mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-23 04:11:55 +00:00
c1b1194328
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.
1119 lines
46 KiB
Text
1119 lines
46 KiB
Text
--------------------------
|
||
| wqreadme.txt |
|
||
| WinQuake documentation |
|
||
| 3/21/97 |
|
||
--------------------------
|
||
|
||
WinQuake (WQ) is a native Win32 version of Quake, 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 WQ 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. If your problem
|
||
doesn't appear on the list, please fill out and submit the WQ bug
|
||
report at http://www.idsoftware.com/contact/.
|
||
|
||
The material accompanying Quake is the reference for all
|
||
non-Windows-related matters concerning WinQuake; in terms of gameplay,
|
||
WQ is the same as Quake. This file contains Windows-related
|
||
information only.
|
||
|
||
The rest of this document is organized as follows:
|
||
|
||
Installing and running WinQuake
|
||
Common problems and workarounds
|
||
A bit about how WQ video works
|
||
Video command-line switches
|
||
A bit about how WQ sound works
|
||
Sound command-line switches
|
||
Notes on networking
|
||
Notes on the mouse
|
||
Log of changes to documentation
|
||
Special thanks
|
||
|
||
|
||
-----------------------------------
|
||
| Installing and running WinQuake |
|
||
-----------------------------------
|
||
|
||
In order to run WinQuake, you must first have Quake installed.
|
||
Assuming Quake is installed in the standard directory, c:\quake,
|
||
unzip the WinQuake zip file into c:\quake. The following files
|
||
from the zip file must be present in order for WQ to run:
|
||
|
||
winquake.exe
|
||
pmpro16.dll
|
||
pmpro32.dll
|
||
wdir16.dll
|
||
wdir32.dll
|
||
wdirnop.com
|
||
wdirnop.pif
|
||
|
||
Then you can run WinQuake by making c:\quake the current directory,
|
||
typing "winquake" and pressing the Enter key. Alternatively, you can
|
||
use wq.bat to run WinQuake. The wq batch file requires one parameter
|
||
describing how to configure WQ for performance; just type "wq" to get
|
||
a list of the six options. The first of the six options is
|
||
|
||
wq fast
|
||
|
||
This is the same as typing "winquake"; this runs WinQuake 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 WinQuake or even your system to crash if there are bugs or
|
||
incompatibilities in your video or sound drivers. Alternatively, you
|
||
can use
|
||
|
||
wq safe
|
||
|
||
to run WinQuake 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
|
||
|
||
wq verysafe
|
||
|
||
to run WinQuake 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
|
||
|
||
wq fastvid
|
||
|
||
which has maximum video performance, but greater sound latency (delay
|
||
until the sound is heard), and
|
||
|
||
wq 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 "wq fastvid" is actually faster, by as much as 5-10%,
|
||
than "wq fast"; however, it may not feel faster, because the sound
|
||
will lag.)
|
||
|
||
Finally, you can use
|
||
|
||
wq max
|
||
|
||
which is the same as wq 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 WQ to run, but WQ 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 WQ 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 WQ to run, but WQ 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 WQ. An easy way to get reliable VESA 2.0
|
||
support is by obtaining SciTech Display Doctor; see below for
|
||
further information. WQ can also use VBE/AF 1.0 and greater modes;
|
||
again, SciTech Display Doctor is the commonest way to get VBE/AF
|
||
support.
|
||
|
||
Note that winquake -dedicated completely replaces the old winded
|
||
dedicated Win32 server, which is now obsolete.
|
||
|
||
WinQuake 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 WinQuake 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
|
||
WinQuake at all, you can start WinQuake -nojoy to complete disable the
|
||
joystick for that session.
|
||
|
||
|
||
-----------------------------------
|
||
| Common problems and workarounds |
|
||
-----------------------------------
|
||
|
||
WQ crashes or won't run
|
||
-----------------------
|
||
|
||
If WQ refuses to run or crashes on your system, try running
|
||
it using "wq safe" or "wq verysafe". Or you can use command-line
|
||
switches:
|
||
|
||
winquake -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:
|
||
|
||
winquake -dibonly -nosound
|
||
|
||
which forces WQ 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 WQ 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 WQ operation?
|
||
----------------------------------------------------
|
||
Check out WQ'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, WQ 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 WQ video
|
||
works" section, below.
|
||
|
||
|
||
Gee, I wish I could use a mouse to play WQ 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 WQ.
|
||
|
||
|
||
Serial/modem menu is missing
|
||
----------------------------
|
||
WQ currently does not support direct connect serial or modem play.
