Several files from doc/stadalone and doc/quakeworld have no bearing on
reality anymore, removed them. Renamed what remained and put it directly in doc for easier reference. qwcl2.ico and quake.ico (the mini-icons for the upper left corner in win32) are identical, removed one. Made an xpm of quake.gif. Removed standalone and quakeworld subdirs.
|
@ -1,3 +1,4 @@
|
|||
[Original q1source.zip readme.txt dated 21 December 1999]
|
||||
|
||||
This is the complete source code for winquake, glquake, quakeworld, and
|
||||
glquakeworld.
|
87
doc/gnu.txt
|
@ -1,87 +0,0 @@
|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 2, June 1991
|
||||
|
||||
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
|
||||
59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
|
||||
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
Preamble
|
||||
The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Library General Public License instead.) You can apply it to your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it.
|
||||
|
||||
For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.
|
||||
|
||||
We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software.
|
||||
|
||||
Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations.
|
||||
|
||||
Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all.
|
||||
|
||||
The precise terms and conditions for copying, distribution and modification follow.
|
||||
|
||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you".
|
||||
|
||||
Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does.
|
||||
|
||||
1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program.
|
||||
|
||||
You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee.
|
||||
|
||||
2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions:
|
||||
|
||||
|
||||
a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change.
|
||||
|
||||
b) You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License.
|
||||
|
||||
c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.)
|
||||
These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it.
|
||||
Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Program.
|
||||
|
||||
In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distribution medium does not bring the other work under the scope of this License.
|
||||
|
||||
3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following:
|
||||
|
||||
a) Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,
|
||||
|
||||
b) Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,
|
||||
|
||||
c) Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.)
|
||||
The source code for a work means the preferred form of the work for making modifications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the executable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable.
|
||||
If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code.
|
||||
|
||||
4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance.
|
||||
|
||||
5. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it.
|
||||
|
||||
6. Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties to this License.
|
||||
|
||||
7. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License.
|
||||
|
||||
8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License.
|
||||
|
||||
9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation.
|
||||
|
||||
10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally.
|
||||
|
||||
NO WARRANTY
|
||||
|
||||
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
|
||||
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
Before Width: | Height: | Size: 766 B After Width: | Height: | Size: 766 B |
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
Before Width: | Height: | Size: 9.6 KiB After Width: | Height: | Size: 9.6 KiB |
67
doc/quake.xpm
Normal file
|
@ -0,0 +1,67 @@
|
|||
/* XPM */
|
||||
static char *qdude[] = {
|
||||
/* columns rows colors chars-per-pixel */
|
||||
"32 32 29 1",
|
||||
" c Gray0",
|
||||
". c Gray3",
|
||||
"X c #181818",
|
||||
"o c Gray13",
|
||||
"O c #313131",
|
||||
"+ c #393939",
|
||||
"@ c Gray29",
|
||||
"# c #521800",
|
||||
"$ c #523100",
|
||||
"% c #525200",
|
||||
"& c Gray32",
|
||||
"* c Gray39",
|
||||
"= c Gray42",
|
||||
"- c #734a00",
|
||||
"; c #7b7b7b",
|
||||
": c #848484",
|
||||
"> c #946300",
|
||||
", c Gray58",
|
||||
"< c Gray61",
|
||||
"1 c #bd7b00",
|
||||
"2 c #c6c6c6",
|
||||
"3 c #de9400",
|
||||
"4 c #ff734a",
|
||||
"5 c #ff8c6b",
|
||||
"6 c #ff8c8c",
|
||||
"7 c #ffad21",
|
||||
"8 c #ffad8c",
|
||||
"9 c #ffbd4a",
|
||||
"0 c #ffffd6",
|
||||
/* pixels */
|
||||
" ",
|
||||
" ",
|
||||
" ",
|
||||
" 2 2 ",
|
||||
" 2 2 ",
|
||||
" 2 2 XX@XX. ",
|
||||
" 2< 2 <2 O@&@@=&@@@O ",
|
||||
" 22222 &***&=:8,=**@@O ",
|
||||
" 2 +=&O$@***@$$@*$ ",
|
||||
" < @@#o@@***@@$#+@ ",
|
||||
" < $XX++&&=*&++XX$ ",
|
||||
" oXoXoooooooooX$ ",
|
||||
" $oX-4554584-Xo$ ",
|
||||
" O$X>$-555-$-#o$ ",
|
||||
" $X$>-$-5-$->$XO ",
|
||||
" OX-585808585-X$ ",
|
||||
" $X$>5>>5>-54%Xo ",
|
||||
" $+$@>**@**>$-O$ ",
|
||||
" $@:**@>44@--*=$ ",
|
||||
" @ Xo$&*4$=5:$>=&@o @ ",
|
||||
"@5XX.>31oo$oO;>454>=@o$oX13>+.;=",
|
||||
"@6O+.173-XoXX+=;*;;+XXOX$131oo5=",
|
||||
"@8O@.>171>XoXXX#XXX#XXX$1771.o8=",
|
||||
"@,OO$3371311---$Xo----133131XX;*",
|
||||
"&8+o>3777777777-$$3777373773#o;@",
|
||||
"&:+X>1137777999>>>3997773111#o,&",
|
||||
"*=*X-131111>>-44444->1111111XO4;",
|
||||
";&=o-1>>1>---$>--->-->>131>1X@;*",
|
||||
"&@&+-111137777-$.#$7733>-111X*=o",
|
||||
"@+&+-1>11>>313>-$$>333331131o=&o",
|
||||
"+o&@->1113>--$44444$$->13111o>+o",
|
||||
"O+=o-11113373>$%%%%-173111-1o&1O"
|
||||
};
|
|
@ -1,144 +0,0 @@
|
|||
GLQWCL v2.20
|
||||
|
||||
3dfx owners -- read the 3dfx.txt file.
|
||||
|
||||
On a standard OpenGL system, all you should need to do to run glqwcl is put
|
||||
glqwcl.exe in your quake directory, and run it from there. DO NOT install
|
||||
the opengl32.dll unless you have a 3dfx! Glquake should change the screen
|
||||
resolution to 640*480*32k colors and run full screen by default.
|
||||
|
||||
If you are running win-95, your desktop must be set to 32k or 64k colors
|
||||
before running glqwcl. NT can switch automatically.
|
||||
|
||||
Theoretically, glqwcl will run on any compliant OpenGL that supports the
|
||||
texture objects extensions, but unless it is very powerfull hardware that
|
||||
accelerates everything needed, the game play will not be acceptable. If it
|
||||
has to go through any software emulation paths, the performance will likely
|
||||
by well under one frame per second.
|
||||
|
||||
At this time (march '97), the only standard opengl hardware that can play
|
||||
glqwcl reasonably is an intergraph realizm, which is a VERY expensive card.
|
||||
3dlabs has been improving their performance significantly, but with the
|
||||
available drivers it still isn't good enough to play. Some of the current
|
||||
3dlabs drivers for glint and permedia baords can also crash NT when exiting
|
||||
from a full screen run, so I don't recommend running glqwcl on 3dlabs
|
||||
hardware.
|
||||
|
||||
3dfx has provided an opengl32.dll that implements everything glqwcl needs,
|
||||
but it is not a full opengl implementation. Other opengl applications are
|
||||
very unlikely to work with it, so consider it basically a "glqwcl driver".
|
||||
See the encluded 3dfx.txt for specific instalation notes. 3dfx can only run
|
||||
full screen, but you must still have your desktop set to a 16 bit color mode
|
||||
for glqwcl to start.
|
||||
|
||||
resolution options
|
||||
------------------
|
||||
We had dynamic resolution changing in glqwcl for a while, but every single
|
||||
opengl driver I tried it on messed up in one way or another, so it is now
|
||||
limited to startup time only.
|
||||
|
||||
glqwcl -window
|
||||
This will start glqwcl in a window on your desktop instead of switching the
|
||||
screen to lower resolution and covering everything.
|
||||
|
||||
glqwcl -width 800 -height 600
|
||||
Tries to run glqwcl at the specified resolution. Combined with -window, it
|
||||
creates a desktop window that size, otherwise it tries to set a full screen
|
||||
resolution.
|
||||
|
||||
texture options
|
||||
---------------
|
||||
The amount of textures used in the game can have a large impact on performance.
|
||||
There are several options that let you trade off visual quality for better
|
||||
performance.
|
||||
|
||||
There is no way to flush already loaded textures, so it is best to change
|
||||
these options on the command line, or they will only take effect on some of
|
||||
the textures when you change levels.
|
||||
|
||||
OpenGL only allows textures to repeat on power of two boundaries (32, 64,
|
||||
128, etc), but software quake had a number of textures that repeated at 24
|
||||
or 96 pixel boundaries. These need to be either stretched out to the next
|
||||
higher size, or shrunk down to the next lower. By default, they are filtered
|
||||
down to the smaller size, but you can cause it to use the larger size if you
|
||||
really want by using:
|
||||
|
||||
glqwcl +gl_round_down 0
|
||||
This will generally run well on a normal 4 MB 3dfx card, but for other cards
|
||||
that have either worse texture management or slower texture swapping speeds,
|
||||
there are some additional settings that can drastically lower the amount of
|
||||
textures to be managed.
|
||||
|
||||
glqwcl +gl_picmip 1
|
||||
This causes all textures to have one half the dimensions they otherwise would.
|
||||
This makes them blurry, but very small. You can set this to 2 to make the
|
||||
textures one quarter the resolution on each axis for REALLY blurry textures.
|
||||
|
||||
glqwcl +gl_playermip 1
|
||||
This is similar to picmip, but is only used for other players in deathmatch.
|
||||
Each player in a deathmatch requires an individual skin texture, so this can
|
||||
be a serious problem for texture management. It wouldn't be unreasonable to
|
||||
set this to 2 or even 3 if you are playing competatively (and don't care if
|
||||
the other guys have smudged skins). If you change this during the game, it
|
||||
will take effect as soon as a player changes their skin colors.
|
||||
|
||||
run time options
|
||||
----------------
|
||||
At the console, you can set these values to effect drawing.
|
||||
|
||||
gl_texturemode GL_NEAREST
|
||||
Sets texture mapping to point sampled, which may be faster on some GL systems
|
||||
(not on 3dfx).
|
||||
|
||||
gl_texturemode GL_LINEAR_MIPMAP
|
||||
This is the default texture mode.
|
||||
|
||||
gl_texturemode GL_LINEAR_MIPMAP_LINEAR
|
||||
This is the highest quality texture mapping (trilinear), but only very high
|
||||
end hardware (intergraph intense 3D / realizm) supports it. Not that big of
|
||||
a deal, actually.
|
||||
|
||||
gl_finish 0
|
||||
This causes the game to not issue a glFinish() call each frame, which may make
|
||||
some hardware run faster. If this is cleared, the 3dfx will back up a number
|
||||
of frames and not be very playable.
|
||||
|
||||
gl_flashblend 0
|
||||
By default, glqwcl just draws a shaded ball around objects that are emiting
|
||||
light. Clearing this variable will cause it to properly relight the world
|
||||
like normal quake, but it can be a significant speed hit on some systems.
|
||||
|
||||
gl_ztrick 0
|
||||
Glquake uses a buffering method that avoids clearing the Z buffer, but some
|
||||
hardware platforms don't like it. If the status bar and console are flashing
|
||||
every other frame, clear this variable.
|
||||
|
||||
gl_keeptjunctions 0
|
||||
If you clear this, glqwcl will remove colinear vertexes when it reloads the
|
||||
level. This can give a few percent speedup, but it can leave a couple stray
|
||||
blinking pixels on the screen.
|
||||
|
||||
novelty features
|
||||
----------------
|
||||
These are some rendering tricks that were easy to do in glqwcl. They aren't
|
||||
very robust, but they are pretty cool to look at.
|
||||
|
||||
r_shadows 1
|
||||
This causes every object to cast a shadow.
|
||||
|
||||
r_wateralpha 0.7
|
||||
This sets the opacity of water textures, so you can see through it in properly
|
||||
processed maps. 0.3 is very faint, almost like fog. 1 is completely solid
|
||||
(the default). Unfortunately, the standard quake maps don't contain any
|
||||
visibility information for seeing past water surfaces, so you can't just play
|
||||
quake with this turned on. If you just want to see what it looks like, you
|
||||
can set "r_novis 1", but that will make things go very slow. When I get a
|
||||
chance, I will probably release some maps that have been processed properly
|
||||
for this.
|
||||
|
||||
r_mirroralpha 0.3
|
||||
This changes one particular texture (the stained glass texture in the EASY
|
||||
start hall) into a mirror. The value is the opacity of the mirror surface.
|
||||
|
||||
|
||||
|
|
@ -1,48 +0,0 @@
|
|||
|
||||
|
||||
movecmd_t movecmd;
|
||||
|
||||
|
||||
input from
|
||||
|
||||
packet sender
|
||||
wake up on alarms or input signal
|
||||
if on input signal, set skipnextalrm
|
||||
else
|
||||
if skipnextalarm
|
||||
skipnextalarm = false;
|
||||
continue;
|
||||
lock packet
|
||||
get current movecmd
|
||||
send message
|
||||
unlock packet
|
||||
|
||||
packet receiver
|
||||
wake up only on packet arrival
|
||||
identify the packet source
|
||||
calculate exact latency
|
||||
save the packet off
|
||||
|
||||
|
||||
|
||||
|
||||
// cause timer messages to be issued
|
||||
SetTimer (mainwindow, 1, 50, NULL);
|
||||
|
||||
// cause packet received messages to be issued
|
||||
WSAAsyncSelect ( net_socket, mainwindow, WM_USER, FD_READ );
|
||||
|
||||
if (!GetMessage (&msg, NULL, 0, 0))
|
||||
{
|
||||
TranslateMessage (&msg);
|
||||
DispatchMessage (&msg);
|
||||
while (PeekMessage (&msg, NULL, 0, 0, PM_NOREMOVE))
|
||||
{
|
||||
if (!GetMessage (&msg, NULL, 0, 0))
|
||||
break;
|
||||
TranslateMessage (&msg);
|
||||
DispatchMessage (&msg);
|
||||
}
|
||||
PrepareToBlock ();
|
||||
}
|
||||
|
|
@ -1,955 +0,0 @@
|
|||
--------------------------
|
||||
| qwcl-readme.txt |
|
||||
| QWCL documentation |
|
||||
| 5/11/98 |
|
||||
| |
|
||||
| Based on WinQuake |
|
||||
| 3/21/97 |
|
||||
--------------------------
|
||||
|
||||
QWCL is a native Win32 version of Quake, optimized for internet
|
||||
play, and will run on either Win95 or Windows NT 4.0 or later. It is
|
||||
designed to take advantage of whatever enhanced video, sound, and input
|
||||
capabilities (such as DirectX or VESA VBE video modes) are present,
|
||||
but has fallback functionality so it can run on any Win95 or NT 4.0
|
||||
or later system, even if neither DirectX nor VESA VBE is available.
|
||||
You may experience problems running QWCL on some systems, because driver
|
||||
and operating-system support for game functionality are not yet mature
|
||||
under Win32, and many bugs and incompatibilities remain in those
|
||||
components. If you encounter what seems to be a bug, first please
|
||||
check through the list of known problems, below. For other info,
|
||||
check out http://www.quakeworld.net/
|
||||
|
||||
The material accompanying Quake is the reference for all
|
||||
non-Windows-related matters concerning QuakeWorld; in terms of gameplay,
|
||||
QuakeWorld is the same as Quake. This file contains Windows-related
|
||||
information only.
|
||||
|
||||
The rest of this document is organized as follows:
|
||||
|
||||
Installing and running QWCL
|
||||
Common problems and workarounds
|
||||
A bit about how QWCL video works
|
||||
Video command-line switches
|
||||
A bit about how QWCL sound works
|
||||
Sound command-line switches
|
||||
Notes on networking
|
||||
Notes on the mouse
|
||||
Log of changes to documentation
|
||||
Special thanks
|
||||
|
||||
|
||||
-----------------------------------
|
||||
| Installing and running QWCL |
|
||||
-----------------------------------
|
||||
|
||||
In order to run QWCL, you must first have Quake installed.
|
||||
Assuming Quake is installed in the standard directory, c:\quake,
|
||||
unzip the QWCL zip file into c:\quake. The following files
|
||||
from the zip file must be present in order for QWCL to run:
|
||||
|
||||
qwcl.exe
|
||||
pmpro16.dll
|
||||
pmpro32.dll
|
||||
wdir16.dll
|
||||
wdir32.dll
|
||||
wdirnop.com
|
||||
wdirnop.pif
|
||||
|
||||
Then you can run QWCL by making c:\quake the current directory,
|
||||
typing "qwcl" and pressing the Enter key. Alternatively, you can
|
||||
use qwc.bat to run QWCL. The qwc batch file requires one parameter
|
||||
describing how to configure QWCL for performance; just type "qwc" to get
|
||||
a list of the six options. The first of the six options is
|
||||
|
||||
qwc fast
|
||||
|
||||
This is the same as typing "qwcl"; this runs QWCL in an
|
||||
aggressive configuration that is likely to yield the best performance
|
||||
if it runs successfully on your system, but which has a risk of
|
||||
causing QWCL or even your system to crash if there are bugs or
|
||||
incompatibilities in your video or sound drivers. Alternatively, you
|
||||
can use
|
||||
|
||||
qwc safe
|
||||
|
||||
to run QWCL in a conservative configuration, likely to run
|
||||
on almost all machines with no problems, but possibly with slower
|
||||
graphics, fewer high-resolution modes, and delayed sound. Or you
|
||||
can run
|
||||
|
||||
qwc verysafe
|
||||
|
||||
to run QWCL in a very conservative configuration that is pretty
|
||||
much guaranteed to run, but will probably have slow performance, and
|
||||
will have no sound. Two other options are
|
||||
|
||||
qwc fastvid
|
||||
|
||||
which has maximum video performance, but greater sound latency (delay
|
||||
until the sound is heard), and
|
||||
|
||||
qwc fastsnd
|
||||
|
||||
which uses more conservative video modes, but low-latency sound.
|
||||
|
||||
(One odd note is that DirectSound has much lower-latency sound than
|
||||
wave sound, but is currently quite a bit slower overall. Thus you
|
||||
may find that "qwc fastvid" is actually faster, by as much as 5-10%,
|
||||
than "qwc fast"; however, it may not feel faster, because the sound
|
||||
will lag.)
|
||||
|
||||
Finally, you can use
|
||||
|
||||
qwc max
|
||||
|
||||
which is the same as qwc fast, but turns on DirectInput, which
|
||||
provides more responsive mouse control, but does not work properly
|
||||
on all systems.
|
||||
|
||||
Note that DirectX is not required for QWCL to run, but QWCL will
|
||||
automatically take advantage of DirectSound and DirectDraw if they
|
||||
are present. If DirectSound is not present, there will generally be
|
||||
considerable sound latency (sound will become audible several hundred
|
||||
milliseconds after the event that caused it). Note also that there
|
||||
are currently no true DirectSound drivers for Windows NT, so QWCL will
|
||||
always run using wave output on NT, and will consequently have lagged
|
||||
sound. See below for information about obtaining DirectX if you do
|
||||
not have it.
|
||||
|
||||
Note that VESA VBE modes aren't required for QWCL to run, but QWCL will
|
||||
automatically make VESA modes available if they're present. Your BIOS
|
||||
may already have VESA VBE 2.0 support built in, but most BIOSes
|
||||
don't. Worse, some BIOSes do have VESA VBE 2.0 built-in, but have
|
||||
buggy implementations, which may prevent you from being able to run
|
||||
the faster configurations of QWCL. An easy way to get reliable VESA 2.0
|
||||
support is by obtaining SciTech Display Doctor; see below for
|
||||
further information. QWCL can also use VBE/AF 1.0 and greater modes;
|
||||
again, SciTech Display Doctor is the commonest way to get VBE/AF
|
||||
support.
|
||||
|
||||
QWCL normally uses half the physical memory in your system for its
|
||||
heap, but not less than 8.5 Mb and not more than 16 Mb. You can
|
||||
override this with "-heapsize n", where n is the amount of memory to
|
||||
allocate for the heap, in Kb.
|
||||
|
||||
To use the joystick, you must bring down the console by pressing the
|
||||
tilde ('~') key, and type "joystick 1<enter>"; you can disable the
|
||||
joystick with "joystick 0<enter>" at any time. The joystick setting
|
||||
remains in effect for subsequent QWCL sessions until changed, so
|
||||
you only need to do joystick 1 once to enable the joystick. If the
|
||||
joystick somehow causes problems that keep you from being able to run
|
||||
QWCL at all, you can start QWCL -nojoy to complete disable the
|
||||
joystick for that session.
|
||||
|
||||
|
||||
-----------------------------------
|
||||
| Common problems and workarounds |
|
||||
-----------------------------------
|
||||
|
||||
QWCL crashes or won't run
|
||||
-----------------------
|
||||
|
||||
If QWCL refuses to run or crashes on your system, try running
|
||||
it using "qwc safe" or "qwc verysafe". Or you can use command-line
|
||||
switches:
|
||||
|
||||
qwcl -nodirectdraw -nowindirect -wavonly
|
||||
|
||||
This will almost certainly solve your problem; however, it may result
|
||||
in lagged sound (a long delay from action to hearing the sound), may
|
||||
result in fewer or slower high-res video modes, and the mouse may be
|
||||
somewhat less responsive. If this does work, you can try removing
|
||||
each of the command-line switches until you identify the one that
|
||||
fixes the problem, thereby sacrificing as little functionality as
|
||||
possible.
|
||||
|
||||
If the above command line does not fix your problems, try:
|
||||
|
||||
qwcl -dibonly -nosound
|
||||
|
||||
which forces QWCL into silent operation with bare-bones video support
|
||||
and no use of DirectInput for mouse input (the normal Windows mouse
|
||||
APIs are used instead). Again, if this works, try removing switches
|
||||
until you identify the needed one.
|
||||
|
||||
Both of the above command lines are quick fixes. Often, the problem
|
||||
is caused by outdated or buggy DirectX drivers or code, and can
|
||||
frequently be completely fixed simply by installing the latest
|
||||
Microsoft-supplied version of DirectX, which you may be able to find
|
||||
on http://www.microsoft.com/mediadev/download/directx.exe, although
|
||||
the availability and location of the DirectX file changes
|
||||
periodically; note that at last check, this is a 3.4 Mb file. (Be
|
||||
aware, though, that sometimes Microsoft's DirectX drivers don't
|
||||
support features that the manufacturers' drivers do support, such as
|
||||
display refresh rate control.)
|
||||
|
||||
One known problem of this sort involves the current SB16 drivers from
|
||||
Creative Labs, which cause QWCL to crash on some machines. The
|
||||
DirectSound drivers from Microsoft, available via the above-mentioned
|
||||
URL, fix this problem.
|
||||
|
||||
It can also sometimes help to get the latest Windows drivers for your
|
||||
video adapter or sound card (although as the SB16 example indicates,
|
||||
this is not always a good idea), and for video boards that have flash
|
||||
BIOSes, it can sometimes help to get the latest BIOS upgrade.
|
||||
|
||||
|
||||
How do I select fullscreen or windowed QWCL operation?
|
||||
----------------------------------------------------
|
||||
Check out QWCL's new, spiffy Video menu, accessible from the Options
|
||||
menu. There are now two types of modes listed, windowed and
|
||||
fullscreen. You can make any of these modes the current and/or
|
||||
default mode, just as in DOS Quake. If you make a windowed mode the
|
||||
default, QWCL will still briefly start up in fullscreen mode, then
|
||||
switch to windowed; if this is a problem, use the -startwindowed
|
||||
command-line switch. More complete video control is available
|
||||
through the console, as described in the "A bit about how QWCL video
|
||||
works" section, below.
|
||||
|
||||
|
||||
Gee, I wish I could use a mouse to play QWCL with in a window
|
||||
-----------------------------------------------------------
|
||||
You can! While in a windowed mode, go to the Options menu. At the
|
||||
bottom, you'll find a new selection that lets you choose to have the
|
||||
mouse active when you're in a window. Of course, if you do this,
|
||||
you'll have to use the keyboard (Alt-Tab, the Windows key, Ctrl-Esc,
|
||||
Alt-Esc, or Shift-Alt-Tab) to switch away from QWCL.
|
||||
|
||||
|
||||
Serial/modem menu is missing
|
||||
----------------------------
|
||||
QWCL currently does not support direct connect serial or modem play.
|
||||
|
||||
|
||||
DOS Quake reports unknown variables on startup after running QWCL
|
||||
---------------------------------------------------------------
|
||||
QWCL uses some console variables that do not exist in DOS Quake, and
|
||||
some of these are automatically archived in config.cfg when you exit
|
||||
QWCL. If you then start DOS Quake, DOS Quake will complain that it
|
||||
doesn't recognize those variables. You will also lose the settings
|
||||
of these variables when you return to QWCL. Apart from losing the
|
||||
settings, this is harmless; ignore it.
|
||||
|
||||
|
||||
Problems running QWCL on NT 3.51
|
||||
------------------------------
|
||||
NT 3.51 isn't supported by QWCL.
|
||||
|
||||
|
||||
QWCL crashes while switching modes or Alt-Tabbing
|
||||
-----------------------------------------------
|
||||
So far, all cases of this seem to be tied to Creative Lab's SB16 sound
|
||||
drivers, and have been fixed by getting the latest DirectX drivers, as
|
||||
described above. Alternatively, you should be able to fix this either
|
||||
by not switching modes or Alt-Tabbing, or by running -wavonly to
|
||||
disable DirectSound support.
|
||||
|
||||
|
||||
QWCL sometimes runs pretty slowly fullscreen
|
||||
------------------------------------------
|
||||
There are several possible reasons for this, starting with "You have a
|
||||
slow computer." Assuming that's not the case, if you don't have
|
||||
either DirectDraw or SciTech Display Doctor installed (see the "A bit
|
||||
about how QWCL video works" section), it would probably be a good thing
|
||||
to install one or the other, because slow operation can be a result
|
||||
of slow copying or stretching of pixels to the screen by a Windows
|
||||
driver, something that's eliminated by both DirectDraw and Display
|
||||
Doctor. You can also sometimes get a faster 320x200 mode on Win95 by
|
||||
doing vid_describemodes, then using vid_mode to select a non-VGA
|
||||
320x200 mode, as described in the "A bit about how QWCL video works"
|
||||
section.
