From 60c704bfca40317f8074106cfa2d988f85d08667 Mon Sep 17 00:00:00 2001 From: Joseph Carter Date: Sat, 1 Jan 2000 19:51:56 +0000 Subject: [PATCH] Missed one. --- doc/standalone/data/TECHINFO.TXT | 1913 ------------------------------ 1 file changed, 1913 deletions(-) delete mode 100644 doc/standalone/data/TECHINFO.TXT diff --git a/doc/standalone/data/TECHINFO.TXT b/doc/standalone/data/TECHINFO.TXT deleted file mode 100644 index f2e33db..0000000 --- a/doc/standalone/data/TECHINFO.TXT +++ /dev/null @@ -1,1913 +0,0 @@ -Welcome to the Quake Technical Information file! - -TABLE OF CONTENTS ------------------ -Introduction to the Console.............. -Video Subsystem Documentation............ -Sound Subsystem Documentation............ -CD Audio Subsystem Documentation......... -Network Subsystem Documentation.......... -Modem Strings............................ -Win95 Documentation...................... -Key Binding and Aliases.................. -Quake Keys and Common Commands........... -Making a Config File..................... -Demos.................................... -Reporting Quake Bugs..................... - - -========================================== -== Introduction to the Console == -========================================== - -Throughout this document, examples of commands are given, all of which -are typed in at the console. To bring up the console, press the tilde ('~') -key or press ESC to bring up the menu, select Options, and select Console... -from the options menu. To exit the console, press ESC. - -The console provides a way to change console variables and also accepts -commands that change game settings such as movement keys, video mode, as -well as providing an interface for key binding and command aliasing (more -on that later). - -The console also has a command history with which you can browse through -previous commands. Use the up and down arrows to navigate through the -command history and press to re-issue a command. - -Partially typing a command and then pressing the TAB key will complete the -currently typed text with the first matching console variable or command. -(Yes, this is a good way to look for console commands.) - -To review previous actions by page, use the PGUP and PGDN keys. - - -========================================== -== Video Subsystem Documentation == -========================================== - -The Video Modes menu --------------------- - -Video modes can most easily be selected from the the Video Modes menu, which -is brought up by selecting the Video Options choice in the Options menu. -All the resolutions that Quake can support on the current computer are -displayed. - -Please note that higher-resolution modes require correspondingly more -system memory in order for Quake to run, and that some high-resolution -modes may not be available when running Quake on 8 Mb machines. Such -modes are not listed in the Video Modes menu. Please do not report -video modes that do not appear in the Video Modes menu as bugs; either -those modes are not supported by your video adapter, or there is not -enough system memory for Quake to support those modes. - -The video modes listed in the Video Modes menu can be tested, set, and made -the default mode for Quake from the Video menu, as follows: - -* The arrow keys can be used to move the blinking indicator to any of the -modes listed in the Video menu. - -* Pressing the 'T' key tests the mode the blinking indicator points to, by -setting the mode, leaving it set for 5 seconds, and returning to the previous -mode. This lets you verify that your computer does in fact support that -mode. We highly recommend that you always test modes with 'T' before setting -them -permanently by pressing the Enter key, in case some sort of hardware or -software glitch causes a mode to function incorrectly and produce a garbled -screen. It is unlikely but possible that testing or setting a mode will -cause your computer to hang or crash; if this happens, there is a serious -hardware or software bug, and you should not attempt to select that mode -again. - -* Pressing the Enter key sets the mode the blinking indicator points to, -leaving it set so Quake will then run in that mode. We suggest that you -test a mode by pressing the 'T' key before setting it by pressing the Enter -key. Note that a selection made with the Enter key remains in effect only -until Quake is exited (or a new mode is set). You must explictly make a mode -the default mode by pressing the 'D' key in order to automatically set that -mode when you start Quake up in the future. - -* Pressing the 'D' key makes the current mode the default mode that Quake -starts up with. Note that the current mode is the mode that's displayed in -white in the mode list, not necessarily the mode that the blinking indicator -points to. The current default mode is listed in the description of the 'D' -key at the bottom of the Video Modes menu. - -* Pressing Esc exits the Video Modes menu. - -Please see "Bug Reporting," below, for information on how to report any -problems you encounter. - - -Video modes from the console: Quick start ------------------------------------------- - -More comprehensive but more complex video control is available through the -Quake console. This section describes the commands necessary to perform -basic mode setting through the console (this is similar to what can be -accomplished through the Video Modes menu), and following sections describe -console video control in detail. - -To see all the video modes that are available, bring up the console (either -press tilde ('~'), or press Esc to bring up the menu, select Options, and -select Console... from the Options menu). - -From the console, type vid_describemodes to see all available modes. -Type vid_mode to set a mode, where is the mode number -listed for the desired mode by vid_describemodes. Higher-resolution modes -generally require more extra system memory in order to run, and many are -not available in 8 Mb systems; modes that are supported by the video -adapter but are currently unavailable due to system memory limitations -will still show up in -the mode list from vid_describemodes, but will -have "**" in place of a mode number. (Such modes will not show up at -all in the Video Modes menu.) If you try to set a mode for which -there is insufficient system memory, you will receive a message to that -effect, and the video mode will remain unchanged. - - -More detail ------------ - -This version of Quake supports software drawing in a variety of -video modes. It does not support any 3-D hardware accelerators. -Video modes that are built into Quake are: - -320x200, 360x200, 320x240, 360x240, 320x350, 360x350, 320x400, -360x400, 320x480, 360x480 - -However, the higher-resolution modes on this list require additional -memory, and may not be available in 8 Mb systems. - -In addition, all VESA 2.0 256-color linear framebuffer modes -supported by the video adapter are supported. Further information -about VESA 2.0 is provided below. - - -Video mode reporting and selection ----------------------------------- - -Quake assigns each available video mode a mode number, which can -then be used to query information about the mode or to select the -mode. The first 11 mode numbers are always as follows: - -0: 320x200 -1: 320x200 -2: 360x200 -3: 320x240 -4: 360x240 -5: 320x350 -6: 360x350 -7: 320x400 -8: 360x400 -9: 320x480 -10: 360x480 - -You will notice that modes 0 and 1 are both 320x200; mode 1 is a -Mode X-style version, which may someday allow support of page -flipping for cleaner graphics, but right now it's just slower with -no advantages, so use mode 0 for 320x200 resolution. Modes 2-10 -are all higher resolution than mode 0, and look very nice, but are -also all slower than mode 0. Mode 0 is the fastest of the 11 -built-in modes. - -In addition to the built-in modes, Quake checks for the presence -of a VESA version 2.0 driver. If such a driver is detected, the -driver is queried for all 8-bit-per-pixel linear framebuffer (LFB) -modes that are supported; also, if no LFB 320x200 mode is available, -a banked 320x200 VESA mode is queried for. All such modes are added -to the mode list starting at mode 11. The available modes will vary -depending on adapter, graphics chipset, amount of video memory, and VESA -2.0 - driver. The higher the resolution, the lower the performance, and -the -higher-resolution modes will often be too slow for good gameplay -on most machines. (Also, higher-resolution modes often need more memory -than is available in an 8 Mb system.) The screen can be sized down to -improve performance in higher-resolution modes, but then of course the -effective resolution of Quake is reduced. - -At the same resolution, VESA LFB modes are often faster than the non-VESA -modes 0-10, because adapters often have faster memory access in LFB modes. - -If a given VESA mode can support page flipping, then it defaults to page- -flipped operation. A VESA mode can be forced to non-page-flipped operation -by setting the vid_nopageflip console variable to 1, then setting the mode - -(note that vid_nopageflip takes operation on the next, not the current, mode -set, and note that it then stays in effect permanently, even when Quake is -exited and restarted, unless it is manually set back to 0). If there is not -enough memory for two pages in a VESA mode, or if the -adapter doesn't support page flipping, then the mode will automatically -be non-page-flipped. Page flipping can have higher visual quality, but may -be either faster or slower, depending on the graphics adapter and other -hardware. (See the discussion of the Pentium Pro, below, for a -discussion of why page flipping can be faster but is sometimes much slower -on that processor.) Page-flipped modes use less system memory than non- -page-flipped modes. - -Quake's VESA support, including VESA driver detection, can be disabled by -using the -stdvid command-line switch, and can also be disabled, along with -sound, network, and other hardware support, by the -safe command-line switch. - -The maximum resolution supported by Quake is 1280x1024. Modes with higher -resolutions will not be reported by vid_describemodes, and cannot be set. - -There is no support for any 3-D accelerator boards in this version of Quake. -Coming soon. - -Quake always starts up in mode 0, and modes 0-10 are always available, given -enough system memory. - - -A note on modes reported in the Video Modes menu ------------------------------------------------- - -The vid_describemodes console command lists all modes with -resolution less than or equal to 1280x1024 that are -supported by the video adapter, although modes for which there -is not enough system memory have "**" for the mode number. VGA, -Mode X-style, and VESA 2.0 modes are listed separately, so a -single resolution can be listed as many as three times, once for -each hardware mode that supports it. For example, mode 0 is -VGA mode 0x13, which supports 320x200 resolution, and mode 1 is -320x200 Mode X-style mode. Quake looks identical in both -modes, although it usually runs faster in mode 0. - -The Video Modes menu is much simpler. Only modes with resolution -less than or equal to 1280x1024 that are both supported by the -hardware and for which there is sufficient system memory are -listed. Further, a given resolution is listed only once. If a -given resolution is available in multiple hardware modes, then -selecting that resolution will select the appropriate hardware mode -as follows: - -If the mode is 320x200, then VGA mode 0x13 is selected, and -equivalent Mode X and VESA modes are ignored; - -Otherwise, the VESA version of the mode is used. - -You can always see what video mode is selected from the console by typing -the command: - -vid_mode - -command. - -None of this has any effect on selecting modes through the -console, where all the different versions of each mode are -listed, and the desired version can be selected by using the -appropriate mode number. - - -How to get VESA 2.0 support ---------------------------- - -Some video adapters have VESA 2.0 support in ROM. Other video -adapters come with loadable VESA 2.0 TSRs. In the absence of either -of these, UniVBE, a shareware product from SciTech, provides VESA 2.0 -support for most video adapters. The latest version of UniVBE can be -obtained from the following locations: - -www: http://www.scitechsoft.com -ftp: ftp.scitechsoft.com -CIS: GO SCITECH -AOL: Keyword SciTech - -SciTech can be contacted at: - -email: sales@scitechsoft.com - -SciTech Software -5 Governors Lane, Suite D -Chico, CA -95926-1989 - -The current version at this writing is UniVBE 5.2. This version -supports many more adapters than previous versions, and adds -a number of useful low- and medium-resolution modes, such as 400x300 -and 512x384. - - -Video-related commands ----------------------- - -vid_describecurrentmode - lists the description for the current video mode. - -vid_describemode - lists the description for the specified video mode, where is as - reported by vid_describemodes. - -vid_describemodes - lists descriptions for all available video modes. - -vid_mode - sets the display to the specified mode, where is as reported by - vid_describemodes. - -vid_nopageflip <1|0> - when set to 1, VESA mode sets will always select non-page-flipped - operation. When set to 0, VESA mode sets will select page-flipped - operation whenever possible. All non-VESA modes are always - non-page-flipped. The setting of vid_nopageflip is remembered - when Quake is exited (by being saved in config.cfg), and is reloaded - when Quake is restarted, so once vid_nopageflip is set to 1, all - VESA modes set in all Quake sessions after that point be will non-page- - flipped until vid_nopageflip is set to 0. Note that setting this - variable doesn't affect whether the current video mode is page-flipped, - but rather whether page-flipping can be used by future mode sets. - -vid_nummodes - reports the total number of modes available. - -vid_testmode - tries to switch Quake to the specified mode, then returns to the current - mode after 5 seconds. This allows you to try an untested mode without - ending up with a black screen if, for example, the monitor can't display - the mode properly. There may still be instances in which, due to VESA - driver or hardware bugs, the machine will hang in certain modes; - vid_testmode can't recover from these situations, but it can recover - from a blank or scrambled screen. - -vid_wait - sets the type of waiting that the video adapter should do, as follows: - 0: no waiting - 1: wait for vertical sync active - 2: wait for display enable active - -The default state of vid_wait depends on the video mode selected. -(_vid_wait_override can force vid_wait to 1, wait for vertical -sync; see the description of _vid_wait_override below.) -In built-in modes 0-10, the default is always 0, no waiting. You -can set vid_wait to 1 (wait for vertical sync) to eliminate shear -and tearing in these modes (so partially-completed frames are never -drawn, resulting in a rock-solid image). However, waiting for -vertical sync can result in substantial performance loss. - -In VESA modes, if the adapter is VGA compatible and there's enough -memory for three video pages, then triple-buffering is enabled and -vid_wait is set to 2, wait for display enable. There is little -performance loss to this sort of waiting. If the adapter is not -VGA compatible, or if there's only enough memory for double-buffering, -then vid_wait is set to 1 (wait for vertical sync). This can cause -significant loss of performance, but some sort of wait is generally -necessary to avoid occasional glitching of the screen when -page-flipping; we always choose the lowest-cost wait option that -seems to be safe to use. If there's only enough memory for one -page, or if vid_nopageflip 1 is in effect, then vid_wait is set to 0 -(no wait). As with modes 0-10, vid_wait 1 can be used to eliminate -shear, but at a performance cost. - -We have encountered problems with a few adapters in VESA modes when -vid_wait is set to 2 (wait for display enable). Apparently some adapters -just toggle display enable all the time, rather than only when pixels -are being sent to the screen; this can cause occasional glitches in -which the screen image jumps for one frame. You can fix this by -setting vid_wait to 1 (wait for vertical sync). We would have made -vid_wait 1 the default, but it's slower, and vid_wait 2 works on most -machines. - -The default setting for vid_wait can be changed from the console -at any time. If you are in a VESA mode that waits for vertical -sync and want to turn it off to get a speed-up, you can do so. -However, changing a vid_wait 1 default in a VESA mode may result -in problems. If vid_wait defaults to 1 (wait for vertical sync) -in a mode, and you force it to 2 (wait for display enable), the -machine may hang, because some VGA-incompatible adapters, such as -some ATI Mach64s, don't support the display enable status. If you -force vid_wait to 0 (no wait), then the screen may glitch periodically -if the page flips at a time that results in a bad flip address, -although some adapters work fine with no wait at all. - -If you force a new setting for vid_wait and encounter problems, DO -NOT send us a bug report! - -_vid_wait_override <1|0> - can be used to force wait for vertical sync in all modes. When - _vid_wait_override is set to 0, the type of waiting, if any, for - each video mode that's set thereafter is automatically set to - what appears to be the fastest safe state. However, it is - possible in some cases that automatic setting may result in some - screen glitching, and it is also true that shear can be - eliminated by waiting for vertical sync (although at a cost in - performance), so it may be desirable in some cases to override - the automatic wait selection and always wait for vertical sync. - This can be done by setting _vid_wait_override to 1. Once set, - this remains in effect through all succeeding mode sets, even - when Quake is exited and re-entered; the only way to keep Quake - from waiting for vertical sync once _vid_wait_override is set to - 1 is to set _vid_wait_override to 0. Note that changing - _vid_wait_override doesn't affect the current mode, but rather - takes effect on the next mode set. _vid_wait_override is initially - set to 0. - -_vid_default_mode - can be used to force Quake to start up in a particular mode. - The easiest way to