mirror of
https://git.code.sf.net/p/quake/quakeforge
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457 lines
18 KiB
Text
457 lines
18 KiB
Text
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Welcome to Quake!
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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 and
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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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Quake System Requirements
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-------------------------
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IBM PC and Compatibles
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Pentium processor or better
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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 Required
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MS-DOS 5.0 or better or Windows 95 (does NOT run under Windows NT)
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Hard Drive (30MB for Shareware, 80 MB for Registered)
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*** IMPORTANT!: Quake requires a floating point processor.
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Systems that do not have an FPU installed will not run Quake -- at all.
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*** IMPORTANT Video Adapter Note! ***
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On some ATI Mach32 cards, Quake can come up with a garbled video display.
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This is due to a problem with the card in which 320x200 mode isn't
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initialized correctly. Workarounds include:
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1) If running from Windows, start Quake from an icon, or from a windowed
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(not fullscreen) MS-DOS prompt. If Quake is already running and has
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the garbled screen, press Alt-Enter twice to switch to the desktop and
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back to fullscreen, and the screen will display properly.
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2) If running from DOS, either put the line
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vid_mode 1
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in id1\autoexec.cfg, or, typing blind, press tilde ('~') to bring down
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the console, type
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vid_mode 1<enter>
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and the screen will display properly.
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========================================================================
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Here are the text files included with the shareware release of Quake and
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what they are:
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README.TXT This file
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TECHINFO.TXT Technical information on Quake's subsystems and
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their advanced use.
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MANUAL.TXT Text version of the printed game manual
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LICINFO.TXT Info on the various license files included with Quake
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SLICNSE.TXT Shareware Quake end-user license
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ORDER.TXT How to order Quake
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HELP.TXT How to get help with Quake
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Here are the text files included with the registered version of Quake and
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what they are:
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README.TXT This file
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TECHINFO.TXT Technical information on Quake's subsystems and
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their advanced use.
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MANUAL.TXT Text version of the printed game manual
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LICINFO.TXT Info on the various license files included with Quake
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RLICNSE.TXT Registered Quake end-user license
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COMEXP.TXT Commercial exploitation agreement
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ORDER.TXT How to order Quake
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HELP.TXT How to get help with Quake
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Running Quake
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-------------
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DOS: To launch Quake from the DOS Prompt, go to the Quake directory and
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simply type "QUAKE" <ENTER>. (no quotes)
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Windows 95: To launch Quake in single player mode, double click on the file
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QUAKE.EXE From Windows Explorer. To run Quake in Multi-Player mode using
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the TCP/IP protocol, first check your network settings to ensure the
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protocol is installed, then double click on the Q95.BAT file to launch the
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game. In this version (v0.91) there is a minor bug that will cause the
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Q95.BAT file to exit the first time you run it, without running Quake.
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Merely double-click on that file again and it will work.
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Audio Setup
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-----------
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When using a Sound Card with Quake, there are a few setup steps which must
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be taken. First, the "BLASTER" environment variable setting must be in your
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autoexec.bat (or you can type it in manually from the MS-DOS command prompt).
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Running the Sound Blaster utility diagnose.exe will automatically configure
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your sound card and put this statement in your autoexec.bat file for you.
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A typical blaster setting looks like this (although yours may vary):
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SET BLASTER=A220 I5 D1 H5 P330 T6
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If you want to play the audio track from the CD-ROM while playing Quake,
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you must ensure that the audio cable from the CD-ROM is connected to the
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sound card.
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If you think your sound card is setup properly and it STILL doesn't work,
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check to make sure that your BLASTER environment variable contains the
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high DMA setting (H5 in the above example).
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If you don't get sound while trying to play the audio track, check to see
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if a small cable goes from the back of your CD-ROM player directly to your
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sound card. If the CD-ROM audio cable is connected to your sound board (or
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the motherboard in some cases) and you STILL don't hear CD Audio coming from
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your speakers, make sure the MIXER program has the CD volume turned up.