|
||||
|
||||
You can also try using a primary sound buffer on Win95 (this doesn't
|
||||
work on NT) by using the -primarysound command-line switch; this can
|
||||
improve performance by several percent, but does not work on all
|
||||
systems, and can result in odd sound effects on some systems when
|
||||
minimizing QWCL or switching the focus away from it. If you use this
|
||||
switch, please don't report sound bugs; it's in there purely for you
|
||||
to use if it helps you, and we know it has problems on many systems.
|
||||
Finally, you can use -wavonly to select wave sound; this will increase
|
||||
your sound latency (sounds will be heard later than they should), but
|
||||
allows QWCL to run 5-10% faster on some systems. That's about all you
|
||||
can do to speed up fullscreen QWCL on Win95, other than shrinking the
|
||||
active area of the screen with the screen size control in the Options
|
||||
menu.
|
||||
|
||||
NT 4.0 comes with DirectX installed, but doesn't have any resolutions
|
||||
lower than 640x480. In order to support a lower-resolution 320x240
|
||||
mode, QWCL has NT double each pixel in both directions to get enough
|
||||
pixels for 640x480. The extra stretching costs some performance, the
|
||||
result being that NT can seem sluggish on all but high-end Pentiums
|
||||
and Pentium Pros. (In fact, depending on the quality of your driver's
|
||||
stretching code, it can sometimes be faster to run QWCL at 640x480 than
|
||||
320x240-stretched on NT.) One thing that can help on NT is switching
|
||||
to 640x480, then using the Options menu to shrink the active area of
|
||||
the screen.
|
||||
|
||||
A common cause of slowness running in a window is having the desktop
|
||||
run in 16- or 32-bpp mode. QWCL is an 8-bpp application, and it slows
|
||||
things down if pixels have to be translated from 8-bpp to 16- or
|
||||
32-bpp. (Note that this is generally a problem only when running in a
|
||||
window; fullscreen apps rarely suffer from this.)
|
||||
|
||||
|
||||
Sound is sluggish on NT
|
||||
-----------------------
|
||||
NT doesn't have any real DirectSound drivers yet, so there's no way to
|
||||
do quick-response sound on NT. When DirectSound drivers for NT
|
||||
appear, QWCL's sound should automatically be snappier.
|
||||
|
||||
|
||||
Sound breaks up or gets choppy, especially in menus
|
||||
---------------------------------------------------
|
||||
This is generally a sign that QWCL's frame rate is too low on your
|
||||
system. Try reducing resolution or shrinking the active area of the
|
||||
screen. In some circumstances, it may help to set the console
|
||||
variable _snd_mixahead to a larger value.
|
||||
|
||||
|
||||
The color black doesn't change with palette flashes sometimes
|
||||
-------------------------------------------------------------
|
||||
Normally, DirectDraw lets QWCL change all 256 colors, so when a palette
|
||||
flash happens, we can change all the colors, including black.
|
||||
However, on NT DirectDraw currently doesn't allow changing black;
|
||||
likewise, on both NT and Win95, black can't be changed in a window,
|
||||
either a normal window or fullscreen. Consequently, in some modes and
|
||||
in a window, some parts of the QWCL screen (such as the sigils on the
|
||||
status bar and the spray where a shotgun blast hits) stay black when
|
||||
the palette flashes. There is no workaround.
|
||||
|
||||
|
||||
Problems can result if Office shortcut bar is running
|
||||
-----------------------------------------------------
|
||||
Various odd behaviors, especially with sound, have been reported if
|
||||
the Office shortcut bar is running while QWCL is running. If you
|
||||
experience odd problems, you might try shutting down the Office
|
||||
shortcut bar and see if that fixes anything.
|
||||
|
||||
|
||||
Other apps fail to play sound while QWCL is running
|
||||
-------------------------------------------------------
|
||||
The sound hardware is currently not a fully shareable resource on
|
||||
Win32. Consequently, while QWCL is running, it always has the sound
|
||||
hardware allocated to itself, to make sure that sound is never lost to
|
||||
another app. This means that normally (when QWCL is using DirectSound),
|
||||
apps that use wave sound (most non-game apps) will not be able to play
|
||||
sound while QWCL is running, even if QWCL is minimized or not the active
|
||||
app, although other DirectSound apps will be able to play sound when
|
||||
QWCL is not the active app. If QWCL is using wave sound rather than
|
||||
DirectSound (either because -wavonly is used on the command line, or
|
||||
because there is no DirectSound driver, as is always the case on NT),
|
||||
then no other app will be able to play any sound while QWCL is running,
|
||||
period.
|
||||
|
||||
|
||||
QWCL doesn't have quite the right colors when it’s not the active app
|
||||
-------------------------------------------------------------------
|
||||
We're working on fixing this. But QWCL puts everything back again as
|
||||
soon as it is reactivated, and anyway, when it’s not active, you can’t
|
||||
actually do anything in QWCL, so it doesn’t really matter anyway, right?
|
||||
|
||||
|
||||
Desktop is weird colors when QWCL runs windowed
|
||||
---------------------------------------------
|
||||
QWCL needs all 256 colors to look right and run fast, which causes it to
|
||||
have to change some of the 20 colors used to draw the desktop.
|
||||
|
||||
|
||||
Sometimes Permedia boards crash unless -nowindirect is used
|
||||
-----------------------------------------------------------
|
||||
It looks like this is probably a Permedia driver bug, so it might help
|
||||
if you get the most recent drivers.
|
||||
|
||||
|
||||
Right-click on QWCL button in task bar to close doesn’t work as expected
|
||||
----------------------------------------------------------------------
|
||||
In some modes, right-clicking on the QWCL task bar button doesn't work
|
||||
the way you'd expect. We're trying to fix this, but if it's a
|
||||
problem, don't right-click.
|
||||
|
||||
|
||||
Screen saver never kicks in when running QWCL fullscreen
|
||||
------------------------------------------------------
|
||||
It does work windowed, but when QWCL is fullscreen, it completely
|
||||
owns the screen and doesn't share it with anyone, even the
|
||||
screensaver. If you use Alt-Tab to minimize QWCL, the screensaver will
|
||||
then be enabled, so Alt-Tab away from QWCL if you're leaving your
|
||||
computer alone for a while and want the screensaver to be able to kick
|
||||
in.
|
||||
|
||||
|
||||
QWCL doesn't work in a window in 16-color mode
|
||||
--------------------------------------------
|
||||
That's 16 *colors*, not 16-bpp. If you're still running a 16-color
|
||||
desktop, run QWCL fullscreen.
|
||||
|
||||
|
||||
Can't minimize window while mouse active
|
||||
----------------------------------------
|
||||
When running in a window with the mouse active as a QWCL input device,
|
||||
there is no easy way to minimize the window, because the system menu
|
||||
can't be brought up from the keyboard (because some of you use Alt
|
||||
and Spacebar for playing the game), and the mouse can't be used to
|
||||
manipulate the window because it's controlling QWCL. To minimize, you
|
||||
can disable the mouse for QWCL and use it to minimize the window. Or
|
||||
on Win95 you can Alt-Tab away from QWCL, then use the mouse to
|
||||
minimize (this doesn't work on NT, where clicking on the window
|
||||
controls just reactivates QWCL). Or you can bind a key to the
|
||||
vid_minimize command, as in
|
||||
|
||||
bind m "vid_minimize"
|
||||
|
||||
and press that key to minimize the window.
|
||||
|
||||
|
||||
Window controls don't work on NT when mouse enabled
|
||||
---------------------------------------------------
|
||||
When running in a window on NT with the mouse enabled (so you can use
|
||||
the mouse to play QWCL), if you Alt-Tab away from QWCL, then use the mouse
|
||||
to click on the QWCL system menu control, or the minimize, maximize, or
|
||||
close controls, the controls are ignored and QWCL just reactivates.
|
||||
|
||||
|
||||
Mouse sometimes vanishes in system menu on Win95
|
||||
------------------------------------------------
|
||||
On Win95, if QWCL is running in a window with the mouse enabled (so you
|
||||
can use the mouse to play QWCL), if you Alt-Tab away, then click on the
|
||||
system menu, the menu comes up, but the mouse vanishes. However, you
|
||||
can still use the keyboard to select system menu items, or to exit
|
||||
the system menu.
|
||||
|
||||
|
||||
QWCL behaves oddly if Scandisk starts defragmenting
|
||||
-------------------------------------------------
|
||||
If QWCL is running fullscreen on Win95 when Scandisk starts an automatic
|
||||
defragging, QWCL is forced to minimize, and when it is brought back up,
|
||||
may either be in a strange mode where it runs one frame for each
|
||||
keystroke (in which case Alt-Tab generally fixes things), or may hang
|
||||
the system. We don't know what the problem is right now, but you may
|
||||
want to make sure you don't leave QWCL sitting there fullscreen
|
||||
overnight if you have automatic defragging.
|
||||
|
||||
|
||||
Hang reported with zero sound volume
|
||||
------------------------------------
|
||||
When sound is turned all the way down via the QWCL menus, hangs have
|
||||
been reported.
|
||||
|
||||
|
||||
Joystick worked fine with earlier versions of QWCL but not now
|
||||
------------------------------------------------------------------
|
||||
The joystick was enabled by default in earlier versions of
|
||||
QWCL, but quite a few people reported serious problems that
|
||||
forced them to disable the joystick--even some people who didn't
|
||||
have a joystick attached. Since most people don't have joysticks,
|
||||
we've decided to disable the joystick by default, and let people
|
||||
who do want to use it set joystick 1 in the console (QWCL
|
||||
remembers this setting, so this only needs to be done once).
|
||||
|
||||
|
||||
QWCL runs very slowly when it has the focus under NT
|
||||
--------------------------------------------------
|
||||
In one case, QWCL ran very slowly when it had the focus, but fast when
|
||||
it didn't (obviously this is only visible in windowed modes). The
|
||||
problem turned out to be that NT had a Sidewinder 3D Pro joystick
|
||||
driver installed; when the driver was removed, things were fine.
|
||||
If you see a similar problem, check whether QWCL is detecting that
|
||||
your system has a joystick when you don't think it should; if so,
|
||||
try doing "joystick 0", or -nojoy on the command line, and see if
|
||||
that fixes it. If so, there's something flaky in your system
|
||||
joystick setup.
|
||||
|
||||
|
||||
Joystick doesn't seem calibrated properly
|
||||
-----------------------------------------
|
||||
QWCL relies on the information about your joystick stored in the
|
||||
system registry. If the joystick seems miscalibrated, run the
|
||||
joystick applet and recalibrate and see if that fixes things.
|
||||
|
||||
|
||||
Playdemo fails across multiple levels
|
||||
-------------------------------------
|
||||
If "record" is used to record a client-side demo, bad things will
|
||||
happen on playback via playdemo if a level change is recorded.
|
||||
(Timedemo works fine.) This is unfortunate, but QWCL
|
||||
internals make this not fixable without a good chance of
|
||||
breaking something more important, so it'll have to stay this way.
|
||||
|
||||
|
||||
Alt-Tab fullscreen only works sometimes
|
||||
---------------------------------------
|
||||
I know it seems that way, but actually the trick is that on Win95
|
||||
it only works if you let go of Tab before you let go of Alt.
|
||||
This is due to a Windows quirk involving what key sequences are
|
||||
passed along, so you'll have to work around it by remembering to
|
||||
let go of Tab first.
|
||||
|
||||
|
||||
MS-DOS windows get scrunched on Alt-Tab
|
||||
---------------------------------------
|
||||
This is a quirk of Windows; when you run QWCL in a low-res
|
||||
mode, sometimes when you exit QWCL or Alt-Tab back to the
|
||||
desktop, any open MS-DOS windows will be scrunched down to the
|
||||
size of the low-res mode. There is no known workaround.
|
||||
|
||||
|
||||
Dprint in progs doesn't work
|
||||
----------------------------
|
||||
Dprint means "developer print," so it only works if the developer
|
||||
console variable is set to 1. It was a bug in earlier versions that
|
||||
it worked even when developer was set to 0.
|
||||
|
||||
|
||||
Some DirectDraw modes flicker badly and look wrong
|
||||
--------------------------------------------------
|
||||
Page flipping doesn't work properly in some modes on some
|
||||
systems, particularly when using some DirectDraw modes. You
|
||||
can work around this by setting the console variable
|
||||
vid_nopageflip to 1, then setting the desired mode (note
|
||||
that the vid_nopageflip setting does not take effect until
|
||||
the next mode set after the setting is changed). Bear in
|
||||
mind, though, that the vid_nopageflip setting is remembered
|
||||
until it is explicitly changed again, meaning that once you
|
||||
change it, it thereafter applies to all modes, even if you
|
||||
exit and restart QWCL.
|
||||
|
||||
|
||||
The Windows key doesn't do anything fullscreen on Win95
|
||||
-------------------------------------------------------
|
||||
True. This is a minor bug we haven't figured out how to fix yet.
|
||||
You'll have to use Ctrl-Esc, Alt-Tab, or Alt-Esc to switch away.
|
||||
|
||||
|
||||
My default mode is windowed, but QWCL goes fullscreen first
|
||||
---------------------------------------------------------
|
||||
For internal reasons, QWCL has to pick a single mode to always
|
||||
initialize when it starts up, before it sets whatever default you've
|
||||
selected. We've chosen fullscreen mode, because that's the way most
|
||||
people will play. If this is a problem for you, however, you can
|
||||
run QWCL with the -startwindowed command-line parameter.
|
||||
|
||||
|
||||
Some high-resolution video modes flicker or fail to initialize
|
||||
--------------------------------------------------------------
|
||||
We think these problems are all fixed, but if not, they have to
|
||||
do with triple-buffering in some modes on some DirectDraw drivers.
|
||||
If you encounter this problem, either don't use the problem modes
|
||||
or try using the -notriplebuf command-line parameter to turn off
|
||||
triple buffering. Note, though, that turning off triple-buffering
|
||||
can reduce performance in some modes, so do this only if needed.
|
||||
|
||||
|
||||
Right-click doesn't work right on minimized QWCL
|
||||
----------------------------------------------------
|
||||
If you right-click on minimized QWCL on the task bar, the
|
||||
Close selection in the right-click menu doesn't work; you have
|
||||
to restore QWCL before you can exit it. Also, the cursor vanishes
|
||||
over the right-click menu, although it still works.
|
||||
|
||||
|
||||
The screen briefly blanks when you exit QWCL
|
||||
------------------------------------------
|
||||
We're trying to fix this, but it's not harmful, just a mite ugly.
|
||||
|
||||
|
||||
MWAVE sound loses focus
|
||||
-----------------------
|
||||
We've had a report that on a ThinkPad with MWAVE sound, QWCL loses
|
||||
sound focus (and thus sound) every few seconds.
|
||||
|
||||
|
||||
Desktop doesn't reset to proper resolution on QWCL exit
|
||||
-----------------------------------------------------
|
||||
We've had a report that on exiting QWCL, the desktop didn't reset
|
||||
to the proper dimensions. This may be a bug with the Matrox
|
||||
drivers, but we're not sure. If it's a problem and newer
|
||||
drivers don't fix it, you can run -dibonly, which solves the
|
||||
problem but can cost some performance.
|
||||
|
||||
|
||||
Palette goes bad periodically on #9 Imagine card
|
||||
------------------------------------------------
|
||||
There's only one report of this, so maybe it's a flaky board,
|
||||
or maybe it's a driver bug. Newer drivers might help.
|
||||
|
||||
|
||||
System with Packard Bell sound card III crashes on CapsLock
|
||||
-----------------------------------------------------------
|
||||
This appears to be the result of buggy DirectSound drivers;
|
||||
-wavonly makes the problem go away.
|
||||
|
||||
|
||||
Dvorak keyboard mapping ignored
|
||||
-------------------------------
|
||||
QWCL is hardwired for QWERTY.
|
||||
|
||||
|
||||
Cursor messed up after running QWCL
|
||||
---------------------------------
|
||||
This is a Windows driver bug; the driver isn't restoring the
|
||||
cursor properly on return from fullscreen QWCL to the desktop.
|
||||
Try newer drivers.
|
||||
|
||||
|
||||
Ctrl-Alt-Del on NT sometimes doesn't allow return to QWCL
|
||||
-------------------------------------------------------
|
||||
This happens on some machines while running QWCL fullscreen.
|
||||
If you experience this problem, the only workaround is not
|
||||
to press Ctrl-Alt-Del while fullscreen; Alt-Tab away first.
|
||||
|
||||
|
||||
Many fast Alt-Tabs on Win95 sometimes disable QWCL input
|
||||
------------------------------------------------------
|
||||
If you Alt-Tab fast lots of times on Win95 with QWCL running
|
||||
fullscreen, sometimes you end up in fullscreen QWCL, with the
|
||||
game not accepting any keyboard input (so there's no way to
|
||||
exit). The only workaround is to not do lots of fast
|
||||
Alt-Tabs (why you'd want to, I'm not sure).
|
||||
|
||||
|
||||
|
||||
----------------------------------
|
||||
| A bit about how QWCL video works |
|
||||
----------------------------------
|
||||
|
||||
QWCL has the built-in ability to draw into windows (both normal, framed
|
||||
desktop windows and fullscreen, borderless windows). It also has
|
||||
built- in support for VGA 320x200 graphics, and supports DirectDraw,
|
||||
VESA VBE 2.0 and VESA VBE/AF (Accelerator Functions) graphics modes,
|
||||
if those are available.
|
||||
|
||||
QWCL does not require DirectDraw, but in order for DirectDraw modes to
|
||||
be available, you must have DirectDraw installed; some systems come
|
||||
with it preinstalled, but if it's not on your system, you can download
|
||||
it from http://www.microsoft.com/mediadev/download/directx.exe (the
|
||||
exact URL may vary), and install it.
|
||||
|
||||
QWCL does not require VESA VBE, but in order for VESA VBE modes to be
|
||||
available, your graphics card must be VESA VBE 2.0 or VBE/AF
|
||||
compliant; a VESA driver can either be built into the BIOS of your
|
||||
graphics card, or loadable via software. If you don't have a VESA VBE
|
||||
driver, Scitech Display Doctor, available from Scitech Software, will
|
||||
update most graphics cards to VESA VBE 2.0 and VBE/AF.
|
||||
|
||||
|
||||
SciTech Display Doctor
|
||||
----------------------
|
||||
If you are having problems with your video drivers, or if you would
|
||||
like to take a shot at improving your video performance in QWCL, you may
|
||||
want to try out SciTech Display Doctor (SDD). SDD works on just about
|
||||
any graphics card and it can do several things that can make QWCL run
|
||||
better on your system:
|
||||
|
||||
1. It will update your graphics card to be compatible with VESA VBE
|
||||
2.0 and VESA VBE/AF (Accelerator Functions). These modes will usually
|
||||
give you the best performance in QWCL (which is often but not always
|
||||
faster than your current performance).
|
||||
|
||||
2. It creates low-resolution modes on your graphics card.
|
||||
Low-resolution video modes (such as 320x240, 400x300 and 512x384)
|
||||
allow you to adjust the level of detail in QWCL so you can get the best
|
||||
balance between performance and image quality.
|
||||
|
||||
The latest version of SciTech Display Doctor 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: info@scitechsoft.com
|
||||
|
||||
SciTech Software, Inc.
|
||||
505 Wall Street
|
||||
Chico, CA 95926-1989
|
||||
916-894-8400
|
||||
916-894-9069 FAX
|
||||
|
||||
|
||||
Video modes supported in Win95
|
||||
------------------------------
|
||||
What all this means is that on Win95, QWCL will always be able to run in
|
||||
the following modes:
|
||||
|
||||
1) in a window
|
||||
2) fullscreen 320x200 VGA mode 0x13
|
||||
3) fullscreen high-resolution of some sort
|
||||
|
||||
Category #3 can be any of several configurations. On Win95, if either
|
||||
DirectDraw or VESA VBE modes are available, then all the DirectDraw
|
||||
and VESA modes will be presented as high-res choices. (320x200 will
|
||||
always default to VGA mode 0x13.) In the case that a given resolution
|
||||
is supported by both DirectDraw and VESA, the VESA mode will be used.
|
||||
(However, the command-line switch -nowindirect can turn off VESA modes
|
||||
entirely.) If neither DirectDraw nor VESA modes are available, then
|
||||
high-resolution modes will be provided by using fullscreen, borderless
|
||||
windows in whatever resolutions the Windows driver supports, usually
|
||||
starting at 640x480 and going up.
|
||||
|
||||
|
||||
Video Modes Supported in Windows NT
|
||||
-----------------------------------
|
||||
NT is similar but not identical, because neither VESA VBE modes nor
|
||||
VGA mode 0x13 are available. On NT, QWCL will always be able to run in
|
||||
the following modes:
|
||||
|
||||
1) in a window
|
||||
2) fullscreen high-resolution of some sort
|
||||
|
||||
On NT, category #2 can be one of two configurations. If DirectDraw
|
||||
modes are available, then those will be the high-res choices;
|
||||
otherwise, fullscreen, borderless windows will be used in whatever
|
||||
resolutions the driver supports, usually starting at 640x480 and going
|
||||
up. Because there is normally no low-resolution mode such as 320x200
|
||||
or 320x240 on NT, a pseudo low-res mode is created by rendering at
|
||||
320x240, then stretching the image by doubling it in each direction
|
||||
while copying it to a 640x480 screen. However, stretching performance
|
||||
depends on the driver, and can be slow, so sometimes 640x480 is
|
||||
actually faster than 320x240 on NT.
|
||||
|
||||
The bottom line here is that you can generally just use the Video menu
|
||||
and pick one of the modes and be happy. In some cases, though, you
|
||||
may need to use command-line switches (described next) to get the
|
||||
types of modes you want. One useful tip is to go into the console and
|
||||
do vid_describemodes, which lists all the modes QWCL makes available on
|
||||
your machine given the command-line switches you've used. Each mode
|
||||
is followed by the name of the internal QWCL driver that supports it, so
|
||||
you can tell which modes are DirectDraw, VESA, and so on, as follows:
|
||||
|
||||
WINDOWED: QWCL runs in a normal window
|
||||
FULLSCREEN DIB: fullscreen borderless window
|
||||
FULLSCREEN VGA8.DRV: VGA 320x200 mode
|
||||
FULLSCREEN DDRAW8.DRV: DirectDraw mode
|
||||
FULLSCREEN LINEAR8.DRV: VESA VBE 2.0+ mode
|
||||
FULLSCREEN ACCEL8.DRV: VESA VBE/AF (Accelerator Functions) mode
|
||||
(note that QWCL does not take advantage of
|
||||
VBE/AF acceleration; so far as QWCL is
|
||||
concerned VBE/AF is the same as normal VBE)
|
||||
|
||||
You can use vid_mode from the console to set any of these modes. So,
|
||||
for example, if you see that there are two 320x200 modes (such as one
|
||||
VGA mode 0x13, normally mode 3, and one VESA mode, normally mode 4),
|
||||
you can choose the VESA mode, which will often be faster, with
|
||||
vid_mode 4. (You can make it the default by setting
|
||||
_vid_default_mode_win to the mode number.)
|
||||
|
||||
There's more to the windowed modes than you might think. 320x240 is
|
||||
just what you’d expect, but 640x480 is actually rendered at 320x240
|
||||
and stretched up to 640x480, because most machines can’t handle the
|
||||
performance demands of real 640x480 rendering. Likewise, 800x600 is a
|
||||
stretched 400x300. Actually, though, vid_mode 2 (the 800x600 mode) is
|
||||
a user-configurable mode. By setting the following console variables,
|
||||
you can change the characteristics of vid_mode 2:
|
||||
|
||||
vid_config_x: width of mode 2 window
|
||||
|
||||
vid_config_y: height of mode 2 window
|
||||
|
||||
vid_stretch_by_2: whether to render at half-resolution in each
|
||||
direction and stretch up to the specified size in mode 2, or render at
|
||||
full resolution.
|
||||
|
||||
After setting these variables in the console, do a vid_forcemode 2,
|
||||
and you’ll have the window you specified. Note that after making
|
||||
these changes, the new resolution will show up as the third windowed
|
||||
mode in the Video menu.
|
||||
|
||||
If you don't have QWCL mouse play enabled in windowed mode, you can also
|
||||
go from windowed to fullscreen mode simply by clicking on the maximize
|
||||
button. The mode switched to is controlled by the vid_fullscreen_mode
|
||||
console variable, and defaults to mode 3.
|
||||
|
||||
Other video console commands include:
|
||||
|
||||
vid_fullscreen: switch to the mode specified by the
|
||||
vid_fullscreen_mode console variable.
|
||||
|
||||
vid_windowed: switch to the mode specified by the vid_windowed_mode
|
||||
console variable.
|
||||
|
||||
Vid_fullscreen and vid_windowed can be bound to keys, so it's possible
|
||||
to flip between windowed and fullscreen with a single key press.
|
||||
|
||||
Also, vid_minimize minimizes the QWCL window if and only if
|
||||
QWCL is running in a windowed mode. You can bind a key to
|
||||
the commands "vid_windowed; wait; vid_minimize" to minimize QWCL
|
||||
regardless of whether you're running in windowed or fullscreen mode.
|
||||
|
||||
You can turn off page flipping by setting the console variable
|
||||
vid_nopageflip to 1, then setting a new mode. (Note that the
|
||||
vid_nopageflip setting does not take effect until the next mode set.)
|
||||
Some systems run faster with page flipping turned off; also, page
|
||||
flipping does not work properly on some adapters, and vid_nopageflip
|
||||
is a workaround for this. Note that vid_nopageflip is a persistent
|
||||
variable; it retains its setting until it is explicitly changed again,
|
||||
even across multiple QWCL sessions.