select a default mode is by pressing the - 'D' key in the Video Modes menu, but you can alternatively - use _vid_default_mode to specify the mode in which you want - Quake to start up in future Quake sessions. _vid_default_mode - is initially set to 0. - - -Higher-quality perspective texture mapping ------------------------------------------- - -For maximum speed, perspective correction is performed only every 16 -pixels. This is normally fine, but it is possible to see texture ripples -in surfaces that are viewed at sharp angles. For more precise texture -mapping, set the console variable d_subdiv16 to 0. Doing this will result -in somewhat slower performance, however, and the difference in visual -quality will not normally be noticeable. - - -Known video problems and workarounds ------------------------------------- - -If you think you've encountered a bug, see "Bug Reporting," below. -As a general rule, go back to mode 0 if you have problems; mode 0 -should work properly in all cases. - -On some ATI Mach64 adapters, the palette is sometimes too dark in -some VESA modes, and is tinted oddly (too red, for example) in other -modes. The workaround is to use different modes, or modes 0-10. - -In modes 0-10, shear and tearing can occur as partially finished -frames are displayed. Workaround: set vid_wait to 1 (wait for -vertical sync); this can result in a substantial performance loss, -however. An alternative is to use a page-flipped VESA mode. - -In page-flipped VESA modes, occasional glitched frames may occur with some -VESA driver-hardware combinations. Workaround: set vid_wait to 1 (wait -for vertical sync) (you can set _vid_wait_override to 1 to make waiting -for vertical sync permanent for future Quake sessions), or use a different -mode. - -The VESA video drivers that come with some video adapters don't -support low-resolution modes such as 320x200; often, -nothing lower than 640x400 is supported. For example, -this is the case with some ATI adapters. There's nothing -Quake can do to provide low-resolution VESA modes in these -cases, because Quake simply supports whatever modes the VESA -driver chooses to report as supported. Unfortunately, 640x400 -is too high a resolution for really good performance unless you -have a very fast Pentium or a Pentium Pro, so on machines with -this sort of adapter, the VESA modes aren't very usable. -Workaround: Use UniVBE 5.2, which supports low-resolution modes -on a wide variety of adapters. Note that a few adapters simply can't -support low-resolution modes, in which case you'll have to stick with -the low-resolution VGA and Mode X modes that are built into Quake, -which run fine but may be somewhat slower than VESA modes. - -A few video adapters are almost but not fully VGA compatible, because -they don't support some unusual VGA video modes. In particular, a few -adapters don't support the 360-wide Mode X-style video modes that are -build into Quake (modes 2, 4, 6, 8, and 10), and display garbage in those -modes. Workaround: use different modes, such as 0, 3, 5, 7, 9, or any -VESA modes that are available. - -Under Win 95, the palette occasionally gets messed up when switching from -Quake to the desktop and back again. You can restore the palette by -bringing down the console (either press tilde ('~'), or press Esc to bring -up the menu, select Options, and select Console... from the Options menu), -and typing bf and pressing the enter key, to generate a background flash, -which sets the palette. Press Esc to exit the console. Alternatively, -setting the screen brightness, either from the Options menu or via the -gamma console variable, sets the palette. - -Under Win 95, if the system key (the key with the Win 95 flag on it) is -pressed while Quake is running fullscreen in a VESA mode, Win 95 may be -unable to switch back from the desktop to Quake, in which case it will -notify you of this, then terminate the Quake session. This is a quirk -of Win 95, and normally there is no workaround other than not to press -that key or not to use VESA modes. (Some people go so far as to remove -the system key from their keyboard.) However, you can -disable the system key for Quake with the following utility: - -http://www.microsoft.com/windows/download/doswinky.exe - -Switching away from Quake with Alt-Enter, Ctrl-Esc, Alt-Tab, or -Alt-Spacebar all work fine (except that if you disable the system key -with doswinky.exe, Ctrl-Esc will also be disabled). - - -Performance ------------ - -Quake's graphics should be adequately fast in mode 0 (320x200) on all -Pentium-class machines. If you feel Quake is running slowly, set the -showturtle console variable to 1; you will then see a turtle icon -appear in the upper left corner of the screen if the frame rate drops -below 10 frame/second. If you are getting the turtle, you are probably -not getting great gameplay. Performance can be improved in several ways: - -* size down the screen with the minus key - -* select a lower-resolution mode, if possible - -* use a VESA mode - -* if you're using a VESA mode and vid_wait is set to 1 (wait for -vertical sync) by default (you can check by typing vid_wait -in the console), you can try setting vid_wait to 0 or 2, as detailed -in the discussion of the vid_wait command above. Be aware that -risks of screen glitching or hung machines are associated with -overriding a default vid_wait 1 setting in VESA modes. - -To see how exactly fast Quake is running, bring up the console and type - -host_speeds 1 - -You will see a display at the top indicating total frame time in -milliseconds, and also server, graphics, and sound frame time in -milliseconds. (Note, though, that unless you also do - -snd_noextraupdate 1 - -sound time will actually show up as graphics time. However, -snd_noextraupdate 1 can cause sound to get choppy, so it's not -generally recommended.) - -Lower numbers are better. - -Type - -host_speeds 0 - -to turn off the frame time display. - - -Pentium Pro Performance ------------------------ - -The Pentium Pro is a very fast Quake platform, but has one weak spot; it is -by default very slow on writes to video memory. This means that in default -hardware configurations, you are usually much better off setting -vid_nopageflip to 1 if you use VESA modes, so drawing is done to system -memory instead of to video memory. Remember that you must set the mode -after setting vid_nopageflip to 1 in order to get vid_nopageflip to take -effect. (vid_nopageflip can sometimes be faster on a Pentium, too, but -not by nearly as much in general, and it's often slower.) - -The Pentium Pro has some special features that are not turned on by default, -but which can help Quake performance a LOT. These features can be enabled -by John Hinkley's program FASTVID, which can be obtained from -ftp://members.aol.com/JHinkley/fastvid.zip. Performance in 640x480 -mode on a Pentium Pro/150 nearly doubled after FASTVID was run; Quake -was very playable (and looked great!) at this resolution. - -There's the usual caution with FASTVID: It could conceivably make your -system run goofily, or who knows what. FASTVID is not a product of -id Software, and id makes no guarantees regarding FASTVID. In other words, -use FASTVID at your own risk. - -************************************************************************ -IMPORTANT NOTE: FASTVID works only on Pentium Pros!!! Please do NOT -contact either John Hinkley or id with problems concerning FASTVID on -Pentium or 486 machines. -************************************************************************ - - -Video Bug Reporting -------------------- - -If you encounter a video-related bug, please fill out the form found at the -end of this file and e-mail it to support@idsoftware.com. There are several -problems that are not bugs, and shouldn't be reported, including: - -* unavailability of some VESA modes; VESA modes are only supported by -Quake if they are 8-bpp, are LFB modes (except for 320x200), and are -no greater than 1280x1024 in resolution. If you have a VESA mode -that doesn't seem to be working properly, please contact the -manufacturer; we just use the information that the VESA driver -provides us with. - -* problems that occur when you change vid_wait from a default value -of 1 (wait for vertical sync) in VESA modes - -* sluggish performance on 486s - -* the known palette problem on some Mach64s. - -* the known palette problems switching from fullscreen to the desktop and -back under Win95. - -* the known problems switching back from the desktop in VESA modes after the -system (Windows flag) key has switched from fullscreen to the desktop. - -* video modes that are not listed in the Video Modes menu, or that are not -listed or are listed with "**" in the output from vid_describemodes; such -modes are either not supported by your video adapter, or cannot be supported -by Quake in the amount of memory your system has. High-resolution modes will -often not be available in 8 Mb systems. - -* 360-wide video modes that don't work although other resolutions do work - -* lack of low-resolution VESA modes; the availability of low-resolution modes -is the responsibility of the VESA driver. UniVBE 5.2 provides low-resolution -modes on most adapters. - -Apart from these, we would