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  1. Welcome to the Quake Technical Information file!
  2. TABLE OF CONTENTS
  3. -----------------
  4. Introduction to the Console..............
  5. Video Subsystem Documentation............
  6. Sound Subsystem Documentation............
  7. CD Audio Subsystem Documentation.........
  8. Network Subsystem Documentation..........
  9. Modem Strings............................
  10. Win95 Documentation......................
  11. Key Binding and Aliases..................
  12. Quake Keys and Common Commands...........
  13. Making a Config File.....................
  14. Demos....................................
  15. Reporting Quake Bugs.....................
  16. ==========================================
  17. == Introduction to the Console ==
  18. ==========================================
  19. Throughout this document, examples of commands are given, all of which
  20. are typed in at the console. To bring up the console, press the tilde ('~')
  21. key or press ESC to bring up the menu, select Options, and select Console...
  22. from the options menu. To exit the console, press ESC.
  23. The console provides a way to change console variables and also accepts
  24. commands that change game settings such as movement keys, video mode, as
  25. well as providing an interface for key binding and command aliasing (more
  26. on that later).
  27. The console also has a command history with which you can browse through
  28. previous commands. Use the up and down arrows to navigate through the
  29. command history and press <enter> to re-issue a command.
  30. Partially typing a command and then pressing the TAB key will complete the
  31. currently typed text with the first matching console variable or command.
  32. (Yes, this is a good way to look for console commands.)
  33. To review previous actions by page, use the PGUP and PGDN keys.
  34. ==========================================
  35. == Video Subsystem Documentation ==
  36. ==========================================
  37. The Video Modes menu
  38. --------------------
  39. Video modes can most easily be selected from the the Video Modes menu, which
  40. is brought up by selecting the Video Options choice in the Options menu.
  41. All the resolutions that Quake can support on the current computer are
  42. displayed.
  43. Please note that higher-resolution modes require correspondingly more
  44. system memory in order for Quake to run, and that some high-resolution
  45. modes may not be available when running Quake on 8 Mb machines. Such
  46. modes are not listed in the Video Modes menu. Please do not report
  47. video modes that do not appear in the Video Modes menu as bugs; either
  48. those modes are not supported by your video adapter, or there is not
  49. enough system memory for Quake to support those modes.
  50. The video modes listed in the Video Modes menu can be tested, set, and made
  51. the default mode for Quake from the Video menu, as follows:
  52. * The arrow keys can be used to move the blinking indicator to any of the
  53. modes listed in the Video menu.
  54. * Pressing the 'T' key tests the mode the blinking indicator points to, by
  55. setting the mode, leaving it set for 5 seconds, and returning to the previous
  56. mode. This lets you verify that your computer does in fact support that
  57. mode. We highly recommend that you always test modes with 'T' before setting
  58. them permanently by pressing the Enter key, in case some sort of hardware or
  59. software glitch causes a mode to function incorrectly and produce a garbled
  60. screen. It is unlikely but possible that testing or setting a mode will
  61. cause your computer to hang or crash; if this happens, there is a serious
  62. hardware or software bug, and you should not attempt to select that mode
  63. again.
  64. * Pressing the Enter key sets the mode the blinking indicator points to,
  65. leaving it set so Quake will then run in that mode. We suggest that you
  66. test a mode by pressing the 'T' key before setting it by pressing the Enter
  67. key. Note that a selection made with the Enter key remains in effect only
  68. until Quake is exited (or a new mode is set). You must explictly make a mode
  69. the default mode by pressing the 'D' key in order to automatically set that
  70. mode when you start Quake up in the future.
  71. * Pressing the 'D' key makes the current mode the default mode that Quake
  72. starts up with. Note that the current mode is the mode that's displayed in
  73. white in the mode list, not necessarily the mode that the blinking indicator
  74. points to. The current default mode is listed in the description of the 'D'
  75. key at the bottom of the Video Modes menu.
  76. * Pressing Esc exits the Video Modes menu.
  77. Please see "Bug Reporting," below, for information on how to report any
  78. problems you encounter.
  79. Video modes from the console: Quick start
  80. ------------------------------------------
  81. More comprehensive but more complex video control is available through the
  82. Quake console. This section describes the commands necessary to perform
  83. basic mode setting through the console (this is similar to what can be
  84. accomplished through the Video Modes menu), and following sections describe
  85. console video control in detail.
  86. To see all the video modes that are available, bring up the console (either
  87. press tilde ('~'), or press Esc to bring up the menu, select Options, and
  88. select Console... from the Options menu).
  89. From the console, type vid_describemodes<enter> to see all available modes.
  90. Type vid_mode <mode #> to set a mode, where <mode #> is the mode number
  91. listed for the desired mode by vid_describemodes. Higher-resolution modes
  92. generally require more extra system memory in order to run, and many are
  93. not available in 8 Mb systems; modes that are supported by the video
  94. adapter but are currently unavailable due to system memory limitations
  95. will still show up in the mode list from vid_describemodes, but will
  96. have "**" in place of a mode number. (Such modes will not show up at
  97. all in the Video Modes menu.) If you try to set a mode for which
  98. there is insufficient system memory, you will receive a message to that
  99. effect, and the video mode will remain unchanged.
  100. More detail
  101. -----------
  102. This version of Quake supports software drawing in a variety of
  103. video modes. It does not support any 3-D hardware accelerators.
  104. Video modes that are built into Quake are:
  105. 320x200, 360x200, 320x240, 360x240, 320x350, 360x350, 320x400,
  106. 360x400, 320x480, 360x480
  107. However, the higher-resolution modes on this list require additional
  108. memory, and may not be available in 8 Mb systems.
  109. In addition, all VESA 2.0 256-color linear framebuffer modes
  110. supported by the video adapter are supported. Further information
  111. about VESA 2.0 is provided below.
  112. Video mode reporting and selection
  113. ----------------------------------
  114. Quake assigns each available video mode a mode number, which can
  115. then be used to query information about the mode or to select the
  116. mode. The first 11 mode numbers are always as follows:
  117. 0: 320x200
  118. 1: 320x200
  119. 2: 360x200
  120. 3: 320x240
  121. 4: 360x240
  122. 5: 320x350
  123. 6: 360x350
  124. 7: 320x400
  125. 8: 360x400
  126. 9: 320x480
  127. 10: 360x480
  128. You will notice that modes 0 and 1 are both 320x200; mode 1 is a
  129. Mode X-style version, which may someday allow support of page
  130. flipping for cleaner graphics, but right now it's just slower with
  131. no advantages, so use mode 0 for 320x200 resolution. Modes 2-10
  132. are all higher resolution than mode 0, and look very nice, but are
  133. also all slower than mode 0. Mode 0 is the fastest of the 11
  134. built-in modes.
  135. In addition to the built-in modes, Quake checks for the presence
  136. of a VESA version 2.0 driver. If such a driver is detected, the
  137. driver is queried for all 8-bit-per-pixel linear framebuffer (LFB)
  138. modes that are supported; also, if no LFB 320x200 mode is available,
  139. a banked 320x200 VESA mode is queried for. All such modes are added
  140. to the mode list starting at mode 11. The available modes will vary
  141. depending on adapter, graphics chipset, amount of video memory, and VESA
  142. 2.0 driver. The higher the resolution, the lower the performance, and
  143. the higher-resolution modes will often be too slow for good gameplay
  144. on most machines. (Also, higher-resolution modes often need more memory
  145. than is available in an 8 Mb system.) The screen can be sized down to
  146. improve performance in higher-resolution modes, but then of course the
  147. effective resolution of Quake is reduced.
  148. At the same resolution, VESA LFB modes are often faster than the non-VESA
  149. modes 0-10, because adapters often have faster memory access in LFB modes.
  150. If a given VESA mode can support page flipping, then it defaults to page-
  151. flipped operation. A VESA mode can be forced to non-page-flipped operation
  152. by setting the vid_nopageflip console variable to 1, then setting the mode
  153. (note that vid_nopageflip takes operation on the next, not the current, mode
  154. set, and note that it then stays in effect permanently, even when Quake is
  155. exited and restarted, unless it is manually set back to 0). If there is not
  156. enough memory for two pages in a VESA mode, or if the
  157. adapter doesn't support page flipping, then the mode will automatically
  158. be non-page-flipped. Page flipping can have higher visual quality, but may
  159. be either faster or slower, depending on the graphics adapter and other
  160. hardware. (See the discussion of the Pentium Pro, below, for a
  161. discussion of why page flipping can be faster but is sometimes much slower
  162. on that processor.) Page-flipped modes use less system memory than non-
  163. page-flipped modes.