|
||||
|
||||
The vid_forcemode console command sets the specified mode, even if
|
||||
it's the same as the current mode (normally the mode set only happens
|
||||
if the new mode differs from the current mode). This is generally
|
||||
useful only if you've modified the characteristics of video mode 2
|
||||
(the configurable window) while you're in mode 2, and want to force
|
||||
the new characteristics to take effect.
|
||||
|
||||
Whenever you switch to running QWCL in a window, the window is
|
||||
placed at the same location it was in the last time QWCL ran
|
||||
in a window. You can reset the window position to the upper left
|
||||
by using the -resetwinpos command-line switch. The window position
|
||||
is stored in the vid_window_x and vid_window_y console variables.
|
||||
|
||||
|
||||
|
||||
-------------------------------
|
||||
| Video command-line switches |
|
||||
-------------------------------
|
||||
|
||||
The full list of video-related command-line switches is:
|
||||
|
||||
-dibonly: QWCL will use only windows (both normal, framed windows on the
|
||||
desktop and fullscreen, borderless windows), not any direct hardware
|
||||
access modes such as DirectDraw or VESA modes, or even VGA 320x200
|
||||
mode. This is the closest thing to a guaranteed-to-run fullscreen
|
||||
mode QWCL has.
|
||||
|
||||
-nowindirect: QWCL will not try to use VESA VBE 2.0 modes, or VBE/AF
|
||||
1.0 or later modes. Note that if there are both DirectDraw and VESA
|
||||
modes for a given resolution, QWCL will normally use the VESA mode;
|
||||
-nowindirect allows DirectDraw modes to be the preferred choice for
|
||||
all resolutions except 320x200. This can be useful if QWCL is crashing
|
||||
because of a buggy VESA driver.
|
||||
|
||||
-nodirectdraw: QWCL will not try to use DirectDraw modes. This can be
|
||||
useful if QWCL is crashing because of a buggy DirectDraw driver.
|
||||
|
||||
-novbeaf: QWCL will not try to use VBE/AF 1.0 or later modes.
|
||||
|
||||
-startwindowed: QWCL will come up in a windowed mode, without going
|
||||
fullscreen even during initialization.
|
||||
|
||||
-noforcevga: normally, QWCL uses VGA mode 0x13 for the default 320x200
|
||||
mode, even if a DirectDraw or VESA 320x200 mode exists. However,
|
||||
DirectDraw and VESA modes can be considerably faster than mode 0x13,
|
||||
because they can set up a linear framebuffer with higher memory
|
||||
bandwidth. If you specify -noforcevga, the default 320x200 mode in
|
||||
the menu will be a DirectDraw or VESA mode if one exists. This has no
|
||||
effect on modes selected via the console variable vid_mode, and if
|
||||
320x200 is already your video mode, -noforcevga doesn't do anything
|
||||
until you use the menu to select another mode, then select 320x200
|
||||
again. (So if your default mode is 320x200 and you then specify
|
||||
-noforcevga, switch away to some other mode and then back to 320x200
|
||||
to get the potentially faster 320x200 mode.) The downside to this
|
||||
switch is that DirectDraw and VESA modes can cause problems in some
|
||||
systems, due to driver bugs or hardware incompatibilities; if you
|
||||
experience problems with this switch, don't use it.
|
||||
|
||||
-noautostretch: don't stretch windowed modes selected with
|
||||
-startwindowed to double resolution.
|
||||
|
||||
-nofulldib: don't use fullscreen, borderless windows, even if there
|
||||
are no DirectDraw or VESA modes available.
|
||||
|
||||
-allow360: allow listing of 360-wide modes in the video mode menu.
|
||||
These are normally filtered out to make sure the menu doesn't get too
|
||||
full, which could cause high-res modes not to be displayed.
|
||||
|
||||
-notriplebuf: prevent triple-buffered page flipping (rather than double-
|
||||
buffered). This may result in slower performance, but is a workaround
|
||||
if you encounter problems with flicker or initialization failure, which
|
||||
could possibly happen in some modes with some DirectDraw drivers.
|
||||
|
||||
|
||||
|
||||
----------------------------------
|
||||
| A bit about how QWCL sound works |
|
||||
----------------------------------
|
||||
|
||||
QWCL can use either DirectSound or Windows wave output to generate
|
||||
sound. If DirectSound is available, it is used; if not, if wave sound
|
||||
is available it is used; and if neither is available, there is no
|
||||
sound. DirectSound results in the best sound quality, and also the
|
||||
lowest-latency sound; use it if you can, because you will be happier
|
||||
with the results. (Note, though, that no NT sound drivers yet support
|
||||
DirectSound.) Wave sound will often have high latency, lagging the
|
||||
events that generate sound by hundreds of milliseconds on some
|
||||
machines.
|
||||
|
||||
You can tell what kind of sound QWCL uses on your system by looking at
|
||||
the startup portion of the console; you will see either "DirectSound
|
||||
initialized" or "Wave sound initialized" (neither message is printed
|
||||
if there's no sound). Any sound failure messages will also be printed
|
||||
in the startup portion of the console.
|
||||
|
||||
Note that QWCL generates sound only when it is the active app, the one
|
||||
with the input focus.
|
||||
|
||||
|
||||
|
||||
-------------------------------
|
||||
| Sound command-line switches |
|
||||
-------------------------------
|
||||
|
||||
The full list of sound-related command-line switches is:
|
||||
|
||||
-wavonly: don’t use DirectSound, but use wave sound if available.
|
||||
Note that wave sound is generally faster than DirectSound, but has
|
||||
considerably greater latency. This switch is redundant on NT, because
|
||||
all sound output on current NT drivers is wave sound.
|
||||
|
||||
-nosound: don’t output any sound.
|
||||
|
||||
-primarysound: use DirectSound primary buffer output. This is
|
||||
generally faster than normal secondary buffer output, but does not
|
||||
work in some systems, and produces odd sound glitches on minimization
|
||||
and focus switching in other systems. Use it at your own risk, and
|
||||
please do not report sound bugs if you're using this switch.
|
||||
|
||||
-snoforceformat: QWCL will not try to force the sound hardware to 11
|
||||
KHz, 16 bits per sample. This may be useful if DirectSound is failing
|
||||
for no apparent reason, but generally QWCL will produce better sound and
|
||||
better performance if this switch is not used.
|
||||
|
||||
|
||||
|
||||
-----------------------
|
||||
| Notes on networking |
|
||||
-----------------------
|
||||
|
||||
The winsock TCP/IP driver will not cause a dial-up internet connection
|
||||
to automatically start up when Quake is started. If you start Quake
|
||||
with it inactive, the connection will be activated when you either try
|
||||
to connect to a server or search for local servers.
|
||||
|
||||
The local IP address will not always be known at startup. If it is
|
||||
currently unknown the menu will display "INADDR_ANY". This will be
|
||||
replaced with the real address when it is known. The IP address will
|
||||
become known when you try to connect to a server, you search for local
|
||||
servers, or you start a server.
|
||||
|
||||
For multi-homed machines (machines with more than one network adapter
|
||||
and IP adress), you can force QWCL to bind to a specific IP
|
||||
address. There is a command line option "-ip" that takes an IP
|
||||
address as its parameter.
|
||||
|
||||
|
||||
|
||||
----------------------
|
||||
| Notes on the mouse |
|
||||
----------------------
|
||||
|
||||
If DirectInput is installed and functioning, QWCL can use it for
|
||||
mouse input, but does not do so automatically because DirectInput does
|
||||
not work properly on all systems. DirectInput can be enabled via the
|
||||
command-line switch -dinput. If DirectInput is not available or is
|
||||
not enabled, QWCL uses the normal Windows mouse APIs instead.
|
||||
DirectInput provides slightly smoother motion; also, it tends to be
|
||||
more responsive to fast spinning motions, and we recommend that you use
|
||||
it if it works properly on your system. You can determine if QWCL uses
|
||||
DirectInput on your system when you use -dinput by checking for
|
||||
"DirectInput initialized" in the startup console text. If not, you
|
||||
might try installing DirectX 3 (note, though, that as I write this
|
||||
there is no released DirectInput support for Windows NT, only Win95).
|
||||
|
Before Width: | Height: | Size: 9.6 KiB |
|
@ -1,217 +0,0 @@
|
|||
README for Linux QWCL
|
||||
---------------------
|
||||
|
||||
Please refer to
|
||||
|
||||
http://www.quakeworld.net/
|
||||
|
||||
for documentation on the client that is not operating system specific.
|
||||
|
||||
This README covers all versions of QWCL for Linux:
|
||||
|
||||
Requirements for SVGALib qwcl:
|
||||
|
||||
- SVGALib 1.20 or later (/lib/libvga.so.1.2.10)
|
||||
- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16.
|
||||
- SVGALib supported mouse (usually if it works with X, it'll work with
|
||||
squake).
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Requirements for glqwcl:
|
||||
|
||||
- 3DFX based card for the GLQuake version, VooDoo, VooDoo Rush or VooDoo2
|
||||
at this writing. In order to use 3DFX hardware, you must have 3DFX's
|
||||
GLIDE drivers installed. RPMs for these drivers are available at:
|
||||
http://glide.xxedgexx.com/3DfxRPMS.html
|
||||
- For the glX version, an OpenGL implementation that includes hardware
|
||||
glX support.
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib compatible mouse for glquake or X11 for glquake.glx
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Requirements for X11 qwcl:
|
||||
|
||||
- X11R5 later, only tested with XFree86, should work with most X Servers
|
||||
- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
|
||||
or glibc (libc6) for the glibc version
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib supported mouse (usually if it works with X, it'll work with
|
||||
squake).
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Skins Note
|
||||
----------
|
||||
|
||||
After you get the skin files from ftp.idsoftware.com (currently,
|
||||
qw_skins.zip, qws_9652.zip and qws_9706.zip) and install them in
|
||||
qw/skins, you should run the shell script 'fixskins.sh' that you can find in
|
||||
the qw/skins directly distributed with this archive.
|
||||
|
||||
Linux qwcl will always look for lowercase file names first.
|
||||
|
||||
Additional notes for SVGALib QWCL
|
||||
---------------------------------
|
||||
|
||||
Linux qwcl supports 320x200x256, the various modeX modes (320x400, 360x400,
|
||||
etc) as well as high res modes if your card is supported by SVGALib. Use
|
||||
the Quake console command vid_describemodes to list supported modes and
|
||||
the command vid_mode <number> to change modes.
|
||||
|
||||
Full sound support is included. The default sound rate is 16-bit stereo,
|
||||
11KHz. You can change this in the options section below.
|
||||
|
||||
Mouse works great, but SVGALib may not detect a 3-button mouse properly (it
|
||||
will only use two buttons). Check your /etc/libvga.config (or
|
||||
/etc/vga/libvga.config for SlackWare users).
|
||||
|
||||
Additional notes for glqwcl
|
||||
---------------------------
|
||||
|
||||
There are three different ways to execute glqwcl:
|
||||
|
||||
1. The binary "glqwcl" requires Mesa 3-D 2.5 or later installed and compiled
|
||||
with 3DFX support (fxMesa..() function interface). It also requires
|
||||
svgalib 1.3.0 or later for keyboard/mouse input. This binary is a console
|
||||
application. Mesa 3-D requires GLIDE to be installed.
|
||||
|
||||
2. The shell script "glqwcl.3dfxgl" runs the "glqwcl" binary after
|
||||
preloading the lib3dfxgl.so library. This is a port of 3DFX's Win32
|
||||
OpenGL MCD (Mini Client Driver) to Linux. It is faster than Mesa 3-D
|
||||
since it was written specifically with supporting GLQuake in mind.
|
||||
lib3dfxgl.so requires that GLIDE be installed.
|
||||
|
||||
3. The binary "glqwcl.glx" is linked against standard OpenGL libraries.
|
||||
It should run on many different hardward OpenGL implementations under
|
||||
Linux and X11. This binary is an X11 application and must be run under
|
||||
X11. It will work with Mesa 3-D as a standard glX based OpenGL
|
||||
applications. If the Mesa 3-D library is compiled with 3DFX support,
|
||||
you can have Mesa 3-D support 3DFX hardware under X11 by setting the
|
||||
enviroment variable "MESA_GLX_FX" to "fullscreen" for fullscreen mode
|
||||
and "window" for windowed mode, eg. "export MESA_GLX_FX=fullscreen" for sh
|
||||
or "setenv MESA_GLX_FX fullscreen" for csh.
|
||||
|
||||
For glqwcl, you must also have SVGALib or later installed (1.3.0 or later
|
||||
prefered). glqwcl uses SVGALib for mouse and keyboard handling.
|
||||
|
||||
If you have gpm and/or selection running, you will have to terminate them
|
||||
before running glqwcl since they will not give up the mouse when glqwcl
|
||||
attempts to run. You can kill gpm by typing 'killall gpm' as root.
|
||||
|
||||
You must run glqwcl as root or setuid root since it needs to access things
|
||||
such as sound, keyboard, mouse and the 3DFX video. Future versions may not
|
||||
require root permissions.
|
||||
|
||||
Additional notes for X11 qwcl
|
||||
-----------------------------
|
||||
|
||||
This is a windowed version that is generic for X11. It runs in a window
|
||||
and can be resized. You can specify a starting window size with:
|
||||
-width <width>
|
||||
-height <height>
|
||||
-winsize <width> <height>
|
||||
Default is 320x200. It works in 16bit modes, but it's slower (twice as many
|
||||
bytes to copy).
|
||||
|
||||
No other video modes are supported (just runs windowed). Mouse is read, but
|
||||
not "grabbed" by default. Go to the Options menu and turn on Use Mouse to grab
|
||||
the mouse and use it in the game (or type "_windowed_mouse 1" at the console).
|
||||
|
||||
New Command Line Options for Linux Quake
|
||||
----------------------------------------
|
||||
|
||||
-mem <mb>
|
||||
Specify memory in megabytes to allocate (default is 8MB, which should be fine
|
||||
for most needs).
|
||||
|
||||
-nostdout
|
||||
Don't do any output to stdout
|
||||
|
||||
-mdev <device>
|
||||
Mouse device, default is /dev/mouse
|
||||
|
||||
-mrate <speed>
|
||||
Mouse baud rate, default is 1200
|
||||
|
||||
-cddev <device>
|
||||
CD device, default is /dev/cdrom
|
||||
|
||||
-mode <modenum>
|
||||
Use indicated video mode
|
||||
|
||||
-nokdb
|
||||
Don't initialize keyboard
|
||||
|
||||
-sndbits <8 or 16>
|
||||
Set sound bit sample size. Default is 16 if supported.
|
||||
|
||||
-sndspeed <speed>
|
||||
Set sound speed. Usual values are 8000, 11025, 22051 and 44100.
|
||||
Default is 11025.
|
||||
|
||||
-sndmono
|
||||
Set mono sound
|
||||
|
||||
-sndstereo
|
||||
Set stereo sound (default if supported)
|
||||
|
||||
Installation
|
||||
------------
|
||||
|
||||
Boot DOS (I know, but you need it to run the Quake install program) and
|
||||
install Quake from your Quake CD to a DOS parition.
|
||||
|
||||
Boot Linux and make a directory for Quake. Copy everything from the DOS Quake
|
||||
directory into it. i.e.:
|
||||
(cd /dos/quake; tar cf - .) | (cd ~/quake; tar xf -)
|
||||
|
||||
Place qwcl into your Quake directory. You must make it setuid root (since
|
||||
Quake access stuff like direct video writes, the raw keyboard mode, CD, etc).
|
||||
Quake will setuid back to the normal user as soon as it opens these files.
|
||||
Make Quake suid root as follows:
|
||||
chown root qwcl
|
||||
chmod 4755 qwcl
|
||||
|
||||
Run qwcl. I don't recommend running it as root, since all the saved
|
||||
config.cfg files will be then owned as root. Use your normal account, unless
|
||||
you do everything as root, then your mileage will vary.
|
||||
|
||||
qwcl may segfault if it tries to initialize your sound card and their isn't
|
||||
one. Same with the CDROM. If it dies, try it with -nosound and/or
|
||||
-nocdaudio. If you have a sound card it died on and you know it is
|
||||
supported by USSLite (the driver that comes with the Linux kernel), let me
|
||||
know and I'll take a look at it.
|
||||
|
||||
It should work with SCSI CDROMs, but is untested.
|
||||
|
||||
End Notes
|
||||
---------
|
||||
|
||||
Linux QuakeWorld is *NOT* an officially supported product. Mail about it
|
||||
will be deleted. Do not email id about this product. If you are having
|
||||
technical difficultly, you can email me, but make sure you have the correct
|
||||
kernel, libc, svgalib and other software versions before you email me.
|
||||
|
||||
/// Dave 'Zoid' Kirsch
|
||||
zoid@idsoftware.com
|
||||
Official Quake Unix Port Administrator
|
||||
|
||||
Acks
|
||||
----
|
||||
|
||||
Greg Alexander <galexand@sietch.bloomington.in.us> for initial work in SVGALib
|
||||
support.
|
||||
Dave Taylor <ddt@crack.com> for basic Linux support.
|
||||
id Software for Quake and making me port it. :)
|
||||
|
||||
Lots of people on #linux, #quake for testing.
|
||||
|
|
@ -1,13 +0,0 @@
|
|||
QWSV Notes (May.05.1998 Release)
|
||||
--------------------------------
|
||||
|
||||
Please refer to
|
||||
|
||||
http://www.quakeworld.net/
|
||||
|
||||
for documentation.
|
||||
|
||||
Server operators wishing to link to our master server at id, please use;
|
||||
|
||||
qwsv +setmaster 192.246.40.37.
|
||||
|
|
@ -116,3 +116,51 @@ When the first valid packetentities_t arrives at the client, cls.state is set
|
|||
to ca_active, and rendering can begin.
|
||||
|
||||
FIXME: make sure player and packets are both valid
|
||||
|
||||
|
||||
movecmd_t movecmd;
|
||||
|
||||
|
||||
input from
|
||||
|
||||
packet sender
|
||||
wake up on alarms or input signal
|
||||
if on input signal, set skipnextalrm
|
||||
else
|
||||
if skipnextalarm
|
||||
skipnextalarm = false;
|
||||
continue;
|
||||
lock packet
|
||||
get current movecmd
|
||||
send message
|
||||
unlock packet
|
||||
|
||||
packet receiver
|
||||
wake up only on packet arrival
|
||||
identify the packet source
|
||||
calculate exact latency
|
||||
save the packet off
|
||||
|
||||
|
||||
|
||||
|
||||
// cause timer messages to be issued
|
||||
SetTimer (mainwindow, 1, 50, NULL);
|
||||
|
||||
// cause packet received messages to be issued
|
||||
WSAAsyncSelect ( net_socket, mainwindow, WM_USER, FD_READ );
|
||||
|
||||
if (!GetMessage (&msg, NULL, 0, 0))
|
||||
{
|
||||
TranslateMessage (&msg);
|
||||
DispatchMessage (&msg);
|
||||
while (PeekMessage (&msg, NULL, 0, 0, PM_NOREMOVE))
|
||||
{
|
||||
if (!GetMessage (&msg, NULL, 0, 0))
|
||||
break;
|
||||
TranslateMessage (&msg);
|
||||
DispatchMessage (&msg);
|
||||
}
|
||||
PrepareToBlock ();
|
||||
}
|
||||
|
|
@ -1,69 +0,0 @@
|
|||
GLQuake Drivers
|
||||
|
||||
Graphics Subsystem: Voodoo Graphics or Voodoo Rush
|
||||
|
||||
Copyright ( 1997 3Dfx Interactive, Inc. )
|
||||
All Rights Reserved
|
||||
|
||||
3Dfx Interactive, Inc.
|
||||
www: www.3dfx.com
|
||||
news: news.3dfx.com
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
NOTE: GLQuake requires DirectX support DirectSound. DirectX can be
|
||||
installed from the media provided with your Voodoo Based 3D Accelerator.
|
||||
|
||||
Glide 2.31 or HIGHER runtime drivers *MUST* be installed to use this
|
||||
GLQuake driver. Please download these drivers from your board
|
||||
manufacturer OR unsupported drivers from http://www.3dfx.com
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Release Notes for GLQuake's mini-GL driver
|
||||
|
||||
What's in the distribution?
|
||||
---------------------------
|
||||
|
||||
This distribution contains GLQuake Drivers for Voodoo Based 3D
|
||||
Accelerators. These drivers were tested on the following boards:
|
||||
|
||||
Voodoo Graphics:
|
||||
- Quantum 3D Obsidian
|
||||
- Diamond Monster 3D
|
||||
- Orchid Righteous 3D
|
||||
- Deltron Realvision Flash 3D
|
||||
- Guillemot MaxiGamer
|
||||
- Skywell Magic 3D
|
||||
|
||||
Voodoo Rush:
|
||||
- Hercules Stringray 128-3D
|
||||
- Intergraph Intense 3D Voodoo
|
||||
- Jazz Multimedia Adrenaline Rush
|
||||
|
||||
NOTE: The enclosed drivers are not meant to replace any Direct3D or
|
||||
Glide drivers provided by your Voodoo Graphics card manufacturer.
|
||||
Please obtain supported drivers from your board manufacturer.
|
||||
|
||||
OEMSR2 and NT users: Do NOT replace OPENGL32.DLL located in your
|
||||
Windows\SYSTEM directory.
|
||||
|
||||
Requirements
|
||||
------------
|
||||
|
||||
- Voodoo Graphics or Voodoo Rush Based 3D Accelerator
|
||||
- Windows 95 (Windows NT is supported for Voodoo Rush)
|
||||
- A PC with a Pentium 90 or higher CPU
|
||||
- 16MB of RAM
|
||||
- 2D Video card set at 16 bit color
|
||||
|
||||
Support and Frequently Asked Questions
|
||||
--------------------------------------
|
||||
|
||||
GLQuake is currently unsupported. You may however find answers to
|
||||
questions on various Quake dedicated websites. 3Dfx provides a GLQuake
|
||||
newsgroup on news.3dfx.com (Newsgroup name is 3dfx.games.glquake ) to
|
||||
discuss GLQuake with other users. 3Dfx also provides a regularly
|
||||
updated GLQuake FAQ at: http://www.3dfx.com/game_dev/quake_faq.html
|
||||
|
||||
|
||||
Voodoo Graphics and Voodoo Rush are trademarks of 3Dfx Interactive, Inc.
|
||||
All other trademarks are the property of their respective owners.
|
|
@ -1,177 +0,0 @@
|
|||
INSTALL for Linux Quake
|
||||
-----------------------
|
||||
|
||||
Quake for Linux provides several different binary executables to support
|
||||
different hardware and drivers.
|
||||
|
||||
Included with Linux Quake are:
|
||||
- SVGALib Quake (squake)
|
||||
This is a software renderer Quake that runs at the text console in Linux.
|
||||
- GLQuake (glquake, glquake.glx and glquake.3dfxgl)
|
||||
This is a hardware renderer Quake that runs using hardware 3D
|
||||
acceleration.
|
||||
- X11 Quake (quake.x11)
|
||||
Software rendering in a window under X11.
|
||||
|
||||
Installation
|
||||
------------
|
||||
|
||||
Mount the Quake CD as one would usually mount a CDROM, this can be
|
||||
accomplished by using the command:
|
||||
|
||||
mount /dev/cdrom /mnt
|
||||
|
||||
As root. Once the CD is mounted, run the setup script on the CD as root.
|
||||
|
||||
$ su
|
||||
Password:
|
||||
# mount /dev/cdrom /mnt
|
||||
# /bin/sh /mnt/setup
|
||||
|
||||
The script will ask some questions about what options you want to install
|
||||
and automatically install the software into /usr/local/games/quake.
|
||||
|
||||
Requirements
|
||||
------------
|
||||
|
||||
Requirements for SVGALib Quake:
|
||||
|
||||
- SVGALib 1.20 or later (/lib/libvga.so.1.2.10)
|
||||
- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
|
||||
or glibc (libc6) for the glibc version
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib supported mouse (usually if it works with X, it'll work with
|
||||
squake).
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Requirements for GLQuake:
|
||||
|
||||
- 3DFX based card for the GLQuake version, VooDoo, VooDoo Rush or VooDoo2
|
||||
at this writing. In order to use 3DFX hardware, you must have 3DFX's
|
||||
GLIDE drivers installed. RPMs for these drivers are available at:
|
||||
http://glide.xxedgexx.com/3DfxRPMS.html
|
||||
- For the glX version, an OpenGL implementation that includes hardware
|
||||
glX support.
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib compatible mouse for glquake or X11 for glquake.glx
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Requirements for X11 Quake:
|
||||
|
||||
- X11R5 later, only tested with XFree86, should work with most X Servers
|
||||
- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
|
||||
or glibc (libc6) for the glibc version
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib supported mouse (usually if it works with X, it'll work with
|
||||
squake).