very much like to hear about any video -problems you encounter. - - -========================================== -== Sound Subsystem Documentation == -========================================== - -Quake's sound subsystem works only with Sound Blaster compatible sound -cards. For Quake to get the correct settings for DMA channel and PORT -address, you must set your BLASTER environment variable (or have it set for -you with the DIAGNOSE utility in your SB16 directory). If you do not have -the BLASTER environment variable set, your sound will not work. If your -sound card supports Sound Blaster compatibility, Windows 95 should set this -variable for you. - -Note: some sound cards do not have 100% Sound Blaster compatible -hardware, but emulate the Sound Blaster interface. Such cards may -display some inconsistencies relative to an actual sound blaster. -In particular, sound may be delayed on some cards. - -Note: it is possible for sound to get choppy if the frame rate -drops to a very low level, below 5 frames a second. A frame rate -that low will not provide a good gameplay experience, so if you -do experience choppy sound, your machine is almost certainly not -fast enough to run Quake satisfactorily in general. - -If (when) you see bugs, please use the form attached to the end -of these docs to submit a bug report. - -Sound Card Command Line Options, Commands, and Variables -================================================================== - -The commands and variables below work under any operating system. -Command-Line options are typed on the command line in most any place -but only in operating systems which support command line interfaces, -like DOS's COMMAND.COM, or NEXTSTEP's or Linux's csh, sh, or bash. -For example, under DOS, the NOSOUND option would be used like this: -"C:> quake -nosound". - -Command-Line Options --------------------- - -NOSOUND - Syntax: -nosound - Description: This will prevent *any* sound code from being executed. If - you are having technical difficulty with the game and then try - running the game with this option and the problem goes away, then - the problem is probably somewhere in the sound code. - -SSPEED - Syntax: -sspeed - Description: This will ask the sound code to set the playback speed - within the constraints of the capabilities of the card. This is - 11025 Hz by default and usually from 8000 to 44100. Making this - faster requires more CPU horsepower, and has no actual benefits, - because the sounds only contain 11 KHz data. Making this slower - degrades sound quality, but improves performance and saves memory. - -Commands --------- - -SOUNDINFO - Syntax: soundinfo - Description: This prints the "portable" information on your current - audio hardware setting in the game. It specifies whether there is - stereo output (0 or 1), the number of samples in the DMA buffer, the - current sample position (changes each time you run SOUNDINFO and - ranges from 0 to the number of samples), the number of sample bits, - the submission chunk (1 in DOS or Linux w/ mmaped sound, larger in - Linux w/o mmaped sound), playback speed in Hz, the DMA buffer address - in hexadecimal (usually 8 digits after the 0x, starting with 0xf00.. - in DOS, starting with 0x400.. in Linux, and less than 8 digits if the - hardware was not initialized successfully), and the number of - channels mixed in software (8 by default, changeable w/NUMCHANNELS - command). - -STOPSOUNDS - Syntax: stopsounds - Description: Stops any current looping sounds. - - -Sound Blaster Sound Card Command-Line Options and Commands -========================================================== - -The following applies to Sound Blaster cards or compatibles under DOS -or a DOS box. - -Commands --------- - -SBINFO - Syntax: sbinfo - Description: This will print information on the Sound Blaster card - in the system. If the version is 4 or greater, then it is some - kind of Sound Blaster 16 or compatible. Version 2 is an 8 bit mono - sound blaster, Version 3 is an 8 bit stereo sound blaster pro. - The port is the I/O port -sensed from the A variable in the BLASTER - environment variable. -The DMA is the DMA channel and is confirmed in - hardware if the -card is version 4 or higher. The mixer port can be - ignored. - - -========================================== -== CD Audio Subsystem Documentation == -========================================== - -Overview -======== -Quake is designed to play background music off of a CD-ROM. The Quake CD has -music tracks on it and each level has been assigned a track that will be -played. - -Win95 Users: Putting a CD other than the Quake CD into the drive when Quake -is already running will sometimes cause another Windows application to start -and switch you back to Windows with Quake running in the background. You -will probably want to stop whatever was started and switch back to Quake as -quickly as possible... especially if you are playing deathmatch. - - -Command Line Parameters -======================= --nocdaudio - This will prevent the CD audio system from even attempting to initialize. - No CD commands or functions will be available. The game will just run - with no music. - --cdmediacheck - This causes the game to periodically check to see if the CD has been - removed and a new one placed in the player. It is off by default since - this operation is very slow on some CD players and is not needed under - Win95. There is normally no reason to enable this option; it would - only be useful if you were going to be changing the CD from within the - game on a regular basis. - -Commands -======== -There is normally no reason you would need to use any of these commands. If -you are playing Quake with the Quake CD in your CD-ROM drive, the appropriate -music track will be played automatically. - -cd on - Re-enables the CD audio system after a "cd off" command. - -cd off - Shuts down the CD audio system. No more music will be played unless it - is re-enabled. - -cd reset - Causes the CD audio to re-initialize. This is useful if you change - CDs or insert the CD after you've already run Quake. - -cd play - Plays the specified track one time. - -cd loop - Plays the specified track. It will be repeated until either it is - manually stopped or another track is started. - -cd stop - Stops the currently playing track. - -cd resume - Will resume playback of a stopped track. - -cd eject - This is for CD players that do not have a manual eject button. - -cd remap ... - Allows you to switch what tracks are played. This is especially useful - if you want to play music other than that on the Quake CD. If the CD - audio system is told to play track 1, it will instead play the 1st - track you specified. For example: assuming a CD with 1 data track and - 8 music tracks, the command "cd remap 1 9 8 7 6 5 4 3 2" would leave - the data alone and play the audio tracks as if they had been placed on - the CD in the opposite order. - -cd info - Reports information such as the number and types of tracks on the current - CD, what track (if any) is currently playing, and the playback volume. - - -Variables -========= -bgmvolume - The background music volume. Valid values are 0.0 though 1.0. Changes - will normally be made using the options menu. - - Not all CD-ROM players support variable volume. The 0.0 to 1.0 value - translated to a value from 0 to 255 before it is passed to MSCDEX. How - this value is interpreted varies from drive to drive. The only thing - required by the MSCDEX specification is that 0 is off and anything else - is on. Some CD-ROM drives only have on and off so change to bgmvolume - will have have no effect on volume once it is on. - - -Messages -======== -CDAudio_Init: MSCDEX version 2.00 or later required. - MSCDEX was either not loaded, or is a version earlier than 2.00. - -CDAudio_Init: First CD-ROM drive will be used - MSCDEX reported that the system has more than one CD-ROM drive. - Quake will always use the first drive in this case. - -CDAudio_Init: Unable to allocate low memory. - We were unable to allocate the memory needed to communicate with MSCDEX. - Although the game can still run, this indicates a severe low memory - condition. - -CD Audio Initialized - Indicates that the CD audio system has successfully initialized. - -CDAudio_Play: Bad track number N. - We attempted to play a track number that that is outside the range of - tracks recorded on the CD currently in the CD-ROM drive. Probable causes - are that a CD other than Quake is in the player, or a custom level has - specified an invalid track number. - -CDAudio_Play: Can not play data. - A valid track was requested to be played, but it was a not an audio track. - The probable causes are the same as for a bad track number. - -CDAudio_Play: track N failed - A valid audio track was going to be played, but the play command to MSCDEX - returned an error. - -CDAudio: media changed - This is simply a notification. It can only occur if the "-cdmediacheck" - option was specified on the command line. - -CDAudio: Error - playback stopped N - An error occurred while the CD was playing audio. Playback has been - stopped and no further automatic play will be attempted; the game will - proceed without music. - -CDAudio_Init: No CD in player. - MSCDEX