4 is the limit when starting a game from the Multiplayer menu.  If a
  907. value is used after the "-listen", that is the maximum amount of players
  908. allowed, up to 16 players.
  909.  
  910. Command Line Parameters, Commands, and Variables
  911. ================================================
  912.  
  913. Command line parameters
  914. -----------------------
  915. -nolan
  916.    Disables IPX, TCP/IP, and serial support.
  917.  
  918. -noudp
  919.    Disables support for TCP/IP.
  920.  
  921. -udpport <port#>
  922.    Specifies a UDP port to be used other than the default of 26000.
  923.  
  924. -noipx
  925.    Disables support for IPX.
  926.  
  927. -ipxport <port#>
  928.    Specifies a IPX port to be used other than the default of 26000.
  929.  
  930. -noserial
  931.    Disable serial support.
  932.  
  933. -mpath
  934.    Enables support for code to use Win95's TCP/IP stack.  Do NOT use this
  935.    under DOS!
  936.  
  937. -listen [n]
  938.         Starts Quake ready to be a non-dedicated server for up to <n>
  939.         players.  If you do not specify a number <n> after -listen it will
  940.         default to 8.  The maximum allowed value is 16.
  941.  
  942. -dedicated [n]
  943.         Starts Quake ready to be a dedicated server for up to <n> players.
  944.         If you do not specify a number <n> after -listen it will default to 8.
  945.         The maximum allowed value is 16.  A dedicated Quake server stays in
  946.         text mode.  This is the Quake console with most commands still
  947.         available; those that make no sense (like vid_mode) are ommitted.
  948.  
  949. Console Variables
  950. -----------------
  951.  
  952. net_messagetimeout
  953.    Specifies how long Quake should wait for a message to arrive before
  954.    deciding the connection has died.  The default is 3 minutes.  For
  955.    reference, messages usually arrive at the rate of about 20 per second.
  956.  
  957. hostname
  958.    This is the name for your server that will show up on an slist
  959.    (see below).  The default value is "unnamed".
  960.  
  961. sys_ticrate
  962.    Only used by dedicated servers.  This determines the rate at which the
  963.    server will send out updates to the clients.  The default value is 0.05
  964.    (20 updatesper second).  For servers where bandwidth is limited, using
  965.    modems or the internet for example, it is advisable to lower this value
  966.    to 0.1 (10 updates per second).  This will have a very minor effect on
  967.    responsiveness, but will half to outbound bandwitdh required making the
  968.    modem players a lot happier.
  969.  
  970.  
  971. Console commands
  972. ----------------
  973.  
  974. net_stats
  975.    This is for debugging. It displays various network statistics.
  976.  
  977. slist
  978.    Looks for Quake servers on a local LAN (or over a null modem
  979.    cable).  This will NOT go outside the local LAN (will not cross
  980.    routers).
  981.  
  982.  
  983. LANs
  984. ====
  985.  
  986. Here are the LANs that are supported by the Quake test
  987. release.  For each one, you'll be told how to connect to a server
  988. *if it is not on your local network*.  If it is, you can use the
  989. "slist" command and connect by hostname.  See the main readme for
  990. a discussion of the connect command.
  991.  
  992. IPX
  993. ---
  994.  
  995. Quake has been run with Novell's ODI IPX stack under DOS, PDIPX with packet
  996. drivers under DOS, and the Microsoft IPX stack in a Win95 DOS box.  When
  997. connecting to a server using IPX, you specify its network:nodeaddress (like
  998. 12345678:1234567890AB).  If you are on the same network, you can just specify
  999. the node address.  If you are doing a connect command from the console, a
  1000. full IPX address must be enclosed in quotes.
  1001.  
  1002. For example, the server's IPX address is "00FADE23:00aa00b9b5b2", you would
  1003. enter: connect "00FADE23:00aa00b9b5b2"
  1004.  
  1005. Win95 TCP/IP
  1006. ------------
  1007.  
  1008. Please see the Win95 section of this file for details about playing using
  1009. TCP/IP under Win95.
  1010.  
  1011. Kali
  1012. ----
  1013.  
  1014. To Quake, Kali appears to be IPX.  Once you've got Kali up and running, run
  1015. Quake as if it was on an IPX network.
  1016.  
  1017. Beame & Whiteside TCP/IP
  1018. ------------------------
  1019.  
  1020. This is the only DOS TCP/IP stack supported in the test release.
  1021. It is not shareware...it's what we use on our network (in case you
  1022. were wondering why this particular stack).  This has been "tested"
  1023. extensively over ethernet and you should encounter no problems
  1024. with it.  Their SLIP and PPP have not been tested.  When connecting
  1025. to a server using TCP/IP (UDP actually), you specifiy it's "dot notation"
  1026. address (like 123.45.67.89).  You only need to specify the unique portion
  1027. of the adress.  For example, if your IP address is 123.45.12.34
  1028. and the server's is 123.45.56.78, you could use "connect 56.78".
  1029.  
  1030. Playing over the Internet
  1031. -------------------------
  1032. Yes, you can play Quake over the Internet.  How many people can be in
  1033. the game? That depends.  How smooth will the game be?  That depends.
  1034. There are just too many variables (bandwidth, latency, current load,
  1035. etc...) for us to make any kind of promises about Internet play.
  1036.  
  1037.  
  1038. Serial/Modem
  1039. ============
  1040.  
