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177 lines
6.4 KiB
Text
177 lines
6.4 KiB
Text
QuakeForge
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 The QuakeForge Project.
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Portions Copyright by their individual authors.
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The QuakeForge Project would like to thank Id Software for the release of
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Quake 1 under the GPL and their support of the open source community.
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This file details how to get Quake running on your system and what to do
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if you have problems. We would like to thank Gandalf Technologies, Inc
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and MPath Interactive for the use of their technology. We would also like to
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thank Trent Reznor and Nine Inch Nails for their tremendous contributions
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to Quake's entire audio portion.
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The NIN logo is a Registered Trademark licensed to Nothing Interactive, Inc.
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All Rights Reserved.
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Table of Contents
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-----------------
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I. Quake System Requirements
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II. Running and Compiling Quake
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III. Operating System Specific Issues
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IV. Errata and Known Bugs
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V. Troubleshooting
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VI. Technical Support
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VII. Joystick notes
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VIII. License
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I. Quake System Requirements
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----------------------------
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IBM PC and Compatibles, PPC, Alpha, UltraSparc, Indigo2
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VGA Compatible Display or better
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8MB RAM minimum, 16MB recommended (16 MB required for running under Win95)
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CD-ROM drive no longer *required*
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Linux, FreeBSD, IRIX, MS-DOS 5.0 or better, Windows 95
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Hard drive space - 30MB for Shareware, 80MB for registered.
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Floating point processor required.
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II. Running and Compiling Quake
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-------------------------------
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Read the INSTALL file for more information on compiling.
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After you have compiled successfully, you must download the shareware
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version of Quake 1 to play. Insert the proper binaries in the same
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directory as the unpacked shareware files, and run.
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III. Operating System Specific Issues
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-------------------------------------
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This section should discuss issues that affect only certain operating
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platforms. Issues to be discussed include:
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* Audio Setup
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* CD Audio Input
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* Mouse Setup
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* Booting "Clean"
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IV. Errata and Known Bugs
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-------------------------
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Problem: The screen flickers once about every other frame when using GL
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Solution: Not all GL implementations support a performance hack used to
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which is used by the GL renderer allowing it to avoid clearing
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the Z buffer. The console command "gl_ztrick 0" fixes this
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problem.
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Problem: Zombies can sometimes get "stuck" in the ground. They can be
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heard but not killed making it impossible to get 100% on the
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current level.
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Solution: None found.
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Problem: It is possible for players to sometimes get stuck in a room or
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wall, much like the zombies mentioned above.
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Solution: The "kill" console command will un-stick you, but it has the
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unfortunate side effect of killing you in the process (hence the
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command's name.) It is a good idea to save your games often.
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Problem: Sometimes durring a game the player's view will not center
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properly. The end result is that the player view is looking up
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toward the ceiling while walking.
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Solution: Use of freelook (mouse or keyboard) may solve this problem, as
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will exiting the level or the "kill" console command.
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V. Troubleshooting
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------------------
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If Quake fails to start up, or has problems not addressed elsewhere in the
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documentation, try the -safe command line switch, which disables a number
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of parts of Quake that can be problems if there are hardware or
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configuration problems. The -safe command line switch is equivalent to
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-stdvid, -nosound, -nonet, and -nocdaudio together. Those four switches
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do the following:
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-stdvid disables VESA video modes
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-nosound disables sound card support
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-nonet disables network card support
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-nocdaudio disables CD audio support
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If -safe makes the problem go away, try using each of the switches
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individually to isolate the area in which you're experiencing the problem,
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then either correct the configuration or hardware problem or play Quake
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with that functionality disabled.
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If you still have problems, try booting clean in conjunction with the
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-safe command line parameter. For information on booting clean, refer to
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"Booting Clean" in section III above.
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If you experience page faults while running Quarterdeck's QDPMI DPMI
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server, this is caused by a bug in QDPMI. Workarounds: Remove QDPMI from
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CONFIG.SYS, issue the command QDPMI OFF before running QUAKE, or get the
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update patch for QDPMI from Quarterdeck. You may be running QDPMI without
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knowing it if you have QEMM installed, because it can be installed as part
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of the QEMM installation.
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VI. Technical Support
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---------------------
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Please do *not* call ID Software, Inc regarding technical support issues
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related to QuakeForge. QuakeForge is heavily modified from the original
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Quake source release and they wouldn't be likely to even know how to help
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you with such problems. Instead visit the QuakeForge project webpage for
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information on technical support at: http://www.quakeforge.net
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Thank you for your understanding.
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VII. Joystick notes
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-------------------
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Your joystick must be plugged in when Quake is launched.
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If you have a joystick plugged in, but do not wish QuakeForge to try to
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use it, just add the -nojoy option to the QuakeForge command line.
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You may disable joystick reads from the QuakeForge console with the
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"joystick 0" command.
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There are default configuration bindings for joystick buttons.
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If your joystick or interface card reports three or four buttons and you
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only have two, use the QuakeForge console command "joybuttons 2".
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The "mlook" and "sidestep" commands work with a joystick exactly as they
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do for a mouse, as does the "invert mouse up/down" menu option.
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XII. License
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------------
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 The QuakeForge Project.
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Portions Copyright by their individual authors.
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published
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by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file COPYING for license details.
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