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1119 lines
46 KiB
Text
1119 lines
46 KiB
Text
--------------------------
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| wqreadme.txt |
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| WinQuake documentation |
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| 3/21/97 |
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--------------------------
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WinQuake (WQ) is a native Win32 version of Quake, and will run on
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either Win95 or Windows NT 4.0 or later. It is designed to take
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advantage of whatever enhanced video, sound, and input capabilities
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(such as DirectX or VESA VBE video modes) are present, but has
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fallback functionality so it can run on any Win95 or NT 4.0 or later
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system, even if neither DirectX nor VESA VBE is available. You may
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experience problems running WQ on some systems, because driver and
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operating-system support for game functionality are not yet mature
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under Win32, and many bugs and incompatibilities remain in those
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components. If you encounter what seems to be a bug, first please
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check through the list of known problems, below. If your problem
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doesn't appear on the list, please fill out and submit the WQ bug
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report at http://www.idsoftware.com/contact/.
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The material accompanying Quake is the reference for all
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non-Windows-related matters concerning WinQuake; in terms of gameplay,
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WQ is the same as Quake. This file contains Windows-related
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information only.
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The rest of this document is organized as follows:
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Installing and running WinQuake
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Common problems and workarounds
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A bit about how WQ video works
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Video command-line switches
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A bit about how WQ sound works
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Sound command-line switches
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Notes on networking
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Notes on the mouse
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Log of changes to documentation
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Special thanks
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-----------------------------------
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| Installing and running WinQuake |
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-----------------------------------
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In order to run WinQuake, you must first have Quake installed.
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Assuming Quake is installed in the standard directory, c:\quake,
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unzip the WinQuake zip file into c:\quake. The following files
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from the zip file must be present in order for WQ to run:
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winquake.exe
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pmpro16.dll
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pmpro32.dll
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wdir16.dll
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wdir32.dll
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wdirnop.com
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wdirnop.pif
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Then you can run WinQuake by making c:\quake the current directory,
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typing "winquake" and pressing the Enter key. Alternatively, you can
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use wq.bat to run WinQuake. The wq batch file requires one parameter
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describing how to configure WQ for performance; just type "wq" to get
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a list of the six options. The first of the six options is
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wq fast
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This is the same as typing "winquake"; this runs WinQuake in an
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aggressive configuration that is likely to yield the best performance
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if it runs successfully on your system, but which has a risk of
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causing WinQuake or even your system to crash if there are bugs or
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incompatibilities in your video or sound drivers. Alternatively, you
|
||
can use
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wq safe
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to run WinQuake in a conservative configuration, likely to run
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on almost all machines with no problems, but possibly with slower
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graphics, fewer high-resolution modes, and delayed sound. Or you
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can run
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wq verysafe
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to run WinQuake in a very conservative configuration that is pretty
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much guaranteed to run, but will probably have slow performance, and
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will have no sound. Two other options are
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wq fastvid
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which has maximum video performance, but greater sound latency (delay
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until the sound is heard), and
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wq fastsnd
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which uses more conservative video modes, but low-latency sound.
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(One odd note is that DirectSound has much lower-latency sound than
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wave sound, but is currently quite a bit slower overall. Thus you
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may find that "wq fastvid" is actually faster, by as much as 5-10%,
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than "wq fast"; however, it may not feel faster, because the sound
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will lag.)
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Finally, you can use
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wq max
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which is the same as wq fast, but turns on DirectInput, which
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provides more responsive mouse control, but does not work properly
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on all systems.
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Note that DirectX is not required for WQ to run, but WQ will
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automatically take advantage of DirectSound and DirectDraw if they
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are present. If DirectSound is not present, there will generally be
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considerable sound latency (sound will become audible several hundred
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milliseconds after the event that caused it). Note also that there
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are currently no true DirectSound drivers for Windows NT, so WQ will
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always run using wave output on NT, and will consequently have lagged
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sound. See below for information about obtaining DirectX if you do
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not have it.
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Note that VESA VBE modes aren't required for WQ to run, but WQ will
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automatically make VESA modes available if they're present. Your BIOS
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may already have VESA VBE 2.0 support built in, but most BIOSes
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don't. Worse, some BIOSes do have VESA VBE 2.0 built-in, but have
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buggy implementations, which may prevent you from being able to run
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the faster configurations of WQ. An easy way to get reliable VESA 2.0
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support is by obtaining SciTech Display Doctor; see below for
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further information. WQ can also use VBE/AF 1.0 and greater modes;
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again, SciTech Display Doctor is the commonest way to get VBE/AF
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support.