reported an error while Quake was attempting to get information - about the current CD. There is either no CD in the player, or it was - unable to get the track information. No automatic CD play will be - attempted; the game will proceed without music. - - -========================================== -== Network Subsystem Documentation == -========================================== - -Overview -======== - -Quake is a client/server game. You are always running over some type of -network. In a standalone game, you are using a loopback network; it just -passes messages back and forth in memory buffers. This readme is talking -about real networks and multiplayer deathmatches. There are three main -sections: commands, LANs, and Serial. - -Most normal configuration can be done via the game menus. - -There are two types of Quake servers: dedicated and listen. A listen server -is a machine that is used to play the game and also hosts the game for other -players. A dedicated server only hosts the game; it runs in text mode and -does not let anyone play on that machine. A single player game is really -just a 1 player listen server that doesn't listen for network connections. - -Dedicated vs Listen. I'll try to make this simple: it is always better to -use a dedicated server. Why? Fairness and playability. With a listen -server, the person on the server always has advantages. They will always be -the first person into a level, they will always have zero latency, and they -will get a server update on each and every frame. On a dedicated server -everyone gets equal treatment. Getting into the server is a first come, -first served proposition; latency is determined by each player's connection; -and everyone is sent the same number of updates. It's about as fair as life -gets. By the way, a good 486 machine works nicely as dedicated server. - -Another suggestion. Until there is a native Win95 version of Quake, IPX will -usually provide better gameplay on a local area network. This is due to the -delicate balancing act that is required to let a DOS program use the Win95 -TCP/IP stack. - -To start a Dedicated Server, you invoke Quake with the "-dedicated" -command-line parameter. When the server starts, you can type any command -that you would normally type in the Quake Console, such as "map e1m1" to -start the server on a specific map. This can be done from the command- -line as well by typing "quake -dedicated +map e1m1". If a value is entered -after "-dedicated", that is the amount of players allowed to connect, up -to a maximum of 16 players. A dedicated server will quit to the OS whenever -a fraglimit or timelimit is reached. Example: "quake -dedicated 16" will -start a 16-player dedicated server. - -To start a Listen Server, you invoke Quake with the "-listen" command- -line parameter, or use the Multiplayer menu in the game. Starting a listen -server from the command-line will allow you to handle more than 4 players, -as 4 is the limit when starting a game from the Multiplayer menu. If a -value is used after the "-listen", that is the maximum amount of players -allowed, up to 16 players. - -Command Line Parameters, Commands, and Variables -================================================ - -Command line parameters ------------------------ --nolan - Disables IPX, TCP/IP, and serial support. - --noudp - Disables support for TCP/IP. - --udpport - Specifies a UDP port to be used other than the default of 26000. - --noipx - Disables support for IPX. - --ipxport - Specifies a IPX port to be used other than the default of 26000. - --noserial - Disable serial support. - --mpath - Enables support for code to use Win95's TCP/IP stack. Do NOT use this - under DOS! - --listen [n] - Starts Quake ready to be a non-dedicated server for up to - players. If you do not specify a number after -listen it will - default to 8. The maximum allowed value is 16. - --dedicated [n] - Starts Quake ready to be a dedicated server for up to players. - If you do not specify a number after -listen it will default to 8. - The maximum allowed value is 16. A dedicated Quake server stays in - text mode. This is the Quake console with most commands still - available; those that make no sense (like vid_mode) are ommitted. - -Console Variables ------------------ - -net_messagetimeout - Specifies how long Quake should wait for a message to arrive before - deciding the connection has died. The default is 3 minutes. For - reference, messages usually arrive at the rate of about 20 per second. - -hostname - This is the name for your server that will show up on an slist - (see below). The default value is "unnamed". - -sys_ticrate - Only used by dedicated servers. This determines the rate at which the - server will send out updates to the clients. The default value is 0.05 - (20 updatesper second). For servers where bandwidth is limited, using - modems or the internet for example, it is advisable to lower this value - to 0.1 (10 updates per second). This will have a very minor effect on - responsiveness, but will half to outbound bandwitdh required making the - modem players a lot happier. - - -Console commands ----------------- - -net_stats - This is for debugging. It displays various network statistics. - -slist - Looks for Quake servers on a local LAN (or over a null modem - cable). This will NOT go outside the local LAN (will not cross - routers). - - -LANs -==== - -Here are the LANs that are supported by the Quake test -release. For each one, you'll be told how to connect to a server -*if it is not on your local network*. If it is, you can use the -"slist" command and connect by hostname. See the main readme for -a discussion of the connect command. - -IPX ---- - -Quake has been run with Novell's ODI IPX stack under DOS, PDIPX with packet -drivers under DOS, and the Microsoft IPX stack in a Win95 DOS box. When -connecting to a server using IPX, you specify its network:nodeaddress (like -12345678:1234567890AB). If you are on the same network, you can just specify -the node address. If you are doing a connect command from the console, a -full IPX address must be enclosed in quotes. - -For example, the server's IPX address is "00FADE23:00aa00b9b5b2", you would -enter: connect "00FADE23:00aa00b9b5b2" - -Win95 TCP/IP ------------- - -Please see the Win95 section of this file for details about playing using -TCP/IP under Win95. - -Kali ----- - -To Quake, Kali appears to be IPX. Once you've got Kali up and running, run -Quake as if it was on an IPX network. - -Beame & Whiteside TCP/IP ------------------------- - -This is the only DOS TCP/IP stack supported in the test release. -It is not shareware...it's what we use on our network (in case you -were wondering why this particular stack). This has been "tested" -extensively over ethernet and you should encounter no problems -with it. Their SLIP and PPP have not been tested. When connecting -to a server using TCP/IP (UDP actually), you specifiy it's "dot notation" -address (like 123.45.67.89). You only need to specify the unique portion -of the adress. For example, if your IP address is 123.45.12.34 -and the server's is 123.45.56.78, you could use "connect 56.78". - -Playing over the Internet -------------------------- -Yes, you can play Quake over the Internet. How many people can be in -the game? That depends. How smooth will the game be? That depends. -There are just too many variables (bandwidth, latency, current load, -etc...) for us to make any kind of promises about Internet play. - - -Serial/Modem -============ - -The Quake serial driver supports two COM ports. Although they are referred -to as COM1 and COM2, you can configure them to use any normal hardware -COM port (1 thru 4 on most PCs). The com ports are used with interrupts, -so their IRQ may not be used for another purpose (such as a LAN adapter -or sound card). The IRQ may not be shared with another device either; -not even another COM port. A client can only be connected to one server -at a time, so multiple ports are really only useful on a server. -When using modems, the client must originate the call and the server -must answer. This holds true even for a two player, non-dedicated -server configuration. - -In the Multiplayer menu, the default modem string is "ATZ". If your modem -games are too slow, you can change this string to the appropriate one for -your modem as listed below in the "Modem Strings" section. - - -The COMx commands ------------------ - -Use the menus for serial play whenever possible. The console -interface is only for unusual configurations. It is much more -difficult to understand and use correctly. - -Those of you who do use the console commands for serial play need to -know that the menus always use the first Quake COM line (COM1); yes, -even for COM2. The names COM1 and COM2 here mean the first and second -serial ports, not necessarily the PC COM1 and COM2 ports (although those -are the default configurations). - -There are two commands to support serial/modem play for Quake. They -are: COM1 and COM2. Entering one of these commands with no arguments -will display the status of that serial port, similar to this: - -Settings for COM1 -enabled: true -connected: false -uart: 16550 -port: 3f8 -irq: 4 -baud: 57600 -CTS: ignored -DSR: ignored -CD: ignored -clear: ATZ -startup: -shutdown: ATH - -When used with arguments, these commands change the settings and -status of the COM ports. The possible arguments are listed below; -examples follow. - -enable | disable - "enable" means that your configuration is complete and you want to use - the COM port. "disable" is used to turn off a COM port, usually to - change its settings. The default (initial) state is disabled. - - -modem | direct - Use one of these two to let Quake know if you are using a modem or a - direct connection (also called a null modem). Quake uses this to know - if it needs to handles modem initialization strings, dialing sequences, - and hangup procedures. - -reset - This will reset the COM port to its default settings and state. - - -port -irq - These are used to set the I/O Port and IRQ that your serial port uses. - The default values are: port=3f8 irq=4 for COM1 and port=2f8 irq=3 for - COM2. Note that the port number is displayed in hexadecimal; to enter - it you would use something like "COM2 port 0x2f8"; the "0x" preceding - the "2f8" indicates that you are giving the value in hexadecimal - otherwise decimal is assumed. - - -baud - Sets the baud rate. Valid values for are: 9600, 14400, - 28800, 57600, and 115200. 