  1041. The Quake serial driver supports two COM ports.  Although they are referred
  1042. to as COM1 and COM2, you can configure them to use any normal hardware
  1043. COM port (1 thru 4 on most PCs).  The com ports are used with interrupts,
  1044. so their IRQ may not be used for another purpose (such as a LAN adapter
  1045. or sound card).  The IRQ may not be shared with another device either;
  1046. not even another COM port.  A client can only be connected to one server
  1047. at a time, so multiple ports are really only useful on a server.
  1048. When using modems, the client must originate the call and the server
  1049. must answer.  This holds true even for a two player, non-dedicated
  1050. server configuration.
  1051.  
  1052. In the Multiplayer menu, the default modem string is "ATZ".  If your modem
  1053. games are too slow, you can change this string to the appropriate one for
  1054. your modem as listed below in the "Modem Strings" section.
  1055.  
  1056.  
  1057. The COMx commands
  1058. -----------------
  1059.  
  1060. Use the menus for serial play whenever possible.  The console
  1061. interface is only for unusual configurations.  It is much more
  1062. difficult to understand and use correctly.
  1063.  
  1064. Those of you who do use the console commands for serial play need to
  1065. know that the menus always use the first Quake COM line (COM1); yes,
  1066. even for COM2.  The names COM1 and COM2 here mean the first and second
  1067. serial ports, not necessarily the PC COM1 and COM2 ports (although those
  1068. are the default configurations).
  1069.  
  1070. There are two commands to support serial/modem play for Quake.  They
  1071. are: COM1 and COM2. Entering one of these commands with no arguments
  1072. will display the status of that serial port, similar to this:
  1073.  
  1074. Settings for COM1
  1075. enabled:   true
  1076. connected: false
  1077. uart:      16550
  1078. port:      3f8
  1079. irq:       4
  1080. baud:      57600
  1081. CTS:       ignored
  1082. DSR:       ignored
  1083. CD:        ignored
  1084. clear:     ATZ
  1085. startup:
  1086. shutdown:  ATH
  1087.  
  1088. When used with arguments, these commands change the settings and
  1089. status of the COM ports.  The possible arguments are listed below;
  1090. examples follow.
  1091.  
  1092. enable | disable
  1093.    "enable" means that your configuration is complete and you want to use
  1094.    the COM port.  "disable" is used to turn off a COM port, usually to
  1095.    change its settings.  The default (initial) state is disabled.
  1096.  
  1097.  
  1098. modem | direct
  1099.    Use one of these two to let Quake know if you are using a modem or a
  1100.    direct connection (also called a null modem).  Quake uses this to know
  1101.    if it needs to handles modem initialization strings, dialing sequences,
  1102.    and hangup procedures.
  1103.  
  1104. reset
  1105.    This will reset the COM port to its default settings and state.
  1106.  
  1107.  
  1108. port <n>
  1109. irq <n>
  1110.    These are used to set the I/O Port and IRQ that your serial port uses.
  1111.    The default values are: port=3f8 irq=4 for COM1 and port=2f8 irq=3 for
  1112.    COM2.  Note that the port number is displayed in hexadecimal; to enter
  1113.    it you would use something like "COM2 port 0x2f8"; the "0x" preceding
  1114.    the "2f8" indicates that you are giving the value in hexadecimal
  1115.    otherwise decimal is assumed.
  1116.  
  1117.  
  1118. baud <n>
  1119.    Sets the baud rate.  Valid values for <n> are: 9600, 14400,
  1120.    28800, 57600, and 115200.  57600 is the default.  Please note that
  1121.    this is the baud rate used for the uart, not your modem.  It is
  1122.    perfectly valid to use 57600 on a COM port that is connected to a
  1123.    28.8 modem.
  1124.  
  1125. 8250 | 16550
  1126.    Specifies the type of uart chip in your system. Normally this is
  1127.    automatically detected, one of these need only be used if your chip
  1128.    is incorrectly detected.
  1129.  
  1130. clear
  1131. startup
  1132. shutdown
  1133.    This allows you to specify the clear, startup, and shutdown strings
  1134.    needed for
  1135. a modem for playing Quake.  If you've found values that
  1136.    previously worked
  1137. with Doom, use them here.  If you are playing over
  1138.    a null modem cable,
  1139. leave these blank.
  1140.  
  1141. -cts | +cts
  1142. -dsr | +dsr
  1143. -cd  | +cd
  1144.    These determine if certain serial control lines should be honored or
  1145.    ignored. The "-" means you want that line ignored, the "+" means to honor
  1146.    it. "cts" is an abbreviation for "clear to send", "dsr" for
  1147.    "data set ready", and "cd" for "carrier detect".  Do not
  1148. change these
  1149.    values unless you are absolutely positive you need to. The default is to
  1150.    ignore all 3 lines.
  1151.  
  1152. Quake always uses no parity, 8 data bits, and 1 stop bit; these
  1153. values can not be changed.  The baud, port, irq, and uart type can
  1154. not be changed on an enabled port, you must disable it first.
  1155.  
  1156.  
  1157. Configuration examples
  1158. ----------------------
  1159. Example1: You have a machine with two serial ports you are going
  1160. to use as a Quake server.  COM1 will be using a null modem cable and
  1161. COM2 will be connected to a 14.4 modem.  You would use commands similar
  1162. (the startup string would almost certainly be different) to these:
  1163.  
  1164. COM1 baud 57600 enable
  1165. COM2 baud 14400 modem startup AT\N0%C0B8 enable
  1166.  
  1167.  
  1168. Example2: You are going to use your machine to connect to a dial-up
  1169. Quake server with your 28.8 modem connected to COM2.  You would
  1170. use a command something like this:
  1171.  
