README - release notes for QuakeForge Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 1999,2000 contributors of the QuakeForge project Please see the file "AUTHORS" for a list of contributors. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License 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. Quake(R) and QuakeWorld(R) are registered trademarks of Id Software, Inc. The NIN logo is a registered trademark licensed to Nothing Interactive, Inc. All other trademarks are the property of their respective owners Table of Contents ----------------- I. Special Thanks II. System Requirements III. Running and Compiling QuakeForge IV. Operating System Specific Issues V. Errata and Known Bugs VI. Troubleshooting VII. Technical Support VIII. Joystick Notes IX. Tested Systems I. Special Thanks ----------------- The QuakeForge Project would like to thank Id Software, Inc. for writing and releasing Quake under the GNU GPL. We'd like to thank John Carmack and Dave Kirsch in particular for the support they have provided to us and to the Free Software community as a whole. We would also like to thank the following organizations for their contributions to QuakeForge: VA Linux Systems, Inc. 3Dfx Interactive, Inc. And last but certainly not least, we would like to thank every single person who has contributed even one line of code, documentation, or other support to the QuakeForge project. Without all of you, we would not be where we are right now. Id Software, Inc. thanks MPath Interactive and Gandalf Technology for their help and support. If you'd like to contribute code/hardware/support/suggestion/help to the QuakeForge project, contact Nelson Rush at: palisade@quakeforge.net II. System Requirements ----------------------- Raster capable display. ;-) 8MB RAM (16MB required under Win32) Floating-point processor (not strictly required but a Good Idea(TM)) 30MB free disk space (shareware version, 80MB for registered version) III. Running and Compiling QuakeForge ------------------------------------- Read the INSTALL file for more information on compiling. Autoconf 2.13 or greater and automake 1.3 or greater required to use the bootstrap script. After you have compiled successfully, you must download the shareware version of Quake 1 to play. Insert the proper binaries in the same directory as the unpacked shareware files, and run. We are currently working on a free replacement for this. IV. Operating System 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" Currently this section is unfinished. V. 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. VI. Troubleshooting ------------------- If QuakeForge 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 QuakeForge 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 QuakeForge 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 "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 QuakeForge, 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. VII. Technical Support ---------------------- Please do not contact Id Software, Inc regarding technical support issues related to QuakeForge. QuakeForge is heavily modified from the original Quake source release and Id Software does not support these modifications. Visit the QuakeForge project's webpage for more information on technical support, bugs reports, and help at: http://www.quakeforge.net/ Thank you. VIII. Joystick notes -------------------- Your joystick must be plugged in when QuakeForge is launched. 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 may disable joystick reads from the QuakeForge console with the "joystick 0" command. There are default configuration bindings for joystick buttons. 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" and "sidestep" commands work with a joystick exactly as they do for a mouse, as does the "invert mouse up/down" menu option. IX. Tested Systems ------------------ Processors tested: Intel PI Intel PII Intel PIII Athlon K6-2 Motorola PowerPC Compaq Alpha Sun UltraSPARC SGI Indigo 2 Mips R10k Operating systems tested: Linux FreeBSD Solaris IRIX AIX Digital Unix/TRU64 Windows 98 (Hasn't been tested since we switched to autoconf) See file "TESTIFY" for user testimonials on what works, where, and why. email user testimonies to: palisade@quakeforge.net Or to our quake-devel mailing list which you can find more information about on our website at: http://www.quakeforge.net/