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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. 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. Table of Contents ----------------- I. Quake System Requirements II. Running and Compiling Quake III. Operating System Specific Issues IV. Errata and Known Bugs V. Troubleshooting VI. Technical Support VII. Joystick notes VIII. License I. Quake System Requirements ---------------------------- IBM PC and Compatibles, PPC, Alpha, UltraSparc, Indigo2 VGA Compatible Display or better 8MB RAM minimum, 16MB recommended (16 MB required for running under Win95) CD-ROM drive no longer *required* Linux, FreeBSD, IRIX, MS-DOS 5.0 or better, Windows 95 Hard drive space - 30MB for Shareware, 80MB for registered. Floating point processor required. II. Running and Compiling Quake ------------------------------- Read the INSTALL file for more information on compiling. 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. III. 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" 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 ------------------ 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 "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. VI. Technical Support --------------------- 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 for your understanding. VII. Joystick notes ------------------- Your joystick must be plugged in when Quake 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. XII. License ------------ 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 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.