|
||
|
||
|
||
DOS Quake reports unknown variables on startup after running WQ
|
||
---------------------------------------------------------------
|
||
WQ uses some console variables that do not exist in DOS Quake, and
|
||
some of these are automatically archived in config.cfg when you exit
|
||
WQ. 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 WQ. Apart from losing the
|
||
settings, this is harmless; ignore it.
|
||
|
||
|
||
Problems running WQ on NT 3.51
|
||
------------------------------
|
||
NT 3.51 isn't supported by WQ.
|
||
|
||
|
||
WQ 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.
|
||
|
||
|
||
WQ 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 WQ 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 WQ 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 WQ 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 WQ to run 5-10% faster on some systems. That's about all you
|
||
can do to speed up fullscreen WQ 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, WQ 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 WQ 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. WQ 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, WQ's sound should automatically be snappier.
|
||
|
||
|
||
Sound breaks up or gets choppy, especially in menus
|
||
---------------------------------------------------
|
||
This is generally a sign that WQ'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 WQ 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 WQ 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 WQ 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 WinQuake is running
|
||
-------------------------------------------------------
|
||
The sound hardware is currently not a fully shareable resource on
|
||
Win32. Consequently, while WQ 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 WQ is using DirectSound),
|
||
apps that use wave sound (most non-game apps) will not be able to play
|
||
sound while WQ is running, even if WQ is minimized or not the active
|
||
app, although other DirectSound apps will be able to play sound when
|
||
WQ is not the active app. If WQ 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 WQ is running,
|
||
period.
|
||
|
||
|
||
WQ doesn't have quite the right colors when it<69>s not the active app
|
||
-------------------------------------------------------------------
|
||
We're working on fixing this. But WQ puts everything back again as
|
||
soon as it is reactivated, and anyway, when it<69>s not active, you can<61>t
|
||
actually do anything in WQ, so it doesn<73>t really matter anyway, right?
|
||
|
||
|
||
Desktop is weird colors when WQ runs windowed
|
||
---------------------------------------------
|
||
WQ 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 WQ button in task bar to close doesn<73>t work as expected
|
||
----------------------------------------------------------------------
|
||
In some modes, right-clicking on the WQ 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 WQ fullscreen
|
||
------------------------------------------------------
|
||
It does work windowed, but when WinQuake is fullscreen, it completely
|
||
owns the screen and doesn't share it with anyone, even the
|
||
screensaver. If you use Alt-Tab to minimize WQ, the screensaver will
|
||
then be enabled, so Alt-Tab away from WQ if you're leaving your
|
||
computer alone for a while and want the screensaver to be able to kick
|
||
in.
|
||
|
||
|
||
WQ doesn<73>t work in a window in 16-color mode
|
||
--------------------------------------------
|
||
That<EFBFBD>s 16 *colors*, not 16-bpp. If you<6F>re still running a 16-color
|
||
desktop, run WQ fullscreen.
|
||
|
||
|
||
Can't minimize window while mouse active
|
||
----------------------------------------
|
||
When running in a window with the mouse active as a WQ 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 WQ. To minimize, you
|
||
can disable the mouse for WQ and use it to minimize the window. Or
|
||
on Win95 you can Alt-Tab away from WQ, then use the mouse to
|
||
minimize (this doesn't work on NT, where clicking on the window
|
||
controls just reactivates WQ). 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 WQ), if you Alt-Tab away from WQ, then use the mouse
|
||
to click on the WQ system menu control, or the minimize, maximize, or
|
||
close controls, the controls are ignored and WQ just reactivates.
|
||
|
||
|
||
Mouse sometimes vanishes in system menu on Win95
|
||
------------------------------------------------
|
||
On Win95, if WQ is running in a window with the mouse enabled (so you
|
||
can use the mouse to play WQ), 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.
|
||
|
||
|
||
WQ behaves oddly if Scandisk starts defragmenting
|
||
-------------------------------------------------
|
||
If WQ is running fullscreen on Win95 when Scandisk starts an automatic
|
||
defragging, WQ 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 WQ 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 WQ menus, hangs have
|
||
been reported.
|
||
|
||
|
||
Joystick worked fine with earlier versions of WinQuake but not now
|
||
------------------------------------------------------------------
|
||
The joystick was enabled by default in earlier versions of
|
||
WinQuake, 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 (WinQuake
|
||
remembers this setting, so this only needs to be done once).
|
||
|
||
|
||
WQ runs very slowly when it has the focus under NT
|
||
--------------------------------------------------
|
||
In one case, WQ 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 WQ 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
|
||
-----------------------------------------
|
||
WQ 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 WinQuake
|
||
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 WinQuake in a low-res
|
||
mode, sometimes when you exit WinQuake 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 WinQuake.