  1172. COM2 baud 57600 modem startup AT\N0%C0B8 enable
  1173.  
  1174. Note the baud rate is not the same as the modem speed.  This allows
  1175. the modem-to-uart communications to occur at a higher rate than
  1176. the modem-to-modem communications.
  1177.  
  1178. Connecting to a serial Quake server
  1179. -----------------------------------
  1180.  
  1181. Connecting to a Quake server over a serial/modem connection is done
  1182. using the "connect" command.  The command "connect 5551212" would try to
  1183. connect to a Quake server at the phone number 555-1212.  Note: your local
  1184. phone company would probably appreciate it if you didn't try this number!
  1185.  
  1186. If you are using a null modem cable, you can type "connect #".
  1187. Quake will then attempt to connect to the server.
  1188.  
  1189.  
  1190. Known problems / workarounds
  1191. ============================
  1192. Packet drivers with PDIPX - there is a bug that stops a server running on
  1193. this combination from responding to the slist command.  Use the patched
  1194. version of PDIPX included with Quake to correct this problem.
  1195.  
  1196. SLIST sees no servers - Some PCMCIA ethernet cards and PPP drivers will
  1197. not do the UDP broadcasts needed for the SLIST command (search for local
  1198. games from the menu) to function correctly.  In these cases you must
  1199. connect to a Quake game using either its IP address or hostname
  1200. (DNS resolvable hostname, not the hostname variable in Quake).
  1201.  
  1202. "BW_OpenSocket failed: 5" - This error is specific to the Beame and
  1203. Whitesdie TCP/IP stack.  This stack uses DOS file handles as it's
  1204. socket handles.  This error occurs when DOS runs out of file handles.
  1205. You need to increase the number specified by "FILES=" in the DOS
  1206. config.sys file.
  1207.  
  1208. Severe lag using TCP/IP under Win95:
  1209.         - Occasionaly when you first connect in to a Quake game using Win95
  1210. TCP/IP you will experience severe lag and not be able to control your
  1211. player's actions.  This usually clears up in 10 to 15 seconds.  
  1212.         - There is apparently a strange limbo state for Microsoft's File and
  1213. Print sharing.  This has been seen when it was installed and then later
  1214. removed, but it still appears on the menus.  For some unknown reason
  1215. this causes severe lag for a Quake game.  You need to go back and make
  1216. sure that it is either completely installed or removed.
  1217.  
  1218.  
  1219. ==========================================
  1220. ==            Modem Strings             ==
  1221. ==========================================
  1222.  
  1223. Boca M1440i (internal):
  1224. ATS48=0S37=9S46=136%C0%E0%M0&K0&Q0&R1&C1&D2\G0\N1N0
  1225.  
  1226. Boca 14.4k (internal):
  1227. AT&C0N0S37=9&K0W0&Q0S36=3S48=128%C0
  1228.  
  1229. Boca 14.4 Fax/Modem
  1230. AT S46=0 S37=9 N0 &Q0 &D2 &K4
  1231.  
  1232. Boca 14.4k (external):
  1233. AT &F S0=1 S36=0 &K0 &Q6N0S37=9 &D2
  1234.  
  1235. Boca 14.4k:
  1236. AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
  1237.  
  1238. Cardinal 14.4k v.32bis, v.42bis Fax/Modem:
  1239. AT &F N0 S37=9 &Q0 &D2 \N1
  1240.  
  1241. Digicom Systems (DSI) (softmodem):
  1242. AT Z \N0 &D2 &K0 S48=48
  1243.  
  1244. Digicom Systems Scout Plus:
  1245. ATZ*E0*N3*M0*S0*F0&D2
  1246.  
  1247. Gateway Telepath:
  1248. AT &F S37=9 %C0 &K0 &Q6 \G0
  1249.  
  1250. Gateway Telepath 14.4k:
  1251. AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
  1252.  
  1253. Gateway Telepath I:
  1254. AT S0=1 &N6 &K0 &M0
  1255.  
  1256. Gateway Telepath II:
  1257. AT S0=1 S37=9 %C0 &Q0 &K0
  1258.  
  1259. Generic v.32bis 14.4k Fax/Modem:
  1260. AT \N0 %C0 B8
  1261.  
  1262. Generic 14.4k Fax/Modem:
  1263. AT S46=0 S37=9 N0 &Q0 &D2 %C0 \G0 &K0
  1264.  
  1265. GVC 14.4k (internal):
  1266. AT &F B8 \Q0
  1267.  
  1268. Hayes 28.8k V.FAST Modem:
  1269. AT &Q6 &K S37=9 N %C0 \N0
  1270.  
  1271. Infotel 144I:
  1272. AT&Q0 S37=9 N0 &D2
  1273.  
  1274. Infotel 14.4:
  1275. &F0 \N1 &D2 S37=F8
  1276.  
  1277. Intel 14.4k:
  1278. AT \N0 %C0 \Q0 B8
  1279.  
  1280. Intel 14.4k (internal):
  1281. AT Z B8 Q1 \C0 \N1 %C0 \V "H
  1282.  
  1283. Linelink 144e:
  1284. AT &F &D1 &K0 &Q6 S36=3 S46=136 %C0
  1285. 19200
  1286.  
  1287. Microcom AX:
  1288. &F \N1 \Q0 &D2
  1289.  
  1290. Microcom QX/4232bis:
  1291. AT %C0 \N0
  1292.  