  164. Quake's VESA support, including VESA driver detection, can be disabled by
  165. using the -stdvid command-line switch, and can also be disabled, along with
  166. sound, network, and other hardware support, by the -safe command-line switch.
  167. The maximum resolution supported by Quake is 1280x1024. Modes with higher
  168. resolutions will not be reported by vid_describemodes, and cannot be set.
  169. There is no support for any 3-D accelerator boards in this version of Quake.
  170. Coming soon.
  171. Quake always starts up in mode 0, and modes 0-10 are always available, given
  172. enough system memory.
  173. A note on modes reported in the Video Modes menu
  174. ------------------------------------------------
  175. The vid_describemodes console command lists all modes with
  176. resolution less than or equal to 1280x1024 that are
  177. supported by the video adapter, although modes for which there
  178. is not enough system memory have "**" for the mode number. VGA,
  179. Mode X-style, and VESA 2.0 modes are listed separately, so a
  180. single resolution can be listed as many as three times, once for
  181. each hardware mode that supports it. For example, mode 0 is
  182. VGA mode 0x13, which supports 320x200 resolution, and mode 1 is
  183. 320x200 Mode X-style mode. Quake looks identical in both
  184. modes, although it usually runs faster in mode 0.
  185. The Video Modes menu is much simpler. Only modes with resolution
  186. less than or equal to 1280x1024 that are both supported by the
  187. hardware and for which there is sufficient system memory are
  188. listed. Further, a given resolution is listed only once. If a
  189. given resolution is available in multiple hardware modes, then
  190. selecting that resolution will select the appropriate hardware mode
  191. as follows:
  192. If the mode is 320x200, then VGA mode 0x13 is selected, and
  193. equivalent Mode X and VESA modes are ignored;
  194. Otherwise, the VESA version of the mode is used.
  195. You can always see what video mode is selected from the console by typing
  196. the command:
  197. vid_mode<enter>
  198. command.
  199. None of this has any effect on selecting modes through the
  200. console, where all the different versions of each mode are
  201. listed, and the desired version can be selected by using the
  202. appropriate mode number.
  203. How to get VESA 2.0 support
  204. ---------------------------
  205. Some video adapters have VESA 2.0 support in ROM. Other video
  206. adapters come with loadable VESA 2.0 TSRs. In the absence of either
  207. of these, UniVBE, a shareware product from SciTech, provides VESA 2.0
  208. support for most video adapters. The latest version of UniVBE can be
  209. obtained from the following locations:
  210. www: http://www.scitechsoft.com
  211. ftp: ftp.scitechsoft.com
  212. CIS: GO SCITECH
  213. AOL: Keyword SciTech
  214. SciTech can be contacted at:
  215. email: sales@scitechsoft.com
  216. SciTech Software
  217. 5 Governors Lane, Suite D
  218. Chico, CA
  219. 95926-1989
  220. The current version at this writing is UniVBE 5.2. This version
  221. supports many more adapters than previous versions, and adds
  222. a number of useful low- and medium-resolution modes, such as 400x300
  223. and 512x384.
  224. Video-related commands
  225. ----------------------
  226. vid_describecurrentmode
  227. lists the description for the current video mode.
  228. vid_describemode <mode #>
  229. lists the description for the specified video mode, where <mode #> is as
  230. reported by vid_describemodes.
  231. vid_describemodes
  232. lists descriptions for all available video modes.
  233. vid_mode <mode #>
  234. sets the display to the specified mode, where <mode #> is as reported by
  235. vid_describemodes.
  236. vid_nopageflip <1|0>
  237. when set to 1, VESA mode sets will always select non-page-flipped
  238. operation. When set to 0, VESA mode sets will select page-flipped
  239. operation whenever possible. All non-VESA modes are always
  240. non-page-flipped. The setting of vid_nopageflip is remembered
  241. when Quake is exited (by being saved in config.cfg), and is reloaded
  242. when Quake is restarted, so once vid_nopageflip is set to 1, all
  243. VESA modes set in all Quake sessions after that point be will non-page-
  244. flipped until vid_nopageflip is set to 0. Note that setting this
  245. variable doesn't affect whether the current video mode is page-flipped,
  246. but rather whether page-flipping can be used by future mode sets.
  247. vid_nummodes
  248. reports the total number of modes available.
  249. vid_testmode <mode #>
  250. tries to switch Quake to the specified mode, then returns to the current
  251. mode after 5 seconds. This allows you to try an untested mode without
  252. ending up with a black screen if, for example, the monitor can't display
  253. the mode properly. There may still be instances in which, due to VESA
  254. driver or hardware bugs, the machine will hang in certain modes;
  255. vid_testmode can't recover from these situations, but it can recover
  256. from a blank or scrambled screen.
  257. vid_wait <wait type>
  258. sets the type of waiting that the video adapter should do, as follows:
  259. 0: no waiting
  260. 1: wait for vertical sync active
  261. 2: wait for display enable active
  262. The default state of vid_wait depends on the video mode selected.
  263. (_vid_wait_override can force vid_wait to 1, wait for vertical
  264. sync; see the description of _vid_wait_override below.)
  265. In built-in modes 0-10, the default is always 0, no waiting. You
  266. can set vid_wait to 1 (wait for vertical sync) to eliminate shear
  267. and tearing in these modes (so partially-completed frames are never
  268. drawn, resulting in a rock-solid image). However, waiting for
  269. vertical sync can result in substantial performance loss.
  270. In VESA modes, if the adapter is VGA compatible and there's enough
  271. memory for three video pages, then triple-buffering is enabled and
  272. vid_wait is set to 2, wait for display enable. There is little
  273. performance loss to this sort of waiting. If the adapter is not
  274. VGA compatible, or if there's only enough memory for double-buffering,
  275. then vid_wait is set to 1 (wait for vertical sync). This can cause
  276. significant loss of performance, but some sort of wait is generally
  277. necessary to avoid occasional glitching of the screen when
  278. page-flipping; we always choose the lowest-cost wait option that
  279. seems to be safe to use. If there's only enough memory for one
  280. page, or if vid_nopageflip 1 is in effect, then vid_wait is set to 0
  281. (no wait). As with modes 0-10, vid_wait 1 can be used to eliminate
  282. shear, but at a performance cost.
  283. We have encountered problems with a few adapters in VESA modes when
  284. vid_wait is set to 2 (wait for display enable). Apparently some adapters
  285. just toggle display enable all the time, rather than only when pixels
  286. are being sent to the screen; this can cause occasional glitches in
  287. which the screen image jumps for one frame. You can fix this by
  288. setting vid_wait to 1 (wait for vertical sync). We would have made
  289. vid_wait 1 the default, but it's slower, and vid_wait 2 works on most
  290. machines.
  291. The default setting for vid_wait can be changed from the console
  292. at any time. If you are in a VESA mode that waits for vertical
  293. sync and want to turn it off to get a speed-up, you can do so.
  294. However, changing a vid_wait 1 default in a VESA mode may result
  295. in problems. If vid_wait defaults to 1 (wait for vertical sync)
  296. in a mode, and you force it to 2 (wait for display enable), the
  297. machine may hang, because some VGA-incompatible adapters, such as
  298. some ATI Mach64s, don't support the display enable status. If you
  299. force vid_wait to 0 (no wait), then the screen may glitch periodically
  300. if the page flips at a time that results in a bad flip address,
  301. although some adapters work fine with no wait at all.
  302. If you force a new setting for vid_wait and encounter problems, DO
  303. NOT send us a bug report!
  304. _vid_wait_override <1|0>
  305. can be used to force wait for vertical sync in all modes. When
  306. _vid_wait_override is set to 0, the type of waiting, if any, for
  307. each video mode that's set thereafter is automatically set to
  308. what appears to be the fastest safe state. However, it is
  309. possible in some cases that automatic setting may result in some
  310. screen glitching, and it is also true that shear can be
  311. eliminated by waiting for vertical sync (although at a cost in
  312. performance), so it may be desirable in some cases to override
  313. the automatic wait selection and always wait for vertical sync.
  314. This can be done by setting _vid_wait_override to 1. Once set,
  315. this remains in effect through all succeeding mode sets, even
  316. when Quake is exited and re-entered; the only way to keep Quake
  317. from waiting for vertical sync once _vid_wait_override is set to
  318. 1 is to set _vid_wait_override to 0. Note that changing
  319. _vid_wait_override doesn't affect the current mode, but rather
  320. takes effect on the next mode set. _vid_wait_override is initially
  321. set to 0.