57600 is the default. Please note that - this is the baud rate used for the uart, not your modem. It is - perfectly valid to use 57600 on a COM port that is connected to a - 28.8 modem. - -8250 | 16550 - Specifies the type of uart chip in your system. Normally this is - automatically detected, one of these need only be used if your chip - is incorrectly detected. - -clear -startup -shutdown - This allows you to specify the clear, startup, and shutdown strings - needed for -a modem for playing Quake. If you've found values that - previously worked -with Doom, use them here. If you are playing over - a null modem cable, -leave these blank. - --cts | +cts --dsr | +dsr --cd | +cd - These determine if certain serial control lines should be honored or - ignored. The "-" means you want that line ignored, the "+" means to honor - it. "cts" is an abbreviation for "clear to send", "dsr" for - "data set ready", and "cd" for "carrier detect". Do not -change these - values unless you are absolutely positive you need to. The default is to - ignore all 3 lines. - -Quake always uses no parity, 8 data bits, and 1 stop bit; these -values can not be changed. The baud, port, irq, and uart type can -not be changed on an enabled port, you must disable it first. - - -Configuration examples ----------------------- -Example1: You have a machine with two serial ports you are going -to use as a Quake server. COM1 will be using a null modem cable and -COM2 will be connected to a 14.4 modem. You would use commands similar -(the startup string would almost certainly be different) to these: - -COM1 baud 57600 enable -COM2 baud 14400 modem startup AT\N0%C0B8 enable - - -Example2: You are going to use your machine to connect to a dial-up -Quake server with your 28.8 modem connected to COM2. You would -use a command something like this: - -COM2 baud 57600 modem startup AT\N0%C0B8 enable - -Note the baud rate is not the same as the modem speed. This allows -the modem-to-uart communications to occur at a higher rate than -the modem-to-modem communications. - -Connecting to a serial Quake server ------------------------------------ - -Connecting to a Quake server over a serial/modem connection is done -using the "connect" command. The command "connect 5551212" would try to -connect to a Quake server at the phone number 555-1212. Note: your local -phone company would probably appreciate it if you didn't try this number! - -If you are using a null modem cable, you can type "connect #". -Quake will then attempt to connect to the server. - - -Known problems / workarounds -============================ -Packet drivers with PDIPX - there is a bug that stops a server running on -this combination from responding to the slist command. Use the patched -version of PDIPX included with Quake to correct this problem. - -SLIST sees no servers - Some PCMCIA ethernet cards and PPP drivers will -not do the UDP broadcasts needed for the SLIST command (search for local -games from the menu) to function correctly. In these cases you must -connect to a Quake game using either its IP address or hostname -(DNS resolvable hostname, not the hostname variable in Quake). - -"BW_OpenSocket failed: 5" - This error is specific to the Beame and -Whitesdie TCP/IP stack. This stack uses DOS file handles as it's -socket handles. This error occurs when DOS runs out of file handles. -You need to increase the number specified by "FILES=" in the DOS -config.sys file. - -Severe lag using TCP/IP under Win95: - - Occasionaly when you first connect in to a Quake game using Win95 -TCP/IP you will experience severe lag and not be able to control your -player's actions. This usually clears up in 10 to 15 seconds. - - There is apparently a strange limbo state for Microsoft's File and -Print sharing. This has been seen when it was installed and then later -removed, but it still appears on the menus. For some unknown reason -this causes severe lag for a Quake game. You need to go back and make -sure that it is either completely installed or removed. - - -========================================== -== Modem Strings == -========================================== - -Boca M1440i (internal): -ATS48=0S37=9S46=136%C0%E0%M0&K0&Q0&R1&C1&D2\G0\N1N0 - -Boca 14.4k (internal): -AT&C0N0S37=9&K0W0&Q0S36=3S48=128%C0 - -Boca 14.4 Fax/Modem -AT S46=0 S37=9 N0 &Q0 &D2 &K4 - -Boca 14.4k (external): -AT &F S0=1 S36=0 &K0 &Q6N0S37=9 &D2 - -Boca 14.4k: -AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0 - -Cardinal 14.4k v.32bis, v.42bis Fax/Modem: -AT &F N0 S37=9 &Q0 &D2 \N1 - -Digicom Systems (DSI) (softmodem): -AT Z \N0 &D2 &K0 S48=48 - -Digicom Systems Scout Plus: -ATZ*E0*N3*M0*S0*F0&D2 - -Gateway Telepath: -AT &F S37=9 %C0 &K0 &Q6 \G0 - -Gateway Telepath 14.4k: -AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0 - -Gateway Telepath I: -AT S0=1 &N6 &K0 &M0 - -Gateway Telepath II: -AT S0=1 S37=9 %C0 &Q0 &K0 - -Generic v.32bis 14.4k Fax/Modem: -AT \N0 %C0 B8 - -Generic 14.4k Fax/Modem: -AT S46=0 S37=9 N0 &Q0 &D2 %C0 \G0 &K0 - -GVC 14.4k (internal): -AT &F B8 \Q0 - -Hayes 28.8k V.FAST Modem: -AT &Q6 &K S37=9 N %C0 \N0 - -Infotel 144I: -AT&Q0 S37=9 N0 &D2 - -Infotel 14.4: -&F0 \N1 &D2 S37=F8 - -Intel 14.4k: -AT \N0 %C0 \Q0 B8 - -Intel 14.4k (internal): -AT Z B8 Q1 \C0 \N1 %C0 \V "H - -Linelink 144e: -AT &F &D1 &K0 &Q6 S36=3 S46=136 %C0 -19200 - -Microcom AX: -&F \N1 \Q0 &D2 - -Microcom QX/4232bis: -AT %C0 \N0 - -Netcomm M7F: -AT &E &K0 B0 \V0 X4 &D2 \N1 \Q0 #J0 #Q9 %C0 - -Nokia ECM 4896M Trellis V.32: -AT Z %C0 /N0 - -Nuvotel IFX 14.4 (internal): -&F \N1 &D2 - -Practical Peripherals 14400FX v.32bis: -AT Z S46=0 &Q0 &D2 - -Practical Peripherals 14400FX v.32bis: -AT S46=0 &Q0 &K0 &D2 - -Supra: -AT &F0 S46=136 %C0 - -Supra (external): -AT &K &Q &D \N1 - -Supra 14.4k v.32bis: -AT &F S46=136 &Q0 &D2 - -Supra 14.4k v.32bis: -AT &K &Q &D \N1 - -Supra Fax Modem 14.4K v.32 bis -AT &F %C0 S48=7 Q0 V1 W1 - -Telepath 14.4k: -AT &F&M0&K0&N6&H0 S0=1 - -Twincomm DFi 14.4: -AT&F &Q0 %C0 S37=9 &D2 - -UDS V.3223: -&F \N1 \Q &D2 - -UDS Fastalk 32BX: -&F0 \N1 &D2 - -USR Courier v.32bis: -ATS0=1 S7=60 E1 Q0 V1 &C1 &D2 &H0 &K0 &M0 &N6 &A3 - -USR Courier HST/DS 16.8k: -First reset the modem in a communication program with AT&F&W -AT X4 B0 &A0 &B0 &H2 &I0 &K0 &M0 &N6a - -USR DS v.32bis v.42bis (external): -AT&m0&n6&a0&r1&h0&k0&i0&s0&b1x1 - -USR Sporster 9600: -AT&M0&K0&N6 - -USR Sportster V.34 28.8 (note: works best at 19200 baud): -AT &F &M0 &I0 &K0 &B0 &N0 - -USR Sportster 14.4k Fax/Modem USING ERROR CORRECTION: -AT S0=1 S7=60 E1 QO V1 &C1 &D2 &K0 &N6 &A3 - -USR Sportster 14.4k Fax/Modem (internal): -AT &F&M0&K0&N6&H0 - -USR Sportster 14.4k (internal): -AT &F &B1 &H0 &I0 &K0 &M0 &N6 &R1 - -USR Sportster 14.4k: -ATS0=1S7=60E1Q0V1&C1&D2&K0&N6&A3 - -USR Sportster 14.4k: -AT &F0 &K0 &M0 &N6 &H0 &I0 &B1 &R1 - -USR Sportster 14,000 Fax Modem: -AT S0=2 &N6 &K0 &M0 &I0 &H0 &R1 &A0 V1 X4 - -USR 14.4k: -AT &F&A0&K0&M0 - -USR 14.4k -AT &K0 &H0 &D0 &I0 &R1 - -USR 14.4k Dual Standard -ATB0&R1&B1&N6Q0X4&A0&D2&H0&I0&K0&M0M1 - -USR (model?): -&F E1 V1 X4 &C1 &D2 &N0 - -ViVa 14.4k: -AT&F&Q6\N0%C0&D2N0S37=9 - -ViVa modem (internal): -&F&Q6\N0%C0&D2N0S37=9 - -Zoltrix model 14/14 VE: -AT S0=Q0 V1 &C1 &D2 W2 &Q0 - -Zoom 14.4k VFX: -AT&Q6S37=9N0%C\N0 - -Zoom 14.4k VFX: -AT&Q6S37=11N0%C&K0 - -Zoom OEM Modem: -AT&Q6S37=9N0&K0 - -Zyxel U-1496E: -AT Z &N4 &K0 - - -========================================== -== Win95 Documentation == -========================================== - -Quake is a DOS application. However, it runs fine from the MS-DOS prompt -under Win95, so long as the Properties for the MS-DOS prompt are set up so -that Quake can run. (See "Set the MS-DOS Prompt Properties", below, for -information about setting MS-DOS Prompt Properties.) Quake will NOT run -under Windows NT. Following are some steps that can help Quake run better -under Win95. - - -Have enough memory ------------------- - -Quake requires at least 16 Mb of installed memory in order to run under -Win95. - - -Set the MS-DOS Prompt