  1293. Netcomm M7F:
  1294. AT &E &K0 B0 \V0 X4 &D2 \N1 \Q0 #J0 #Q9 %C0
  1295.  
  1296. Nokia ECM 4896M Trellis V.32:
  1297. AT Z %C0 /N0
  1298.  
  1299. Nuvotel IFX 14.4 (internal):
  1300. &F \N1 &D2
  1301.  
  1302. Practical Peripherals 14400FX v.32bis:
  1303. AT Z S46=0 &Q0 &D2
  1304.  
  1305. Practical Peripherals 14400FX v.32bis:
  1306. AT S46=0 &Q0 &K0 &D2
  1307.  
  1308. Supra:
  1309. AT &F0 S46=136 %C0
  1310.  
  1311. Supra (external):
  1312. AT &K &Q &D \N1
  1313.  
  1314. Supra 14.4k v.32bis:
  1315. AT &F S46=136 &Q0 &D2
  1316.  
  1317. Supra 14.4k v.32bis:
  1318. AT &K &Q &D \N1
  1319.  
  1320. Supra Fax Modem 14.4K v.32 bis
  1321. AT &F %C0 S48=7 Q0 V1 W1
  1322.  
  1323. Telepath 14.4k:
  1324. AT &F&M0&K0&N6&H0 S0=1
  1325.  
  1326. Twincomm DFi 14.4:
  1327. AT&F &Q0 %C0 S37=9 &D2
  1328.  
  1329. UDS V.3223:
  1330. &F \N1 \Q &D2
  1331.  
  1332. UDS Fastalk 32BX:
  1333. &F0 \N1 &D2
  1334.  
  1335. USR Courier v.32bis:
  1336. ATS0=1 S7=60 E1 Q0 V1 &C1 &D2 &H0 &K0 &M0 &N6 &A3
  1337.  
  1338. USR Courier HST/DS 16.8k:
  1339. First reset the modem in a communication program with AT&F&W
  1340. AT X4 B0 &A0 &B0 &H2 &I0 &K0 &M0 &N6a
  1341.  
  1342. USR DS v.32bis v.42bis (external):
  1343. AT&m0&n6&a0&r1&h0&k0&i0&s0&b1x1
  1344.  
  1345. USR Sporster 9600:
  1346. AT&M0&K0&N6
  1347.  
  1348. USR Sportster V.34 28.8 (note: works best at 19200 baud):
  1349. AT &F &M0 &I0 &K0 &B0 &N0
  1350.  
  1351. USR Sportster 14.4k Fax/Modem USING ERROR CORRECTION:
  1352. AT S0=1 S7=60 E1 QO V1 &C1 &D2 &K0 &N6 &A3
  1353.  
  1354. USR Sportster 14.4k Fax/Modem (internal):
  1355. AT &F&M0&K0&N6&H0
  1356.  
  1357. USR Sportster 14.4k (internal):
  1358. AT &F &B1 &H0 &I0 &K0 &M0 &N6 &R1
  1359.  
  1360. USR Sportster 14.4k:
  1361. ATS0=1S7=60E1Q0V1&C1&D2&K0&N6&A3
  1362.  
  1363. USR Sportster 14.4k:
  1364. AT &F0 &K0 &M0 &N6 &H0 &I0 &B1 &R1
  1365.  
  1366. USR Sportster 14,000 Fax Modem:
  1367. AT S0=2 &N6 &K0 &M0 &I0 &H0 &R1 &A0 V1 X4
  1368.  
  1369. USR 14.4k:
  1370. AT &F&A0&K0&M0
  1371.  
  1372. USR 14.4k
  1373. AT &K0 &H0 &D0 &I0 &R1
  1374.  
  1375. USR 14.4k Dual Standard
  1376. ATB0&R1&B1&N6Q0X4&A0&D2&H0&I0&K0&M0M1
  1377.  
  1378. USR (model?):
  1379. &F E1 V1 X4 &C1 &D2 &N0            
  1380.  
  1381. ViVa 14.4k:
  1382. AT&F&Q6\N0%C0&D2N0S37=9
  1383.  
  1384. ViVa modem (internal):
  1385. &F&Q6\N0%C0&D2N0S37=9
  1386.  
  1387. Zoltrix model 14/14 VE:
  1388. AT S0=Q0 V1 &C1 &D2 W2 &Q0
  1389.  
  1390. Zoom 14.4k VFX:
  1391. AT&Q6S37=9N0%C\N0
  1392.  
  1393. Zoom 14.4k VFX:
  1394. AT&Q6S37=11N0%C&K0
  1395.  
  1396. Zoom OEM Modem:
  1397. AT&Q6S37=9N0&K0
  1398.  
  1399. Zyxel U-1496E:
  1400. AT Z &N4 &K0
  1401.  
  1402.  
  1403. ==========================================
  1404. ==         Win95 Documentation          ==
  1405. ==========================================
  1406.  
  1407. Quake is a DOS application.  However, it runs fine from the MS-DOS prompt
  1408. under Win95, so long as the Properties for the MS-DOS prompt are set up so
  1409. that Quake can run.  (See "Set the MS-DOS Prompt Properties", below, for
  1410. information about setting MS-DOS Prompt Properties.)  Quake will NOT run
  1411. under Windows NT. Following are some steps that can help Quake run better
  1412. under Win95.
  1413.  
  1414.  
  1415. Have enough memory
  1416. ------------------
  1417.  
  1418. Quake requires at least 16 Mb of installed memory in order to run under
  1419. Win95.
  1420.  