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Additional notes for SVGALib Quake
|
||||
----------------------------------
|
||||
|
||||
SVGALib may not detect a 3-button mouse properly (it
|
||||
will only use two buttons). Check your /etc/vga/libvga.config
|
||||
and set it up for your mouse type.
|
||||
|
||||
Also, newer versions of SVGALib have an mouse_accel_type option. Most
|
||||
users will want to set this to "off" in /etc/vga/libvga.config.
|
||||
|
||||
Additional notes for GLQuake
|
||||
----------------------------
|
||||
|
||||
There are three different ways to execute GLQuake:
|
||||
|
||||
1. The binary "glquake" requires Mesa 3-D 2.5 or later installed and compiled
|
||||
with 3DFX support (fxMesa..() function interface). It also requires
|
||||
svgalib 1.3.0 or later for keyboard/mouse input. This binary is a console
|
||||
application. Mesa 3-D requires GLIDE to be installed.
|
||||
|
||||
2. The shell script "glquake.3dfxgl" runs the "glquake" binary after
|
||||
preloading the lib3dfxgl.so library. This is a port of 3DFX's Win32
|
||||
OpenGL MCD (Mini Client Driver) to Linux. It is faster than Mesa 3-D
|
||||
since it was written specifically with supporting GLQuake in mind.
|
||||
lib3dfxgl.so requires that GLIDE be installed.
|
||||
|
||||
3. The binary "glquake.glx" is linked against standard OpenGL libraries.
|
||||
It should run on many different hardward OpenGL implementations under
|
||||
Linux and X11. This binary is an X11 application and must be run under
|
||||
X11. It will work with Mesa 3-D as a standard glX based OpenGL
|
||||
applications. If the Mesa 3-D library is compiled with 3DFX support,
|
||||
you can have Mesa 3-D support 3DFX hardware under X11 by setting the
|
||||
enviroment variable "MESA_GLX_FX" to "fullscreen" for fullscreen mode
|
||||
and "window" for windowed mode, eg. "export MESA_GLX_FX=fullscreen" for sh
|
||||
or "setenv MESA_GLX_FX fullscreen" for csh.
|
||||
|
||||
For glquake, you must also have SVGALib or later installed (1.3.0 or later
|
||||
prefered). GLQuake uses SVGALib for mouse and keyboard handling.
|
||||
|
||||
If you have gpm and/or selection running, you will have to terminate them
|
||||
before running GLQuake since they will not give up the mouse when GLQuake
|
||||
attempts to run. You can kill gpm by typing 'killall gpm' as root.
|
||||
|
||||
You must run GLQuake as root or setuid root since it needs to access things
|
||||
such as sound, keyboard, mouse and the 3DFX video. Future versions may not
|
||||
require root permissions.
|
||||
|
||||
Additional notes for X11 Quake
|
||||
------------------------------
|
||||
|
||||
This is a windowed version that is generic for X11. It runs in a window
|
||||
and can be resized. You can specify a starting window size with:
|
||||
-width <width>
|
||||
-height <height>
|
||||
-winsize <width> <height>
|
||||
Default is 320x200. It works in 16bit modes, but it's slower (twice as many
|
||||
bytes to copy).
|
||||
|
||||
No other video modes are supported (just runs windowed). Mouse is read, but
|
||||
not "grabbed" by default. Go to the Options menu and turn on Use Mouse to grab
|
||||
the mouse and use it in the game (or type "_windowed_mouse 1" at the console).
|
||||
|
||||
Command Line Options for Linux Quake
|
||||
------------------------------------
|
||||
|
||||
-mem <mb>
|
||||
Specify memory in megabytes to allocate (default is 8MB, which should be fine
|
||||
for most needs).
|
||||
|
||||
-nostdout
|
||||
Don't do any output to stdout
|
||||
|
||||
-mdev <device> (SVGALib based versions only)
|
||||
Mouse device, default is /dev/mouse
|
||||
|
||||
-mrate <speed> (SVGALib based versions only)
|
||||
Mouse baud rate, default is 1200
|
||||
|
||||
-cddev <device>
|
||||
CD device, default is /dev/cdrom
|
||||
|
||||
-mode <modenum>
|
||||
Use indicated video mode
|
||||
|
||||
-nokdb
|
||||
Don't initialize keyboard
|
||||
|
||||
-sndbits <8 or 16>
|
||||
Set sound bit sample size. Default is 16 if supported.
|
||||
|
||||
-sndspeed <speed>
|
||||
Set sound speed. Usual values are 8000, 11025, 22051 and 44100.
|
||||
Default is 11025.
|
||||
|
||||
-sndmono
|
||||
Set mono sound
|
||||
|
||||
-sndstereo
|
||||
Set stereo sound (default if supported)
|
||||
|
|
@ -1,39 +0,0 @@
|
|||
INSTALL for Linux Quake2 Mission Packs
|
||||
--------------------------------------
|
||||
|
||||
Installation
|
||||
------------
|
||||
|
||||
Mount the Quake2 Mission Pack CD as one would usually mount a CDROM, this can
|
||||
be accomplished by using the command:
|
||||
|
||||
mount /dev/cdrom /mnt
|
||||
|
||||
As root. Once the CD is mounted, run the setup script on the CD as root.
|
||||
|
||||
$ su
|
||||
Password:
|
||||
# mount /dev/cdrom /mnt
|
||||
# /bin/sh /mnt/setup
|
||||
|
||||
The script will ask some questions about what options you want to install
|
||||
and automatically install the software into /usr/local/games/quake2.
|
||||
|
||||
After Installation
|
||||
------------------
|
||||
|
||||
To run Quake2 Mission Pack #1: The Reckoning add the following option when
|
||||
executing Quake2:
|
||||
|
||||
./quake2 +set game xatrix
|
||||
|
||||
To run Quake2 Mission Pack #2: Ground Zero add the following:
|
||||
|
||||
./quake2 +set game rogue
|
||||
|
||||
Requirements
|
||||
------------
|
||||
|
||||
The Quake2 Mission Packs require a previous installation of Quake2.
|
||||
|
||||
|
|
@ -1,177 +0,0 @@
|
|||
INSTALL for Linux Quake
|
||||
-----------------------
|
||||
|
||||
Quake for Linux provides several different binary executables to support
|
||||
different hardware and drivers.
|
||||
|
||||
Included with Linux Quake are:
|
||||
- SVGALib Quake (squake)
|
||||
This is a software renderer Quake that runs at the text console in Linux.
|
||||
- GLQuake (glquake, glquake.glx and glquake.3dfxgl)
|
||||
This is a hardware renderer Quake that runs using hardware 3D
|
||||
acceleration.
|
||||
- X11 Quake (quake.x11)
|
||||
Software rendering in a window under X11.
|
||||
|
||||
Installation
|
||||
------------
|
||||
|
||||
Mount the Quake CD as one would usually mount a CDROM, this can be
|
||||
accomplished by using the command:
|
||||
|
||||
mount /dev/cdrom /mnt
|
||||
|
||||
As root. Once the CD is mounted, run the setup script on the CD as root.
|
||||
|
||||
$ su
|
||||
Password:
|
||||
# mount /dev/cdrom /mnt
|
||||
# /bin/sh /mnt/setup
|
||||
|
||||
The script will ask some questions about what options you want to install
|
||||
and automatically install the software into /usr/local/games/quake.
|
||||
|
||||
Requirements
|
||||
------------
|
||||
|
||||
Requirements for SVGALib Quake:
|
||||
|
||||
- SVGALib 1.20 or later (/lib/libvga.so.1.2.10)
|
||||
- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
|
||||
or glibc (libc6) for the glibc version
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib supported mouse (usually if it works with X, it'll work with
|
||||
squake).
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Requirements for GLQuake:
|
||||
|
||||
- 3DFX based card for the GLQuake version, VooDoo, VooDoo Rush or VooDoo2
|
||||
at this writing. In order to use 3DFX hardware, you must have 3DFX's
|
||||
GLIDE drivers installed. RPMs for these drivers are available at:
|
||||
http://glide.xxedgexx.com/3DfxRPMS.html
|
||||
- For the glX version, an OpenGL implementation that includes hardware
|
||||
glX support.
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib compatible mouse for glquake or X11 for glquake.glx
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Requirements for X11 Quake:
|
||||
|
||||
- X11R5 later, only tested with XFree86, should work with most X Servers
|
||||
- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
|
||||
or glibc (libc6) for the glibc version
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib supported mouse (usually if it works with X, it'll work with
|
||||
squake).
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Additional notes for SVGALib Quake
|
||||
----------------------------------
|
||||
|
||||
SVGALib may not detect a 3-button mouse properly (it
|
||||
will only use two buttons). Check your /etc/vga/libvga.config
|
||||
and set it up for your mouse type.
|
||||
|
||||
Also, newer versions of SVGALib have an mouse_accel_type option. Most
|
||||
users will want to set this to "off" in /etc/vga/libvga.config.
|
||||
|
||||
Additional notes for GLQuake
|
||||
----------------------------
|
||||
|
||||
There are three different ways to execute GLQuake:
|
||||
|
||||
1. The binary "glquake" requires Mesa 3-D 2.5 or later installed and compiled
|
||||
with 3DFX support (fxMesa..() function interface). It also requires
|
||||
svgalib 1.3.0 or later for keyboard/mouse input. This binary is a console
|
||||
application. Mesa 3-D requires GLIDE to be installed.
|
||||
|
||||
2. The shell script "glquake.3dfxgl" runs the "glquake" binary after
|
||||
preloading the lib3dfxgl.so library. This is a port of 3DFX's Win32
|
||||
OpenGL MCD (Mini Client Driver) to Linux. It is faster than Mesa 3-D
|
||||
since it was written specifically with supporting GLQuake in mind.
|
||||
lib3dfxgl.so requires that GLIDE be installed.
|
||||
|
||||
3. The binary "glquake.glx" is linked against standard OpenGL libraries.
|
||||
It should run on many different hardward OpenGL implementations under
|
||||
Linux and X11. This binary is an X11 application and must be run under
|
||||
X11. It will work with Mesa 3-D as a standard glX based OpenGL
|
||||
applications. If the Mesa 3-D library is compiled with 3DFX support,
|
||||
you can have Mesa 3-D support 3DFX hardware under X11 by setting the
|
||||
enviroment variable "MESA_GLX_FX" to "fullscreen" for fullscreen mode
|
||||
and "window" for windowed mode, eg. "export MESA_GLX_FX=fullscreen" for sh
|
||||
or "setenv MESA_GLX_FX fullscreen" for csh.
|
||||
|
||||
For glquake, you must also have SVGALib or later installed (1.3.0 or later
|
||||
prefered). GLQuake uses SVGALib for mouse and keyboard handling.
|
||||
|
||||
If you have gpm and/or selection running, you will have to terminate them
|
||||
before running GLQuake since they will not give up the mouse when GLQuake
|
||||
attempts to run. You can kill gpm by typing 'killall gpm' as root.
|
||||
|
||||
You must run GLQuake as root or setuid root since it needs to access things
|
||||
such as sound, keyboard, mouse and the 3DFX video. Future versions may not
|
||||
require root permissions.
|
||||
|
||||
Additional notes for X11 Quake
|
||||
------------------------------
|
||||
|
||||
This is a windowed version that is generic for X11. It runs in a window
|
||||
and can be resized. You can specify a starting window size with:
|
||||
-width <width>
|
||||
-height <height>
|
||||
-winsize <width> <height>
|
||||
Default is 320x200. It works in 16bit modes, but it's slower (twice as many
|
||||
bytes to copy).
|
||||
|
||||
No other video modes are supported (just runs windowed). Mouse is read, but
|
||||
not "grabbed" by default. Go to the Options menu and turn on Use Mouse to grab
|
||||
the mouse and use it in the game (or type "_windowed_mouse 1" at the console).
|
||||
|
||||
Command Line Options for Linux Quake
|
||||
------------------------------------
|
||||
|
||||
-mem <mb>
|
||||
Specify memory in megabytes to allocate (default is 8MB, which should be fine
|
||||
for most needs).
|
||||
|
||||
-nostdout
|
||||
Don't do any output to stdout
|
||||
|
||||
-mdev <device> (SVGALib based versions only)
|
||||
Mouse device, default is /dev/mouse
|
||||
|
||||
-mrate <speed> (SVGALib based versions only)
|
||||
Mouse baud rate, default is 1200
|
||||
|
||||
-cddev <device>
|
||||
CD device, default is /dev/cdrom
|
||||
|
||||
-mode <modenum>
|
||||
Use indicated video mode
|
||||
|
||||
-nokdb
|
||||
Don't initialize keyboard
|
||||
|
||||
-sndbits <8 or 16>
|
||||
Set sound bit sample size. Default is 16 if supported.
|
||||
|
||||
-sndspeed <speed>
|
||||
Set sound speed. Usual values are 8000, 11025, 22051 and 44100.
|
||||
Default is 11025.
|
||||
|
||||
-sndmono
|
||||
Set mono sound
|
||||
|
||||
-sndstereo
|
||||
Set stereo sound (default if supported)
|
||||
|
|
@ -1,218 +0,0 @@
|
|||
INSTALL for Linux Quake2
|
||||
------------------------
|
||||
|
||||
Quake2 for Linux supports the following video subsystems:
|
||||
|
||||
- SVGALib Console Graphics (ref_soft.so)
|
||||
- Requires SVGALib 1.2.0 or later
|
||||
- X11 Window Graphics (ref_softx.so)
|
||||
- X11R5 or later, XShm shared memory extension supported
|
||||
- 3DFX fxMesa with Mesa 3-D or 3DFX Miniport (ref_gl.so)
|
||||
- Mesa 3-D 2.6 or later, specifically compiled for 3DFX support
|
||||
Mesa 3-D 2.6 compiled with 3DFX support is provided with this archive.
|
||||
- Generic glX (X11) based OpenGL (ref_glx.so)
|
||||
- Requires a glX based hardware accelerated OpenGL implementation.
|
||||
Mesa 3-D 2.6 supports this on 3DFX hardware.
|
||||
|
||||
Also included is a specific 3DFX mini-OpenGL implementation for running Quake2
|
||||
on 3DFX hardware.
|
||||
|
||||
Installation
|
||||
------------
|
||||
|
||||
Mount the Quake2 CD as one would usually mount a CDROM, this can be
|
||||
accomplished by using the command:
|
||||
|
||||
mount /dev/cdrom /mnt
|
||||
|
||||
As root. Once the CD is mounted, run the setup script on the CD as root.
|
||||
|
||||
$ su
|
||||
Password:
|
||||
# mount /dev/cdrom /mnt
|
||||
# /bin/sh /mnt/setup
|
||||
|
||||
The script will ask some questions about what options you want to install
|
||||
and automatically install the software into /usr/local/games/quake2.
|
||||
|
||||
Make sure you have the appropirate hardware, drivers and libraries installed
|
||||
for the renderer you are going to play on.
|
||||
|
||||
Quake2 for Linux supports the following renderers:
|
||||
|
||||
- ref_soft
|
||||
Software rendering under SVGALib (console only). SVGALib 1.2.10 or later
|
||||
is required. Note that SVGALib 1.2.11 supports the ability to run a
|
||||
SVGALib application under X11 as it will automatically allocate a new
|
||||
console. The default mode is 320x240 (ModeX) since that is the lowest
|
||||
resolution supported by Quake2. If SVGALib supports your video card, higher
|
||||
resolution modes such as 640x480 and 800x600 are also supported.
|
||||
|
||||
Please note that you may need to configure your mouse for SVGALib in
|
||||
/etc/vga/libvga.config (or /etc/libvga.config).
|
||||
|
||||
- ref_softx
|
||||
Software rendering under X11. This uses the MITSHM Extension and should
|
||||
work will virtually all Linux X Servers. **NOTE: Do not resize the window
|
||||
under X11. You must use the Video menu to change resolution/window size.
|
||||
|
||||
By default, the mouse will not be 'tied' to the Quake2 window. To cause
|
||||
Quake2 to grab the mouse, select 'Windowed Mouse' from the video menu,
|
||||
or type '_windowed_mouse 0' at the console. Do the reverse to release it.
|
||||
You can bind keys to grab and release the mouse in the console, like so:
|
||||
bind i "_windowed_mouse 1"
|
||||
bind o "_windowed_mouse 0"
|
||||
Then "i" will grab the mouse and "o" will release it.
|
||||
|
||||
- ref_gl
|
||||
This render can be run with two different OpenGL drivers: Mesa 3-D
|
||||
ontop of Linux GLIDE, or 3DFX's mini-OpenGL Quake driver.
|
||||
For Mesa 3-D, the necessary libMesaGL.so.2.6 is included with this archive.
|
||||
You must copy it to /usr/lib or /usr/local/lib and run ldconfig (as root)
|
||||
in order to use it. You can do this as follows:
|
||||
tar cf - lib*GL* | (cd /usr/lib; tar xf -)
|
||||
You should use tar to keep the symlinks intact. Once you copy them over
|
||||
run ldconfig.
|
||||
You must also download and install the Linux GLIDE drivers at
|
||||
http://www.3dfx.com/software/download_glidel.html
|
||||
And install them as instructed.
|
||||
RPMs for GLIDE are available at :
|
||||
http://glide.xxedgexx.com/3DfxRPMS.html
|
||||
With version 3.20, the GL library is entirely runtime loaded. This means
|
||||
you can specify what shared object to load for GL display.
|
||||
To use Mesa 3-D GL (console), run quake with:
|
||||
./quake2 +set vid_ref gl +set gl_driver libMesaGL.so.2
|
||||
To use the 3DFX OpenGL Miniport, run the included quake2.3dfxgl:
|
||||
./quake2 +set vid_ref gl +set gl_driver lib3dfxgl.so
|
||||
The gl_driver cvar indicates the name of the library to load for GL
|
||||
functions. It can be in any directory listed in /etc/ld.so.conf
|
||||
or in /etc/quake2.conf
|
||||
|
||||
**NOTE: There is a problem on libc5 systems where a vid_restart (causing
|
||||
a reload of the video system) will crash. There doesn't seem to be a
|
||||
solution to this yet. It looks to be some sort of ld.so dynamic loading
|
||||
interaction with SVGALib and ref_gl.so. A work around is to start in
|
||||
software mode (./quake2 +set vid_ref soft), then use the menu to set your
|
||||
mode and a vid_restart will work when going from software to GL. Exit
|
||||
out then and save your video mode settings.
|
||||
This problem does not occur on libc6 (glibc) based systems; vid_restart
|
||||
works fine on there.
|
||||
|
||||
- ref_glx
|
||||
ref_glx should run on many different hardward OpenGL implementations under
|
||||
Linux and X11. This binary is an X11 application and must be run under
|
||||
X11. It will work with Mesa 3-D as a standard glX based OpenGL
|
||||
applications. If the Mesa 3-D library is compiled with 3DFX support,
|
||||
you can have Mesa 3-D support 3DFX hardware under X11 by setting the
|
||||
enviroment variable "MESA_GLX_FX" to "fullscreen" for fullscreen mode
|
||||
and "window" for windowed mode, eg. "export MESA_GLX_FX=fullscreen" for sh
|
||||
or "setenv MESA_GLX_FX fullscreen" for csh.
|
||||
|
||||
As with ref_gl, the "gl_driver" cvar indicates the shared library to load
|
||||
for OpenGL functions (the glX functions must provided in that library
|
||||
as well).
|
||||
|
||||
Permissions
|
||||
-----------
|
||||
|
||||
Quake2 requires root permissions to use the software (SVGALib) and GL (MesaGL
|
||||
w/3dfx) renders. In order to make this secure, some special considerations
|
||||
must be made.
|
||||
|
||||
Quake2 should get setuid root:
|
||||
chown root quake2
|
||||
chmod 4711 quake2
|
||||
|
||||
And the ref_soft.so and ref_gl.so files must owned by root.
|
||||
|
||||
The file /etc/quake2.conf must be installed. This file contains a single
|
||||
line with the path of where the ref shared libraries can be found.
|
||||
A sample one is included that lists /usr/games/quake2 as the default
|
||||
path. The libraries are only loaded out of the directory listed in
|
||||
/etc/quake2.conf for security considerations.
|
||||
|
||||
Special permissions are not required for the softx renderer, but quake2 may
|
||||
still need to be setuid root to open the sound device (quake2 will give up
|
||||
setuid root permissions before loading softx).
|
||||
|
||||
NOTE: If you use a setuid quake2 binary and run it as a normal user, it
|
||||
will NOT be able to switch renderers on the fly because root permissions
|
||||
are given up after the renderer is loaded. You can switch renderers on the
|
||||
fly if you run quake2 as root (su or log in as root).
|
||||
|
||||
NOTE: When the quake2 binary is run in dedicated server mode
|
||||
(+set dedicated 1), no special permissions are required and
|
||||
/etc/quake2.conf is not read since no renderer is loaded.
|
||||
|
||||
----
|
||||
|
||||
The first time you run Quake2, it will use ref_soft or ref_softx based
|
||||
on whether a DISPLAY environment variable exists.
|
||||
|
||||
To force the loading of a specific renderer at load time, use the following
|
||||
command lines:
|
||||
|
||||
./quake2 +set vid_ref soft
|
||||
./quake2 +set vid_ref softx
|
||||
./quake2 +set vid_ref gl
|
||||
./quake2 +set vid_ref glx
|
||||
|
||||
Linux Specific Cvars
|
||||
--------------------
|
||||
|
||||
To set this, use +set on the command line, i.e.:
|
||||
./quake2 +set cd_dev /dev/hdc +set sndmono 1
|
||||
|
||||
nocdaudio (defaults to 0)
|
||||
Do not enable cd audio if not zero
|
||||
|
||||
sndbits (defaults to 16)
|
||||
Set sound bit sample size.
|
||||
|
||||
sndspeed (defaults to 0)
|
||||
Set sound speed. Usual values are 8000, 11025, 22051 and 44100.
|
||||
If set to zero, causes the sound driver to attempt speeds in the following
|
||||
order: 11025, 22051, 44100, 8000.
|
||||
|
||||
sndchannels (defaults to 2)
|
||||
Indicates stereo or mono sound. Defaults to 2 (stereo). Use 1 for mono.
|
||||
|
||||
nostdout (defaults to 0)
|
||||
Whether to output console msgs to standard out. Non-zero is cease output.
|
||||
|
||||
Dedicated server
|
||||
----------------
|
||||
|
||||
To run Linux Quake2 as a dedicated server, just run it as follows:
|
||||
|
||||
./quake2 +set dedicated 1
|
||||
|
||||
You can also set dmflags, timelimit, etc. in a config file, like so:
|
||||
set timelimit 20
|
||||
set fraglimit 25
|
||||
set dmflags 532
|
||||
map fact3
|
||||
|
||||
Then exec that config file on load, like so:
|
||||
|
||||
./quake2 +set dedicated 1 +exec server.cfg
|
||||
|
||||
If you use a config file, you must put a 'map' command in it or the
|
||||
server won't load a map.
|
||||
|
||||
To run a dedicated server in the background, use this;
|
||||
|
||||
nohup ./quake2 +set dedicated 1 +exec server.cfg &
|
||||
|
||||
A better way is to run Quake2 on a tty via screen. screen can be found
|
||||
at ftp://prep.ai.mit.edu/pub/gnu/screen-3.7.4.tar.gz, but it comes with
|
||||
most modern Linux installations now.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
|
||||
Linux Quake2 is an unsupported product. Usage of this product is bound by
|
||||
the legal notice found on the distribution Quake2 CDROM.
|
||||
|
||||
/// Zoid
|
||||
zoid@idsoftware.com
|
||||
|
|
@ -1,157 +0,0 @@
|
|||
README for Linux Quake
|
||||
----------------------
|
||||
|
||||
This README convers all versions of Quake for Linux:
|
||||
- SVGALib Quake (squake)
|
||||
- GLQuake (glquake, glquake.glx and glquake.3dfxgl)
|
||||
- X11 Quake (quake.x11)
|
||||
|
||||
Requirements for SVGALib Quake:
|
||||
|
||||
- SVGALib 1.20 or later (/lib/libvga.so.1.2.10)
|
||||
- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
|
||||
or glibc (libc6) for the glibc version
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib supported mouse (usually if it works with X, it'll work with
|
||||
squake).
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Requirements for GLQuake:
|
||||
|
||||
- 3DFX based card for the GLQuake version, VooDoo, VooDoo Rush or VooDoo2
|
||||
at this writing. In order to use 3DFX hardware, you must have 3DFX's
|
||||
GLIDE drivers installed. RPMs for these drivers are available at:
|
||||
http://glide.xxedgexx.com/3DfxRPMS.html
|
||||
- For the glX version, an OpenGL implementation that includes hardware
|
||||
glX support.
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib compatible mouse for glquake or X11 for glquake.glx
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Requirements for X11 Quake:
|
||||
|
||||
- X11R5 later, only tested with XFree86, should work with most X Servers
|
||||
- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
|
||||
or glibc (libc6) for the glibc version
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib supported mouse (usually if it works with X, it'll work with
|
||||
squake).