  322. _vid_default_mode <mode #>
  323. can be used to force Quake to start up in a particular mode.
  324. The easiest way to select a default mode is by pressing the
  325. 'D' key in the Video Modes menu, but you can alternatively
  326. use _vid_default_mode to specify the mode in which you want
  327. Quake to start up in future Quake sessions. _vid_default_mode
  328. is initially set to 0.
  329. Higher-quality perspective texture mapping
  330. ------------------------------------------
  331. For maximum speed, perspective correction is performed only every 16
  332. pixels. This is normally fine, but it is possible to see texture ripples
  333. in surfaces that are viewed at sharp angles. For more precise texture
  334. mapping, set the console variable d_subdiv16 to 0. Doing this will result
  335. in somewhat slower performance, however, and the difference in visual
  336. quality will not normally be noticeable.
  337. Known video problems and workarounds
  338. ------------------------------------
  339. If you think you've encountered a bug, see "Bug Reporting," below.
  340. As a general rule, go back to mode 0 if you have problems; mode 0
  341. should work properly in all cases.
  342. On some ATI Mach64 adapters, the palette is sometimes too dark in
  343. some VESA modes, and is tinted oddly (too red, for example) in other
  344. modes. The workaround is to use different modes, or modes 0-10.
  345. In modes 0-10, shear and tearing can occur as partially finished
  346. frames are displayed. Workaround: set vid_wait to 1 (wait for
  347. vertical sync); this can result in a substantial performance loss,
  348. however. An alternative is to use a page-flipped VESA mode.
  349. In page-flipped VESA modes, occasional glitched frames may occur with some
  350. VESA driver-hardware combinations. Workaround: set vid_wait to 1 (wait
  351. for vertical sync) (you can set _vid_wait_override to 1 to make waiting
  352. for vertical sync permanent for future Quake sessions), or use a different
  353. mode.
  354. The VESA video drivers that come with some video adapters don't
  355. support low-resolution modes such as 320x200; often,
  356. nothing lower than 640x400 is supported. For example,
  357. this is the case with some ATI adapters. There's nothing
  358. Quake can do to provide low-resolution VESA modes in these
  359. cases, because Quake simply supports whatever modes the VESA
  360. driver chooses to report as supported. Unfortunately, 640x400
  361. is too high a resolution for really good performance unless you
  362. have a very fast Pentium or a Pentium Pro, so on machines with
  363. this sort of adapter, the VESA modes aren't very usable.
  364. Workaround: Use UniVBE 5.2, which supports low-resolution modes
  365. on a wide variety of adapters. Note that a few adapters simply can't
  366. support low-resolution modes, in which case you'll have to stick with
  367. the low-resolution VGA and Mode X modes that are built into Quake,
  368. which run fine but may be somewhat slower than VESA modes.
  369. A few video adapters are almost but not fully VGA compatible, because
  370. they don't support some unusual VGA video modes. In particular, a few
  371. adapters don't support the 360-wide Mode X-style video modes that are
  372. build into Quake (modes 2, 4, 6, 8, and 10), and display garbage in those
  373. modes. Workaround: use different modes, such as 0, 3, 5, 7, 9, or any
  374. VESA modes that are available.
  375. Under Win 95, the palette occasionally gets messed up when switching from
  376. Quake to the desktop and back again. You can restore the palette by
  377. bringing down the console (either press tilde ('~'), or press Esc to bring
  378. up the menu, select Options, and select Console... from the Options menu),
  379. and typing bf and pressing the enter key, to generate a background flash,
  380. which sets the palette. Press Esc to exit the console. Alternatively,
  381. setting the screen brightness, either from the Options menu or via the
  382. gamma console variable, sets the palette.
  383. Under Win 95, if the system key (the key with the Win 95 flag on it) is
  384. pressed while Quake is running fullscreen in a VESA mode, Win 95 may be
  385. unable to switch back from the desktop to Quake, in which case it will
  386. notify you of this, then terminate the Quake session. This is a quirk
  387. of Win 95, and normally there is no workaround other than not to press
  388. that key or not to use VESA modes. (Some people go so far as to remove
  389. the system key from their keyboard.) However, you can
  390. disable the system key for Quake with the following utility:
  391. http://www.microsoft.com/windows/download/doswinky.exe
  392. Switching away from Quake with Alt-Enter, Ctrl-Esc, Alt-Tab, or
  393. Alt-Spacebar all work fine (except that if you disable the system key
  394. with doswinky.exe, Ctrl-Esc will also be disabled).
  395. Performance
  396. -----------
  397. Quake's graphics should be adequately fast in mode 0 (320x200) on all
  398. Pentium-class machines. If you feel Quake is running slowly, set the
  399. showturtle console variable to 1; you will then see a turtle icon
  400. appear in the upper left corner of the screen if the frame rate drops
  401. below 10 frame/second. If you are getting the turtle, you are probably
  402. not getting great gameplay. Performance can be improved in several ways:
  403. * size down the screen with the minus key
  404. * select a lower-resolution mode, if possible
  405. * use a VESA mode
  406. * if you're using a VESA mode and vid_wait is set to 1 (wait for
  407. vertical sync) by default (you can check by typing vid_wait<enter>
  408. in the console), you can try setting vid_wait to 0 or 2, as detailed
  409. in the discussion of the vid_wait command above. Be aware that
  410. risks of screen glitching or hung machines are associated with
  411. overriding a default vid_wait 1 setting in VESA modes.
  412. To see how exactly fast Quake is running, bring up the console and type
  413. host_speeds 1<enter>
  414. You will see a display at the top indicating total frame time in
  415. milliseconds, and also server, graphics, and sound frame time in
  416. milliseconds. (Note, though, that unless you also do
  417. snd_noextraupdate 1<enter>
  418. sound time will actually show up as graphics time. However,
  419. snd_noextraupdate 1 can cause sound to get choppy, so it's not
  420. generally recommended.)
  421. Lower numbers are better.
  422. Type
  423. host_speeds 0<enter>
  424. to turn off the frame time display.
  425. Pentium Pro Performance
  426. -----------------------
  427. The Pentium Pro is a very fast Quake platform, but has one weak spot; it is
  428. by default very slow on writes to video memory. This means that in default
  429. hardware configurations, you are usually much better off setting
  430. vid_nopageflip to 1 if you use VESA modes, so drawing is done to system
  431. memory instead of to video memory. Remember that you must set the mode
  432. after setting vid_nopageflip to 1 in order to get vid_nopageflip to take
  433. effect. (vid_nopageflip can sometimes be faster on a Pentium, too, but
  434. not by nearly as much in general, and it's often slower.)
  435. The Pentium Pro has some special features that are not turned on by default,
  436. but which can help Quake performance a LOT. These features can be enabled
  437. by John Hinkley's program FASTVID, which can be obtained from
  438. ftp://members.aol.com/JHinkley/fastvid.zip. Performance in 640x480
  439. mode on a Pentium Pro/150 nearly doubled after FASTVID was run; Quake
  440. was very playable (and looked great!) at this resolution.
  441. There's the usual caution with FASTVID: It could conceivably make your
  442. system run goofily, or who knows what. FASTVID is not a product of
  443. id Software, and id makes no guarantees regarding FASTVID. In other words,
  444. use FASTVID at your own risk.
  445. ************************************************************************
  446. IMPORTANT NOTE: FASTVID works only on Pentium Pros!!! Please do NOT
  447. contact either John Hinkley or id with problems concerning FASTVID on
  448. Pentium or 486 machines.
  449. ************************************************************************
  450. Video Bug Reporting
  451. -------------------
  452. If you encounter a video-related bug, please fill out the form found at the
  453. end of this file and e-mail it to support@idsoftware.com. There are several
  454. problems that are not bugs, and shouldn't be reported, including:
  455. * unavailability of some VESA modes; VESA modes are only supported by
  456. Quake if they are 8-bpp, are LFB modes (except for 320x200), and are
  457. no greater than 1280x1024 in resolution. If you have a VESA mode
  458. that doesn't seem to be working properly, please contact the
  459. manufacturer; we just use the information that the VESA driver
  460. provides us with.
  461. * problems that occur when you change vid_wait from a default value
  462. of 1 (wait for vertical sync) in VESA modes
  463. * sluggish performance on 486s
  464. * the known palette problem on some Mach64s.
  465. * the known palette problems switching from fullscreen to the desktop and
  466. back under Win95.
  467. * the known problems switching back from the desktop in VESA modes after the
  468. system (Windows flag) key has switched from fullscreen to the desktop.