  1421.  
  1422. Set the MS-DOS Prompt Properties
  1423. --------------------------------
  1424.  
  1425. If Quake won't run, the MS-DOS Prompt Properties may not be set correctly.
  1426. To set the Properties for the MS-DOS prompt, bring up a DOS session, and
  1427. either click on the MS-DOS icon in the upper left corner or press
  1428. Alt-Spacebar, then select Properties from the menu that comes up, and make
  1429. sure the following settings are correct.
  1430.  
  1431. In the Program sheet of MS-DOS Prompt Properties, make sure the "Suggest
  1432. MS-DOS mode as necessary" is checked.
  1433.  
  1434. In the Memory sheet of MS-DOS Prompt Properties, make sure all five fields
  1435. are "Auto".
  1436.  
  1437. In the Screen sheet of MS-DOS Prompt Properties, set "Usage" to Full-screen.
  1438.  
  1439. In the Misc sheet of MS-DOS Prompt Properties, uncheck the "Allow screen
  1440. saver" box, and check the "Always suspend" box.
  1441.  
  1442.  
  1443. Make sure there's enough free disk space
  1444. ----------------------------------------
  1445.  
  1446. If you get error messages like "can't lock memory" under Win 95, or if you
  1447. get other weird, inexplicable errors, make sure you haven't run out of disk
  1448. space; delete some files if necessary.  You can see how much disk space is
  1449. free by bringing up "My Computer" and clicking on the disk icon; the free
  1450. disk space will be shown at the bottom of the window.
  1451.  
  1452.  
  1453. Run fullscreen
  1454. --------------
  1455.  
  1456. Quake can run in a window under Win95--but it will run very slowly.  You are
  1457. unlikely to get satisfactory performance unless you run Quake fullscreen.
  1458. Quake normally comes up fullscreen under Win95; if you have switched it back
  1459. to windowed mode, you can get that window back to fullscreen by clicking on
  1460. it and then pressing Alt-Enter.
  1461.  
  1462.  
  1463. Shut down other applications
  1464. ----------------------------
  1465.  
  1466. Many Win95 apps and DOS apps run even when they're not the foreground
  1467. application.  Such applications contend for system resources such as memory,
  1468. processor cycles, and sound hardware.  If Quake seems to be running choppily,
  1469. if sound is garbled, or if the disk is going all the time, try shutting down
  1470. whatever other applications you have running.  For example, some players
  1471. have reported that Quake does not run as well when the Office shortcut bar
  1472. is running.
  1473.  
  1474.  
  1475. Restore the palette if it gets garbled
  1476. --------------------------------------
  1477.  
  1478. Under Win 95, the palette occasionally gets messed up when switching from
  1479. Quake to the desktop and back again.  You can restore the palette by
  1480. bringing down the console (either press tilde ('~'), or press Esc to bring
  1481. up the menu, select Options, and select Console... from the Options menu),
  1482. and typing bf and pressing the enter key, to generate a background flash,
  1483. which sets the palette.  Press Esc to exit the console.  Alternatively,
  1484. setting the screen brightness, either from the Options menu or via the
  1485. gamma console command, sets the palette.
  1486.  
  1487.  
  1488. Avoid the system key
  1489. --------------------
  1490.  
  1491. Under Win 95, if the system key (the key with the Win 95 flag on it) is
  1492. pressed while Quake is running fullscreen in a VESA mode, Win 95 may be
  1493. unable to switch back from the desktop to Quake, in which case it will
  1494. notify you of this, then terminate the Quake session.  This is a quirk
  1495. of Win 95, and there is no workaround other than not to press that key
  1496. or not to use VESA modes.  (Some people go so far as to remove the system
  1497. key from their keyboard.)  Switching away from Quake with Alt-Enter,
  1498. Ctrl-Esc, Alt-Tab, or Alt-Spacebar all work fine.
  1499.  
  1500.  
  1501. Give Quake more and/or locked memory
  1502. ------------------------------------
  1503.  
  1504. By default, Quake tries to allocate 8 Mb of unlocked memory for heap space
  1505. under Win 95.  More memory helps Quake run faster; you can allocate more
  1506. memory for Quake under Win95 by setting the command-line switch
  1507.  
  1508. -winmem x
  1509.  
  1510. where x is the number of megabytes to allocate for Quake.  If there's enough
  1511. memory in the system, the larger the number, up to about 16, the better the
  1512. performance.  If, however, there isn't enough memory in the system, or many
  1513. other applications are running, the larger number can just cause Quake to
  1514. page to disk a lot, and can actually slow performance considerably.  Also,
  1515. higher numbers can also cause Win 95 to take longer to start Quake and take
  1516. longer to return to the desktop afterward.  If you have 32 Mb or more in your
  1517. machine, -winmem 16 should provide the best performance for Quake.  If you
  1518. have less than 32 Mb, or a lot of applications running, then you will have
  1519. to experiment to find the best amount of memory to allocate for Quake.
  1520.  
  1521. You may optionally instruct Quake to lock itself in memory by using the
  1522. command-line switch
  1523.  
  1524. -winlock
  1525.  
  1526. so it won't get paged out by other applications.  This can avoid hitches when
  1527. parts of Quake get paged into and out of memory, and thus provide a smoother
  1528. playing experience.  On the other hand, it can cause Quake to take longer to
  1529. start, and can make the return to the desktop take longer when Quake ends,
  1530. because Quake has been hogging a lot of memory.  It is even possible, if most
  1531. of the memory in the system is locked by Quake, that it will take many
  1532. minutes to switch back to the desktop while Quake is running, so the system
  1533. will effectively be nearly frozen.  Therefore, use -winlock with caution;
  1534. Quake is not as well-behaved a Win95 citizen when -winlock is specified, and
  1535. does not share resources particularly well.