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Additional notes for SVGALib Quake
|
||||
----------------------------------
|
||||
|
||||
SVGALib may not detect a 3-button mouse properly (it
|
||||
will only use two buttons). Check your /etc/vga/libvga.config
|
||||
and set it up for your mouse type.
|
||||
|
||||
Additional notes for GLQuake
|
||||
----------------------------
|
||||
|
||||
There are three different ways to execute GLQuake:
|
||||
|
||||
1. The binary "glquake" requires Mesa 3-D 2.5 or later installed and compiled
|
||||
with 3DFX support (fxMesa..() function interface). It also requires
|
||||
svgalib 1.3.0 or later for keyboard/mouse input. This binary is a console
|
||||
application. Mesa 3-D requires GLIDE to be installed.
|
||||
|
||||
2. The shell script "glquake.3dfxgl" runs the "glquake" binary after
|
||||
preloading the lib3dfxgl.so library. This is a port of 3DFX's Win32
|
||||
OpenGL MCD (Mini Client Driver) to Linux. It is faster than Mesa 3-D
|
||||
since it was written specifically with supporting GLQuake in mind.
|
||||
lib3dfxgl.so requires that GLIDE be installed.
|
||||
|
||||
3. The binary "glquake.glx" is linked against standard OpenGL libraries.
|
||||
It should run on many different hardward OpenGL implementations under
|
||||
Linux and X11. This binary is an X11 application and must be run under
|
||||
X11. It will work with Mesa 3-D as a standard glX based OpenGL
|
||||
applications. If the Mesa 3-D library is compiled with 3DFX support,
|
||||
you can have Mesa 3-D support 3DFX hardware under X11 by setting the
|
||||
enviroment variable "MESA_GLX_FX" to "fullscreen" for fullscreen mode
|
||||
and "window" for windowed mode, eg. "export MESA_GLX_FX=fullscreen" for sh
|
||||
or "setenv MESA_GLX_FX fullscreen" for csh.
|
||||
|
||||
For glquake, you must also have SVGALib or later installed (1.3.0 or later
|
||||
prefered). GLQuake uses SVGALib for mouse and keyboard handling.
|
||||
|
||||
If you have gpm and/or selection running, you will have to terminate them
|
||||
before running GLQuake since they will not give up the mouse when GLQuake
|
||||
attempts to run. You can kill gpm by typing 'killall gpm' as root.
|
||||
|
||||
You must run GLQuake as root or setuid root since it needs to access things
|
||||
such as sound, keyboard, mouse and the 3DFX video. Future versions may not
|
||||
require root permissions.
|
||||
|
||||
Additional notes for X11 Quake
|
||||
------------------------------
|
||||
|
||||
This is a windowed version that is generic for X11. It runs in a window
|
||||
and can be resized. You can specify a starting window size with:
|
||||
-width <width>
|
||||
-height <height>
|
||||
-winsize <width> <height>
|
||||
Default is 320x200. It works in 16bit modes, but it's slower (twice as many
|
||||
bytes to copy).
|
||||
|
||||
No other video modes are supported (just runs windowed). Mouse is read, but
|
||||
not "grabbed" by default. Go to the Options menu and turn on Use Mouse to grab
|
||||
the mouse and use it in the game (or type "_windowed_mouse 1" at the console).
|
||||
|
||||
Command Line Options for Linux Quake
|
||||
------------------------------------
|
||||
|
||||
-mem <mb>
|
||||
Specify memory in megabytes to allocate (default is 8MB, which should be fine
|
||||
for most needs).
|
||||
|
||||
-nostdout
|
||||
Don't do any output to stdout
|
||||
|
||||
-mdev <device> (SVGALib based versions only)
|
||||
Mouse device, default is /dev/mouse
|
||||
|
||||
-mrate <speed> (SVGALib based versions only)
|
||||
Mouse baud rate, default is 1200
|
||||
|
||||
-cddev <device>
|
||||
CD device, default is /dev/cdrom
|
||||
|
||||
-mode <modenum>
|
||||
Use indicated video mode
|
||||
|
||||
-nokdb
|
||||
Don't initialize keyboard
|
||||
|
||||
-sndbits <8 or 16>
|
||||
Set sound bit sample size. Default is 16 if supported.
|
||||
|
||||
-sndspeed <speed>
|
||||
Set sound speed. Usual values are 8000, 11025, 22051 and 44100.
|
||||
Default is 11025.
|
||||
|
||||
-sndmono
|
||||
Set mono sound
|
||||
|
||||
-sndstereo
|
||||
Set stereo sound (default if supported)
|
||||
|
||||
End Notes
|
||||
---------
|
||||
|
||||
Linux Quake is *NOT* an officially supported product. Mail about it
|
||||
will be deleted. Do not email id about this product. If you are having
|
||||
technical difficultly, you can email me, but make sure you have the correct
|
||||
kernel, libc, svgalib and other software versions before you email me.
|
||||
|
||||
Dave 'Zoid' Kirsch
|
||||
zoid@idsoftware.com
|
||||
Official Quake Unix Port Administrator
|
|
@ -1,107 +0,0 @@
|
|||
|
||||
README for Linux SVGALib Quake
|
||||
------------------------------
|
||||
|
||||
Requirements:
|
||||
|
||||
- X11R5 later, only tested with XFree86, should work with most X Servers
|
||||
- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib supported mouse (usually if it works with X, it'll work with
|
||||
squake).
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
This is a windowed version that is generic for X11. It runs in a window
|
||||
and can be resized. You can specify a starting window size with:
|
||||
-width <width>
|
||||
-height <height>
|
||||
-winsize <width> <height>
|
||||
Default is 320x200. It works in 16bit modes, but it's slower (twice as many
|
||||
bytes to copy).
|
||||
|
||||
No other video modes are supported (just runs windowed). Mouse is read, but
|
||||
not "grabbed" by default. Go to the Options menu and turn on Use Mouse to grab
|
||||
the mouse and use it in the game. If you want to move the mouse out of
|
||||
QWCL, you have to turn Use Mouse off.
|
||||
|
||||
Full sound support is included. The default sound rate is 16-bit stereo,
|
||||
11KHz. You can change this in the options section below.
|
||||
|
||||
New Command Line Options for Linux SVGAlib Quake
|
||||
------------------------------------------------
|
||||
|
||||
-mem <mb>
|
||||
Specify memory in megabytes to allocate (default is 8MB, which should be fine
|
||||
for most needs).
|
||||
|
||||
-nostdout
|
||||
Don't do any output to stdout
|
||||
|
||||
-cddev <device>
|
||||
CD device, default is /dev/cdrom
|
||||
|
||||
-sndbits <8 or 16>
|
||||
Set sound bit sample size. Default is 16 if supported.
|
||||
|
||||
-sndspeed <speed>
|
||||
Set sound speed. Usual values are 8000, 11025, 22051 and 44100.
|
||||
Default is 11025.
|
||||
|
||||
-sndmono
|
||||
Set mono sound
|
||||
|
||||
-sndstereo
|
||||
Set stereo sound (default if supported)
|
||||
|
||||
Installation
|
||||
------------
|
||||
|
||||
Boot DOS (I know, but you need it to run the Quake install program) and
|
||||
install Quake from your Quake CD to a DOS parition.
|
||||
|
||||
Boot Linux and make a directory for Quake. Copy everything from the DOS Quake
|
||||
directory into it. i.e.:
|
||||
(cd /dos/quake; tar cf - .) | (cd ~/quake; tar xf -)
|
||||
|
||||
Quake for X11 does not need to be setuid root. Sound can fail if /dev/dsp is
|
||||
not mode 666.
|
||||
|
||||
Quake may segfault if it tries to initialize your sound card and their isn't
|
||||
one. Same with the CDROM. If it dies, try it with -nosound and/or
|
||||
-nocdaudio. If you have a sound card it died on and you know it is
|
||||
supported by USSLite (the driver that comes with the Linux kernel), let me
|
||||
know and I'll take a look at it.
|
||||
|
||||
It should work with SCSI CDROMs, but is untested.
|
||||
|
||||
Full TCP/IP network support is in, including listen and dedicated server
|
||||
modes.
|
||||
|
||||
All of the options described in TECHINFO.TXT and MANUAL.TXT from the Quake
|
||||
distribution will work, 'cept for stuff with vid modes and stuff.
|
||||
|
||||
End Notes
|
||||
---------
|
||||
|
||||
Linux Quake is *NOT* an officially supported product. Mail about it
|
||||
will be deleted. Do not email id about this product. If you are having
|
||||
technical difficultly, you can email me, but make sure you have the correct
|
||||
kernel, libc, svgalib and other software versions before you email me.
|
||||
|
||||
Dave 'Zoid' Kirsch
|
||||
zoid@idsoftware.com
|
||||
Official Quake Unix Port Administrator
|
||||
|
||||
Acks
|
||||
----
|
||||
|
||||
Greg Alexander <galexand@sietch.bloomington.in.us> for initial work in SVGALib
|
||||
support.
|
||||
Dave Taylor <ddt@crack.com> for basic Linux support.
|
||||
id Software for Quake and making me port it. :)
|
||||
|
||||
Lots of people on #linux, #quake for testing.
|
||||
|
|
@ -1,487 +0,0 @@
|
|||
COMMERCIAL EXPLOITATION LICENSE AGREEMENT FOR QUAKE
|
||||
|
||||
This Commercial Exploitation License Agreement for QUAKE
|
||||
(the "Agreement") is between Id Software, Inc., a Texas
|
||||
Corporation, (hereinafter "Id Software") and Licensee (as described
|
||||
on the signature page hereof) and is made effective beginning on
|
||||
the date of last signature hereto (the "Effective Date").
|
||||
|
||||
R E C I T A L S
|
||||
|
||||
WHEREAS, Id Software is the owner and developer of the
|
||||
computer software game entitled QUAKE;
|
||||
|
||||
WHEREAS, Id Software desires to license certain
|
||||
non-exclusive rights regarding QUAKE to Licensee; and
|
||||
|
||||
WHEREAS, Licensee desires to receive a license for such
|
||||
rights.
|
||||
|
||||
T E R M S A N D C O N D I T I O N S
|
||||
|
||||
NOW, THEREFORE, for and in consideration of the mutual
|
||||
premises contained herein and for other good and valuable
|
||||
consideration, the receipt and sufficiency of which is hereby
|
||||
acknowledged, the undersigned parties do hereby agree as follows:
|
||||
|
||||
1. DEFINITIONS. As used in this Agreement, the parties
|
||||
hereto agree the words set forth below shall have the specified
|
||||
meanings:
|
||||
|
||||
a. "Authorized Copy" shall mean one (1) copy of the
|
||||
Subject Game actually purchased by Licensee from an
|
||||
Id Software approved retailer; and
|
||||
|
||||
b. "Subject Game" shall mean the full registered
|
||||
version of QUAKE on a CD-ROM and shall not mean the
|
||||
shareware or any other version.
|
||||
|
||||
2. GRANT OF RIGHTS. Id Software hereby grants to
|
||||
Licensee and Licensee hereby accepts, subject to the provisions and
|
||||
conditions hereof, a world-wide (except as otherwise provided
|
||||
herein), non-exclusive, non-transferable, and non-assignable
|
||||
license to:
|
||||
|
||||
a. publicly display an Authorized Copy in exchange for
|
||||
rental payment;
|
||||
|
||||
b. run the Authorized Copy so that it will accept
|
||||
network/modem connections in exchange for payments
|
||||
from end-users who also must have actually purchased
|
||||
an Authorized Copy; and
|
||||
|
||||
c. otherwise commercially exploit an Authorized Copy,
|
||||
except that Licensee shall not copy, reproduce,
|
||||
manufacture or distribute the Authorized Copy.
|
||||
|
||||
3. RESERVATION OF RIGHTS AND PROHIBITIONS. Id Software
|
||||
expressly reserves all rights not granted herein. Under no
|
||||
circumstances shall Licensee copy, reproduce, manufacture or
|
||||
distribute (free of charge or otherwise) the Authorized Copy or the
|
||||
Subject Game. Licensee shall not reverse engineer, decompile,
|
||||
disassemble, modify or alter the Authorized Copy. Licensee is not
|
||||
receiving any rights hereunder regarding the Trademark or any
|
||||
artwork, sound, music or other element of the Subject Game.
|
||||
|
||||
4. OWNERSHIP. Title to and all ownership rights in and
|
||||
to the Subject Game, and the QUAKE Trademark (the "Trademark") and
|
||||
the copyrights, trademarks, patents and other intellectual property
|
||||
rights related thereto shall remain with Id Software which shall have
|
||||
the exclusive right to protect the same by copyright or otherwise.
|
||||
Licensee shall have no ownership rights in or to the Subject Game or
|
||||
the Trademark and Licensee shall not own any intellectual property
|
||||
rights regarding the Authorized Copy, including, without limitation,
|
||||
the copyright regarding the Authorized Copy. Licensee acknowledges
|
||||
that it only has a limited license to use the Authorized Copy, as
|
||||
specified in that certain QUAKE Enduser License contained within the
|
||||
Authorized Copy and as specified in this Agreement.
|
||||
|
||||
5. TERM AND TERMINATION.
|
||||
|
||||
a. The term of this Agreement and the license granted
|
||||
herein begins on the Effective Date and shall expire on a date one
|
||||
(1) calendar year from the Effective Date.
|
||||
|
||||
b. Either party may terminate this Agreement, for any
|
||||
reason or no reason, on thirty (30) days written notice to the
|
||||
other party. Termination will be effective on the thirtieth (30th)
|
||||
day following delivery of the described notice. Notwithstanding
|
||||
anything to the contrary herein, this Agreement shall immediately
|
||||
terminate, without the requirement of any notice from Id Software
|
||||
to Licensee, upon the occurrence of any of the following: (a) if
|
||||
Licensee shall file a petition in bankruptcy or make an assignment
|
||||
for the benefit of creditors, or if any bankruptcy proceeding or
|
||||
assignment for benefit of creditors, shall be commenced against
|
||||
Licensee and not be dismissed within sixty (60) days after the date
|
||||
of its commencement; (b) the insolvency of Licensee; (c) the
|
||||
cessation by Licensee of its business; or (d) the cessation by
|
||||
Licensee, without the prior written consent of Id Software of the
|
||||
distribution, manufacture, and sale responsibilities embodied
|
||||
herein. Further, Id Software may elect to terminate this Agreement
|
||||
upon the occurrence of any of the following: (1) if Licensee's
|
||||
business operations are interrupted for forty (40) consecutive
|
||||
calendar days; or (2) if each of two Id Software audit inspections
|
||||
during any eighteen (18) month period demonstrates an
|
||||
understatement by Licensee of Royalty payments due Id Software for
|
||||
the six (6) month period immediately preceding each such inspection
|
||||
of five percent (5%) or more. Upon the occurrence of such
|
||||
terminating event, and the election of Id Software, if necessary,
|
||||
to cause such termination, this Agreement and any and all rights
|
||||
thereunder shall terminate without prejudice to any rights or
|
||||
claims Id Software may have, and all rights hereunder shall
|
||||
thereupon terminate, revert to and be vested in Id Software.
|
||||
|
||||
6. EFFECT OF TERMINATION OR EXPIRATION. Termination or
|
||||
expiration of this Agreement, either by Id Software or
|
||||
automatically, shall not create any liability against Id Software.
|
||||
Upon expiration or earlier termination of this Agreement, Licensee
|
||||
shall have no further right to exercise the rights licensed
|
||||
hereunder or otherwise acquired in relation to this Agreement.
|
||||
|
||||
7. INDEMNIFICATION. Licensee hereby agrees to
|
||||
indemnify, hold harmless and defend Id Software and Id Software's
|
||||
predecessors, successors, assigns, officers, directors,
|
||||
shareholders, employees, agents, representatives, licensees,
|
||||
sublicensees, distributors, attorneys and accountants
|
||||
(collectively, the "Id Related Parties") from and against any and
|
||||
all damages, claims, losses, causes of action, liabilities,
|
||||
lawsuits, judgments and expenses (including, without limitation,
|
||||
reasonable attorneys' fees and expenses) arising from, relating to
|
||||
or in connection with a breach of this Agreement by Licensee and
|
||||
arising from, relating to or in connection with the Licensee's use
|
||||
or non-use of the Authorized Copy (collectively, the "Claims"). Id
|
||||
Software agrees to notify Licensee of any such Claims within a
|
||||
reasonable time after Id Software learns of same. Licensee, at its
|
||||
own expense, shall defend Id Software and the Id Related Parties
|
||||
from any and all Claims. Id Software and the Id Related Parties
|
||||
reserve the right to participate in any defense of the Claims with
|
||||
counsel of their choice, and at their own expense. In the event
|
||||
Licensee fails to provide a defense, then Licensee shall be
|
||||
responsible for paying the attorneys' fees and expenses incurred by
|
||||
Id Software and the Id Related Parties regarding the defense of the
|
||||
Claims. Id Software and the Id Related Parties, as applicable,
|
||||
agree to reasonably assist in the defense of the Claims. No
|
||||
settlement by Licensee of any Claims shall be valid unless Licensee
|
||||
receives the prior written consent of Id Software and the Id
|
||||
Related Parties, as applicable, to any such settlement.
|
||||
|
||||
8. CONFIDENTIALITY. It is understood and agreed that
|
||||
any proprietary information of Id Software that may from time to
|
||||
time be made available or become known to Licensee is to be treated
|
||||
as confidential, is to be used solely in connection with Licensee's
|
||||
performance under this Agreement, and is to be disclosed only to
|
||||
employees of Licensee who have a need for access. Such proprietary
|
||||
information shall include, but not be limited to, trade secrets,
|
||||
release information, financial information, personnel information,
|
||||
and the like. Reasonable measures shall be taken by Licensee to
|
||||
protect the confidentiality of Id Software's proprietary
|
||||
information and any memoranda or papers containing proprietary
|
||||
information of Id Software's that Licensee may receive are to be
|
||||
returned to Id Software upon request. Licensee's obligations and
|
||||
duties under this paragraph shall survive expiration or earlier
|
||||
termination of this Agreement. Licensee shall obtain from its
|
||||
employees an undertaking in a form which may be supplied by Id
|
||||
Software, and which is subject to Id Software's prior written
|
||||
approval, not to use or disclose to any third party any information
|
||||
or knowledge concerning the business of Id Software which may be
|
||||
communicated to such employees.
|
||||
|
||||
9. LIMITATION OF LIABILITY. ID SOFTWARE EXPRESSLY
|
||||
DISCLAIMS ALL WARRANTIES NOT PROVIDED BY ID SOFTWARE HEREUNDER.
|
||||
UNDER NO CIRCUMSTANCES SHALL ID SOFTWARE BE LIABLE TO LICENSEE FOR
|
||||
ACTUAL, SPECIAL, INCIDENTAL, CONSEQUENTIAL OR PUNITIVE DAMAGES OR
|
||||
ANY OTHER DAMAGES, WHETHER OR NOT ID SOFTWARE RECEIVES NOTICE OF
|
||||
ANY SUCH DAMAGES.
|
||||
|
||||
10. COMPLIANCE WITH APPLICABLE LAWS. In performing
|
||||
under this Agreement, Licensee agrees to comply with all applicable
|
||||
laws, [including, without limitation, 22 U.S.C., 2778 and 22
|
||||
U.S.C. C.F.R. Parts 120-130 (1995)] regulations, ordinances and
|
||||
statutes, including, but not limited to, the import/export laws and
|
||||
regulations of the United States and its governmental and
|
||||
regulatory agencies (including, without limitation, the Bureau of
|
||||
Export Administration and the U.S. Department of Commerce) and all
|
||||
applicable international treaties and laws. Further, Licensee
|
||||
shall defend, indemnify and hold harmless Id Software from any and
|
||||
all sales tax, tariffs and/or duties in connection with Licensee's
|
||||
performance hereunder.
|
||||
|
||||
11. SPECIFIC UNDERTAKINGS BY LICENSEE. In addition to
|
||||
the obligations of Licensee otherwise set forth in this Agreement,
|
||||
during the term of this Agreement, and thereafter where specified,
|
||||
Licensee agrees that:
|
||||
|
||||
a. It will not attack the title of Id Software to the
|
||||
Subject Game or the Trademark and any copyright, patent or
|
||||
trademark or other intellectual property right related thereto and
|
||||
it will not attack the validity of the license granted hereunder
|
||||
during the term hereof or thereafter; and
|
||||
|
||||
b. It will promptly inform Id Software of any
|
||||
unauthorized use of the Authorized Copy, the Subject Game and the
|
||||
Trademark and any portions thereof and reasonably assist Id
|
||||
Software in the enforcement of any rights Id Software may have
|
||||
against such unauthorized users.
|
||||
|
||||
12. FINANCIAL OBLIGATIONS AND ACCOUNTING.
|
||||
|
||||
a. Payment of Royalties. Licensee agrees to pay Id
|
||||
Software a royalty ("Royalty") at the rate of twelve and one-half
|
||||
percent (12.5%) of Net Income. The term "Net Income" shall mean
|
||||
all revenue received by Licensee from the commercial use of the
|
||||
Authorized Copy, less only Licensee's actual, documented costs
|
||||
relating directly to such use. A Royalty shall only be due for
|
||||
those months in which Licensee's gross revenue from QUAKE
|
||||
distribution exceeds U.S. Five Thousand Dollars ($5,000.00) and in
|
||||
such months Licensee shall pay a full Royalty on all revenue
|
||||
received.
|
||||
|
||||
b. Rendition of Statements. Licensee shall account to
|
||||
Id Software with regard to transactions hereunder within forty-five
|
||||
(45) days following the conclusion of each calendar quarter.
|
||||
Licensee hereby represents and warrants that such statements of
|
||||
account to be prepared shall be true and correct. The accounts
|
||||
shall show in summary form the appropriate calculations relating to
|
||||
the computation of Royalties, if any. The statements shall also
|
||||
show the gross revenue received by Licensee per month. The
|
||||
Royalties payable to Id Software hereunder shall be remitted with
|
||||
the particular statement indicating such amount to be due. All
|
||||
statements hereunder shall be deemed rendered when deposited,
|
||||
postage prepaid, in the United States mail, addressed to Id
|
||||
Software at Id Software's address set forth on the signature page
|
||||
hereof.
|
||||
|
||||
c. Books of Account and Audits. Licensee shall keep
|
||||
books of account relating to the commercial use of the Authorized
|
||||
Copy on the basis of generally accepted accounting principles and
|
||||
shall maintain such books of account for a period of at least two
|
||||
(2) years after the expiration or earlier termination of this
|
||||
Agreement; provided, however, that Licensee shall not be required
|
||||
to keep such records longer than seven (7) years from their date of
|
||||
origination. Id Software may, upon reasonable notice and at its
|
||||
own expense, audit the applicable records at Licensee's office, in
|
||||
order to verify statements rendered hereunder. Any such audit
|
||||
shall take place during reasonable business hours and in such
|
||||
manner so as not to interfere with Licensee's normal business
|
||||
activities. Id Software agrees that such information inspected
|
||||
and/or copied on behalf of Id Software hereunder shall be used only
|
||||
for the purpose of determining the accuracy of the statements, and
|
||||
shall be revealed only to such officers, directors, employees,
|
||||
agents and/or representatives of Id Software as necessary to verify
|
||||
the accuracy of the statements. If in an audit of Licensee's books
|
||||
and records it is determined that there is a short fall of ten
|
||||
percent (10%) or more in Royalties reported for any calendar
|
||||
quarter, in addition to payment of such short fall and interest as
|
||||
may be due, as provided herein, Licensee shall reimburse Id
|
||||
Software for the full out-of-pocket costs of the audit including
|
||||
reasonable travel costs and expenses; provided, however, that the
|
||||
amount of reimbursement paid by Licensee shall not exceed U.S.
|
||||
Fifteen Thousand Dollars ($15,000.00) for any audit.
|
||||
|
||||
d. Payment of the Royalty. Licensee assumes all risks
|
||||
associated with fluctuations in foreign currency exchange rates.
|
||||
Licensee shall pay and agrees to pay all sums due Id Software in
|
||||
United States Dollars. With respect to Royalties due for
|
||||
commercial use outside the United States, other currencies shall be
|
||||
exchanged at the expense of Licensee into United States Dollars
|
||||
using the bid price quoted at the Citibank, N.A. of New York, New
|
||||
York, for the purchase of United States Dollars at the close of
|
||||
business on the last day of the calendar quarter during which any
|
||||
amounts accrue. Payment of the Royalties shall be made in Dallas
|
||||
County, Texas.
|
||||
|
||||
e. Interest. If Id Software does not receive the
|
||||
applicable Royalty payment on or before the due date of such
|
||||
payment, Licensee agrees to pay and shall pay interest on Royalties
|
||||
owed to Id Software from such date as specified in the following
|
||||
sentence at a rate per annum equal to the Index Rate. For purposes
|
||||
of clarification, the interest will begin to accrue on the first
|
||||
(1st) day following the due date of the Royalty payment, unless the
|
||||
Royalty payment is paid timely. The "Index Rate" shall be the
|
||||
prime rate as published in The Wall Street Journal's "Money Rates"
|
||||
table. If multiple prime rates are quoted in the table, then the
|
||||
highest prime rate will be the Index Rate. In the event that the
|
||||
prime rate is no longer published in the "Money Rates" table, then
|
||||
Id Software will choose a substitute Index Rate which is based upon
|
||||
comparable information. The applicable interest rate will be
|
||||
determined and take effect on the first day of each month.
|
||||
|
||||
NOTHING HEREIN SHALL BE CONSTRUED AS A REQUEST OR DEMAND BY
|
||||
ID SOFTWARE OF INTEREST AT A RATE HIGHER THAN ALLOWED BY APPLICABLE
|
||||
LAW. IT IS THE INTENT OF THE PARTIES HERETO THAT NO INTEREST BE
|
||||
CHARGED HEREUNDER WHICH EXCEEDS THE MAXIMUM RATE ALLOWED BY
|
||||
APPLICABLE LAW. IF THE RATE REFERENCED ABOVE EXCEEDS THE MAXIMUM
|
||||
RATE ALLOWED BY APPLICABLE LAW, THEN THE INTEREST RATE MADE
|
||||
APPLICABLE HEREIN SHALL BE THE MAXIMUM RATE ALLOWED BY APPLICABLE
|
||||
LAW.
|
||||
|
||||
13. SUBLICENSE. Licensee shall not be entitled to
|
||||
sublicense any of its rights under this Agreement.
|
||||
|
||||
14. GOODWILL. Licensee recognizes the great value of
|
||||
the goodwill associated with the Subject Game and the Trademark,
|
||||
and acknowledges that such goodwill, now existing and hereafter
|
||||
created, exclusively belongs to Id Software and that the Trademark
|
||||
has acquired a secondary meaning in the mind of the public.
|
||||
|
||||
15. REMEDIES. In the event of a breach of this
|
||||
Agreement by Id Software, Licensee's sole remedy shall be to
|
||||
terminate this Agreement. In the event of a breach by Licensee of
|
||||
this Agreement, Id Software may pursue the remedies to which it is
|
||||
entitled under applicable law, including, but not limited to,
|
||||
termination of this Agreement. Licensee agrees that its failure to
|
||||
comply with the terms of this Agreement upon expiration or earlier
|
||||
termination hereof or Licensee's unauthorized use of the Authorized
|
||||
Copy may result in immediate and irreparable damage to Id Software
|
||||
for which there is no adequate remedy at law, and in the event of
|
||||
such failure by Licensee, Id Software shall be entitled to
|
||||
injunctive relief. Pursuit of any remedy by Id Software shall not
|
||||
constitute a waiver of any other right or remedy of Id Software
|
||||
under this Agreement or under applicable law. Termination of this
|
||||
Agreement shall not be a pre-condition to Id Software pursuing its
|
||||
other remedies for breach.
|
||||
|
||||
16. LICENSEE'S WARRANTIES. Licensee warrants and
|
||||
represents that it has full legal rights to enter into this
|
||||
Agreement and to perform its obligations hereunder and that it will
|
||||
comply, at all times during the terms of this Agreement, with all
|
||||
applicable laws, as set forth hereinabove.