Properties --------------------------------- - -If Quake won't run, the MS-DOS Prompt Properties may not be set correctly. -To set the Properties for the MS-DOS prompt, bring up a DOS session, and -either click on the MS-DOS icon in the upper left corner or press -Alt-Spacebar, then select Properties from the menu that comes up, and make -sure the following settings are correct. - -In the Program sheet of MS-DOS Prompt Properties, make sure the "Suggest -MS-DOS mode as necessary" is checked. - -In the Memory sheet of MS-DOS Prompt Properties, make sure all five fields -are "Auto". - -In the Screen sheet of MS-DOS Prompt Properties, set "Usage" to Full-screen. - -In the Misc sheet of MS-DOS Prompt Properties, uncheck the "Allow screen -saver" box, and check the "Always suspend" box. - - -Make sure there's enough free disk space ----------------------------------------- - -If you get error messages like "can't lock memory" under Win 95, or if you -get other weird, inexplicable errors, make sure you haven't run out of disk -space; delete some files if necessary. You can see how much disk space is -free by bringing up "My Computer" and clicking on the disk icon; the free -disk space will be shown at the bottom of the window. - - -Run fullscreen --------------- - -Quake can run in a window under Win95--but it will run very slowly. You are -unlikely to get satisfactory performance unless you run Quake fullscreen. -Quake normally comes up fullscreen under Win95; if you have switched it back -to windowed mode, you can get that window back to fullscreen by clicking on -it and then pressing Alt-Enter. - - -Shut down other applications ----------------------------- - -Many Win95 apps and DOS apps run even when they're not the foreground -application. Such applications contend for system resources such as memory, -processor cycles, and sound hardware. If Quake seems to be running choppily, -if sound is garbled, or if the disk is going all the time, try shutting down -whatever other applications you have running. For example, some players -have reported that Quake does not run as well when the Office shortcut bar -is running. - - -Restore the palette if it gets garbled --------------------------------------- - -Under Win 95, the palette occasionally gets messed up when switching from -Quake to the desktop and back again. You can restore the palette by -bringing down the console (either press tilde ('~'), or press Esc to bring -up the menu, select Options, and select Console... from the Options menu), -and typing bf and pressing the enter key, to generate a background flash, -which sets the palette. Press Esc to exit the console. Alternatively, -setting the screen brightness, either from the Options menu or via the -gamma console command, sets the palette. - - -Avoid the system key --------------------- - -Under Win 95, if the system key (the key with the Win 95 flag on it) is -pressed while Quake is running fullscreen in a VESA mode, Win 95 may be -unable to switch back from the desktop to Quake, in which case it will -notify you of this, then terminate the Quake session. This is a quirk -of Win 95, and there is no workaround other than not to press that key -or not to use VESA modes. (Some people go so far as to remove the system -key from their keyboard.) Switching away from Quake with Alt-Enter, -Ctrl-Esc, Alt-Tab, or Alt-Spacebar all work fine. - - -Give Quake more and/or locked memory ------------------------------------- - -By default, Quake tries to allocate 8 Mb of unlocked memory for heap space -under Win 95. More memory helps Quake run faster; you can allocate more -memory for Quake under Win95 by setting the command-line switch - --winmem x - -where x is the number of megabytes to allocate for Quake. If there's enough -memory in the system, the larger the number, up to about 16, the better the -performance. If, however, there isn't enough memory in the system, or many -other applications are running, the larger number can just cause Quake to -page to disk a lot, and can actually slow performance considerably. Also, -higher numbers can also cause Win 95 to take longer to start Quake and take -longer to return to the desktop afterward. If you have 32 Mb or more in your -machine, -winmem 16 should provide the best performance for Quake. If you -have less than 32 Mb, or a lot of applications running, then you will have -to experiment to find the best amount of memory to allocate for Quake. - -You may optionally instruct Quake to lock itself in memory by using the -command-line switch - --winlock - -so it won't get paged out by other applications. This can avoid hitches when -parts of Quake get paged into and out of memory, and thus provide a smoother -playing experience. On the other hand, it can cause Quake to take longer to -start, and can make the return to the desktop take longer when Quake ends, -because Quake has been hogging a lot of memory. It is even possible, if most -of the memory in the system is locked by Quake, that it will take many -minutes to switch back to the desktop while Quake is running, so the system -will effectively be nearly frozen. Therefore, use -winlock with caution; -Quake is not as well-behaved a Win95 citizen when -winlock is specified, and -does not share resources particularly well. - --winmem can be used in conjunction with -winlock; if -winmem specifies more -memory than is available to be locked, then Quake will lock as much memory -as possible. Being too aggressive about how much memory is locked can -actually slow Quake performance, because unlocked parts of the system like -system CD and sound code and data can then be forced to page, so if you do -lock memory, you will have to experiment to find the sweet spot, unless you -have 32 Mb or more of memory. - --winlockunlock can be specified as an alternative to -winlock, to tell Quake -to lock its memory when it starts, then immediately unlock it. The -advantages of doing this are: 1) it forces all of Quake's pages into memory, -so no pages should need to be brought in as Quake runs, making for smoother -running at the start, and 2) it enables Quake to determine whether the -specified amount of memory (if -winmem is also specified) is available in the -machine, so you can be sure Quake won't try to allocate more heap space than -the the amount of physical memory that's actually available. Like -winlock, --winlockunlock causes Quake to take quite a bit longer to start up, but it -has the advantage of making Quake a good Win95 citizen if you need to switch -back to the desktop, or have other apps running. - -In general, Quake will run fine without any of the -winxxx switches, but you -may find that one or more of them--particularly -winmem if you have more than -16 Mb--helps Quake performance on your machine. - -None of this is an issue under DOS itself (as oppsed to a DOS box under -Win95), because Quake just uses all the memory in the machine under DOS. - -By default, Quake tries to allocate 8 Mb of unlocked memory for heap space - - -Watch out for limbo subsystems ------------------------------- -Microsoft's File and Print sharing and IPX protocol stack have both been -known to cause strange problems when they are in a limbo state. The limbo -state is seems to be an uninstall that did not complete succesfully. Both -of these cause poor network play performance. If you are experiencing -severe lag, check the File and Print services. If you the warning "IPX -driver send failue: 04", check the IPX protocol stack. They need to be -either completely installed or removed; the problems only occur when they -get into this strange semi-installed state. - - -========================================== -== Key Binding and Aliases == -========================================== - -Pressing the tilde key ("~") will bring down the console (pressing the -tilde key or ESC while in the console will close the console). From the -console you can adjust your player controls, this is done by "binding" -keys to commands. The format for binding keys is as follows: - -bind - -Where is a valid key control and is a valid quake command. - -Example: -To bind the j key to the 'jump' command, you would type: -bind j +jump -and press enter. - -Non-printable keys such as 'page up' and buttons from the mouse/joystick are -bound in the same manner as printable characters. A list of bindable keys can -be found at the end of this file. - -Example: -To bind the page up key to the 'jump' command, you would type: -bind pageup +jump -and press enter. - -To bind the right mouse button to the attack command, you would type: -bind mouse2 +attack -and press enter. - -The alias command is used to create a reference to a command or list of -commands. When aliasing multiple commands, or commands that contain -multiple words (such as "fraglimit 50"), you must enclose all the commands -in quotation marks and separate each command with a semi-colon. - -Example of an alias that changes some Deathmatch server parameters: - -alias net_game "hostname my_server ; fraglimit 15 ; timelimit 15" -bind INS net_game - -Once the server is spawned (you must be the one running the -listen server), -you just push the Insert key to set the hostname, frag limit and time limit -of the server. So