  1536.  
  1537. -winmem can be used in conjunction with -winlock; if -winmem specifies more
  1538. memory than is available to be locked, then Quake will lock as much memory
  1539. as possible.  Being too aggressive about how much memory is locked can
  1540. actually slow Quake performance, because unlocked parts of the system like
  1541. system CD and sound code and data can then be forced to page, so if you do
  1542. lock memory, you will have to experiment to find the sweet spot, unless you
  1543. have 32 Mb or more of memory.
  1544.  
  1545. -winlockunlock can be specified as an alternative to -winlock, to tell Quake
  1546. to lock its memory when it starts, then immediately unlock it.  The
  1547. advantages of doing this are: 1) it forces all of Quake's pages into memory,
  1548. so no pages should need to be brought in as Quake runs, making for smoother
  1549. running at the start, and 2) it enables Quake to determine whether the
  1550. specified amount of memory (if -winmem is also specified) is available in the
  1551. machine, so you can be sure Quake won't try to allocate more heap space than
  1552. the the amount of physical memory that's actually available.  Like -winlock,
  1553. -winlockunlock causes Quake to take quite a bit longer to start up, but it
  1554. has the advantage of making Quake a good Win95 citizen if you need to switch
  1555. back to the desktop, or have other apps running.
  1556.  
  1557. In general, Quake will run fine without any of the -winxxx switches, but you
  1558. may find that one or more of them--particularly -winmem if you have more than
  1559. 16 Mb--helps Quake performance on your machine.
  1560.  
  1561. None of this is an issue under DOS itself (as oppsed to a DOS box under
  1562. Win95), because Quake just uses all the memory in the machine under DOS.
  1563.  
  1564. By default, Quake tries to allocate 8 Mb of unlocked memory for heap space
  1565.  
  1566.  
  1567. Watch out for limbo subsystems
  1568. ------------------------------
  1569. Microsoft's File and Print sharing and IPX protocol stack have both been
  1570. known to cause strange problems when they are in a limbo state.  The limbo
  1571. state is seems to be an uninstall that did not complete succesfully.  Both
  1572. of these cause poor network play performance. If you are experiencing
  1573. severe lag, check the File and Print services.  If you the warning "IPX
  1574. driver send failue: 04", check the IPX protocol stack.  They need to be
  1575. either completely installed or removed; the problems only occur when they
  1576. get into this strange semi-installed state.
  1577.  
  1578.  
  1579. ==========================================
  1580. ==        Key Binding and Aliases       ==
  1581. ==========================================
  1582.  
  1583. Pressing the tilde key ("~") will bring down the console (pressing the
  1584. tilde key or ESC while in the console will close the console). From the
  1585. console you can adjust your player controls, this is done by "binding"
  1586. keys to commands.  The format for binding keys is as follows:
  1587.  
  1588. bind <key> <command>
  1589.  
  1590. Where <key> is a valid key control and <command> is a valid quake command.
  1591.  
  1592. Example:
  1593. To bind the j key to the 'jump' command, you would type:
  1594. bind j +jump                   
  1595. and press enter.
  1596.  
  1597. Non-printable keys such as 'page up' and buttons from the mouse/joystick are
  1598. bound in the same manner as printable characters. A list of bindable keys can
  1599. be found at the end of this file.
  1600.  
  1601. Example:
  1602. To bind the page up key to the 'jump' command, you would type:
  1603. bind pageup +jump
  1604. and press enter.
  1605.  
  1606. To bind the right mouse button to the attack command, you would type:
  1607. bind mouse2 +attack
  1608. and press enter.
  1609.  
  1610. The alias command is used to create a reference to a command or list of
  1611. commands.  When aliasing multiple commands, or commands that contain
  1612. multiple words (such as "fraglimit 50"), you must enclose all the commands
  1613. in quotation marks and separate each command with a semi-colon.
  1614.  
  1615. Example of an alias that changes some Deathmatch server parameters:
  1616.  
  1617. alias net_game "hostname my_server ; fraglimit 15 ; timelimit 15"
  1618. bind INS net_game
  1619.  
  1620. Once the server is spawned (you must be the one running the -listen server),
  1621. you just push the Insert key to set the hostname, frag limit and time limit
  1622. of the server. So now the first person to 15 frags, or with the one with the
  1623. most frags in 15 minutes, wins.
  1624.  
  1625. Another example would be to change to the Rocket Launcher, fire one rocket,
  1626. and change back to the Double Barrel Shotgun, when you press the "," key:
  1627.  
  1628. alias rl_dbsg "impulse 7 ; +attack ; wait ; -attack ; impulse 3"
  1629. bind , rl_dbsg
  1630.  
  1631. Aliasing is very powerful, allowing you great flexibility, so you should
  1632. experiment by aliasing different commands in various ways.
  1633.  
  1634. A list of common commands can be found in the next section.
  1635.  
  1636.  
  1637. ==========================================
  1638. ==    Quake Keys and Common Commands    ==
  1639. ==========================================
  1640.  
  1641. The following keys can be bound:
  1642.  