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Note that winquake -dedicated completely replaces the old winded
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dedicated Win32 server, which is now obsolete.
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WinQuake normally uses half the physical memory in your system for its
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heap, but not less than 8.5 Mb and not more than 16 Mb. You can
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override this with "-heapsize n", where n is the amount of memory to
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allocate for the heap, in Kb.
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To use the joystick, you must bring down the console by pressing the
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tilde ('~') key, and type "joystick 1<enter>"; you can disable the
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joystick with "joystick 0<enter>" at any time. The joystick setting
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remains in effect for subsequent WinQuake sessions until changed, so
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you only need to do joystick 1 once to enable the joystick. If the
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joystick somehow causes problems that keep you from being able to run
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WinQuake at all, you can start WinQuake -nojoy to complete disable the
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joystick for that session.
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-----------------------------------
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| Common problems and workarounds |
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-----------------------------------
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WQ crashes or won't run
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-----------------------
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If WQ refuses to run or crashes on your system, try running
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it using "wq safe" or "wq verysafe". Or you can use command-line
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switches:
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winquake -nodirectdraw -nowindirect -wavonly
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This will almost certainly solve your problem; however, it may result
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in lagged sound (a long delay from action to hearing the sound), may
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result in fewer or slower high-res video modes, and the mouse may be
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somewhat less responsive. If this does work, you can try removing
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each of the command-line switches until you identify the one that
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fixes the problem, thereby sacrificing as little functionality as
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possible.
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If the above command line does not fix your problems, try:
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winquake -dibonly -nosound
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which forces WQ into silent operation with bare-bones video support
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and no use of DirectInput for mouse input (the normal Windows mouse
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APIs are used instead). Again, if this works, try removing switches
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until you identify the needed one.
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Both of the above command lines are quick fixes. Often, the problem
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is caused by outdated or buggy DirectX drivers or code, and can
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frequently be completely fixed simply by installing the latest
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Microsoft-supplied version of DirectX, which you may be able to find
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on http://www.microsoft.com/mediadev/download/directx.exe, although
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the availability and location of the DirectX file changes
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periodically; note that at last check, this is a 3.4 Mb file. (Be
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aware, though, that sometimes Microsoft's DirectX drivers don't
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support features that the manufacturers' drivers do support, such as
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display refresh rate control.)
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One known problem of this sort involves the current SB16 drivers from
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Creative Labs, which cause WQ to crash on some machines. The
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DirectSound drivers from Microsoft, available via the above-mentioned
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URL, fix this problem.
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It can also sometimes help to get the latest Windows drivers for your
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video adapter or sound card (although as the SB16 example indicates,
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this is not always a good idea), and for video boards that have flash
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BIOSes, it can sometimes help to get the latest BIOS upgrade.
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How do I select fullscreen or windowed WQ operation?
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----------------------------------------------------
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Check out WQ's new, spiffy Video menu, accessible from the Options
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menu. There are now two types of modes listed, windowed and
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fullscreen. You can make any of these modes the current and/or
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default mode, just as in DOS Quake. If you make a windowed mode the
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default, WQ will still briefly start up in fullscreen mode, then
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switch to windowed; if this is a problem, use the -startwindowed
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command-line switch. More complete video control is available
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through the console, as described in the "A bit about how WQ video
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works" section, below.
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Gee, I wish I could use a mouse to play WQ with in a window
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-----------------------------------------------------------
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You can! While in a windowed mode, go to the Options menu. At the
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bottom, you'll find a new selection that lets you choose to have the
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mouse active when you're in a window. Of course, if you do this,
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you'll have to use the keyboard (Alt-Tab, the Windows key, Ctrl-Esc,
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Alt-Esc, or Shift-Alt-Tab) to switch away from WQ.
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Serial/modem menu is missing
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----------------------------
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WQ currently does not support direct connect serial or modem play.
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DOS Quake reports unknown variables on startup after running WQ
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---------------------------------------------------------------
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WQ uses some console variables that do not exist in DOS Quake, and
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some of these are automatically archived in config.cfg when you exit
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WQ. If you then start DOS Quake, DOS Quake will complain that it
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doesn't recognize those variables. You will also lose the settings
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of these variables when you return to WQ. Apart from losing the
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settings, this is harmless; ignore it.
