Mostly formatting changes to the README.

This commit is contained in:
Joseph Carter 2000-01-01 14:09:49 +00:00
parent 0e47377fd9
commit ea695455d1
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215
README
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@ -1,8 +1,7 @@
Quake
Copyright (C) 1996-2000. Id Software, Inc.
Copyright (C) 1999,2000. The QuakeForge Project.
Parts copyright individual authors.
QuakeForge
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 1999,2000 The QuakeForge Project.
Portions Copyright by their individual authors.
The QuakeForge Project would like to thank Id Software for the release of
Quake 1 under the GPL and their support of the open source community.
@ -21,16 +20,12 @@ Table of Contents
I. Quake System Requirements
II. Running and Compiling Quake
III. Audio Setup (removed)
IV. CD Audio Input (removed)
V. Mouse Setup (removed)
VI. Booting Clean (removed)
VII. Known Bug Fixes
VIII. Known Problems
IX. Troubleshooting
X. Technical Support
XI. Joystick notes
XII. License
III. Operating System Specific Issues
IV. Errata and Known Bugs
V. Troubleshooting
VI. Technical Support
VII. Joystick notes
VIII. License
I. Quake System Requirements
@ -54,152 +49,115 @@ version of Quake 1 to play. Insert the proper binaries in the same
directory as the unpacked shareware files, and run.
III. Audio Setup
----------------
III. Operating System Specific Issues
-------------------------------------
Removed, to be combined under a section named, "OS Specific Issues"
This section should discuss issues that affect only certain operating
platforms. Issues to be discussed include:
* Audio Setup
* CD Audio Input
* Mouse Setup
* Booting "Clean"
IV. CD Audio Input
IV. Errata and Known Bugs
-------------------------
Problem: The screen flickers once about every other frame when using GL
Solution: Not all GL implementations support a performance hack used to
which is used by the GL renderer allowing it to avoid clearing
the Z buffer. The console command "gl_ztrick 0" fixes this
problem.
Problem: Zombies can sometimes get "stuck" in the ground. They can be
heard but not killed making it impossible to get 100% on the
current level.
Solution: None found.
Problem: It is possible for players to sometimes get stuck in a room or
wall, much like the zombies mentioned above.
Solution: The "kill" console command will un-stick you, but it has the
unfortunate side effect of killing you in the process (hence the
command's name.) It is a good idea to save your games often.
Problem: Sometimes durring a game the player's view will not center
properly. The end result is that the player view is looking up
toward the ceiling while walking.
Solution: Use of freelook (mouse or keyboard) may solve this problem, as
will exiting the level or the "kill" console command.
V. Troubleshooting
------------------
Removed, to be combined under a section named, "OS Specific Issues"
V. Mouse Setup
--------------
Removed, to be combined under a section named, "OS Specific Issues"
VI. Booting Clean
-----------------
Removed, to be combined under a section named, "OS Specific Issues"
VII. Known bug fixes
--------------------
In software rendering, flicker can occur... If you notice any flickering,
type the following in the quake console: gl_ztrick 0
Add that to your quake configuration files, so you don't have to
constantly type it every time you play.
VIII. 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..
IX. 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:
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.
-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.
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 still have problems, try booting clean in conjunction with the
-safe command line parameter. For information on booting clean, refer to
"Booting Clean" in section III 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.
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.
X. Technical Support
--------------------
VI. Technical Support
---------------------
Do *not* call Id Software for tech support with QuakeForge's modified
Quake, they no longer support our particular version and wouldn't know how
to help you anyways. Please go to the QuakeForge homepage for more
information on support at: http://www.quakeforge.net/
Please do *not* call ID Software, Inc regarding technical support issues
related to QuakeForge. QuakeForge is heavily modified from the original
Quake source release and they wouldn't be likely to even know how to help
you with such problems. Instead visit the QuakeForge project webpage for
information on technical support at: http://www.quakeforge.net
Thank you.
Thank you for your understanding.
XI. Joystick notes
------------------
VII. 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.
If you have a joystick plugged in, but do not wish QuakeForge to try to
use it, just add the -nojoy option to the QuakeForge command line.
You can turn off joystick reading during the game by typing "joystick 0"
at
the Quake command console.
You may disable joystick reads from the QuakeForge console with the
"joystick 0" command.
You MUST configure your buttons from the configure keys menu before they
will
work. There is no default configuration.
There are default configuration bindings for joystick buttons.
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.
If your joystick or interface card reports three or four buttons and you
only have two, use the QuakeForge console command "joybuttons 2".
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.
The "mlook" and "sidestep" commands work with a joystick exactly as they
do for a mouse, as does the "invert mouse up/down" menu option.
XII. License
------------
Quake
Copyright (C) 1996-2000. Id Software, Inc.
Copyright (C) 1999,2000. The QuakeForge Project.
Parts copyright individual authors.
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 1999,2000 The QuakeForge Project.
Portions Copyright by their individual authors.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published
@ -216,3 +174,4 @@ along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
See file COPYING for license details.