  1643. A-Z                     0-9
  1644. *F1-F12                 *TAB
  1645. ENTER                   SPACE
  1646. BACKSPACE               UPARROW
  1647. DOWNARROW               LEFTARROW
  1648. RIGHTARROW              ALT
  1649. CTRL                    SHIFT
  1650. INS                     DEL
  1651. PGDN                    PGUP
  1652. HOME                    END
  1653. PAUSE                   SEMICOLON
  1654.  
  1655. MOUSE1 (mouse button 1)
  1656. MOUSE2 (mouse button 2)
  1657. MOUSE3 (mouse button 3)
  1658.  
  1659. *~ (tilde)
  1660.  
  1661. * Can only be bound on the command line or in a .cfg file.
  1662.  
  1663. The ESC key cannot be bound.
  1664.  
  1665.  
  1666. ==========================================
  1667. ==         Making a Config File         ==
  1668. ==========================================
  1669.  
  1670. The commands (bindings and aliases) discussed above can be included into a
  1671. file containing all of your personal configurations, known as a "config"
  1672. file.  This file can then be loaded during game play to enable all your
  1673. personal bindings and settings.
  1674.  
  1675. To do this, use your favorite editor to create a new file, such as
  1676. "fragmstr.cfg".  Your .cfg file MUST be located in the quake\id1 directory
  1677. or quake won't find it.  Then after launching Quake, you would type "exec
  1678. fragmstr.cfg" and press enter, from the console.  You can also exec you .cfg
  1679. file from the DOS command prompt by typing "quake +exec fragmstr.cfg".
  1680. When you exec a config file, it is the same as typing all the lines in your
  1681. config file into the console, only Quake does it for you.  Here is an
  1682. example config file (c:\quake\id1\bear.cfg) and the meaning of all the
  1683. bindings, aliases and settings:
  1684.  
  1685. -------------------------------cut here-------------------------------------
  1686. name player1            // Sets player name to player1 (lets your opponent
  1687.                         // know who fragged them)
  1688.  
  1689. sensitivity 4           // Sets the mouse sensitivity to 4
  1690.  
  1691. scr_conspeed 5000       // Sets the console raise/lower speed
  1692.  
  1693. lookspring 0            // Sets Mouse Look Spring to 0 (0=keep looking,
  1694.                         // 1=spring back, when mouse button is released)
  1695.  
  1696. vid_mode 10             // Sets Video Mode to mode 10 (360X480 resolution)
  1697.  
  1698. gamma .8                // Sets Gamma Correction to .8 (<1=Lighter, 1=normal
  1699.                         // and >1=darker)
  1700.  
  1701. viewsize 70             // Sets the Screen View size to 70 degrees
  1702.  
  1703. bind mouse1 +forward    // Binds the left mouse button to Move Forward
  1704.  
  1705. bind mouse3 +attack     // Binds the middle mouse button to Fire
  1706.  
  1707. bind mouse2 +mlook      // Binds the right mouse button to Mouse Look
  1708.  
  1709. bind HOME "save bear1"  // Binds the Home Key to quick save, saves to
  1710.                         // bear1.sav
  1711.  
  1712. bind ENTER +showscores  // Binds the Enter key to show Deathmatch Scores
  1713.  
  1714. bind SHIFT +speed       // Binds the Shift key to Run
  1715.  
  1716. bind CTRL +jump         // Binds the Control key to Jump
  1717.  
  1718. bind ; +mlook           // Binds the ; key to Mouse Look also
  1719.  
  1720. bind . +moveleft        // Binds the . key to Strafe Left
  1721.  
  1722. bind / +moveright       // Binds the / key to Strafe Right
  1723.  
  1724. color 3 4               // Makes Uniform Top green and Pants Red for Net play
  1725.  
  1726. alias rl_dbsg "impulse 7 ; +attack ; wait ; -attack ; impulse 3"
  1727.  
  1728. bind , rl_dbsg          // Aliases single rocket attack command and binds
  1729.                         // it to the ',' key.
  1730. -------------------------------cut here-------------------------------------
  1731.  
  1732.  
  1733. ==========================================
  1734. ==                Demos                 ==
  1735. ==========================================
  1736.  
  1737. The standard Demos
  1738. ------------------
  1739.  
  1740. Quake has 3 standard demos that start playing when you first run the game.
  1741. It will cycle through these demos until you start or join a game.
  1742.  
  1743. Recording a Demo
  1744. ----------------
  1745. "record <demoname> <map> [track]"  This starts up level <map> and begins
  1746. recording a demo into a file name <demoname>.dem.  You can specify the
  1747. optional <track> to choose a background music from the CD, otherwise the
  1748. default selection for that map will be played.
  1749.  
  1750. Playing a Demo
  1751. --------------
  1752. "playdemo <demoname>"  This command will open the file <demoname>.dem and
  1753. play the demo.
  1754.  
  1755. How to not play the standard demos at startup
  1756. ---------------------------------------------
  1757.  
  1758. So you've seen the Necropolis demo 10 billion times now and really don't
  1759. ever want to see it again?  Here's how.
  1760.  
  1761. The easy way is to start Quake with a "+map" command.  You could do
  1762. "quake +map start" and you'll start on the single player start level.
  1763. Or you could do "quake +map nonsense" and you'll wind up at the Quake
  1764. console since there is no map named nonsense.  You can accomplish the
  1765. same thing with a "+connect" too.   "+connect" by itself will look for
  1766. Quake servers on the local network, "+connect 192.12.34.56" or
  1767. "+connect host.timbuktu.edu" will try to connect the the specified
  1768. Quake server.
  1769.  