  469. * video modes that are not listed in the Video Modes menu, or that are not
  470. listed or are listed with "**" in the output from vid_describemodes; such
  471. modes are either not supported by your video adapter, or cannot be supported
  472. by Quake in the amount of memory your system has. High-resolution modes will
  473. often not be available in 8 Mb systems.
  474. * 360-wide video modes that don't work although other resolutions do work
  475. * lack of low-resolution VESA modes; the availability of low-resolution modes
  476. is the responsibility of the VESA driver. UniVBE 5.2 provides low-resolution
  477. modes on most adapters.
  478. Apart from these, we would very much like to hear about any video
  479. problems you encounter.
  480. ==========================================
  481. == Sound Subsystem Documentation ==
  482. ==========================================
  483. Quake's sound subsystem works only with Sound Blaster compatible sound
  484. cards. For Quake to get the correct settings for DMA channel and PORT
  485. address, you must set your BLASTER environment variable (or have it set for
  486. you with the DIAGNOSE utility in your SB16 directory). If you do not have
  487. the BLASTER environment variable set, your sound will not work. If your
  488. sound card supports Sound Blaster compatibility, Windows 95 should set this
  489. variable for you.
  490. Note: some sound cards do not have 100% Sound Blaster compatible
  491. hardware, but emulate the Sound Blaster interface. Such cards may
  492. display some inconsistencies relative to an actual sound blaster.
  493. In particular, sound may be delayed on some cards.
  494. Note: it is possible for sound to get choppy if the frame rate
  495. drops to a very low level, below 5 frames a second. A frame rate
  496. that low will not provide a good gameplay experience, so if you
  497. do experience choppy sound, your machine is almost certainly not
  498. fast enough to run Quake satisfactorily in general.
  499. If (when) you see bugs, please use the form attached to the end
  500. of these docs to submit a bug report.
  501. Sound Card Command Line Options, Commands, and Variables
  502. ==================================================================
  503. The commands and variables below work under any operating system.
  504. Command-Line options are typed on the command line in most any place
  505. but only in operating systems which support command line interfaces,
  506. like DOS's COMMAND.COM, or NEXTSTEP's or Linux's csh, sh, or bash.
  507. For example, under DOS, the NOSOUND option would be used like this:
  508. "C:> quake -nosound".
  509. Command-Line Options
  510. --------------------
  511. NOSOUND
  512. Syntax: -nosound
  513. Description: This will prevent *any* sound code from being executed. If
  514. you are having technical difficulty with the game and then try
  515. running the game with this option and the problem goes away, then
  516. the problem is probably somewhere in the sound code.
  517. SSPEED
  518. Syntax: -sspeed <speed>
  519. Description: This will ask the sound code to set the playback speed
  520. within the constraints of the capabilities of the card. This is
  521. 11025 Hz by default and usually from 8000 to 44100. Making this
  522. faster requires more CPU horsepower, and has no actual benefits,
  523. because the sounds only contain 11 KHz data. Making this slower
  524. degrades sound quality, but improves performance and saves memory.
  525. Commands
  526. --------
  527. SOUNDINFO
  528. Syntax: soundinfo
  529. Description: This prints the "portable" information on your current
  530. audio hardware setting in the game. It specifies whether there is
  531. stereo output (0 or 1), the number of samples in the DMA buffer, the
  532. current sample position (changes each time you run SOUNDINFO and
  533. ranges from 0 to the number of samples), the number of sample bits,
  534. the submission chunk (1 in DOS or Linux w/ mmaped sound, larger in
  535. Linux w/o mmaped sound), playback speed in Hz, the DMA buffer address
  536. in hexadecimal (usually 8 digits after the 0x, starting with 0xf00..
  537. in DOS, starting with 0x400.. in Linux, and less than 8 digits if the
  538. hardware was not initialized successfully), and the number of
  539. channels mixed in software (8 by default, changeable w/NUMCHANNELS
  540. command).
  541. STOPSOUNDS
  542. Syntax: stopsounds
  543. Description: Stops any current looping sounds.
  544. Sound Blaster Sound Card Command-Line Options and Commands
  545. ==========================================================
  546. The following applies to Sound Blaster cards or compatibles under DOS
  547. or a DOS box.
  548. Commands
  549. --------
  550. SBINFO
  551. Syntax: sbinfo
  552. Description: This will print information on the Sound Blaster card
  553. in the system. If the version is 4 or greater, then it is some
  554. kind of Sound Blaster 16 or compatible. Version 2 is an 8 bit mono
  555. sound blaster, Version 3 is an 8 bit stereo sound blaster pro.
  556. The port is the I/O port sensed from the A variable in the BLASTER
  557. environment variable. The DMA is the DMA channel and is confirmed in
  558. hardware if the card is version 4 or higher. The mixer port can be
  559. ignored.
  560. ==========================================
  561. == CD Audio Subsystem Documentation ==
  562. ==========================================
  563. Overview
  564. ========
  565. Quake is designed to play background music off of a CD-ROM. The Quake CD has
  566. music tracks on it and each level has been assigned a track that will be
  567. played.
  568. Win95 Users: Putting a CD other than the Quake CD into the drive when Quake
  569. is already running will sometimes cause another Windows application to start
  570. and switch you back to Windows with Quake running in the background. You
  571. will probably want to stop whatever was started and switch back to Quake as
  572. quickly as possible... especially if you are playing deathmatch.
  573. Command Line Parameters
  574. =======================
  575. -nocdaudio
  576. This will prevent the CD audio system from even attempting to initialize.
  577. No CD commands or functions will be available. The game will just run
  578. with no music.
  579. -cdmediacheck
  580. This causes the game to periodically check to see if the CD has been
  581. removed and a new one placed in the player. It is off by default since
  582. this operation is very slow on some CD players and is not needed under
  583. Win95. There is normally no reason to enable this option; it would
  584. only be useful if you were going to be changing the CD from within the
  585. game on a regular basis.
  586. Commands
  587. ========
  588. There is normally no reason you would need to use any of these commands. If
  589. you are playing Quake with the Quake CD in your CD-ROM drive, the appropriate
  590. music track will be played automatically.
  591. cd on
  592. Re-enables the CD audio system after a "cd off" command.
  593. cd off
  594. Shuts down the CD audio system. No more music will be played unless it
  595. is re-enabled.
  596. cd reset
  597. Causes the CD audio to re-initialize. This is useful if you change
  598. CDs or insert the CD after you've already run Quake.
  599. cd play <track number>
  600. Plays the specified track one time.
  601. cd loop <track number>
  602. Plays the specified track. It will be repeated until either it is
  603. manually stopped or another track is started.
  604. cd stop
  605. Stops the currently playing track.
  606. cd resume
  607. Will resume playback of a stopped track.
  608. cd eject
  609. This is for CD players that do not have a manual eject button.
  610. cd remap <track1> <track2> <track3> ...
  611. Allows you to switch what tracks are played. This is especially useful
  612. if you want to play music other than that on the Quake CD. If the CD
  613. audio system is told to play track 1, it will instead play the 1st
  614. track you specified. For example: assuming a CD with 1 data track and
  615. 8 music tracks, the command "cd remap 1 9 8 7 6 5 4 3 2" would leave
  616. the data alone and play the audio tracks as if they had been placed on
  617. the CD in the opposite order.
  618. cd info
  619. Reports information such as the number and types of tracks on the current
  620. CD, what track (if any) is currently playing, and the playback volume.
  621. Variables
  622. =========
  623. bgmvolume
  624. The background music volume. Valid values are 0.0 though 1.0. Changes
  625. will normally be made using the options menu.
  626. Not all CD-ROM players support variable volume. The 0.0 to 1.0 value
  627. translated to a value from 0 to 255 before it is passed to MSCDEX. How
  628. this value is interpreted varies from drive to drive. The only thing
  629. required by the MSCDEX specification is that 0 is off and anything else
  630. is on. Some CD-ROM drives only have on and off so change to bgmvolume
  631. will have have no effect on volume once it is on.
  632. Messages
  633. ========
  634. CDAudio_Init: MSCDEX version 2.00 or later required.
  635. MSCDEX was either not loaded, or is a version earlier than 2.00.
  636. CDAudio_Init: First CD-ROM drive will be used
  637. MSCDEX reported that the system has more than one CD-ROM drive.
  638. Quake will always use the first drive in this case.
  639. CDAudio_Init: Unable to allocate low memory.
  640. We were unable to allocate the memory needed to communicate with MSCDEX.
  641. Although the game can still run, this indicates a severe low memory
  642. condition.