|
||||
|
||||
17. BANKRUPTCY. If Licensee's liabilities exceed its
|
||||
assets, or if Licensee becomes unable to pay its debts as they
|
||||
become due or if Licensee files for voluntary bankruptcy, or is
|
||||
placed in bankruptcy which is not dissolved or dismissed after
|
||||
thirty (30) days from the petition filing date, or if Licensee
|
||||
becomes insolvent, or makes an assignment for the benefit of its
|
||||
creditors or an arrangement pursuant to any bankruptcy laws or if
|
||||
Licensee discontinues its business or if a receiver is appointed
|
||||
for its business, this Agreement shall automatically terminate,
|
||||
without notice, and become null and void; provided, however, all
|
||||
duties of Licensee upon termination or expiration of this Agreement
|
||||
shall continue in full force and effect.
|
||||
|
||||
18. ENTIRE AGREEMENT AND ASSIGNMENT. This Agreement
|
||||
constitutes the entire understanding between Licensee and Id
|
||||
Software regarding the Subject Game. Each and every clause of this
|
||||
Agreement is severable from the whole and shall survive unless the
|
||||
entire Agreement is declared unenforceable. No prior or present
|
||||
agreements or representations shall be binding upon any of the
|
||||
parties hereto unless incorporated in this Agreement. No
|
||||
modification or change in this Agreement shall be valid or binding
|
||||
upon the parties unless in writing, executed by the parties to be
|
||||
bound thereby. This Agreement shall bind and inure to the benefit
|
||||
of Id Software, its successors and assigns, and Id Software may
|
||||
assign its rights hereunder, in Id Software's sole discretion.
|
||||
This Agreement is personal to Licensee, and Licensee shall not
|
||||
sublicense, assign, transfer, convey nor franchise its rights
|
||||
granted hereunder.
|
||||
|
||||
19. CHOICE OF LAW, VENUE AND SERVICE OF PROCESS. This
|
||||
Agreement shall be construed in accordance with the laws of the
|
||||
State of Texas and applicable U.S. federal law and all claims
|
||||
and/or lawsuits in connection with this Agreement must be brought
|
||||
in Dallas County, Texas. Licensee hereby agrees that service of
|
||||
process by certified mail to the address set forth below, with
|
||||
return receipt requested, shall constitute valid service of process
|
||||
upon Licensee. If for any reason Licensee has moved or cannot be
|
||||
validly served, then Licensee appoints the Secretary of State of
|
||||
the state of Texas to accept service of process on Licensee's
|
||||
behalf.
|
||||
|
||||
20. EXCUSED PERFORMANCE. Neither party shall be deemed
|
||||
to be in default of any provision of this Agreement nor be liable
|
||||
for any delay, failure in performance or interruption of service,
|
||||
resulting directly or indirectly from acts of God, civil or
|
||||
military authority, civil disturbance, military action, war,
|
||||
strikes, other catastrophes or any other similar cause beyond its
|
||||
reasonable control. Written notice to the non-affected party of any
|
||||
such condition shall be given by the affected party within ten (10)
|
||||
days of the event.
|
||||
|
||||
21. DELIVERY OF NOTICES, AND DELIVERY OF PAYMENTS.
|
||||
Unless otherwise directed in writing by the parties, all notices
|
||||
given hereunder and all payments made hereunder shall be sent to
|
||||
the addresses set forth on the signature page hereof. All
|
||||
notices, requests, consents and other communications under this
|
||||
Agreement shall be in writing and shall be deemed to have been
|
||||
delivered on the date personally delivered or on the date deposited
|
||||
in the United States Postal Service, postage prepaid, by certified
|
||||
mail, return receipt requested, or telegraphed and confirmed, or
|
||||
delivered by electronic facsimile and confirmed. Any notice to Id
|
||||
Software shall also be sent to its counsel: D. Wade Cloud, Jr.,
|
||||
Hiersche, Martens, Hayward, Drakeley & Urbach, P.C., 15303 Dallas
|
||||
Parkway, Suite 700, LB 17, Dallas, Texas 75248.
|
||||
|
||||
22. NO PARTNERSHIP, ETC. This Agreement does not
|
||||
constitute and shall not be construed as constituting a partnership
|
||||
or joint venture between Id Software and Licensee. Neither party
|
||||
shall have any right to obligate or bind the other party in any
|
||||
manner whatsoever, and nothing herein contained shall give, or is
|
||||
intended to give, any rights of any kind to any third persons.
|
||||
|
||||
23. COUNTERPARTS. This Agreement may be executed in
|
||||
several counterparts, each of which will be deemed to be an
|
||||
original, and each of which alone and all of which together, shall
|
||||
constitute one and the same instrument, but in making proof of this
|
||||
Agreement it shall not be necessary to produce or account for each
|
||||
copy of any counterpart other than the counterpart signed by the
|
||||
party against whom this Agreement is to be enforced. This
|
||||
Agreement may be transmitted by facsimile, and it is the intent of
|
||||
the parties for the facsimile of any autograph printed by a
|
||||
receiving facsimile machine to be an original signature and for the
|
||||
facsimile and any complete photocopy of the Agreement to be deemed
|
||||
an original counterpart.
|
||||
|
||||
24. MEDIATION. If a dispute arises out of or relates to
|
||||
this Agreement, or a breach of this Agreement, and if the dispute
|
||||
cannot be settled through direct discussion, then the parties agree
|
||||
to endeavor to settle the dispute in an amicable manner by
|
||||
mediation, under the applicable provisions of Section 154.00 et
|
||||
seq., Texas Civil Practices and Remedies Code, as supplemented by
|
||||
the rules of the Association of Attorney Mediators.
|
||||
|
||||
25. SURVIVAL. The following provisions shall survive
|
||||
the expiration or earlier termination of this Agreement:
|
||||
paragraphs 4., 7., 8., and the audit rights of Id Software in
|
||||
paragraph 12.c.
|
||||
|
||||
26. MISCELLANEOUS.
|
||||
|
||||
a. All captions in this Agreement are intended solely
|
||||
for the convenience of the parties, and none shall effect the
|
||||
meaning or construction of any provision.
|
||||
|
||||
b. The terms and conditions of this Agreement have been
|
||||
negotiated fully and freely among the parties. Accordingly, the
|
||||
preparation of this Agreement by counsel for a given party will not
|
||||
be material to the construction hereof, and the terms of this
|
||||
Agreement shall not be strictly construed against such party.
|
||||
|
||||
By signing in the spaces provided below, the parties have
|
||||
agreed to all of the terms and conditions set forth in this
|
||||
Agreement.
|
||||
|
||||
|
||||
AGREED:
|
||||
|
||||
LICENSEE:
|
||||
|
||||
|
||||
Signed:_______________________________
|
||||
Printed Name:_________________________
|
||||
Title:________________________________
|
||||
Address:______________________________
|
||||
______________________________________
|
||||
______________________________________
|
||||
Telephone #: _________________________
|
||||
Fax #:________________________________
|
||||
E-Mail Address:_______________________
|
||||
Date: ________________________________
|
||||
|
||||
|
||||
AGREED:
|
||||
|
||||
ID SOFTWARE, INC.
|
||||
|
||||
|
||||
Signed:_______________________________
|
||||
Printed Name:_________________________
|
||||
Title:________________________________
|
||||
Address:______________________________
|
||||
______________________________________
|
||||
______________________________________
|
||||
Telephone #: _________________________
|
||||
Fax #:________________________________
|
||||
E-Mail Address:_______________________
|
||||
Date: ________________________________
|
||||
|
||||
|
||||
|
||||
June 10, 1996
|
||||
|
||||
|
||||
|
||||
COMMERCIAL EXPLOITATION LICENSE AGREEMENT FOR QUAKE
|
||||
(DWC:dw:3406.0299:dwc\doc:5017)
|
||||
|
||||
|
|
@ -1,119 +0,0 @@
|
|||
TECH SUPPORT
|
||||
Any of the information listed below could change. Check the id software
|
||||
Web Site, at www.idsoftware.com, for updates.
|
||||
|
||||
A. Tech Support Options
|
||||
id Software does charge for technical support, but we strive to offer
|
||||
this service at the lowest cost possible. Because volume on the support
|
||||
lines dictate costs, we periodically adjust our rates for Voice Tech
|
||||
Support. Check our web site for current pricing.
|
||||
|
||||
Paying for Voice or Automated Support
|
||||
1 -- You can get Voice Support using a major credit card for a one-time
|
||||
shot. The system asks for your credit card number and expiration date,
|
||||
then pre-authorizes your credit card for the tech support call. You will
|
||||
only be billed for the number of minutes actually used.
|
||||
|
||||
2 -- You can assign yourself a rechargeable PIN account. The system prompts
|
||||
you for your credit card information, and assigns you a PIN account number.
|
||||
You can use the PIN to access Voice Support, Automated Support and the
|
||||
Game Hints Line. Once your account runs out, you can charge it up again.
|
||||
|
||||
3 -- You may also charge up a PIN account using the number 1 (900) call-2-id.
|
||||
Then call back at 1(800)ID-GAMES (1(800)434-3627), and use your new PIN to
|
||||
receive all the support and hints you wish.
|
||||
|
||||
4 -- id Software's Game Hints Line is accessible either using a PIN account
|
||||
via 1 (800) ID-GAMES (see above), or by calling 1 (900) CALL2-ID, which
|
||||
places the call on your phone bill.
|
||||
|
||||
1. Voice Support
|
||||
Telephone -- 1 (800) id-games
|
||||
|
||||
Lines Open from 12 noon to 10pm Central Time, 7 Days a
|
||||
week ($1.75 per minute). Closed some holidays
|
||||
|
||||
Please have the following information handy.
|
||||
1. Game title and version number. (The version
|
||||
number can be found on the end text screen.)
|
||||
2. Your operating system, processor, processor
|
||||
speed and amount of RAM.
|
||||
3. If you are having a sound, video or modem
|
||||
problem, we need to know the device brand name
|
||||
and model.
|
||||
|
||||
2. Automated Support
|
||||
Telephone -- 1 (800) id-games
|
||||
|
||||
Lines Open 24 hours a day, 365 days a year, or 366 days
|
||||
in Leap years ($0.25 per minute)
|
||||
|
||||
Please have pencil and paper handy.
|
||||
|
||||
3. E-mail Support
|
||||
Just send your e-mail to support@idsoftware.com
|
||||
|
||||
We will do our best to respond within 48 hours after
|
||||
receiving your e-mail.
|
||||
|
||||
When sending e-mail, cut and paste the following into your
|
||||
e-mail message and fill in the blanks:
|
||||
|
||||
Date:
|
||||
Name:
|
||||
Phone number:
|
||||
E-mail address: (please include this, we redirect tons of mail)
|
||||
Game Title:
|
||||
Version #:
|
||||
Operating system (eg., DOS 6.0 or Windows 95):
|
||||
Computer type:
|
||||
Processor type:
|
||||
Processor speed:
|
||||
Video card brand and model: (only if video problem)
|
||||
Audio card brand and model: (only if audio problem)
|
||||
Modem brand and model: (only if modem problem)
|
||||
Network card brand and model: (only if netgame problem)
|
||||
Network configuration (eg., NET.CFG file): (only if netgame problem)
|
||||
Drivers, protocol stacks, and versions: (eg., lsl v2.14, exp16odi
|
||||
v2.33, and ipxodi v3.01) (only if netgame problem)
|
||||
If there were any error messages or fault information, report them
|
||||
here:
|
||||
Please state the problem you encountered:
|
||||
Please state how to reproduce the problem:
|
||||
|
||||
4. Web Support
|
||||
Found at www.idsoftware.com
|
||||
|
||||
Our web support pages provide the same information that's
|
||||
available via Automated Support, except it's free!
|
||||
|
||||
5. News Sites
|
||||
For information, FAQ, or announcements:
|
||||
rec.games.computer.quake.announce
|
||||
For editing and hecking Quake-related files:
|
||||
rec.games.computer.quake.editing
|
||||
For general Quake discussion:
|
||||
rec.games.computer.quake.misc
|
||||
|
||||
6. Game Hints Line
|
||||
Telephone -- 1 (800) id-games or 1 (900) call-2-id
|
||||
|
||||
Lines Open 24 hours a day, 365 days a year, or 366 days
|
||||
in Leap years ($0.85 per minute)
|
||||
You must be 18 years of age or have parental permission
|
||||
to call 1 (900) call-2-id.
|
||||
|
||||
B. In Europe
|
||||
The help lines in Europe are open 7:30am - 5:00pm GMT,
|
||||
Monday - Friday.
|
||||
|
||||
English: +44 01923 209145
|
||||
German: +44 (0)1923 209151
|
||||
French: +44 (0)1923 209148
|
||||
|
||||
C. Problems
|
||||
If you have an unfavorable experience using our services, please
|
||||
send e-mail to 911@idsoftware.com. We would also like to hear
|
||||
from you if you have something positive to share with us. Kindly
|
||||
include your full name, address, phone number, and the problem
|
||||
encountered or information you'd like to tell us about.
|
|
@ -1,97 +0,0 @@
|
|||
Here is a brief explanation of all the legal mumbo jumbo contained in the
|
||||
various license agreements that may or may not be part of this package.
|
||||
|
||||
(This document was designed to be a quick overview of our license terms.
|
||||
You must refer to the full text of the license for a complete listing of
|
||||
terms and conditions.)
|
||||
|
||||
QUAKE SHAREWARE END USER LICENSE (slicnse.txt) or
|
||||
What You Can and Cannot Do With the Shareware Version of Quake.
|
||||
|
||||
CAN DO:
|
||||
-- Play & Enjoy the single player game
|
||||
-- Setup a shareware version based server on a not-for-profit basis
|
||||
|
||||
CANNOT DO:
|
||||
-- Run the game with user developed levels.
|
||||
-- You may not commercially exploit the shareware version in any way
|
||||
This specifically excludes retail distribution of the shareware
|
||||
version. Do not call or e-mail to ask if you can be a retail
|
||||
distributor of the shareware version -- the answer is no!
|
||||
-- Commercially exploit any id copyrighted and/or trademarked property.
|
||||
Example: Game names, logos, graphics, etc.
|
||||
|
||||
|
||||
QUAKE REGISTERED VERSION END USER LICENSE (rlicnse.txt) or
|
||||
What You Can and Cannot Do With the Registered Version of Quake.
|
||||
|
||||
CAN DO:
|
||||
-- Play & Enjoy the single player game
|
||||
-- Setup a registered version based server on a not-for-profit basis
|
||||
-- Develop new levels and/or level creation utilities.
|
||||
-- Play the game and/or setup a Registered Version based server using
|
||||
a user-developed level.
|
||||
|
||||
CANNOT DO:
|
||||
-- Commercially exploit the Registered Version of Quake in any way;
|
||||
see commercially exploitation license info below.
|
||||
-- Commercially exploit any id copyrighted and/or trademarked
|
||||
property.
|
||||
Example: Game names, logos, game graphics, etc.
|
||||
-- Sell user-developed levels and/or tools
|
||||
|
||||
COMMERCIAL EXPLOITATION LICENSE (comexp.txt -- accompanies Quake
|
||||
registered version only)
|
||||
|
||||
If you are interested in trying to make money using the registered version
|
||||
of Quake (this sort of thing is not allowed using the shareware version) you
|
||||
must sign our easy-to-digest Commercial Exploitation License.
|
||||
|
||||
This is a royalty free license that allows you to run Quake for a profit
|
||||
through a certain monthly gross profit range. If your Quake-related business
|
||||
becomes successful the agreement brings id into the revenue stream.
|
||||
|
||||
Basic terms of the commercial exploitation license:
|
||||
|
||||
-- License grants a royalty free commercial exploitation right for the
|
||||
registered version of Quake as a whole so long as Quake's monthly gross
|
||||
revenue is below $5,000.00
|
||||
|
||||
-- License provides for a 12.5% royalty to be paid to id Software in months
|
||||
where the licensee's Quake related monthly gross revenue is above $5,000.00
|
||||
|
||||
-- Royalty is based off net income. Net income is defined as Quake-related
|
||||
gross income less Quake-related expenses.
|
||||
|
||||
-- License expressly prohibits commercial exploitation via the sale (retail
|
||||
or otherwise) of the shareware or registered versions of Quake.
|
||||
|
||||
-- License expressly prohibits advertising/marketing use of our copyrighted
|
||||
and/or trademarked properties.
|
||||
|
||||
To get into bed with us on this deal you must print two (2) copies of the
|
||||
document named comexp.txt. (You should find comexp.txt somewhere on the
|
||||
registered version CD.) Sign/fill in the blanks of both copies where
|
||||
indicated and mail both to:
|
||||
|
||||
id Software
|
||||
18601 LBJ #666
|
||||
Mesquite, TX 75150
|
||||
Attn: ComExp License
|
||||
|
||||
We will then countersign the documents and mail one back to you.
|
||||
|
||||
Two items worth noting here:
|
||||
|
||||
1. It is VERY IMPORTANT that the information you enter in the signature
|
||||
block be legible. We prefer it if you enter the info into the blanks before
|
||||
printing your two copies. If we cannot read your information we will not be
|
||||
able to return the documents to you.
|
||||
|
||||
2. The terms of this document are not subject to negotiation. If you cannot
|
||||
live with the terms spelled out in the agreement do not engage in any
|
||||
commercial exploitation of Quake and do not sign the document.
|
||||
|
||||
|
||||
|
||||
|
|
@ -1,103 +0,0 @@
|
|||
ORDERING INFO
|
||||
To order the full version of Quake (or any other id Software
|
||||
product) in North America, call our fulfillment center at 1-800-idgames
|
||||
(1-800-434-3627). Except as noted by our operators, you can expect
|
||||
Airborne Express afternoon delivery. The price for the full version
|
||||
of Quake (available on PC CDROM only) is $45, plus $5 shipping, for a
|
||||
total of $50. Our fulfillment center accepts Visa, Mastercard, and
|
||||
American Express. You can also fax, mail, or email your order using
|
||||
the attached forms. The fax number is (317) 361-3710 and the email
|
||||
address is idsoftware@stream.com. To prepay and order with a check
|
||||
by mail, send your check and the order form to:
|
||||
|
||||
id Software
|
||||
P.O. Box 4500
|
||||
Crawfordsville, IN 47933
|
||||
|
||||
To see an electronic catalog of our software, tshirts, hint books, and
|
||||
other merchandise available, check out the Shopping Maul section of our
|
||||
website at www.idsoftware.com.
|
||||
|
||||
INTERNATIONAL ORDERS
|
||||
Quake is available worldwide as a full retail product. To find out
|
||||
which local stores carry Quake and other id products, contact the
|
||||
following international affiliates:
|
||||
|
||||
Europe Australia
|
||||
GT Interactive Software Roadshow New Media
|
||||
1712 583791 (U.K.) 1 902 962000
|
||||
|
||||
Taiwan Singapore
|
||||
U.S. Summit Corporation Summit Co. (Singapore) Pte. Ltd.
|
||||
706-0660 273-9988
|
||||
|
||||
Malaysia Honk Kong
|
||||
Summit Co. (Malaysia) Sdn Bhd Tsun Tsun Trading Company
|
||||
757-2244 571-4231
|
||||
|
||||
Thailand Israel/Jordan/Lebanon/Egypt
|
||||
U.S. Summit Corp. (Overseas) Mirage Mulimedia
|
||||
374-3956 972 3 510 5764
|
||||
|
||||
If you are in a territory that cannot access 1(800)idgames, and you
|
||||
wish to order our products directly, you must place your order in
|
||||
writing to the fax, mail, or email addresses listed above under
|
||||
ORDERING INFO.
|
||||
|
||||
International phone orders will NOT be accepted. Unfortunately, due
|
||||
to international shipping costs, all international orders are sent
|
||||
out via US Mail. This means we cannot guarantee timeliness of delivery
|
||||
due to customs and other delays inherent to international shipping
|
||||
______________________________________________________________________
|
||||
ORDER FORM -- USE THIS FORM TO FAX , MAIL OR EMAIL YOUR ORDER.
|
||||
|
||||
id Software Order Center Date ______________
|
||||
PO BOX 4500 Phone: 1800 id games
|
||||
Crawfordsville, IN 47933 Fax: (317) 361-3710
|
||||
idsoftware@stream.com
|
||||
|
||||
|
||||
Product List and Prices in U.S. Currency: (check items)
|
||||
|
||||
Quake (CD ROM only) $45 ____
|
||||
The Ultimate DOOM (Mac version available – must specify) $25 ____
|
||||
DOOM II (Mac version available – must specify) $40 ____
|
||||
Master Levels for DOOM II (CD ROM only) $25 ____
|
||||
Final DOOM (CD ROM only) $40 ____
|
||||
DOOM Hint Book $15 ____
|
||||
Original DOOM Tshirt (S,M.L.XL) $13 ____
|
||||
The Ultimate DOOM Tshirt (XXL only) $13 ____
|
||||
Final DOOM Tshirt $13 ____
|
||||
Heretic:Shadow of the Serpent Riders (CD ROM only) $40 ____
|
||||
Heretic Hint Book $15 ____
|
||||
Hexen:Beyond Heretic (Mac version available – must specify) $40 ____
|
||||
Hexen:Deathkings of the Dark Citadel (CD ROM only) $25 ____
|
||||
Hexen Hint Book $15 ____
|
||||
Hexen Tshirt (XXL only) $13 ____
|
||||
Wolfenstein 3D (PC CD only) $20 ____
|
||||
Commander Keen (3.5 disk only) $15 ____
|
||||
|
||||
Order total: $______
|
||||
|
||||
Name: Age (optional):
|
||||
|
||||
Form of payment (check, money order, or credit card):
|
||||
|
||||
Credit card number: Expiration Date:
|
||||
|
||||
Exact mailing address:______________________________________
|
||||
_______________________________________
|
||||
_______________________________________
|
||||
_______________________________________
|
||||
|
||||
Phone: Fax: Email:
|
||||
|
||||
Shipping: US orders-$5.00 first product/$2.00 each additional
|
||||
(allow 3-5 business days)
|
||||
|
||||
International shipping for prepaid orders are via US Mail, and
|
||||
we cannot guarantee the time it will take to arrive.
|
||||
|
||||
*Prices subject to change
|
||||
|
||||
|
|
@ -1,456 +0,0 @@
|
|||
Welcome to Quake!
|
||||
|
||||
This file details how to get Quake running on your system and what to do
|
||||
if you have problems. We would like to thank Gandalf Technologies, Inc and
|
||||
MPath Interactive for the use of their technology. We would also like to
|
||||
thank Trent Reznor and Nine Inch Nails for their tremendous contributions
|
||||
to Quake's entire audio portion.
|
||||
|
||||
The NIN logo is a Registered Trademark licensed to Nothing Interactive, Inc.
|
||||
All Rights Reserved.
|
||||
|
||||
Quake System Requirements
|
||||
-------------------------
|
||||
IBM PC and Compatibles
|
||||
Pentium processor or better
|
||||
VGA Compatible Display or better
|
||||
8MB RAM minimum, 16MB recommended (16 MB required for running under Win95)
|
||||
CD-ROM drive Required
|
||||
MS-DOS 5.0 or better or Windows 95 (does NOT run under Windows NT)
|
||||
Hard Drive (30MB for Shareware, 80 MB for Registered)
|
||||
|
||||
*** IMPORTANT!: Quake requires a floating point processor.
|
||||
Systems that do not have an FPU installed will not run Quake -- at all.
|
||||
|
||||
*** IMPORTANT Video Adapter Note! ***
|
||||
On some ATI Mach32 cards, Quake can come up with a garbled video display.
|
||||
This is due to a problem with the card in which 320x200 mode isn't
|
||||
initialized correctly. Workarounds include:
|
||||
|
||||
1) If running from Windows, start Quake from an icon, or from a windowed
|
||||
(not fullscreen) MS-DOS prompt. If Quake is already running and has
|
||||
the garbled screen, press Alt-Enter twice to switch to the desktop and
|
||||
back to fullscreen, and the screen will display properly.
|
||||
|
||||
2) If running from DOS, either put the line
|
||||
|
||||
vid_mode 1
|
||||
|
||||
in id1\autoexec.cfg, or, typing blind, press tilde ('~') to bring down
|
||||
the console, type
|
||||
|
||||
vid_mode 1<enter>
|
||||
|
||||
and the screen will display properly.
|
||||
|
||||
========================================================================
|
||||
Here are the text files included with the shareware release of Quake and
|
||||
what they are:
|
||||
|
||||
README.TXT This file
|
||||
TECHINFO.TXT Technical information on Quake's subsystems and
|
||||
their advanced use.
|
||||
MANUAL.TXT Text version of the printed game manual
|
||||
LICINFO.TXT Info on the various license files included with Quake
|
||||
SLICNSE.TXT Shareware Quake end-user license
|
||||
ORDER.TXT How to order Quake
|
||||
HELP.TXT How to get help with Quake
|
||||
|
||||
Here are the text files included with the registered version of Quake and
|
||||
what they are:
|
||||
|
||||
README.TXT This file
|
||||
TECHINFO.TXT Technical information on Quake's subsystems and
|
||||
their advanced use.
|
||||
MANUAL.TXT Text version of the printed game manual
|
||||
LICINFO.TXT Info on the various license files included with Quake
|
||||
RLICNSE.TXT Registered Quake end-user license
|
||||
COMEXP.TXT Commercial exploitation agreement
|
||||
ORDER.TXT How to order Quake
|
||||
HELP.TXT How to get help with Quake
|
||||
|
||||
|
||||
Running Quake
|
||||
-------------
|
||||
|
||||
DOS: To launch Quake from the DOS Prompt, go to the Quake directory and
|
||||
simply type "QUAKE" <ENTER>. (no quotes)
|
||||
|
||||
Windows 95: To launch Quake in single player mode, double click on the file
|
||||
QUAKE.EXE From Windows Explorer. To run Quake in Multi-Player mode using
|
||||
the TCP/IP protocol, first check your network settings to ensure the
|
||||
protocol is installed, then double click on the Q95.BAT file to launch the
|
||||
game. In this version (v0.91) there is a minor bug that will cause the
|
||||
Q95.BAT file to exit the first time you run it, without running Quake.
|
||||
Merely double-click on that file again and it will work.