|
||
|
||
|
||
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 WQ goes fullscreen first
|
||
---------------------------------------------------------
|
||
For internal reasons, WQ 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 WQ 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 WinQuake
|
||
----------------------------------------------------
|
||
If you right-click on minimized WinQuake on the task bar, the
|
||
Close selection in the right-click menu doesn't work; you have
|
||
to restore WQ 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 WQ
|
||
------------------------------------------
|
||
We're trying to fix this, but it's not harmful, just a mite ugly.
|
||
|
||
|
||
QBENCH doesn't work with WinQuake
|
||
---------------------------------
|
||
We've had a report that QBENCH doesn't work with WinQuake, but
|
||
haven't had a chance to look into it yet.
|
||
|
||
|
||
MWAVE sound loses focus
|
||
-----------------------
|
||
We've had a report that on a ThinkPad with MWAVE sound, WQ loses
|
||
sound focus (and thus sound) every few seconds.
|
||
|
||
|
||
Desktop doesn't reset to proper resolution on WQ exit
|
||
-----------------------------------------------------
|
||
We've had a report that on exiting WQ, 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
|
||
-------------------------------
|
||
WQ is hardwired for QWERTY.
|
||
|
||
|
||
Cursor messed up after running WQ
|
||
---------------------------------
|
||
This is a Windows driver bug; the driver isn't restoring the
|
||
cursor properly on return from fullscreen WQ to the desktop.
|
||
Try newer drivers.
|
||
|
||
|
||
Dedicated server runs very slowly while typing at console
|
||
---------------------------------------------------------
|
||
When you type at a dedicated server's console, the game runs
|
||
very slowly for everyone who's connected.
|
||
|
||
|
||
Ctrl-Alt-Del on NT sometimes doesn't allow return to WQ
|
||
-------------------------------------------------------
|
||
This happens on some machines while running WQ 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 WQ input
|
||
------------------------------------------------------
|
||
If you Alt-Tab fast lots of times on Win95 with WQ running
|
||
fullscreen, sometimes you end up in fullscreen WQ, 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 WQ video works |
|
||
----------------------------------
|
||
|
||
WQ 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.
|
||
|
||
WQ 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.
|
||
|
||
WQ 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 WQ, 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 WQ 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 WQ (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 WQ 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, WQ 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, WQ 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 WQ makes available on
|
||
your machine given the command-line switches you've used. Each mode
|
||
is followed by the name of the internal WQ driver that supports it, so
|
||
you can tell which modes are DirectDraw, VESA, and so on, as follows:
|
||
|
||
WINDOWED: WQ 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 WQ does not take advantage of
|
||
VBE/AF acceleration; so far as WQ 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<6F>d expect, but 640x480 is actually rendered at 320x240
|
||
and stretched up to 640x480, because most machines can<61>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<6F>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 WQ 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 WinQuake window if and only if
|
||
WinQuake is running in a windowed mode. You can bind a key to
|
||
the commands "vid_windowed; wait; vid_minimize" to minimize WQ
|
||
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 WinQuake 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 WinQuake in a window, the window is
|
||
placed at the same location it was in the last time WinQuake 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: WQ 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 WQ has.
|
||
|
||
-nowindirect: WQ 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, WQ 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 WQ is crashing
|
||
because of a buggy VESA driver.
|
||
|
||
-nodirectdraw: WQ will not try to use DirectDraw modes. This can be
|
||
useful if WQ is crashing because of a buggy DirectDraw driver.
|
||
|
||
-novbeaf: WQ will not try to use VBE/AF 1.0 or later modes.
|
||
|
||
-startwindowed: WQ will come up in a windowed mode, without going
|
||
fullscreen even during initialization.
|
||
|
||
-noforcevga: normally, WQ 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 WQ sound works |
|
||
----------------------------------
|
||
|
||
WQ 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 WQ 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 WQ 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<6F>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<6F>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: WQ 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 WQ 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 WinQuake 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, WinQuake 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, WinQuake 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 WQ 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).
|
||
|
||
|
||
|
||
-----------------------------------
|
||
| Log of changes to documentation |
|
||
-----------------------------------
|
||
|
||
*** WinQuake 0.994 ***
|
||
|
||
Fixed bug where in some cases involving IPX, whenever a new person
|
||
entered the game, a current player got dumped.
|
||
|
||
Added DirectInput mouse support, and the -dinput command-line to
|
||
enable it.
|
||
|
||
Added -notriplebuf to disable triple buffering to work around
|
||
possible problems with some modes on some DirectDraw drivers.
|
||
|
||
Added remembering last window position, and restoring that, rather
|
||
than centering the window, whenever WinQuake runs in a window.