  643. CD Audio Initialized
  644. Indicates that the CD audio system has successfully initialized.
  645. CDAudio_Play: Bad track number N.
  646. We attempted to play a track number that that is outside the range of
  647. tracks recorded on the CD currently in the CD-ROM drive. Probable causes
  648. are that a CD other than Quake is in the player, or a custom level has
  649. specified an invalid track number.
  650. CDAudio_Play: Can not play data.
  651. A valid track was requested to be played, but it was a not an audio track.
  652. The probable causes are the same as for a bad track number.
  653. CDAudio_Play: track N failed
  654. A valid audio track was going to be played, but the play command to MSCDEX
  655. returned an error.
  656. CDAudio: media changed
  657. This is simply a notification. It can only occur if the "-cdmediacheck"
  658. option was specified on the command line.
  659. CDAudio: Error - playback stopped N
  660. An error occurred while the CD was playing audio. Playback has been
  661. stopped and no further automatic play will be attempted; the game will
  662. proceed without music.
  663. CDAudio_Init: No CD in player.
  664. MSCDEX reported an error while Quake was attempting to get information
  665. about the current CD. There is either no CD in the player, or it was
  666. unable to get the track information. No automatic CD play will be
  667. attempted; the game will proceed without music.
  668. ==========================================
  669. == Network Subsystem Documentation ==
  670. ==========================================
  671. Overview
  672. ========
  673. Quake is a client/server game. You are always running over some type of
  674. network. In a standalone game, you are using a loopback network; it just
  675. passes messages back and forth in memory buffers. This readme is talking
  676. about real networks and multiplayer deathmatches. There are three main
  677. sections: commands, LANs, and Serial.
  678. Most normal configuration can be done via the game menus.
  679. There are two types of Quake servers: dedicated and listen. A listen server
  680. is a machine that is used to play the game and also hosts the game for other
  681. players. A dedicated server only hosts the game; it runs in text mode and
  682. does not let anyone play on that machine. A single player game is really
  683. just a 1 player listen server that doesn't listen for network connections.
  684. Dedicated vs Listen. I'll try to make this simple: it is always better to
  685. use a dedicated server. Why? Fairness and playability. With a listen
  686. server, the person on the server always has advantages. They will always be
  687. the first person into a level, they will always have zero latency, and they
  688. will get a server update on each and every frame. On a dedicated server
  689. everyone gets equal treatment. Getting into the server is a first come,
  690. first served proposition; latency is determined by each player's connection;
  691. and everyone is sent the same number of updates. It's about as fair as life
  692. gets. By the way, a good 486 machine works nicely as dedicated server.
  693. Another suggestion. Until there is a native Win95 version of Quake, IPX will
  694. usually provide better gameplay on a local area network. This is due to the
  695. delicate balancing act that is required to let a DOS program use the Win95
  696. TCP/IP stack.
  697. To start a Dedicated Server, you invoke Quake with the "-dedicated"
  698. command-line parameter. When the server starts, you can type any command
  699. that you would normally type in the Quake Console, such as "map e1m1" to
  700. start the server on a specific map. This can be done from the command-
  701. line as well by typing "quake -dedicated +map e1m1". If a value is entered
  702. after "-dedicated", that is the amount of players allowed to connect, up
  703. to a maximum of 16 players. A dedicated server will quit to the OS whenever
  704. a fraglimit or timelimit is reached. Example: "quake -dedicated 16" will
  705. start a 16-player dedicated server.
  706. To start a Listen Server, you invoke Quake with the "-listen" command-
  707. line parameter, or use the Multiplayer menu in the game. Starting a listen
  708. server from the command-line will allow you to handle more than 4 players,
  709. as 4 is the limit when starting a game from the Multiplayer menu. If a
  710. value is used after the "-listen", that is the maximum amount of players
  711. allowed, up to 16 players.
  712. Command Line Parameters, Commands, and Variables
  713. ================================================
  714. Command line parameters
  715. -----------------------
  716. -nolan
  717. Disables IPX, TCP/IP, and serial support.
  718. -noudp
  719. Disables support for TCP/IP.
  720. -udpport <port#>
  721. Specifies a UDP port to be used other than the default of 26000.
  722. -noipx
  723. Disables support for IPX.
  724. -ipxport <port#>
  725. Specifies a IPX port to be used other than the default of 26000.
  726. -noserial
  727. Disable serial support.
  728. -mpath
  729. Enables support for code to use Win95's TCP/IP stack. Do NOT use this
  730. under DOS!
  731. -listen [n]
  732. Starts Quake ready to be a non-dedicated server for up to <n>
  733. players. If you do not specify a number <n> after -listen it will
  734. default to 8. The maximum allowed value is 16.
  735. -dedicated [n]
  736. Starts Quake ready to be a dedicated server for up to <n> players.
  737. If you do not specify a number <n> after -listen it will default to 8.
  738. The maximum allowed value is 16. A dedicated Quake server stays in
  739. text mode. This is the Quake console with most commands still
  740. available; those that make no sense (like vid_mode) are ommitted.
  741. Console Variables
  742. -----------------
  743. net_messagetimeout
  744. Specifies how long Quake should wait for a message to arrive before
  745. deciding the connection has died. The default is 3 minutes. For
  746. reference, messages usually arrive at the rate of about 20 per second.
  747. hostname
  748. This is the name for your server that will show up on an slist
  749. (see below). The default value is "unnamed".
  750. sys_ticrate
  751. Only used by dedicated servers. This determines the rate at which the
  752. server will send out updates to the clients. The default value is 0.05
  753. (20 updatesper second). For servers where bandwidth is limited, using
  754. modems or the internet for example, it is advisable to lower this value
  755. to 0.1 (10 updates per second). This will have a very minor effect on
  756. responsiveness, but will half to outbound bandwitdh required making the
  757. modem players a lot happier.
  758. Console commands
  759. ----------------
  760. net_stats
  761. This is for debugging. It displays various network statistics.
  762. slist
  763. Looks for Quake servers on a local LAN (or over a null modem
  764. cable). This will NOT go outside the local LAN (will not cross
  765. routers).
  766. LANs
  767. ====
  768. Here are the LANs that are supported by the Quake test
  769. release. For each one, you'll be told how to connect to a server
  770. *if it is not on your local network*. If it is, you can use the
  771. "slist" command and connect by hostname. See the main readme for
  772. a discussion of the connect command.
  773. IPX
  774. ---
  775. Quake has been run with Novell's ODI IPX stack under DOS, PDIPX with packet
  776. drivers under DOS, and the Microsoft IPX stack in a Win95 DOS box. When
  777. connecting to a server using IPX, you specify its network:nodeaddress (like
  778. 12345678:1234567890AB). If you are on the same network, you can just specify
  779. the node address. If you are doing a connect command from the console, a
  780. full IPX address must be enclosed in quotes.
  781. For example, the server's IPX address is "00FADE23:00aa00b9b5b2", you would
  782. enter: connect "00FADE23:00aa00b9b5b2"
  783. Win95 TCP/IP
  784. ------------
  785. Please see the Win95 section of this file for details about playing using
  786. TCP/IP under Win95.
  787. Kali
  788. ----
  789. To Quake, Kali appears to be IPX. Once you've got Kali up and running, run
  790. Quake as if it was on an IPX network.
  791. Beame & Whiteside TCP/IP
  792. ------------------------
  793. This is the only DOS TCP/IP stack supported in the test release.
  794. It is not shareware...it's what we use on our network (in case you
  795. were wondering why this particular stack). This has been "tested"
  796. extensively over ethernet and you should encounter no problems
  797. with it. Their SLIP and PPP have not been tested. When connecting
  798. to a server using TCP/IP (UDP actually), you specifiy it's "dot notation"
  799. address (like 123.45.67.89). You only need to specify the unique portion
  800. of the adress. For example, if your IP address is 123.45.12.34
  801. and the server's is 123.45.56.78, you could use "connect 56.78".
  802. Playing over the Internet
  803. -------------------------
  804. Yes, you can play Quake over the Internet. How many people can be in
  805. the game? That depends. How smooth will the game be? That depends.
  806. There are just too many variables (bandwidth, latency, current load,
  807. etc...) for us to make any kind of promises about Internet play.
  808. Serial/Modem
  809. ============
  810. The Quake serial driver supports two COM ports. Although they are referred
  811. to as COM1 and COM2, you can configure them to use any normal hardware
  812. COM port (1 thru 4 on most PCs). The com ports are used with interrupts,
  813. so their IRQ may not be used for another purpose (such as a LAN adapter
  814. or sound card). The IRQ may not be shared with another device either;
  815. not even another COM port. A client can only be connected to one server
  816. at a time, so multiple ports are really only useful on a server.