|
||||
|
||||
Audio Setup
|
||||
-----------
|
||||
|
||||
When using a Sound Card with Quake, there are a few setup steps which must
|
||||
be taken. First, the "BLASTER" environment variable setting must be in your
|
||||
autoexec.bat (or you can type it in manually from the MS-DOS command prompt).
|
||||
Running the Sound Blaster utility diagnose.exe will automatically configure
|
||||
your sound card and put this statement in your autoexec.bat file for you.
|
||||
A typical blaster setting looks like this (although yours may vary):
|
||||
|
||||
SET BLASTER=A220 I5 D1 H5 P330 T6
|
||||
|
||||
If you want to play the audio track from the CD-ROM while playing Quake,
|
||||
you must ensure that the audio cable from the CD-ROM is connected to the
|
||||
sound card.
|
||||
|
||||
If you think your sound card is setup properly and it STILL doesn't work,
|
||||
check to make sure that your BLASTER environment variable contains the
|
||||
high DMA setting (H5 in the above example).
|
||||
|
||||
If you don't get sound while trying to play the audio track, check to see
|
||||
if a small cable goes from the back of your CD-ROM player directly to your
|
||||
sound card. If the CD-ROM audio cable is connected to your sound board (or
|
||||
the motherboard in some cases) and you STILL don't hear CD Audio coming from
|
||||
your speakers, make sure the MIXER program has the CD volume turned up.
|
||||
You will also need to run the CD-ROM driver MSCDEX.EXE. Here is an example
|
||||
of the files you should see (yours probably will vary) listed in your
|
||||
CONFIG.SYS and AUTOEXEC.BAT (explanation is in parentheses):
|
||||
|
||||
CONFIG.SYS:
|
||||
|
||||
DEVICE=C:\PROSCSI\CDROM.SYS /D:PROCD01 (CD-ROM driver)
|
||||
|
||||
AUTOEXEC.BAT:
|
||||
|
||||
SET BLASTER=A220 I5 D1 H5 P330 T6 (sound environment variable setting)
|
||||
C:\WINDOWS\COMMAND\MSCDEX.EXE /D:PROCD01 /L:D (CD-ROM driver)
|
||||
|
||||
===================================================
|
||||
UltraSound MAX and UltraSound PnP Support for Quake
|
||||
===================================================
|
||||
|
||||
Before running Quake, make sure that your sound card works and your
|
||||
environment variables are set correctly.
|
||||
|
||||
Other UltraSound Cards (ACE & Classic)
|
||||
--------------------------------------
|
||||
These drivers are not for the UltraSound ACE or UltraSound Classic
|
||||
sound cards. We have heard mixed reports that MegaEm or SBOS
|
||||
have a chance of working with the UltraSound Classic but there is a
|
||||
short sound F/X delay.
|
||||
|
||||
UltraSound PnP and PnP Pro
|
||||
--------------------------
|
||||
You must make sure that you do NOT have IWSBOS or MegaEm loaded.
|
||||
|
||||
Setup
|
||||
-----
|
||||
Quake will automatically detect that the UltraSound Max or PnP
|
||||
are installed. It does this by looking at the SET INTERWAVE (PnP)
|
||||
and SET ULTRA16 (Max) environment variables.
|
||||
|
||||
Quake will use the settings found on the SET ULTRASND/ULTRA16 (Max)
|
||||
and in the IW.INI (PnP) file to determine what port settings to use.
|
||||
|
||||
Troubleshooting Windows 95 (DOS Box)
|
||||
------------------------------------
|
||||
We recommend that you restart your computer in MS-DOS Mode. DOS Box
|
||||
may or may not work, so use at your own risk.
|
||||
|
||||
CD Audio Input
|
||||
--------------
|
||||
If you have not already enabled CD audio output by default you will
|
||||
need to enable it. For the UltraSound MAX you can run "ULTRINIT -EC".
|
||||
For the UltraSound PnP you will need to enable the CD audio output
|
||||
in Win'95 and then restart your computer into MS-DOS.
|
||||
|
||||
===================================================
|
||||
Mouse Setup
|
||||
-----------
|
||||
|
||||
If you are going to use a mouse when playing Quake, you will need to load
|
||||
your mouse driver. This should go in the AUTOEXEC.BAT file as well. Here
|
||||
is an example:
|
||||
|
||||
C:\LOGITECH\MOUSE\MOUSE.EXE (mouse driver)
|
||||
|
||||
|
||||
Booting Clean
|
||||
-------------
|
||||
|
||||
If you are going to be running Quake with only 8 megabytes of RAM, it is best
|
||||
to boot clean . You eliminate unwanted utilities or applications from taking
|
||||
up valuable memory, without having to alter your regular AUTOEXEC.BAT and
|
||||
CONFIG.SYS. Booting clean can be done in one of two ways. If you have
|
||||
MS-DOS version 6.xx, booting clean is as simple a pressing the shift key
|
||||
when you see the words "Starting MS-DOS". If you have MS-DOS ver 5.xx you
|
||||
will need to make a system disk.
|
||||
|
||||
To make a boot disk, type the following from the MS-DOS command prompt:
|
||||
|
||||
FORMAT A: /S
|
||||
|
||||
1. Make sure that this is a disk you wish to erase.
|
||||
2. This disk absolutely HAS to be formatted in the A: drive.
|
||||
|
||||
To use the system disk, place the disk in the A: drive and reset the
|
||||
computer.
|
||||
|
||||
NOTE: If your sound card requires a driver to be loaded, or you will be
|
||||
using a mouse, or you will be using Quake's CD audio feature, the system
|
||||
disk will need to have a CONFIG.SYS and AUTOEXEC.BAT that load the
|
||||
appropriate drivers.
|
||||
|
||||
Creating a Quake Shortcut
|
||||
|
||||
As an alternative to making a Boot Disk, Windows 95 users can create a
|
||||
Quake Shortcut. By double clicking onthis shortcut, Windows 95 will reboot
|
||||
in MS-DOS mode and install only the desired drivers, giving you the same
|
||||
results as using a Boot Disk. To create a Quake Shortcut, do the following:
|
||||
|
||||
1. Using Explorer, right click and drag the file QUAKE.EXE, from the Quake
|
||||
directory, to your desktop. Windows 95 will make an MS-DOS Icon titled
|
||||
"Shortcut to quake".
|
||||
2. Right click on the new icon, and from the menu that pops up, choose
|
||||
"Properties". Then choose the "Program" tab at the top.
|
||||
3. Now click on the "Advanced..." button near the bottom. The "Advanced
|
||||
Program Settings" window should appear.
|
||||
4. Select the "MS-DOS mode" check box and the "Specify a new MS-DOS
|
||||
configuration" option button.
|
||||
5. Now simply fill in the "CONFIG.SYS for MS-DOS mode:" and "AUTOEXEC.BAT
|
||||
for MS-DOS mode:" boxes with the same sound, CD-ROM and mouse settings as
|
||||
mentioned above in the Boot Disks section.
|
||||
6. Click on "OK" when you are finished. If you wish, you can change your
|
||||
Quake Shortcut Icon to something a little more exciting by clicking on
|
||||
"Change Icon...".
|
||||
7. To finish, click on "OK" again.
|
||||
8. You can rename your Quake Shortcut by right clicking on the shortcut
|
||||
icon, choosing "Rename" and typing in the new name.
|
||||
|
||||
|
||||
======================================================
|
||||
== Known Problems ==
|
||||
======================================================
|
||||
|
||||
Problem: Zombies sometime get stuck on the ground and connot get back up.
|
||||
(You can still hear them, but you cannot kill them. This bug makes it
|
||||
impossible to get 100% kills on whatever level it occurs on.)
|
||||
Solution: There is no workaround for this bug.
|
||||
|
||||
Problem: It is sometimes possible for the player to get stuck in a room or
|
||||
in a wall.
|
||||
Solution: If you get stuck, use the 'kill' console command. It is a good
|
||||
idea to save your game often.
|
||||
|
||||
Problem: View centering problems. Sometimes during a game, the view will not
|
||||
center properly. The end result is the player view looking up torwards the
|
||||
ceiling while walking.
|
||||
Solution: Exit to the next level or use the 'kill' console command..
|
||||
|
||||
|
||||
======================================================
|
||||
== Troubleshooting ==
|
||||
======================================================
|
||||
|
||||
If Quake fails to start up, or has problems not addressed elsewhere in the
|
||||
documentation, try the -safe command line switch, which disables a number
|
||||
of parts of Quake that can be problems if there are hardware or configuration
|
||||
problems. The -safe command line switch is equivalent to -stdvid, -nosound,
|
||||
-nonet, and -nocdaudio together. Those four switches do the following:
|
||||
|
||||
-stdvid: disables VESA video modes.
|
||||
|
||||
-nosound: disables sound card support.
|
||||
|
||||
-nonet: disables network card support.
|
||||
|
||||
-nocdaudio: disables CD audio support.
|
||||
|
||||
If -safe makes the problem go away, try using each of the switches
|
||||
individually to isolate the area in which you're experiencing the problem,
|
||||
then either correct the configuration or hardware problem or play Quake with
|
||||
that functionality disabled.
|
||||
|
||||
If you still have problems, try booting clean in conjunction with
|
||||
the -safe command line parameter. For information on booting clean, refer
|
||||
to the "Booting Clean" section above.
|
||||
|
||||
If you experience page faults while running Quarterdeck's QDPMI DPMI server,
|
||||
this is caused by a bug in QDPMI. Workarounds: Remove QDPMI from CONFIG.SYS,
|
||||
issue the command QDPMI OFF before running QUAKE, or get the update patch
|
||||
for QDPMI from Quarterdeck. You may be running QDPMI without knowing it if
|
||||
you have QEMM installed, because it can be installed as part of the QEMM
|
||||
installation.
|
||||
|
||||
|
||||
Technical Support
|
||||
-----------------
|
||||
|
||||
If you are having trouble installing or running Quake you can receive
|
||||
technical support by sending e-mailing to support@idsoftware.com. You can
|
||||
also refer to our web page, www.idsoftware.com, or call 1-800-idgames.
|
||||
|
||||
When sending support e-mail, cut and paste the following into your e-mail
|
||||
message and fill in the blanks:
|
||||
|
||||
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:
|
||||
|
||||
** NOTE: If you are sending a bug report, PLEASE refer to the TECHINFO.TXT
|
||||
file for the correct form and procedures.
|
||||
|
||||
|
||||
======================================================
|
||||
== Version History ==
|
||||
======================================================
|
||||
v1.01 -- Bugs fixed
|
||||
------------------------------------------------------
|
||||
* Fixed modem code
|
||||
* Fixed fraglimit & timelimit
|
||||
* Added NOEXIT cvar (so no one can exit a level)
|
||||
------------------------------------------------------
|
||||
v1.00 -- Bugs fixed
|
||||
------------------------------------------------------
|
||||
* Gravis Ultrasound audio support (still has bugs)
|
||||
* More deathmatch start spots on E1M6 and END
|
||||
* Print server version and PROG CRC on connect
|
||||
* -dedicated starts start.map if nothing else specified
|
||||
* fixed lookspring function during net game
|
||||
* fixed rare crash during long running dedicated server
|
||||
------------------------------------------------------
|
||||
v0.94 -- Bugs fixed / Features added -- LIMITED BETA VERSION
|
||||
------------------------------------------------------
|
||||
* Totally rewritten menus
|
||||
* New lighting model with overbrighting
|
||||
* Parsed lowercase BLASTER parms
|
||||
* Better Sound Blaster shutdown code
|
||||
* Rewrote BLASTER initialization
|
||||
* Fixed DMA channel 0 bugs
|
||||
* Added SBPro 8 stereo setup
|
||||
* Fix delayed sound on 8 bit Sound Blasters
|
||||
* Fixed speed key affecting angle-turning from keyboard
|
||||
* Fixed "no such Alias frame" bugs
|
||||
* Fixed Zombie not getting up bug
|
||||
* Checked for very high joystick values, signalling a failed read
|
||||
* Unstuck jumping Fiends and Spawn
|
||||
* Fixed large BModels blinking out in complex areas
|
||||
* Fixed s_localsound with no sound started
|
||||
* Saved spawn parms in savegame
|
||||
* Fixed screenshot save location
|
||||
* Bind with no arguments no longer clears value
|
||||
* Allow console in intermission / finale
|
||||
* Fixed false gib messages
|
||||
* Full-screen TAB scoreboard in DeathMatch
|
||||
* Fixed "+playdemo <demo>" from command line
|
||||
* Trapped overflow in sizebuf messages
|
||||
* Moveup / movedown in water!
|
||||
* Fixed-up Talk command
|
||||
* Added unsupported crosshair option ("crosshair 1" from console)
|
||||
* Colored chat messages with notify sound
|
||||
* Fixed "connect during intermission" bug
|
||||
* Changelevel while demos running no longer crashes
|
||||
* Fixed changelevel with no map left up loading screen
|
||||
* Fixed long names entered from the console causing crash
|
||||
* Stopped demos changing while in the menus
|
||||
|
||||
* Fixed modem initialization from menu
|
||||
* Fixed serial reliable stream getting stalled
|
||||
* Serial/modem code fixes
|
||||
16550a lost transmit buffer empty interrupts
|
||||
fixed sometimes processing interrupts from com1 when using com2
|
||||
added com3/com4 support from menus
|
||||
fixed first character of modem init not getting sent
|
||||
saved serial/modem settings in config.cfg
|
||||
* Fixed name and colors not always sent to server at startup
|
||||
* Fixed "stopdemo" crashing the system when there wasn't a demo playing
|
||||
* Added server's TCP/IP and IPX addresses (if available) to status command
|
||||
|
||||
* In 0.92, an additional check for a usable VESA video mode was added;
|
||||
the numpages field was verified to be greater than 0, and no mode was
|
||||
supported that had numpages set to 0 (which indicates that there's not
|
||||
enough video memory for that mode). ATI's VESA driver, m64vbe,
|
||||
reports 0 for numpages, so VESA video modes that were available in 0.91
|
||||
were no longer available in 0.92. This extra numpages check has
|
||||
been removed.
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
v0.93 -- Never officially released; internal testing only.
|
||||
-----------------------------------------------------------------------
|
||||
v0.92 -- Bugs fixed
|
||||
-----------------------------------------------------------------------
|
||||
Typing long strings in the hostname or modem init field in the menus caused
|
||||
crashes.
|
||||
|
||||
Under Win95 IPX was detected but not functional, resulting in the game
|
||||
exiting to DOS.
|
||||
|
||||
If -nosound, got "S_LocalSound: can't cache" on every keypress in the menu.
|
||||
|
||||
When vid_nopageflip was set to 1 in VESA modes, going underwater resulted in
|
||||
only the upper left corner of the drawing area being updated.
|
||||
|
||||
The single player scoreboard (tab) printed text incorrectly in all modes
|
||||
greater than 320 pixels wide.
|
||||
|
||||
On network connections that dropped packets, the reliable message stream
|
||||
could get stopped up, resulting in frag counts and talk messages no longer
|
||||
being delivered, although game movement continued.
|
||||
|
||||
The com port settings from the menu were getting saved & restored but
|
||||
not used.
|
||||
|
||||
Direct serial connections did not work with slist.
|
||||
|
||||
Quake now checks the vesa information for hardware incabable of page-flipping.
|
||||
|
||||
Menu sound sometimes didn't play.
|
||||
|
||||
Q95 (qlaunch.exe) frequently failed to execute on the first attempt.
|
||||
|
||||
Q95 (quakeudp.dll) was running out of buffers when running a server.
|
||||
|
||||
Teams were not being set according to pants colors.
|
||||
|
||||
|
||||
Joystick notes
|
||||
--------------
|
||||
Your joystick must be plugged in when Quake is launched.
|
||||
|
||||
If you have a joystick plugged in, but don't want to use it in Quake
|
||||
(it slows the game down a few percent), or you have weird hardware that
|
||||
doesn't like being tested as a joystick add "-nojoy" to your Quake
|
||||
command line.
|
||||
|
||||
You can turn off joystick reading during the game by typing "joystick 0" at
|
||||
the Quake command console.
|
||||
|
||||
You MUST configure your buttons from the configure keys menu before they will
|
||||
work. There is no default configuration.
|
||||
|
||||
If your joystick or interface card improperly sets the third or fourth
|
||||
joystick buttons, type "joybuttons 2" at the quake console or in your
|
||||
.CFG file.
|
||||
|
||||
The "mlook" button command now lets the joystick as well as the mouse control
|
||||
pitch angles.
|
||||
|
||||
The "sidestep" buttom command works on joysticks as with mice and keyboard
|
||||
movement.
|
||||
|
||||
The "invert mouse up/down" menu option also inverts the joystick pitch
|
||||
direction.
|
|
@ -1,204 +0,0 @@
|
|||
REGISTERED VERSION: QUAKE
|
||||
LIMITED USE SOFTWARE LICENSE AGREEMENT
|
||||
|
||||
This Limited Use Software License Agreement (the
|
||||
"Agreement") is a legal agreement between you, the end-user, and Id
|
||||
Software, Inc. ("ID"). By continuing the installation of this game
|
||||
program, by loading or running the game, or by placing or copying
|
||||
the game program onto your computer hard drive, you are agreeing to
|
||||
be bound by the terms of this Agreement. If you do not agree to
|
||||
the terms of this Agreement, promptly return the game program and
|
||||
the accompanying items (including all written materials), along
|
||||
with your receipt to the place from where you obtained them for a
|
||||
full refund.
|
||||
|
||||
ID SOFTWARE LICENSE
|
||||
|
||||
1. Grant of License. ID grants to you the limited
|
||||
right to use one (1) copy of the enclosed or foregoing game program
|
||||
(the "Software") on a single computer. You have no ownership or
|
||||
proprietary rights in or to the Software or the written materials
|
||||
accompanying the Software. For purposes of this section, "use"
|
||||
means loading the Software into RAM, as well as installation on a
|
||||
hard disk or other storage device. You may create a map editor,
|
||||
modify maps and make your own maps (collectively referenced as the
|
||||
"Permitted Derivative Works") for the Software. Permitted
|
||||
Derivative Works may not be sold, whether by you or by any other
|
||||
person or entity, but you may exchange the Permitted Derivative
|
||||
Works at no charge amongst other end-users. The Software, together
|
||||
with any archive copy thereof, shall be either returned to ID or
|
||||
destroyed when no longer used in accordance with this Agreement, or
|
||||
when the right to use the Software is terminated. You agree that
|
||||
the Software will not be shipped, transferred or exported into any
|
||||
country in violation of the U.S. Export Administration Act (or any
|
||||
other law governing such matters) and that you will not utilize, in
|
||||
any other manner, the Software in violation of any applicable law.
|
||||
|
||||
2. Commercial Use is Prohibited. Except as provided in
|
||||
paragraph 5. hereinbelow in regard to the Software, under no
|
||||
circumstances shall you, the end-user, be permitted, allowed or
|
||||
authorized to commercially exploit the Software, any data
|
||||
comprising the Software. Neither you nor anyone at your direction
|
||||
shall do any of the following acts (any such acts shall be deemed
|
||||
void and a breach of this Agreement) with regard to the Software,
|
||||
or any portion thereof, such as a screen display or a screenshot:
|
||||
|
||||
a. Rent the Software;
|
||||
|
||||
b. Sell the Software;
|
||||
|
||||
c. Lease or lend the Software;
|
||||
|
||||
d. Offer the Software on a pay-per-play basis;
|
||||
|
||||
e. Distribute, by electronic means or otherwise, the
|
||||
Software for money or any other consideration; or
|
||||
|
||||
f. In any other manner and through any medium
|
||||
whatsoever commercially exploit the Software or use
|
||||
the Software for any commercial purpose.
|
||||
|
||||
3. Additional Prohibited Uses. Neither you nor anyone
|
||||
at your direction shall take the following action in regard to the
|
||||
Software, or any portion thereof, such as a screen display or a
|
||||
screenshot:
|
||||
|
||||
a. Modify, disassemble, reverse engineer or decompile
|
||||
the Software;
|
||||
|
||||
b. Translate the Software;
|
||||
|
||||
c. Reproduce the Software;
|
||||
|
||||
d. Publicly display the Software;
|
||||
|
||||
e. Prepare derivative works based upon the Software
|
||||
(except Permitted Derivative Works); or
|
||||
|
||||
f. Distribute, by electronic means or otherwise, the
|
||||
Software.
|
||||
|
||||
4. Use of Other Material is Prohibited. Use, in any manner, of
|
||||
the trademarks, such as Quake(tm) and the NIN(r) logo, logos, symbols,
|
||||
art work, images, screen displays or screenshots, sound effects, music,
|
||||
and other such material contained within, generated by or relating to
|
||||
the Software is prohibited.
|
||||
|
||||
5. To Receive Permission to Commercially Exploit. If
|
||||
you desire to commercially exploit the Software, you may execute
|
||||
the Commercial Exploitation License Agreement for QUAKE (the
|
||||
"License") contained within the QUAKE install package and forward
|
||||
the original License to Id Software at the address noted therein.
|
||||
Please note that ID may refuse your request and not sign the
|
||||
License in ID's sole discretion.
|
||||
|
||||
6. Restrictions Apply to Third Parties. The
|
||||
prohibitions and restrictions described herein apply to anyone in
|
||||
possession of the Software and/or Permitted Derivative Works.
|
||||
|
||||
7. Copyright. The Software and all copyrights related
|
||||
thereto (including all characters and other images generated by the
|
||||
Software or depicted in the Software) is owned by ID and is protected
|
||||
by United States copyright laws and international treaty provisions.
|
||||
You must treat the Software like any other copyrighted material,
|
||||
except that you may either (a) make one copy of the Software solely
|
||||
for back-up or archival purposes, or (b) transfer the Software to a
|
||||
single hard disk provided you keep the original solely for back-up or
|
||||
archival purposes. You may not otherwise reproduce, copy or disclose
|
||||
to others, in whole or in any part, the Software. You may not copy
|
||||
the written materials accompanying the Software. The same
|
||||
restrictions and prohibitions regarding your use of the Software as
|
||||
provided in this Agreement apply to your use of the written materials
|
||||
accompanying the Software. The written materials are owned by ID and
|
||||
are protected by United States copyright laws and international
|
||||
treaties. You agree to use your best efforts to see that any user of
|
||||
the Software licensed hereunder complies with this Agreement.
|
||||
|
||||
8. Limited Warranty. ID warrants that if properly
|
||||
installed and operated on a computer for which it is designed, the
|
||||
Software will perform substantially in accordance with the
|
||||
accompanying written materials for a period of ninety (90) days
|
||||
from the date of purchase of the Software. ID's entire liability
|
||||
and your exclusive remedy shall be, at ID's option, either (a)
|
||||
return of the price paid or (b) repair or replacement of the
|
||||
Software that does not meet ID's Limited Warranty. To make a
|
||||
warranty claim, return the Software to the point of purchase,
|
||||
accompanied by proof of purchase, your name, your address, and a
|
||||
statement of defect, or return the Software with the above
|
||||
information to ID. This Limited Warranty is void if failure of the
|
||||
Software has resulted in whole or in part from accident, abuse,
|
||||
misapplication or violation of this Agreement. Any replacement
|
||||
Software will be warranted for the remainder of the original
|
||||
warranty period or thirty (30) days from your receipt of the
|
||||
replacement software, whichever is longer. This warranty allocates
|
||||
risks of product failure between Licensee and ID. ID's product
|
||||
pricing reflects this allocation of risk and the limitations of
|
||||
liability contained in this warranty.
|
||||
|
||||
9. NO OTHER WARRANTIES. ID DISCLAIMS ALL OTHER
|
||||
WARRANTIES, BOTH EXPRESS IMPLIED, INCLUDING BUT NOT LIMITED TO,
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR
|
||||
PURPOSE WITH RESPECT TO THE SOFTWARE AND THE ACCOMPANYING WRITTEN
|
||||
MATERIALS. THIS LIMITED WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS.
|
||||
YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM JURISDICTION TO
|
||||
JURISDICTION. ID DOES NOT WARRANT THAT THE OPERATION OF THE
|
||||
SOFTWARE WILL BE UNINTERRUPTED, ERROR FREE OR MEET LICENSEE'S
|
||||
SPECIFIC REQUIREMENTS. THE WARRANTY SET FORTH ABOVE IS IN LIEU OF
|
||||
ALL OTHER EXPRESS WARRANTIES WHETHER ORAL OR WRITTEN. THE AGENTS,
|
||||
EMPLOYEES, DISTRIBUTORS, AND DEALERS OF ID ARE NOT AUTHORIZED TO
|
||||
MAKE MODIFICATIONS TO THIS WARRANTY, OR ADDITIONAL WARRANTIES ON
|
||||
BEHALF OF ID. ADDITIONAL STATEMENTS SUCH AS DEALER ADVERTISING OR
|
||||
PRESENTATIONS, WHETHER ORAL OR WRITTEN, DO NOT CONSTITUTE
|
||||
WARRANTIES BY ID AND SHOULD NOT BE RELIED UPON.
|
||||
|
||||
10. Exclusive Remedies. You agree that your exclusive
|
||||
remedy against ID, its affiliates, contractors, suppliers, and
|
||||
agents for loss or damage caused by any defect or failure in the
|
||||
Software regardless of the form of action, whether in contract,
|
||||
tort, including negligence, strict liability or otherwise, shall be
|
||||
the return of the purchase price paid or replacement of the
|
||||
Software. This Agreement shall be construed in accordance with and
|
||||
governed by the laws of the State of Texas. Copyright and other
|
||||
proprietary matters will be governed by United States laws and
|
||||
international treaties. IN ANY CASE, ID SHALL NOT BE LIABLE FOR
|
||||
LOSS OF DATA, LOSS OF PROFITS, LOST SAVINGS, SPECIAL, INCIDENTAL,
|
||||
CONSEQUENTIAL, INDIRECT OR OTHER SIMILAR DAMAGES ARISING FROM
|
||||
BREACH OF WARRANTY, BREACH OF CONTRACT, NEGLIGENCE, OR OTHER LEGAL
|
||||
THEORY EVEN IF ID OR ITS AGENT HAS BEEN ADVISED OF THE POSSIBILITY
|
||||
OF SUCH DAMAGES, OR FOR ANY CLAIM BY ANY OTHER PARTY. Some
|
||||
jurisdictions do not allow the exclusion or limitation of
|
||||
incidental or consequential damages, so the above limitation or
|
||||
exclusion may not apply to you.