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You will also need to run the CD-ROM driver MSCDEX.EXE. Here is an example
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of the files you should see (yours probably will vary) listed in your
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CONFIG.SYS and AUTOEXEC.BAT (explanation is in parentheses):
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CONFIG.SYS:
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DEVICE=C:\PROSCSI\CDROM.SYS /D:PROCD01 (CD-ROM driver)
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AUTOEXEC.BAT:
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SET BLASTER=A220 I5 D1 H5 P330 T6 (sound environment variable setting)
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C:\WINDOWS\COMMAND\MSCDEX.EXE /D:PROCD01 /L:D (CD-ROM driver)
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===================================================
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UltraSound MAX and UltraSound PnP Support for Quake
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===================================================
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Before running Quake, make sure that your sound card works and your
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environment variables are set correctly.
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Other UltraSound Cards (ACE & Classic)
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--------------------------------------
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These drivers are not for the UltraSound ACE or UltraSound Classic
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sound cards. We have heard mixed reports that MegaEm or SBOS
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have a chance of working with the UltraSound Classic but there is a
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short sound F/X delay.
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UltraSound PnP and PnP Pro
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--------------------------
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You must make sure that you do NOT have IWSBOS or MegaEm loaded.
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Setup
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-----
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Quake will automatically detect that the UltraSound Max or PnP
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are installed. It does this by looking at the SET INTERWAVE (PnP)
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and SET ULTRA16 (Max) environment variables.
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Quake will use the settings found on the SET ULTRASND/ULTRA16 (Max)
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and in the IW.INI (PnP) file to determine what port settings to use.
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Troubleshooting Windows 95 (DOS Box)
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------------------------------------
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We recommend that you restart your computer in MS-DOS Mode. DOS Box
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may or may not work, so use at your own risk.
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CD Audio Input
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--------------
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If you have not already enabled CD audio output by default you will
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need to enable it. For the UltraSound MAX you can run "ULTRINIT -EC".
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For the UltraSound PnP you will need to enable the CD audio output
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in Win'95 and then restart your computer into MS-DOS.
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===================================================
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Mouse Setup
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-----------
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If you are going to use a mouse when playing Quake, you will need to load
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your mouse driver. This should go in the AUTOEXEC.BAT file as well. Here
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is an example:
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C:\LOGITECH\MOUSE\MOUSE.EXE (mouse driver)
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Booting Clean
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-------------
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If you are going to be running Quake with only 8 megabytes of RAM, it is best
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to boot clean . You eliminate unwanted utilities or applications from taking
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up valuable memory, without having to alter your regular AUTOEXEC.BAT and
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CONFIG.SYS. Booting clean can be done in one of two ways. If you have
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MS-DOS version 6.xx, booting clean is as simple a pressing the shift key
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when you see the words "Starting MS-DOS". If you have MS-DOS ver 5.xx you
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will need to make a system disk.
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To make a boot disk, type the following from the MS-DOS command prompt:
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FORMAT A: /S
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1. Make sure that this is a disk you wish to erase.
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2. This disk absolutely HAS to be formatted in the A: drive.
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To use the system disk, place the disk in the A: drive and reset the
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computer.
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NOTE: If your sound card requires a driver to be loaded, or you will be
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using a mouse, or you will be using Quake's CD audio feature, the system
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disk will need to have a CONFIG.SYS and AUTOEXEC.BAT that load the
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appropriate drivers.
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Creating a Quake Shortcut
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As an alternative to making a Boot Disk, Windows 95 users can create a
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Quake Shortcut. By double clicking onthis shortcut, Windows 95 will reboot
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in MS-DOS mode and install only the desired drivers, giving you the same
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results as using a Boot Disk. To create a Quake Shortcut, do the following:
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1. Using Explorer, right click and drag the file QUAKE.EXE, from the Quake
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directory, to your desktop. Windows 95 will make an MS-DOS Icon titled
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"Shortcut to quake".
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2. Right click on the new icon, and from the menu that pops up, choose
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"Properties". Then choose the "Program" tab at the top.
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3. Now click on the "Advanced..." button near the bottom. The "Advanced
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Program Settings" window should appear.