  817. When using modems, the client must originate the call and the server
  818. must answer. This holds true even for a two player, non-dedicated
  819. server configuration.
  820. In the Multiplayer menu, the default modem string is "ATZ". If your modem
  821. games are too slow, you can change this string to the appropriate one for
  822. your modem as listed below in the "Modem Strings" section.
  823. The COMx commands
  824. -----------------
  825. Use the menus for serial play whenever possible. The console
  826. interface is only for unusual configurations. It is much more
  827. difficult to understand and use correctly.
  828. Those of you who do use the console commands for serial play need to
  829. know that the menus always use the first Quake COM line (COM1); yes,
  830. even for COM2. The names COM1 and COM2 here mean the first and second
  831. serial ports, not necessarily the PC COM1 and COM2 ports (although those
  832. are the default configurations).
  833. There are two commands to support serial/modem play for Quake. They
  834. are: COM1 and COM2. Entering one of these commands with no arguments
  835. will display the status of that serial port, similar to this:
  836. Settings for COM1
  837. enabled: true
  838. connected: false
  839. uart: 16550
  840. port: 3f8
  841. irq: 4
  842. baud: 57600
  843. CTS: ignored
  844. DSR: ignored
  845. CD: ignored
  846. clear: ATZ
  847. startup:
  848. shutdown: ATH
  849. When used with arguments, these commands change the settings and
  850. status of the COM ports. The possible arguments are listed below;
  851. examples follow.
  852. enable | disable
  853. "enable" means that your configuration is complete and you want to use
  854. the COM port. "disable" is used to turn off a COM port, usually to
  855. change its settings. The default (initial) state is disabled.
  856. modem | direct
  857. Use one of these two to let Quake know if you are using a modem or a
  858. direct connection (also called a null modem). Quake uses this to know
  859. if it needs to handles modem initialization strings, dialing sequences,
  860. and hangup procedures.
  861. reset
  862. This will reset the COM port to its default settings and state.
  863. port <n>
  864. irq <n>
  865. These are used to set the I/O Port and IRQ that your serial port uses.
  866. The default values are: port=3f8 irq=4 for COM1 and port=2f8 irq=3 for
  867. COM2. Note that the port number is displayed in hexadecimal; to enter
  868. it you would use something like "COM2 port 0x2f8"; the "0x" preceding
  869. the "2f8" indicates that you are giving the value in hexadecimal
  870. otherwise decimal is assumed.
  871. baud <n>
  872. Sets the baud rate. Valid values for <n> are: 9600, 14400,
  873. 28800, 57600, and 115200. 57600 is the default. Please note that
  874. this is the baud rate used for the uart, not your modem. It is
  875. perfectly valid to use 57600 on a COM port that is connected to a
  876. 28.8 modem.
  877. 8250 | 16550
  878. Specifies the type of uart chip in your system. Normally this is
  879. automatically detected, one of these need only be used if your chip
  880. is incorrectly detected.
  881. clear
  882. startup
  883. shutdown
  884. This allows you to specify the clear, startup, and shutdown strings
  885. needed for a modem for playing Quake. If you've found values that
  886. previously worked with Doom, use them here. If you are playing over
  887. a null modem cable, leave these blank.
  888. -cts | +cts
  889. -dsr | +dsr
  890. -cd | +cd
  891. These determine if certain serial control lines should be honored or
  892. ignored. The "-" means you want that line ignored, the "+" means to honor
  893. it. "cts" is an abbreviation for "clear to send", "dsr" for
  894. "data set ready", and "cd" for "carrier detect". Do not change these
  895. values unless you are absolutely positive you need to. The default is to
  896. ignore all 3 lines.
  897. Quake always uses no parity, 8 data bits, and 1 stop bit; these
  898. values can not be changed. The baud, port, irq, and uart type can
  899. not be changed on an enabled port, you must disable it first.
  900. Configuration examples
  901. ----------------------
  902. Example1: You have a machine with two serial ports you are going
  903. to use as a Quake server. COM1 will be using a null modem cable and
  904. COM2 will be connected to a 14.4 modem. You would use commands similar
  905. (the startup string would almost certainly be different) to these:
  906. COM1 baud 57600 enable
  907. COM2 baud 14400 modem startup AT\N0%C0B8 enable
  908. Example2: You are going to use your machine to connect to a dial-up
  909. Quake server with your 28.8 modem connected to COM2. You would
  910. use a command something like this:
  911. COM2 baud 57600 modem startup AT\N0%C0B8 enable
  912. Note the baud rate is not the same as the modem speed. This allows
  913. the modem-to-uart communications to occur at a higher rate than
  914. the modem-to-modem communications.
  915. Connecting to a serial Quake server
  916. -----------------------------------
  917. Connecting to a Quake server over a serial/modem connection is done
  918. using the "connect" command. The command "connect 5551212" would try to
  919. connect to a Quake server at the phone number 555-1212. Note: your local
  920. phone company would probably appreciate it if you didn't try this number!
  921. If you are using a null modem cable, you can type "connect #".
  922. Quake will then attempt to connect to the server.
  923. Known problems / workarounds
  924. ============================
  925. Packet drivers with PDIPX - there is a bug that stops a server running on
  926. this combination from responding to the slist command. Use the patched
  927. version of PDIPX included with Quake to correct this problem.
  928. SLIST sees no servers - Some PCMCIA ethernet cards and PPP drivers will
  929. not do the UDP broadcasts needed for the SLIST command (search for local
  930. games from the menu) to function correctly. In these cases you must
  931. connect to a Quake game using either its IP address or hostname
  932. (DNS resolvable hostname, not the hostname variable in Quake).
  933. "BW_OpenSocket failed: 5" - This error is specific to the Beame and
  934. Whitesdie TCP/IP stack. This stack uses DOS file handles as it's
  935. socket handles. This error occurs when DOS runs out of file handles.
  936. You need to increase the number specified by "FILES=" in the DOS
  937. config.sys file.
  938. Severe lag using TCP/IP under Win95:
  939. - Occasionaly when you first connect in to a Quake game using Win95
  940. TCP/IP you will experience severe lag and not be able to control your
  941. player's actions. This usually clears up in 10 to 15 seconds.
  942. - There is apparently a strange limbo state for Microsoft's File and
  943. Print sharing. This has been seen when it was installed and then later
  944. removed, but it still appears on the menus. For some unknown reason
  945. this causes severe lag for a Quake game. You need to go back and make
  946. sure that it is either completely installed or removed.