now the first person to 15 frags, or with the one with the -most frags in 15 minutes, wins. - -Another example would be to change to the Rocket Launcher, fire one rocket, -and change back to the Double Barrel Shotgun, when you press the "," key: - -alias rl_dbsg "impulse 7 ; +attack ; wait ; -attack ; impulse 3" -bind , rl_dbsg - -Aliasing is very powerful, allowing you great flexibility, so you should -experiment by aliasing different commands in various ways. - -A list of common commands can be found in the next section. - - -========================================== -== Quake Keys and Common Commands == -========================================== - -The following keys can be bound: - -A-Z 0-9 -*F1-F12 *TAB -ENTER SPACE -BACKSPACE UPARROW -DOWNARROW LEFTARROW -RIGHTARROW ALT -CTRL SHIFT -INS DEL -PGDN PGUP -HOME END -PAUSE SEMICOLON - -MOUSE1 (mouse button 1) -MOUSE2 (mouse button 2) -MOUSE3 (mouse button 3) - -*~ (tilde) - -* Can only be bound on the command line or in a .cfg file. - -The ESC key cannot be bound. - - -========================================== -== Making a Config File == -========================================== - -The commands (bindings and aliases) discussed above can be included into a -file containing all of your personal configurations, known as a "config" -file. This file can then be loaded during game play to enable all your -personal bindings and settings. - -To do this, use your favorite editor to create a new file, such as -"fragmstr.cfg". Your .cfg file MUST be located in the quake\id1 directory -or quake won't find it. Then after launching Quake, you would type "exec -fragmstr.cfg" and press enter, from the console. You can also exec you .cfg -file from the DOS command prompt by typing "quake +exec fragmstr.cfg". -When you exec a config file, it is the same as typing all the lines in your -config file into the console, only Quake does it for you. Here is an -example config file (c:\quake\id1\bear.cfg) and the meaning of all the -bindings, aliases and settings: - --------------------------------cut here------------------------------------- -name player1 // Sets player name to player1 (lets your opponent - // know who fragged them) - -sensitivity 4 // Sets the mouse sensitivity to 4 - -scr_conspeed 5000 // Sets the console raise/lower speed - -lookspring 0 // Sets Mouse Look Spring to 0 (0=keep looking, - // 1=spring back, when mouse button is released) - -vid_mode 10 // Sets Video Mode to mode 10 (360X480 resolution) - -gamma .8 // Sets Gamma Correction to .8 (<1=Lighter, 1=normal - // and >1=darker) - -viewsize 70 // Sets the Screen View size to 70 degrees - -bind mouse1 +forward // Binds the left mouse button to Move Forward - -bind mouse3 +attack // Binds the middle mouse button to Fire - -bind mouse2 +mlook // Binds the right mouse button to Mouse Look - -bind HOME "save bear1" // Binds the Home Key to quick save, saves to - // bear1.sav - -bind ENTER +showscores // Binds the Enter key to show Deathmatch Scores - -bind SHIFT +speed // Binds the Shift key to Run - -bind CTRL +jump // Binds the Control key to Jump - -bind ; +mlook // Binds the ; key to Mouse Look also - -bind . +moveleft // Binds the . key to Strafe Left - -bind / +moveright // Binds the / key to Strafe Right - -color 3 4 // Makes Uniform Top green and Pants Red for Net play - -alias rl_dbsg "impulse 7 ; +attack ; wait ; -attack ; impulse 3" - -bind , rl_dbsg // Aliases single rocket attack command and binds - // it to the ',' key. --------------------------------cut here------------------------------------- - - -========================================== -== Demos == -========================================== - -The standard Demos ------------------- - -Quake has 3 standard demos that start playing when you first run the game. -It will cycle through these demos until you start or join a game. - -Recording a Demo ----------------- -"record [track]" This starts up level and begins -recording a demo into a file name .dem. You can specify the -optional to choose a background music from the CD, otherwise the -default selection for that map will be played. - -Playing a Demo --------------- -"playdemo " This command will open the file .dem and -play the demo. - -How to not play the standard demos at startup ---------------------------------------------- - -So you've seen the Necropolis demo 10 billion times now and really don't -ever want to see it again? Here's how. - -The easy way is to start Quake with a "+map" command. You could do -"quake +map start" and you'll start on the single player start level. -Or you could do "quake +map nonsense" and you'll wind up at the Quake -console since there is no map named nonsense. You can accomplish the -same thing with a "+connect" too. "+connect" by itself will look for -Quake servers on the local network, "+connect 192.12.34.56" or -"+connect host.timbuktu.edu" will try to connect the the specified -Quake server. - -There is another way to not show the demos; one that also keeps your -customizations in a seperate directory from the data files in the -Quake distribution. - -Do this in the quake directory (the directory where you installed Quake; -where you find "quake.exe" and "the id1" directory). Create a file named -"quake.rc". Its contents should be: - -exec default.cfg -exec config.cfg -exec autoexec.cfg -stuffcmds -menu_main - -Create a batch file to run Quake in the quake directory. "Q.BAT" is a good -name. It's contents should be: - -quake -game . %1 %2 %3 %4 %5 %6 %7 %8 %9 - -If you normally use the Q95 batch file, just add the "-game ." part to -that file. - -Now you can run "q" and quake will start off with the main menu displayed -instead of running the demos. - -You can also make a seperate subdirectory for this if you'd like. For -example, make a directory named "mine" in the quake directory. Create -the "quake.rc" file as specified above in this directory. Use -"-game mine" instead of "-game ." in your batch file. - -Important note: The directory specified by "-game" is where Quake will -look for config.cfg, load and save games, and record and play -demos. - - -========================================== -== Reporting Quake Bugs == -========================================== - -How to use the bug report: - -Where to send bug reports: -E-mail : support@idsoftware.com -FAX : 214-686-9288 - -There are two sections of information - primary and secondary. - -Primary information contains information such as date, your name, e-mail -address, etc. Secondary information is actual bug information. There are -a few different sections depending on what type of bug you revieced -(sound, video, etc). Only fill out and include information from the section -related to the type of bug you received. - -If possible, start Quake with the "-condebug" command line parameter -and try to reproduce the bug. Attach the "qconsole.log" file found in the -"id1" directory to the end of the bug report. If the bug is sound related, -while in Quake, execute the SOUNDINFO and SBINFO (DOS only) commands from -the console. - -Please attach a copy of your CONFIG.SYS and AUTOEXEC.BAT file to the end of -the report. - -Bugs submitted properly with this form will get attention. -Unformatted ones sent to personal accounts will be ignored. -If you see problems, please take the time to do this. - -If you do not have all of the information requested in the form, -don't worry. Send what you do have. - -Please include the version #. THe version # for Quake can be found in the -lower right hand corner of the console. To bring up the console, press the -tilde ('~') key. Press tilde ('~') again or ESC to exit. - --------------------------------cut here------------------------------------- - - -============================================================================ -== Quake Bug Report - Primary information == -============================================================================ - -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: - -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: - - -============================================================================ -== Quake Bug Report - Secondary information == -============================================================================ - ------------------------------- Video Related ------------------------------ - -Video Card Manufacturer: -Video Card Model: -Chipset Used: -BIOS Date: -(If using UniVBE, The above information can be found by running uvconfig) - -Did the problem occur while in a VESA mode? - -If so, what is the VESA driver and version? (eg., UniVBE 5.1a, -built into board BIOS, or manufacturer provided TSR) - ------------------------------- Sound Related ------------------------------ - -Audio card brand and model: - -If DOS or a DOS box, please run the command "set > set.txt" then -attach "set.txt" to the end of the report. - ------------------------------ Network Related ----------------------------- - -What type of network connection was established when the error occurred? -(modem, nullmodem, or network) -If modem, Modem brand and model: - -If network, Network card brand and model: - Network protocol/configuration: - ---------------------------------------------------------------------------- - - - - - - - -