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4. Select the "MS-DOS mode" check box and the "Specify a new MS-DOS
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configuration" option button.
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5. Now simply fill in the "CONFIG.SYS for MS-DOS mode:" and "AUTOEXEC.BAT
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for MS-DOS mode:" boxes with the same sound, CD-ROM and mouse settings as
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mentioned above in the Boot Disks section.
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6. Click on "OK" when you are finished. If you wish, you can change your
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Quake Shortcut Icon to something a little more exciting by clicking on
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"Change Icon...".
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7. To finish, click on "OK" again.
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8. You can rename your Quake Shortcut by right clicking on the shortcut
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icon, choosing "Rename" and typing in the new name.
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======================================================
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== Known Problems ==
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======================================================
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Problem: Zombies sometime get stuck on the ground and connot get back up.
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(You can still hear them, but you cannot kill them. This bug makes it
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impossible to get 100% kills on whatever level it occurs on.)
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Solution: There is no workaround for this bug.
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Problem: It is sometimes possible for the player to get stuck in a room or
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in a wall.
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Solution: If you get stuck, use the 'kill' console command. It is a good
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idea to save your game often.
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Problem: View centering problems. Sometimes during a game, the view will not
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center properly. The end result is the player view looking up torwards the
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ceiling while walking.
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Solution: Exit to the next level or use the 'kill' console command..
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======================================================
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== 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 configuration
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problems. The -safe command line switch is equivalent to -stdvid, -nosound,
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-nonet, and -nocdaudio together. Those four switches 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 with
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that functionality disabled.
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If you still have problems, try booting clean in conjunction with
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the -safe command line parameter. For information on booting clean, refer
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to the "Booting Clean" section above.
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If you experience page faults while running Quarterdeck's QDPMI DPMI server,
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this is caused by a bug in QDPMI. Workarounds: Remove QDPMI from CONFIG.SYS,
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issue the command QDPMI OFF before running QUAKE, or get the update patch
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for QDPMI from Quarterdeck. You may be running QDPMI without knowing it if
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you have QEMM installed, because it can be installed as part of the QEMM
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installation.
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Technical Support
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-----------------
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If you are having trouble installing or running Quake you can receive
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technical support by sending e-mailing to support@idsoftware.com. You can
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also refer to our web page, www.idsoftware.com, or call 1-800-idgames.
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When sending support e-mail, cut and paste the following into your e-mail
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message and fill in the blanks:
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Date:
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Name:
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Phone number:
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E-mail address: (please include this, we redirect tons of mail)
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Game Title:
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Version #:
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Operating system (i.e., DOS 6.0 or Windows 95):
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Computer type:
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BIOS date:
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BIOS version:
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Processor type:
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Processor speed:
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Do you program at school/work?
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Do you provide tech. support at school/work?
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Please state the problem you encountered:
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Please state how to reproduce the problem:
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If program crashed with nasty undecipherable techno-garbage, please
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look for the eight-digit hex number which comes after "eip="
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and write it down here:
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** NOTE: If you are sending a bug report, PLEASE refer to the TECHINFO.TXT
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file for the correct form and procedures.