  947. ==========================================
  948. == Modem Strings ==
  949. ==========================================
  950. Boca M1440i (internal):
  951. ATS48=0S37=9S46=136%C0%E0%M0&K0&Q0&R1&C1&D2\G0\N1N0
  952. Boca 14.4k (internal):
  953. AT&C0N0S37=9&K0W0&Q0S36=3S48=128%C0
  954. Boca 14.4 Fax/Modem
  955. AT S46=0 S37=9 N0 &Q0 &D2 &K4
  956. Boca 14.4k (external):
  957. AT &F S0=1 S36=0 &K0 &Q6N0S37=9 &D2
  958. Boca 14.4k:
  959. AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
  960. Cardinal 14.4k v.32bis, v.42bis Fax/Modem:
  961. AT &F N0 S37=9 &Q0 &D2 \N1
  962. Digicom Systems (DSI) (softmodem):
  963. AT Z \N0 &D2 &K0 S48=48
  964. Digicom Systems Scout Plus:
  965. ATZ*E0*N3*M0*S0*F0&D2
  966. Gateway Telepath:
  967. AT &F S37=9 %C0 &K0 &Q6 \G0
  968. Gateway Telepath 14.4k:
  969. AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
  970. Gateway Telepath I:
  971. AT S0=1 &N6 &K0 &M0
  972. Gateway Telepath II:
  973. AT S0=1 S37=9 %C0 &Q0 &K0
  974. Generic v.32bis 14.4k Fax/Modem:
  975. AT \N0 %C0 B8
  976. Generic 14.4k Fax/Modem:
  977. AT S46=0 S37=9 N0 &Q0 &D2 %C0 \G0 &K0
  978. GVC 14.4k (internal):
  979. AT &F B8 \Q0
  980. Hayes 28.8k V.FAST Modem:
  981. AT &Q6 &K S37=9 N %C0 \N0
  982. Infotel 144I:
  983. AT&Q0 S37=9 N0 &D2
  984. Infotel 14.4:
  985. &F0 \N1 &D2 S37=F8
  986. Intel 14.4k:
  987. AT \N0 %C0 \Q0 B8
  988. Intel 14.4k (internal):
  989. AT Z B8 Q1 \C0 \N1 %C0 \V "H
  990. Linelink 144e:
  991. AT &F &D1 &K0 &Q6 S36=3 S46=136 %C0
  992. 19200
  993. Microcom AX:
  994. &F \N1 \Q0 &D2
  995. Microcom QX/4232bis:
  996. AT %C0 \N0
  997. Netcomm M7F:
  998. AT &E &K0 B0 \V0 X4 &D2 \N1 \Q0 #J0 #Q9 %C0
  999. Nokia ECM 4896M Trellis V.32:
  1000. AT Z %C0 /N0
  1001. Nuvotel IFX 14.4 (internal):
  1002. &F \N1 &D2
  1003. Practical Peripherals 14400FX v.32bis:
  1004. AT Z S46=0 &Q0 &D2
  1005. Practical Peripherals 14400FX v.32bis:
  1006. AT S46=0 &Q0 &K0 &D2
  1007. Supra:
  1008. AT &F0 S46=136 %C0
  1009. Supra (external):
  1010. AT &K &Q &D \N1
  1011. Supra 14.4k v.32bis:
  1012. AT &F S46=136 &Q0 &D2
  1013. Supra 14.4k v.32bis:
  1014. AT &K &Q &D \N1
  1015. Supra Fax Modem 14.4K v.32 bis
  1016. AT &F %C0 S48=7 Q0 V1 W1
  1017. Telepath 14.4k:
  1018. AT &F&M0&K0&N6&H0 S0=1
  1019. Twincomm DFi 14.4:
  1020. AT&F &Q0 %C0 S37=9 &D2
  1021. UDS V.3223:
  1022. &F \N1 \Q &D2
  1023. UDS Fastalk 32BX:
  1024. &F0 \N1 &D2
  1025. USR Courier v.32bis:
  1026. ATS0=1 S7=60 E1 Q0 V1 &C1 &D2 &H0 &K0 &M0 &N6 &A3
  1027. USR Courier HST/DS 16.8k:
  1028. First reset the modem in a communication program with AT&F&W
  1029. AT X4 B0 &A0 &B0 &H2 &I0 &K0 &M0 &N6a
  1030. USR DS v.32bis v.42bis (external):
  1031. AT&m0&n6&a0&r1&h0&k0&i0&s0&b1x1
  1032. USR Sporster 9600:
  1033. AT&M0&K0&N6
  1034. USR Sportster V.34 28.8 (note: works best at 19200 baud):
  1035. AT &F &M0 &I0 &K0 &B0 &N0
  1036. USR Sportster 14.4k Fax/Modem USING ERROR CORRECTION:
  1037. AT S0=1 S7=60 E1 QO V1 &C1 &D2 &K0 &N6 &A3
  1038. USR Sportster 14.4k Fax/Modem (internal):
  1039. AT &F&M0&K0&N6&H0
  1040. USR Sportster 14.4k (internal):
  1041. AT &F &B1 &H0 &I0 &K0 &M0 &N6 &R1
  1042. USR Sportster 14.4k:
  1043. ATS0=1S7=60E1Q0V1&C1&D2&K0&N6&A3
  1044. USR Sportster 14.4k:
  1045. AT &F0 &K0 &M0 &N6 &H0 &I0 &B1 &R1
  1046. USR Sportster 14,000 Fax Modem:
  1047. AT S0=2 &N6 &K0 &M0 &I0 &H0 &R1 &A0 V1 X4
  1048. USR 14.4k:
  1049. AT &F&A0&K0&M0
  1050. USR 14.4k
  1051. AT &K0 &H0 &D0 &I0 &R1
  1052. USR 14.4k Dual Standard
  1053. ATB0&R1&B1&N6Q0X4&A0&D2&H0&I0&K0&M0M1
  1054. USR (model?):
  1055. &F E1 V1 X4 &C1 &D2 &N0
  1056. ViVa 14.4k:
  1057. AT&F&Q6\N0%C0&D2N0S37=9
  1058. ViVa modem (internal):
  1059. &F&Q6\N0%C0&D2N0S37=9
  1060. Zoltrix model 14/14 VE:
  1061. AT S0=Q0 V1 &C1 &D2 W2 &Q0
  1062. Zoom 14.4k VFX:
  1063. AT&Q6S37=9N0%C\N0
  1064. Zoom 14.4k VFX:
  1065. AT&Q6S37=11N0%C&K0
  1066. Zoom OEM Modem:
  1067. AT&Q6S37=9N0&K0
  1068. Zyxel U-1496E:
  1069. AT Z &N4 &K0
  1070. ==========================================
  1071. == Win95 Documentation ==
  1072. ==========================================
  1073. Quake is a DOS application. However, it runs fine from the MS-DOS prompt
  1074. under Win95, so long as the Properties for the MS-DOS prompt are set up so
  1075. that Quake can run. (See "Set the MS-DOS Prompt Properties", below, for
  1076. information about setting MS-DOS Prompt Properties.) Quake will NOT run
  1077. under Windows NT. Following are some steps that can help Quake run better
  1078. under Win95.
  1079. Have enough memory
  1080. ------------------
  1081. Quake requires at least 16 Mb of installed memory in order to run under
  1082. Win95.
  1083. Set the MS-DOS Prompt Properties
  1084. --------------------------------
  1085. If Quake won't run, the MS-DOS Prompt Properties may not be set correctly.
  1086. To set the Properties for the MS-DOS prompt, bring up a DOS session, and
  1087. either click on the MS-DOS icon in the upper left corner or press
  1088. Alt-Spacebar, then select Properties from the menu that comes up, and make
  1089. sure the following settings are correct.
  1090. In the Program sheet of MS-DOS Prompt Properties, make sure the "Suggest
  1091. MS-DOS mode as necessary" is checked.
  1092. In the Memory sheet of MS-DOS Prompt Properties, make sure all five fields
  1093. are "Auto".
  1094. In the Screen sheet of MS-DOS Prompt Properties, set "Usage" to Full-screen.
  1095. In the Misc sheet of MS-DOS Prompt Properties, uncheck the "Allow screen
  1096. saver" box, and check the "Always suspend" box.
  1097. Make sure there's enough free disk space
  1098. ----------------------------------------
  1099. If you get error messages like "can't lock memory" under Win 95, or if you
  1100. get other weird, inexplicable errors, make sure you haven't run out of disk
  1101. space; delete some files if necessary. You can see how much disk space is
  1102. free by bringing up "My Computer" and clicking on the disk icon; the free
  1103. disk space will be shown at the bottom of the window.
  1104. Run fullscreen
  1105. --------------
  1106. Quake can run in a window under Win95--but it will run very slowly. You are
  1107. unlikely to get satisfactory performance unless you run Quake fullscreen.
  1108. Quake normally comes up fullscreen under Win95; if you have switched it back
  1109. to windowed mode, you can get that window back to fullscreen by clicking on
  1110. it and then pressing Alt-Enter.
  1111. Shut down other applications
  1112. ----------------------------
  1113. Many Win95 apps and DOS apps run even when they're not the foreground
  1114. application. Such applications contend for system resources such as memory,
  1115. processor cycles, and sound hardware. If Quake seems to be running choppily,
  1116. if sound is garbled, or if the disk is going all the time, try shutting down
  1117. whatever other applications you have running. For example, some players
  1118. have reported that Quake does not run as well when the Office shortcut bar
  1119. is running.
  1120. Restore the palette if it gets garbled
  1121. --------------------------------------
  1122. Under Win 95, the palette occasionally gets messed up when switching from
  1123. Quake to the desktop and back again. You can restore the palette by
  1124. bringing down the console (either press tilde ('~'), or press Esc to bring
  1125. up the menu, select Options, and select Console... from the Options menu),
  1126. and typing bf and pressing the enter key, to generate a background flash,
  1127. which sets the palette. Press Esc to exit the console. Alternatively,
  1128. setting the screen brightness, either from the Options menu or via the
  1129. gamma console command, sets the palette.