|
||
Can be reset with the -resetwinpos command-line switch.
|
||
|
||
Added the vid_minimize command, which minimizes WinQuake if and only
|
||
if the current mode is windowed.
|
||
|
||
Made it so WinQuake no longer gets suspended when Alt-Tab is used to
|
||
switch away from a fullscreen session. The means you can Alt-Tab
|
||
away from fullscreen WinQuake without losing a connection to a
|
||
Quake server.
|
||
|
||
Added vid_nopageflip console variable to turn off page flipping, and
|
||
documented page flipping problems this can be used to work around.
|
||
|
||
Documented that Del-Ctrl-Alt (in that order) causes WinQuake to
|
||
fault on Win95.
|
||
|
||
Fixed the winsock TCP/IP driver so it will not cause a dial-up
|
||
internet connection to automatically start up when Quake is started.
|
||
If you start Quake with the internet connection already active, there
|
||
will be no difference. 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 now. 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 now force WinQuake to bind to a
|
||
specific IP adress. There is a new command line option "-ip" that
|
||
takes an IP address as its parameter.
|
||
|
||
Added vid_fullscreen_mode and ability to select that mode by
|
||
clicking on the maximize button. Added two commands:
|
||
vid_fullscreen to switch to vid_fullscreen_mode, and
|
||
vid_windowed to switch to vid_windowed mode.
|
||
|
||
Changed joystick default to disabled; now it only works if the
|
||
joystick cvar is set to 1; however, this setting now remains in
|
||
effect permanently. Added joystick documentation below.
|
||
|
||
Documented dprint only works if developer set to 1.
|
||
|
||
Documented scrunching of MS-DOS windows on Alt-Tab.
|
||
|
||
Documented that NT versions earlier to 4.0 are not supported.
|
||
|
||
Added DirectInput support for devices such as First Person
|
||
Gaming's Assassin controller. All buttons should now
|
||
be configurable in WinQuake.
|
||
|
||
Fixed bug where when low-res fullscreen DIB modes selected from
|
||
the menu sometimes ran very slowly or produced garbled displays.
|
||
|
||
Fixed bug where 1.06 and earlier save files couldn't be loaded
|
||
by WinQuake.
|
||
|
||
Removed "Net play pauses every few seconds" bug; it was determined
|
||
not to be a bug, just an artifact of network play.
|
||
|
||
Noted that even when BIOSes do have VESA 2.0 built-in, it's often
|
||
so buggy that WinQuake crashes in faster configurations, and that
|
||
SciTech Display Doctor is the easiest way to get reliable VESA
|
||
support.
|
||
|
||
Added note on Alt-Tab only working if Tab released first.
|
||
|
||
|
||
*** WinQuake 0.992 ***
|
||
|
||
Implemented force_centerview.
|
||
|
||
Fixed backspace bug in dedicated console.
|
||
|
||
Made "player entering game" messages and "say" messages visible
|
||
in dedicated console.
|
||
|
||
Added description of -heapsize (how to change default memory
|
||
allocation).
|
||
|
||
Added description of "net play pauses every few seconds" bug.
|
||
|
||
Added description of "playdemo fails across multiple levels" bug.
|
||
|
||
Added hooks for QHost; however, WinQuake won't work with QHost
|
||
until a new version of QHost 3.0, which uses the hooks, is
|
||
released. QHost 3.0 will not work with WinQuake.
|
||
|
||
Fixed bug where savegame descriptions weren't always terminated
|
||
properly.
|
||
|
||
Fixed bug where running -dedicated reset part of config.cfg to
|
||
defaults.
|
||
|
||
|
||
*** WinQuake 0.991 ***
|
||
|
||
Fixed problem with pre-1.07 (DOS) clients connecting to WinQuake.
|
||
|
||
Got rid of "Starting Quake..." dialog when running -dedicated.
|
||
|
||
Added -novbeaf switch to turn off VBE/AF support in case of problems,
|
||
and updated documentation.
|
||
|
||
Corrected SciTech's U.S. Mail address in documentation.
|
||
|
||
Added joystick bug decriptions and workarounds.
|
||
|
||
|
||
|
||
------------------
|
||
| Special thanks |
|
||
------------------
|
||
|
||
Special thanks for help with WinQuake to:
|
||
|
||
James Barnes
|
||
Kendall Bennett
|
||
Raymond Chen
|
||
John Colleran
|
||
Andrew Goossen
|
||
Mike Harrington
|
||
Chris Hecker
|
||
Todd Laney
|
||
Scott Ludwig
|
||
...and all the beta testers!
|
||
|
||
======================================================================
|
||
End of Document 3/21/97
|
||
======================================================================
|