|
||||
|
||||
11. General Provisions. Neither this Agreement nor any
|
||||
part or portion hereof shall be assigned, sublicensed or otherwise
|
||||
transferred by you. Should any provision of this Agreement be held
|
||||
to be void, invalid, unenforceable or illegal by a court, the
|
||||
validity and enforceability of the other provisions shall not be
|
||||
affected thereby. If any provision is determined to be
|
||||
unenforceable, you agree to a modification of such provision to
|
||||
provide for enforcement of the provision's intent, to the extent
|
||||
permitted by applicable law. Failure of a party to enforce any
|
||||
provision of this Agreement shall not constitute or be construed as
|
||||
a waiver of such provision or of the right to enforce such
|
||||
provision. If you fail to comply with any terms of this Agreement,
|
||||
YOUR LICENSE IS AUTOMATICALLY TERMINATED.
|
||||
|
||||
YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, THAT YOU
|
||||
UNDERSTAND THIS AGREEMENT, AND UNDERSTAND THAT BY CONTINUING THE
|
||||
INSTALLATION OF THE SOFTWARE, BY LOADING OR RUNNING THE SOFTWARE, OR
|
||||
BY PLACING OR COPYING THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE, YOU
|
||||
AGREE TO BE BOUND BY THIS AGREEMENT'S TERMS AND CONDITIONS. YOU
|
||||
FURTHER AGREE THAT, EXCEPT FOR WRITTEN SEPARATE AGREEMENTS BETWEEN ID
|
||||
AND YOU, THIS AGREEMENT IS A COMPLETE AND EXCLUSIVE STATEMENT OF THE
|
||||
RIGHTS AND LIABILITIES OF THE PARTIES. THIS AGREEMENT SUPERSEDES ALL
|
||||
PRIOR ORAL AGREEMENTS, PROPOSALS OR UNDERSTANDINGS, AND ANY OTHER
|
||||
COMMUNICATIONS BETWEEN ID AND YOU RELATING TO THE SUBJECT MATTER OF
|
||||
THIS AGREEMENT.
|
||||
|
||||
June 21, 1996
|
||||
|
||||
REGISTERED VERSION: QUAKE LIMITED USE SOFTWARE LICENSE AGREEMENT Page 4
|
||||
(DWC:dw:3406.0024:DWC\doc:1164)
|
||||
|
||||
|
|
@ -1,175 +0,0 @@
|
|||
SHAREWARE VERSION: QUAKE
|
||||
LIMITED USE SOFTWARE LICENSE AGREEMENT
|
||||
|
||||
This Limited Use Software License Agreement (the "Agreement") is a
|
||||
legal agreement between you, the end-user, and id Software, Inc.
|
||||
("ID"). By continuing the installation of this game program, by
|
||||
loading or running the game, or by placing or copying the game
|
||||
program onto your computer hard drive, you are agreeing to be bound
|
||||
by the terms of this Agreement.
|
||||
|
||||
ID SOFTWARE LICENSE
|
||||
|
||||
1. Grant of License. ID grants to you the limited right to use
|
||||
one (1) copy of the enclosed or foregoing Id Software game program
|
||||
(the "Software"), which is the shareware version or episode one of
|
||||
the game program. For purposes of this section, "use" means loading
|
||||
the Software into RAM, as well as installation on a hard disk or
|
||||
other storage device. You agree that the Software will not be
|
||||
shipped, transferred or exported into any country in violation of
|
||||
the U.S. Export Administration Act (or any other law governing such
|
||||
matters) and that you will not utilize, in any other manner, the
|
||||
Software in violation of any applicable law.
|
||||
|
||||
2. Commercial Use is Prohibited. Under no circumstances shall
|
||||
you, the end-user, be permitted, allowed or authorized to
|
||||
commercially exploit the Software, or any portion thereof, such
|
||||
as a screen display or a screenshot. Neither you nor anyone at your
|
||||
direction shall do any of the following acts:
|
||||
|
||||
a. Rent the Software;
|
||||
|
||||
b. Sell the Software;
|
||||
|
||||
c. Lease or lend the Software;
|
||||
|
||||
d. Offer the Software on a pay-per-play basis;
|
||||
|
||||
e. Distribute the Software for money or any other
|
||||
consideration; or
|
||||
|
||||
f. In any other manner and through any medium
|
||||
whatsoever commercially exploit the Software or use
|
||||
the Software for any commercial purpose.
|
||||
|
||||
3. Additional Prohibited Uses. Neither you, nor anyone at your
|
||||
direction, shall take the following action in regard to the
|
||||
Software, or any portion thereof, such as a screen display or
|
||||
a screenshot:
|
||||
|
||||
a. Modify, disassemble, reverse engineer or decompile
|
||||
the Software;
|
||||
|
||||
b. Translate the Software;
|
||||
|
||||
c. Reproduce the Software;
|
||||
|
||||
d. Publicly display the Software; or
|
||||
|
||||
e. Prepare derivative works based upon the Software.
|
||||
|
||||
4. Use of Other Material is Prohibited. Use, in any manner, of
|
||||
the trademarks, such as Quake(tm) and the NIN(r) logo, logos, symbols,
|
||||
art work, images, screen displays or screenshots, sound effects, music,
|
||||
and other such material contained within, generated by or relating to
|
||||
the Software is prohibited.
|
||||
|
||||
5. Restrictions Apply to Third Parties. The prohibitions and
|
||||
restrictions described herein apply to anyone in possession of
|
||||
the Software.
|
||||
|
||||
6. Permitted Distribution. So long as this Agreement
|
||||
accompanies the Software at all times, ID grants to Providers the
|
||||
limited right to distribute, free of charge, except normal access
|
||||
fees, and by electronic means only, the Software; provided, however,
|
||||
the Software must be so electronically distributed only in a
|
||||
compressed format. The term "Providers," as used in the foregoing
|
||||
sentence, shall mean persons whose business it is to provide
|
||||
services on the Internet, on commercial online networks, or on the
|
||||
BBS. Anyone who receives the Software from a Provider shall be
|
||||
limited to all the terms and conditions of this Agreement. Further,
|
||||
ID grants to you, the end-user, the limited right to distribute,
|
||||
free of charge only, the Software as a whole.
|
||||
|
||||
7. Copyright. The Software is owned by ID and is protected by
|
||||
United States copyright laws and international treaty provisions.
|
||||
You must treat the Software like any other copyrighted material,
|
||||
except that you may make copies of the Software to give to other
|
||||
persons. You may not charge or receive any consideration from any
|
||||
other person for the receipt or use of the Software. You agree to
|
||||
use your best efforts to see that any user of the Software licensed
|
||||
hereunder complies with this Agreement.
|
||||
|
||||
8. Limited Warranty. ID warrants that if properly installed and
|
||||
operated on a computer for which it is designed, the Software will
|
||||
perform substantially in accordance with its designed purpose for a
|
||||
period of ninety (90) days from the date the Software is first
|
||||
obtained by an end-user. ID's entire liability and your exclusive
|
||||
remedy shall be, at ID's option, either (a) return of the retail
|
||||
price paid, if any, or (b) repair or replacement of the Software
|
||||
that does not meet ID's Limited Warranty. To make a warranty claim,
|
||||
return the Software to the point of purchase, accompanied by proof
|
||||
of purchase, your name, your address, and a statement of defect, or
|
||||
return the Software with the above information to ID. This Limited
|
||||
Warranty is void if failure of the Software has resulted in whole
|
||||
or in part from accident, abuse, misapplication or violation of this
|
||||
Agreement. Any replacement Software will be warranted for the
|
||||
remainder of the original warranty period or thirty (30) days,
|
||||
whichever is longer. This warranty allocates risks of product
|
||||
failure between Licensee and ID. ID's product pricing reflects this
|
||||
allocation of risk and the limitations of liability contained in
|
||||
this warranty.
|
||||
|
||||
9. NO OTHER WARRANTIES. ID DISCLAIMS ALL OTHER WARRANTIES,
|
||||
EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO, IMPLIED
|
||||
WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A pARTICULAR PURPOSE
|
||||
WITH RESPECT TO THE SOFTWARE AND THE ACCOMPANYING WRITTEN MATERIALS,
|
||||
IF ANY. THIS LIMITED WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS. YOU
|
||||
MAY HAVE OTHERS WHICH VARY FROM JURISDICTION TO JURISDICTION. ID
|
||||
DOES NOT WARRANT THAT THE OPERATION OF THE SOFTWARE WILL BE
|
||||
UNINTERRUPTED, ERROR FREE OR MEET LICENSEE'S SPECIFIC REQUIREMENTS.
|
||||
THE WARRANTY SET FORTH ABOVE IS IN LIEU OF ALL OTHER EXPRESS
|
||||
WARRANTIES WHETHER ORAL OR WRITTEN. THE AGENTS, EMPLOYEES,
|
||||
DISTRIBUTORS, AND DEALERS OF ID ARE NOT AUTHORIZED TO MAKE
|
||||
MODIFICATIONS TO THIS WARRANTY, OR ADDITIONAL WARRANTIES ON BEHALF
|
||||
OF ID. ADDITIONAL STATEMENTS SUCH AS DEALER ADVERTISING OR
|
||||
PRESENTATIONS, WHETHER ORAL OR WRITTEN, DO NOT CONSTITUTE WARRANTIES
|
||||
BY ID AND SHOULD NOT BE RELIED UPON.
|
||||
|
||||
10. Exclusive Remedies. You agree that your exclusive remedy
|
||||
against ID, its affiliates, contractors, suppliers, and agents for
|
||||
loss or damage caused by any defect or failure in the Software
|
||||
regardless of the form of action, whether in contract,tort,
|
||||
including negligence, strict liability or otherwise, shall be the
|
||||
return of the retail purchase price paid, if any, or replacement of
|
||||
the Software. This Agreement shall be construed in accordance with
|
||||
and governed by the laws of the State of Texas. Copyright and other
|
||||
proprietary matters will be governed by United States laws and
|
||||
international treaties. IN ANY CASE, ID SHALL NOT BE LIABLE FOR LOSS
|
||||
OF DATA, LOSS OF PROFITS, LOST SAVINGS, SPECIAL, INCIDENTAL,
|
||||
CONSEQUENTIAL, INDIRECT OR OTHER SIMILAR DAMAGES ARISING FROM BREACH
|
||||
OF WARRANTY, BREACH OF CONTRACT, NEGLIGENCE, OR OTHER LEGAL THEORY
|
||||
EVEN IF ID OR ITS AGENT HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
|
||||
DAMAGES, OR FOR ANY CLAIM BY ANY OTHER PARTY. Some jurisdictions do
|
||||
not allow the exclusion or limitation of incidental or consequential
|
||||
damages, so the above limitation or exclusion may not apply to you.
|
||||
|
||||
11. General Provisions. Neither this Agreement nor any part or
|
||||
portion hereof shall be assigned or sublicensed, except as described
|
||||
herein. Should any provision of this Agreement be held to be void,
|
||||
invalid, unenforceable or illegal by a court, the validity and
|
||||
enforceability of the other provisions shall not be affected thereby.
|
||||
If any provision is determined to be unenforceable, you agree to a
|
||||
modification of such provision to provide for enforcement of the
|
||||
provision's intent, to the extent permitted by applicable law. Failure
|
||||
of a party to enforce any provision of this Agreement shall not
|
||||
constitute or be construed as a waiver of such provision or of the
|
||||
right to enforce such provision. If you fail to comply with any terms
|
||||
of this Agreement, YOUR LICENSE IS AUTOMATICALLY TERMINATED.
|
||||
|
||||
YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, YOU UNDERSTAND
|
||||
THIS AGREEMENT, AND UNDERSTAND THAT BY CONTINUING THE INSTALLATION
|
||||
OF THE SOFTWARE, BY LOADING OR RUNNING THE SOFTWARE, OR BY PLACING
|
||||
OR COPYING THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE, YOU AGREE TO
|
||||
BE BOUND BY THIS AGREEMENT'S TERMS AND CONDITIONS. YOU FURTHER
|
||||
AGREE THAT, EXCEPT FOR WRITTEN SEPARATE AGREEMENTS BETWEEN ID AND
|
||||
YOU, THIS AGREEMENT IS A COMPLETE AND EXCLUSIVE STATEMENT OF THE
|
||||
RIGHTS AND LIABILITIES OF THE PARTIES. THIS AGREEMENT SUPERSEDES
|
||||
ALL PRIOR ORAL AGREEMENTS, PROPOSALS OR UNDERSTANDINGS, AND ANY
|
||||
OTHER COMMUNICATIONS BETWEEN ID AND YOU RELATING TO THE SUBJECT
|
||||
MATTER OF THIS AGREEMENT.
|
||||
|
||||
June 21, 1996
|
||||
|
||||
SHAREWARE VERSION: QUAKE LIMITED USE SOFTWARE LICENSE AGREEMENT
|
||||
(DWC:dw:3406.0024:DWC\doc:1163)
|
Before Width: | Height: | Size: 766 B |
|
@ -1,162 +0,0 @@
|
|||
Linux Glquake v0.98, Quake v1.09 release notes
|
||||
|
||||
Requirements
|
||||
------------
|
||||
|
||||
For 3DFX based hardware, you must download and install Linux GLIDE from
|
||||
http://glide.xxedgexx.com/3DfxRPMS.html and install as per the
|
||||
instructions.
|
||||
|
||||
Running GLQuake
|
||||
---------------
|
||||
|
||||
There are three different ways to execute GLQuake:
|
||||
|
||||
1. The binary "glquake" requires Mesa 3-D 2.5 or later installed and compiled
|
||||
with 3DFX support (fxMesa..() function interface). It also requires
|
||||
svgalib 1.3.0 or later for keyboard/mouse input. This binary is a console
|
||||
application. Mesa 3-D requires GLIDE to be installed.
|
||||
|
||||
2. The shell script "glquake.3dfxgl" runs the "glquake" binary after
|
||||
preloading the lib3dfxgl.so library. This is a port of 3DFX's Win32
|
||||
OpenGL MCD (Mini Client Driver) to Linux. It is faster than Mesa 3-D
|
||||
since it was written specifically with supporting GLQuake in mind.
|
||||
lib3dfxgl.so requires that GLIDE be installed.
|
||||
|
||||
3. The binary "glquake.glx" is linked against standard OpenGL libraries.
|
||||
It should run on many different hardward OpenGL implementations under
|
||||
Linux and X11. This binary is an X11 application and must be run under
|
||||
X11. It will work with Mesa 3-D as a standard glX based OpenGL
|
||||
applications. If the Mesa 3-D library is compiled with 3DFX support,
|
||||
you can have Mesa 3-D support 3DFX hardware under X11 by setting the
|
||||
enviroment variable "MESA_GLX_FX" to "fullscreen" for fullscreen mode
|
||||
and "window" for windowed mode.
|
||||
|
||||
You must also have SVGALib 1.3.0 or later installed. GLQuake uses SVGALib
|
||||
for mouse and keyboard handling.
|
||||
|
||||
If you have gpm and/or selection running, you will have to terminate them
|
||||
before running GLQuake since they will not give up the mouse when GLQuake
|
||||
attempts to run. You can kill gpm by typing 'killall gpm' as root.
|
||||
|
||||
You must run GLQuake as root or setuid root since it needs to access things
|
||||
such as sound, keyboard, mouse and the 3DFX video. Future versions may not
|
||||
require root permissions.
|
||||
|
||||
resolution options
|
||||
------------------
|
||||
glquake -width 512 -height 384
|
||||
Tries to run glquake at the specified resolution.
|
||||
Only highend VooDoo cards support such high resolutions (most
|
||||
cards on the market right now do not). Another popular and supported mode
|
||||
is 512x384 (-width 512 -height 384) which can offer a faster speed than
|
||||
the default 640x480.
|
||||
|
||||
You can also specify the resolution of the console independant of the screen
|
||||
resolution.
|
||||
|
||||
glquake -conwidth 320
|
||||
This will specify a console resolution of 320 by 240 (the height is
|
||||
automatically determined by the default 4:3 aspect ratio, you can also
|
||||
specify the height directly with -conheight).
|
||||
|
||||
In higher resolution modes such as 800x600 and 1024x768, glquake will default
|
||||
to a 640x480 console, since the font becomes small enough at higher
|
||||
resolutions to become unreadable. If do you wish to have a higher resolution
|
||||
console and status bar, specify it as well, such as:
|
||||
glquake -width 800 -height 600 -conwidth 800
|
||||
|
||||
texture options
|
||||
---------------
|
||||
The amount of textures used in the game can have a large impact on performance.
|
||||
There are several options that let you trade off visual quality for better
|
||||
performance.
|
||||
|
||||
There is no way to flush already loaded textures, so it is best to change
|
||||
these options on the command line, or they will only take effect on some of
|
||||
the textures when you change levels.
|
||||
|
||||
OpenGL only allows textures to repeat on power of two boundaries (32, 64,
|
||||
128, etc), but software quake had a number of textures that repeated at 24
|
||||
or 96 pixel boundaries. These need to be either stretched out to the next
|
||||
higher size, or shrunk down to the next lower. By default, they are filtered
|
||||
down to the smaller size, but you can cause it to use the larger size if you
|
||||
really want by using:
|
||||
|
||||
glquake +gl_round_down 0
|
||||
This will generally run well on a normal 4 MB 3dfx card, but for other cards
|
||||
that have either worse texture management or slower texture swapping speeds,
|
||||
there are some additional settings that can drastically lower the amount of
|
||||
textures to be managed.
|
||||
|
||||
glquake +gl_picmip 1
|
||||
This causes all textures to have one half the dimensions they otherwise would.
|
||||
This makes them blurry, but very small. You can set this to 2 to make the
|
||||
textures one quarter the resolution on each axis for REALLY blurry textures.
|
||||
|
||||
glquake +gl_playermip 1
|
||||
This is similar to picmip, but is only used for other players in deathmatch.
|
||||
Each player in a deathmatch requires an individual skin texture, so this can
|
||||
be a serious problem for texture management. It wouldn't be unreasonable to
|
||||
set this to 2 or even 3 if you are playing competatively (and don't care if
|
||||
the other guys have smudged skins). If you change this during the game, it
|
||||
will take effect as soon as a player changes their skin colors.
|
||||
|
||||
run time options
|
||||
----------------
|
||||
At the console, you can set these values to effect drawing.
|
||||
|
||||
gl_texturemode GL_NEAREST
|
||||
Sets texture mapping to point sampled, which may be faster on some GL systems
|
||||
(not on 3dfx).
|
||||
|
||||
gl_texturemode GL_LINEAR_MIPMAP
|
||||
This is the default texture mode.
|
||||
|
||||
gl_texturemode GL_LINEAR_MIPMAP_LINEAR
|
||||
This is the highest quality texture mapping (trilinear), but only very high
|
||||
end hardware (intergraph intense 3D / realizm) supports it. Not that big of
|
||||
a deal, actually.
|
||||
|
||||
gl_finish 0
|
||||
This causes the game to not issue a glFinish() call each frame, which may make
|
||||
some hardware run faster. If this is cleared, the 3dfx will back up a number
|
||||
of frames and not be very playable.
|
||||
|
||||
gl_flashblend 0
|
||||
By default, glquake just draws a shaded ball around objects that are emiting
|
||||
light. Clearing this variable will cause it to properly relight the world
|
||||
like normal quake, but it can be a significant speed hit on some systems.
|
||||
|
||||
gl_ztrick 0
|
||||
Glquake uses a buffering method that avoids clearing the Z buffer, but some
|
||||
hardware platforms don't like it. If the status bar and console are flashing
|
||||
every other frame, clear this variable.
|
||||
|
||||
gl_keeptjunctions 0
|
||||
If you clear this, glquake will remove colinear vertexes when it reloads the
|
||||
level. This can give a few percent speedup, but it can leave a couple stray
|
||||
blinking pixels on the screen.
|
||||
|
||||
novelty features
|
||||
----------------
|
||||
These are some rendering tricks that were easy to do in glquake. They aren't
|
||||
very robust, but they are pretty cool to look at.
|
||||
|
||||
r_shadows 1
|
||||
This causes every object to cast a shadow.
|
||||
|
||||
r_wateralpha 0.7
|
||||
This sets the opacity of water textures, so you can see through it in properly
|
||||
processed maps. 0.3 is very faint, almost like fog. 1 is completely solid
|
||||
(the default). Unfortunately, the standard quake maps don't contain any
|
||||
visibility information for seeing past water surfaces, so you can't just play
|
||||
quake with this turned on. If you just want to see what it looks like, you
|
||||
can set "r_novis 1", but that will make things go very slow. When I get a
|
||||
chance, I will probably release some maps that have been processed properly
|
||||
for this.
|
||||
|
||||
r_mirroralpha 0.3
|
||||
This changes one particular texture (the stained glass texture in the EASY
|
||||
start hall) into a mirror. The value is the opacity of the mirror surface.
|
||||
|
|
@ -1,127 +0,0 @@
|
|||
|
||||
README for Linux SVGALib Quake
|
||||
------------------------------
|
||||
|
||||
Requirements:
|
||||
|
||||
- SVGALib 1.20 or later (/lib/libvga.so.1.2.10)
|
||||
- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib supported mouse (usually if it works with X, it'll work with
|
||||
squake).
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Here's the release you've been waiting for. Linux squake supports
|
||||
320x200x256, the various modeX modes (320x400, 360x400, etc) as well as high
|
||||
res modes if your card is supported by SVGALib. Use the Quake console command
|
||||
vid_describemodes to list supported modes and the command vid_mode <number> to
|
||||
change modes.
|
||||
|
||||
Full sound support is included. The default sound rate is 16-bit stereo,
|
||||
11KHz. You can change this in the options section below.
|
||||
|
||||
Mouse works great, but SVGALib may not detect a 3-button mouse properly (it
|
||||
will only use two buttons). Check your /etc/libvga.config (or
|
||||
/etc/vga/libvga.config for SlackWare users).
|
||||
|
||||
**Version 1.1 fixes some crash bugs with the mission packs.
|
||||
|
||||
New Command Line Options for Linux SVGAlib Quake
|
||||
------------------------------------------------
|
||||
|
||||
-mem <mb>
|
||||
Specify memory in megabytes to allocate (default is 8MB, which should be fine
|
||||
for most needs).
|
||||
|
||||
-nostdout
|
||||
Don't do any output to stdout
|
||||
|
||||
-mdev <device>
|
||||
Mouse device, default is /dev/mouse
|
||||
|
||||
-mrate <speed>
|
||||
Mouse baud rate, default is 1200
|
||||
|
||||
-cddev <device>
|
||||
CD device, default is /dev/cdrom
|
||||
|
||||
-mode <modenum>
|
||||
Use indicated video mode
|
||||
|
||||
-nokdb
|
||||
Don't initialize keyboard
|
||||
|
||||
-sndbits <8 or 16>
|
||||
Set sound bit sample size. Default is 16 if supported.
|
||||
|
||||
-sndspeed <speed>
|
||||
Set sound speed. Usual values are 8000, 11025, 22051 and 44100.
|
||||
Default is 11025.
|
||||
|
||||
-sndmono
|
||||
Set mono sound
|
||||
|
||||
-sndstereo
|
||||
Set stereo sound (default if supported)
|
||||
|
||||
Installation
|
||||
------------
|
||||
|
||||
Boot DOS (I know, but you need it to run the Quake install program) and
|
||||
install Quake from your Quake CD to a DOS parition.
|
||||
|
||||
Boot Linux and make a directory for Quake. Copy everything from the DOS Quake
|
||||
directory into it. i.e.:
|
||||
(cd /dos/quake; tar cf - .) | (cd ~/quake; tar xf -)
|
||||
|
||||
Place squake into your Quake directory. You must make it setuid root (since
|
||||
Quake access stuff like direct video writes, the raw keyboard mode, CD, etc).
|
||||
Quake will setuid back to the normal user as soon as it opens these files.
|
||||
Make Quake suid root as follows:
|
||||
chown root squake
|
||||
chmod 4755 squake
|
||||
|
||||
Run squake. I don't recommend running it as root, since all the saved
|
||||
config.cfg files will be then owned as root. Use your normal account, unless
|
||||
you do everything as root, then your mileage will vary.
|
||||
|
||||
squake may segfault if it tries to initialize your sound card and their isn't
|
||||
one. Same with the CDROM. If it dies, try it with -nosound and/or
|
||||
-nocdaudio. If you have a sound card it died on and you know it is
|
||||
supported by USSLite (the driver that comes with the Linux kernel), let me
|
||||
know and I'll take a look at it.
|
||||
|
||||
It should work with SCSI CDROMs, but is untested.
|
||||
|
||||
Full TCP/IP network support is in, including listen and dedicated server
|
||||
modes. squake makes a nice dedicated server as you don't need the X11
|
||||
libraries kicking around.
|
||||
|
||||
All of the options described in TECHINFO.TXT and MANUAL.TXT from the Quake
|
||||
distribution will work, 'cept for stuff with vid modes and stuff.
|
||||
|
||||
End Notes
|
||||
---------
|
||||
|
||||
Linux SVGALib Quake is *NOT* an officially supported product. Mail about it
|
||||
will be deleted. Do not email id about this product. If you are having
|
||||
technical difficultly, you can email me, but make sure you have the correct
|
||||
kernel, libc, svgalib and other software versions before you email me.
|
||||
|
||||
Dave 'Zoid' Kirsch
|
||||
zoid@threewave.com
|
||||
Official Quake Unix Port Administrator
|
||||
|
||||
Acks
|
||||
----
|
||||
|
||||
Greg Alexander <galexand@sietch.bloomington.in.us> for initial work in SVGALib
|
||||
support.
|
||||
Dave Taylor <ddt@crack.com> for basic Linux support.
|
||||
id Software for Quake and making me port it. :)
|
||||
|
||||
Lots of people on #linux, #quake for testing.
|
||||
|