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======================================================
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== Version History ==
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======================================================
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v1.01 -- Bugs fixed
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------------------------------------------------------
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* Fixed modem code
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* Fixed fraglimit & timelimit
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* Added NOEXIT cvar (so no one can exit a level)
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------------------------------------------------------
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v1.00 -- Bugs fixed
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------------------------------------------------------
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* Gravis Ultrasound audio support (still has bugs)
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* More deathmatch start spots on E1M6 and END
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* Print server version and PROG CRC on connect
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* -dedicated starts start.map if nothing else specified
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* fixed lookspring function during net game
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* fixed rare crash during long running dedicated server
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------------------------------------------------------
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v0.94 -- Bugs fixed / Features added -- LIMITED BETA VERSION
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------------------------------------------------------
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* Totally rewritten menus
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* New lighting model with overbrighting
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* Parsed lowercase BLASTER parms
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* Better Sound Blaster shutdown code
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* Rewrote BLASTER initialization
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* Fixed DMA channel 0 bugs
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* Added SBPro 8 stereo setup
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* Fix delayed sound on 8 bit Sound Blasters
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* Fixed speed key affecting angle-turning from keyboard
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* Fixed "no such Alias frame" bugs
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* Fixed Zombie not getting up bug
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* Checked for very high joystick values, signalling a failed read
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* Unstuck jumping Fiends and Spawn
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* Fixed large BModels blinking out in complex areas
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* Fixed s_localsound with no sound started
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* Saved spawn parms in savegame
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* Fixed screenshot save location
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* Bind with no arguments no longer clears value
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* Allow console in intermission / finale
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* Fixed false gib messages
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* Full-screen TAB scoreboard in DeathMatch
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* Fixed "+playdemo <demo>" from command line
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* Trapped overflow in sizebuf messages
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* Moveup / movedown in water!
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* Fixed-up Talk command
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* Added unsupported crosshair option ("crosshair 1" from console)
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* Colored chat messages with notify sound
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* Fixed "connect during intermission" bug
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* Changelevel while demos running no longer crashes
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* Fixed changelevel with no map left up loading screen
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* Fixed long names entered from the console causing crash
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* Stopped demos changing while in the menus
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* Fixed modem initialization from menu
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* Fixed serial reliable stream getting stalled
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* Serial/modem code fixes
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16550a lost transmit buffer empty interrupts
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fixed sometimes processing interrupts from com1 when using com2
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added com3/com4 support from menus
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fixed first character of modem init not getting sent
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saved serial/modem settings in config.cfg
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* Fixed name and colors not always sent to server at startup
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* Fixed "stopdemo" crashing the system when there wasn't a demo playing
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* Added server's TCP/IP and IPX addresses (if available) to status command
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* In 0.92, an additional check for a usable VESA video mode was added;
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the numpages field was verified to be greater than 0, and no mode was
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supported that had numpages set to 0 (which indicates that there's not
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enough video memory for that mode). ATI's VESA driver, m64vbe,
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reports 0 for numpages, so VESA video modes that were available in 0.91
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were no longer available in 0.92. This extra numpages check has
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been removed.
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-----------------------------------------------------------------------
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v0.93 -- Never officially released; internal testing only.
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-----------------------------------------------------------------------
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v0.92 -- Bugs fixed
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-----------------------------------------------------------------------
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Typing long strings in the hostname or modem init field in the menus caused
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crashes.
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Under Win95 IPX was detected but not functional, resulting in the game
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exiting to DOS.
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If -nosound, got "S_LocalSound: can't cache" on every keypress in the menu.
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When vid_nopageflip was set to 1 in VESA modes, going underwater resulted in
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only the upper left corner of the drawing area being updated.
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The single player scoreboard (tab) printed text incorrectly in all modes
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greater than 320 pixels wide.
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On network connections that dropped packets, the reliable message stream
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could get stopped up, resulting in frag counts and talk messages no longer
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being delivered, although game movement continued.
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|
||
|
The com port settings from the menu were getting saved & restored but
|
||
|
not used.
|
||
|
|
||
|
Direct serial connections did not work with slist.
|
||
|
|
||
|
Quake now checks the vesa information for hardware incabable of page-flipping.
|
||
|
|
||
|
Menu sound sometimes didn't play.
|
||
|
|
||
|
Q95 (qlaunch.exe) frequently failed to execute on the first attempt.
|
||
|
|
||
|
Q95 (quakeudp.dll) was running out of buffers when running a server.
|
||
|
|
||
|
Teams were not being set according to pants colors.
|
||
|
|
||
|
|
||
|
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.
|
||
|
|
||
|
You can turn off joystick reading during the game by typing "joystick 0" at
|
||
|
the Quake command console.
|
||
|
|
||
|
You MUST configure your buttons from the configure keys menu before they will
|
||
|
work. There is no default configuration.
|
||
|
|
||
|
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.
|
||
|
|
||
|
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.
|