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Problems running WQ on NT 3.51
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------------------------------
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NT 3.51 isn't supported by WQ.
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WQ crashes while switching modes or Alt-Tabbing
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||
-----------------------------------------------
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||
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
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||
disable DirectSound support.
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||
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WQ sometimes runs pretty slowly fullscreen
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||
------------------------------------------
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There are several possible reasons for this, starting with "You have a
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slow computer." Assuming that's not the case, if you don't have
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||
either DirectDraw or SciTech Display Doctor installed (see the "A bit
|
||
about how WQ video works" section), it would probably be a good thing
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||
to install one or the other, because slow operation can be a result
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||
of slow copying or stretching of pixels to the screen by a Windows
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driver, something that's eliminated by both DirectDraw and Display
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||
Doctor. You can also sometimes get a faster 320x200 mode on Win95 by
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||
doing vid_describemodes, then using vid_mode to select a non-VGA
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||
320x200 mode, as described in the "A bit about how WQ video works"
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section.
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||
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You can also try using a primary sound buffer on Win95 (this doesn't
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||
work on NT) by using the -primarysound command-line switch; this can
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improve performance by several percent, but does not work on all
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systems, and can result in odd sound effects on some systems when
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minimizing WQ or switching the focus away from it. If you use this
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switch, please don't report sound bugs; it's in there purely for you
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to use if it helps you, and we know it has problems on many systems.
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Finally, you can use -wavonly to select wave sound; this will increase
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your sound latency (sounds will be heard later than they should), but
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allows WQ to run 5-10% faster on some systems. That's about all you
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can do to speed up fullscreen WQ on Win95, other than shrinking the
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active area of the screen with the screen size control in the Options
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menu.
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NT 4.0 comes with DirectX installed, but doesn't have any resolutions
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lower than 640x480. In order to support a lower-resolution 320x240
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mode, WQ has NT double each pixel in both directions to get enough
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pixels for 640x480. The extra stretching costs some performance, the
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result being that NT can seem sluggish on all but high-end Pentiums
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and Pentium Pros. (In fact, depending on the quality of your driver's
|
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stretching code, it can sometimes be faster to run WQ at 640x480 than
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320x240-stretched on NT.) One thing that can help on NT is switching
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to 640x480, then using the Options menu to shrink the active area of
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the screen.
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A common cause of slowness running in a window is having the desktop
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run in 16- or 32-bpp mode. WQ is an 8-bpp application, and it slows
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things down if pixels have to be translated from 8-bpp to 16- or
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32-bpp. (Note that this is generally a problem only when running in a
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window; fullscreen apps rarely suffer from this.)
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Sound is sluggish on NT
|
||
-----------------------
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NT doesn't have any real DirectSound drivers yet, so there's no way to
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do quick-response sound on NT. When DirectSound drivers for NT
|
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appear, WQ's sound should automatically be snappier.
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Sound breaks up or gets choppy, especially in menus
|
||
---------------------------------------------------
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This is generally a sign that WQ's frame rate is too low on your
|
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system. Try reducing resolution or shrinking the active area of the
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screen. In some circumstances, it may help to set the console
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variable _snd_mixahead to a larger value.
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||
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The color black doesn't change with palette flashes sometimes
|
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-------------------------------------------------------------
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Normally, DirectDraw lets WQ change all 256 colors, so when a palette
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flash happens, we can change all the colors, including black.
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However, on NT DirectDraw currently doesn't allow changing black;
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likewise, on both NT and Win95, black can't be changed in a window,
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either a normal window or fullscreen. Consequently, in some modes and
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in a window, some parts of the WQ screen (such as the sigils on the
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status bar and the spray where a shotgun blast hits) stay black when
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the palette flashes. There is no workaround.
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Problems can result if Office shortcut bar is running
|
||
-----------------------------------------------------
|
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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
|
||
-------------------------------------------------------
|
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The sound hardware is currently not a fully shareable resource on
|
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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.
|
||
|
||
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||
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
|
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actually do anything in WQ, so it doesn<73>t really matter anyway, right?
|
||
|
||
|
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Desktop is weird colors when WQ runs windowed
|
||
---------------------------------------------
|
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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.
|
||
|
||
|
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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
|
||
======================================================================
|