  1770. There is another way to not show the demos; one that also keeps your
  1771. customizations in a seperate directory from the data files in the
  1772. Quake distribution.
  1773.  
  1774. Do this in the quake directory (the directory where you installed Quake;
  1775. where you find "quake.exe" and "the id1" directory).  Create a file named
  1776. "quake.rc".  Its contents should be:
  1777.  
  1778. exec default.cfg
  1779. exec config.cfg
  1780. exec autoexec.cfg
  1781. stuffcmds
  1782. menu_main
  1783.  
  1784. Create a batch file to run Quake in the quake directory.  "Q.BAT" is a good
  1785. name. It's contents should be:
  1786.  
  1787. quake -game . %1 %2 %3 %4 %5 %6 %7 %8 %9
  1788.  
  1789. If you normally use the Q95 batch file, just add the "-game ." part to
  1790. that file.
  1791.  
  1792. Now you can run "q" and quake will start off with the main menu displayed
  1793. instead of running the demos.
  1794.  
  1795. You can also make a seperate subdirectory for this if you'd like.  For
  1796. example, make a directory named "mine" in the quake directory.  Create
  1797. the "quake.rc" file as specified above in this directory.  Use
  1798. "-game mine" instead of "-game ." in your batch file.
  1799.  
  1800. Important note:  The directory specified by "-game" is where Quake will
  1801. look for config.cfg, load and save games, and record and play
  1802. demos.
  1803.  
  1804.  
  1805. ==========================================
  1806. ==         Reporting Quake Bugs         ==
  1807. ==========================================
  1808.  
  1809. How to use the bug report:
  1810.  
  1811. Where to send bug reports:
  1812. E-mail  : support@idsoftware.com
  1813. FAX     : 214-686-9288
  1814.  
  1815. There are two sections of information - primary and secondary.
  1816.  
  1817. Primary information contains information such as date, your name, e-mail
  1818. address, etc.  Secondary information is actual bug information. There are
  1819. a few different sections depending on what type of bug you revieced
  1820. (sound, video, etc). Only fill out and include information from the section
  1821. related to the type of bug you received.
  1822.  
  1823. If possible, start Quake with the "-condebug" command line parameter
  1824. and try to reproduce the bug. Attach the "qconsole.log" file found in the
  1825. "id1" directory to the end of the bug report. If the bug is sound related,
  1826. while in Quake, execute the SOUNDINFO and SBINFO (DOS only) commands from
  1827. the console.
  1828.  
  1829. Please attach a copy of your CONFIG.SYS and AUTOEXEC.BAT file to the end of
  1830. the report.
  1831.  
  1832. Bugs submitted properly with this form will get attention.
  1833. Unformatted ones sent to personal accounts will be ignored.
  1834. If you see problems, please take the time to do this.
  1835.  
  1836. If you do not have all of the information requested in the form,
  1837. don't worry. Send what you do have.
  1838.  
  1839. Please include the version #. THe version # for Quake can be found in the
  1840. lower right hand corner of the console. To bring up the console, press the
  1841. tilde ('~') key. Press tilde ('~') again or ESC to exit.
  1842.  
  1843. -------------------------------cut here-------------------------------------
  1844.  
  1845.  
  1846. ============================================================================
  1847. ==              Quake Bug Report - Primary information                    ==  
  1848. ============================================================================
  1849.  
  1850. Date:  
  1851. Name:  
  1852. Phone number:  
  1853. E-mail address:  (please include this, we redirect tons of mail)
  1854. Game Title:  
  1855. Version #:
  1856. Operating system (i.e., DOS 6.0 or Windows 95):
  1857. Computer type:  
  1858. BIOS date:
  1859. BIOS version:
  1860. Processor type:  
  1861. Processor speed:  
  1862. Do you program at school/work?
  1863. Do you provide tech. support at school/work?
  1864. Please state the problem you encountered:
  1865. Please state how to reproduce the problem:
  1866.  
  1867. If program crashed with nasty undecipherable techno-garbage, please
  1868. look for the eight-digit hex number which comes after "eip="
  1869. and write it down here:
  1870.  
  1871.  
  1872. ============================================================================
  1873. ==              Quake Bug Report - Secondary information                  ==
  1874. ============================================================================
  1875.  
  1876. ------------------------------ Video Related ------------------------------
  1877.  
  1878. Video Card Manufacturer:
  1879. Video Card Model:
  1880. Chipset Used:
  1881. BIOS Date:
  1882. (If using UniVBE, The above information can be found by running uvconfig)
  1883.  
  1884. Did the problem occur while in a VESA mode?
  1885.  
  1886. If so, what is the VESA driver and version?  (eg., UniVBE 5.1a,
  1887. built into board BIOS, or manufacturer provided TSR)
  1888.  
  1889. ------------------------------ Sound Related ------------------------------
  1890.  
  1891. Audio card brand and model:  
  1892.  
  1893. If DOS or a DOS box, please run the command "set > set.txt" then
  1894. attach "set.txt" to the end of the report.
  1895.  
  1896. ----------------------------- Network Related -----------------------------
  1897.  
  1898. What type of network connection was established when the error occurred?
  1899. (modem, nullmodem, or network)
  1900. If modem, Modem brand and model:
  1901.  
  1902. If network, Network card brand and model:
  1903.             Network protocol/configuration:  
  1904.  
  1905. ---------------------------------------------------------------------------
  1906.  
  1907.  
  1908.  
  1909.  
  1910.  
  1911.  
  1912.  
  1913.                                                                          
  1914.