  1130. Avoid the system key
  1131. --------------------
  1132. Under Win 95, if the system key (the key with the Win 95 flag on it) is
  1133. pressed while Quake is running fullscreen in a VESA mode, Win 95 may be
  1134. unable to switch back from the desktop to Quake, in which case it will
  1135. notify you of this, then terminate the Quake session. This is a quirk
  1136. of Win 95, and there is no workaround other than not to press that key
  1137. or not to use VESA modes. (Some people go so far as to remove the system
  1138. key from their keyboard.) Switching away from Quake with Alt-Enter,
  1139. Ctrl-Esc, Alt-Tab, or Alt-Spacebar all work fine.
  1140. Give Quake more and/or locked memory
  1141. ------------------------------------
  1142. By default, Quake tries to allocate 8 Mb of unlocked memory for heap space
  1143. under Win 95. More memory helps Quake run faster; you can allocate more
  1144. memory for Quake under Win95 by setting the command-line switch
  1145. -winmem x
  1146. where x is the number of megabytes to allocate for Quake. If there's enough
  1147. memory in the system, the larger the number, up to about 16, the better the
  1148. performance. If, however, there isn't enough memory in the system, or many
  1149. other applications are running, the larger number can just cause Quake to
  1150. page to disk a lot, and can actually slow performance considerably. Also,
  1151. higher numbers can also cause Win 95 to take longer to start Quake and take
  1152. longer to return to the desktop afterward. If you have 32 Mb or more in your
  1153. machine, -winmem 16 should provide the best performance for Quake. If you
  1154. have less than 32 Mb, or a lot of applications running, then you will have
  1155. to experiment to find the best amount of memory to allocate for Quake.
  1156. You may optionally instruct Quake to lock itself in memory by using the
  1157. command-line switch
  1158. -winlock
  1159. so it won't get paged out by other applications. This can avoid hitches when
  1160. parts of Quake get paged into and out of memory, and thus provide a smoother
  1161. playing experience. On the other hand, it can cause Quake to take longer to
  1162. start, and can make the return to the desktop take longer when Quake ends,
  1163. because Quake has been hogging a lot of memory. It is even possible, if most
  1164. of the memory in the system is locked by Quake, that it will take many
  1165. minutes to switch back to the desktop while Quake is running, so the system
  1166. will effectively be nearly frozen. Therefore, use -winlock with caution;
  1167. Quake is not as well-behaved a Win95 citizen when -winlock is specified, and
  1168. does not share resources particularly well.
  1169. -winmem can be used in conjunction with -winlock; if -winmem specifies more
  1170. memory than is available to be locked, then Quake will lock as much memory
  1171. as possible. Being too aggressive about how much memory is locked can
  1172. actually slow Quake performance, because unlocked parts of the system like
  1173. system CD and sound code and data can then be forced to page, so if you do
  1174. lock memory, you will have to experiment to find the sweet spot, unless you
  1175. have 32 Mb or more of memory.
  1176. -winlockunlock can be specified as an alternative to -winlock, to tell Quake
  1177. to lock its memory when it starts, then immediately unlock it. The
  1178. advantages of doing this are: 1) it forces all of Quake's pages into memory,
  1179. so no pages should need to be brought in as Quake runs, making for smoother
  1180. running at the start, and 2) it enables Quake to determine whether the
  1181. specified amount of memory (if -winmem is also specified) is available in the
  1182. machine, so you can be sure Quake won't try to allocate more heap space than
  1183. the the amount of physical memory that's actually available. Like -winlock,
  1184. -winlockunlock causes Quake to take quite a bit longer to start up, but it
  1185. has the advantage of making Quake a good Win95 citizen if you need to switch
  1186. back to the desktop, or have other apps running.
  1187. In general, Quake will run fine without any of the -winxxx switches, but you
  1188. may find that one or more of them--particularly -winmem if you have more than
  1189. 16 Mb--helps Quake performance on your machine.
  1190. None of this is an issue under DOS itself (as oppsed to a DOS box under
  1191. Win95), because Quake just uses all the memory in the machine under DOS.
  1192. By default, Quake tries to allocate 8 Mb of unlocked memory for heap space
  1193. Watch out for limbo subsystems
  1194. ------------------------------
  1195. Microsoft's File and Print sharing and IPX protocol stack have both been
  1196. known to cause strange problems when they are in a limbo state. The limbo
  1197. state is seems to be an uninstall that did not complete succesfully. Both
  1198. of these cause poor network play performance. If you are experiencing
  1199. severe lag, check the File and Print services. If you the warning "IPX
  1200. driver send failue: 04", check the IPX protocol stack. They need to be
  1201. either completely installed or removed; the problems only occur when they
  1202. get into this strange semi-installed state.
  1203. ==========================================
  1204. == Key Binding and Aliases ==
  1205. ==========================================
  1206. Pressing the tilde key ("~") will bring down the console (pressing the
  1207. tilde key or ESC while in the console will close the console). From the
  1208. console you can adjust your player controls, this is done by "binding"
  1209. keys to commands. The format for binding keys is as follows:
  1210. bind <key> <command>
  1211. Where <key> is a valid key control and <command> is a valid quake command.
  1212. Example:
  1213. To bind the j key to the 'jump' command, you would type:
  1214. bind j +jump
  1215. and press enter.
  1216. Non-printable keys such as 'page up' and buttons from the mouse/joystick are
  1217. bound in the same manner as printable characters. A list of bindable keys can
  1218. be found at the end of this file.
  1219. Example:
  1220. To bind the page up key to the 'jump' command, you would type:
  1221. bind pageup +jump
  1222. and press enter.
  1223. To bind the right mouse button to the attack command, you would type:
  1224. bind mouse2 +attack
  1225. and press enter.
  1226. The alias command is used to create a reference to a command or list of
  1227. commands. When aliasing multiple commands, or commands that contain
  1228. multiple words (such as "fraglimit 50"), you must enclose all the commands
  1229. in quotation marks and separate each command with a semi-colon.
  1230. Example of an alias that changes some Deathmatch server parameters:
  1231. alias net_game "hostname my_server ; fraglimit 15 ; timelimit 15"
  1232. bind INS net_game
  1233. Once the server is spawned (you must be the one running the -listen server),
  1234. you just push the Insert key to set the hostname, frag limit and time limit
  1235. of the server. So now the first person to 15 frags, or with the one with the
  1236. most frags in 15 minutes, wins.
  1237. Another example would be to change to the Rocket Launcher, fire one rocket,
  1238. and change back to the Double Barrel Shotgun, when you press the "," key:
  1239. alias rl_dbsg "impulse 7 ; +attack ; wait ; -attack ; impulse 3"
  1240. bind , rl_dbsg
  1241. Aliasing is very powerful, allowing you great flexibility, so you should
  1242. experiment by aliasing different commands in various ways.
  1243. A list of common commands can be found in the next section.
  1244. ==========================================
  1245. == Quake Keys and Common Commands ==
  1246. ==========================================
  1247. The following keys can be bound:
  1248. A-Z 0-9
  1249. *F1-F12 *TAB
  1250. ENTER SPACE
  1251. BACKSPACE UPARROW
  1252. DOWNARROW LEFTARROW
  1253. RIGHTARROW ALT
  1254. CTRL SHIFT
  1255. INS DEL
  1256. PGDN PGUP
  1257. HOME END
  1258. PAUSE SEMICOLON
  1259. MOUSE1 (mouse button 1)
  1260. MOUSE2 (mouse button 2)
  1261. MOUSE3 (mouse button 3)
  1262. *~ (tilde)
  1263. * Can only be bound on the command line or in a .cfg file.
  1264. The ESC key cannot be bound.
  1265. ==========================================
  1266. == Making a Config File ==
  1267. ==========================================
  1268. The commands (bindings and aliases) discussed above can be included into a
  1269. file containing all of your personal configurations, known as a "config"
  1270. file. This file can then be loaded during game play to enable all your
  1271. personal bindings and settings.
  1272. To do this, use your favorite editor to create a new file, such as
  1273. "fragmstr.cfg". Your .cfg file MUST be located in the quake\id1 directory
  1274. or quake won't find it. Then after launching Quake, you would type "exec
  1275. fragmstr.cfg" and press enter, from the console. You can also exec you .cfg
  1276. file from the DOS command prompt by typing "quake +exec fragmstr.cfg".
  1277. When you exec a config file, it is the same as typing all the lines in your
  1278. config file into the console, only Quake does it for you. Here is an
  1279. example config file (c:\quake\id1\bear.cfg) and the meaning of all the
  1280. bindings, aliases and settings:
  1281. -------------------------------cut here-------------------------------------
  1282. name player1 // Sets player name to player1 (lets your opponent
  1283. // know who fragged them)
  1284. sensitivity 4 // Sets the mouse sensitivity to 4
  1285. scr_conspeed 5000 // Sets the console raise/lower speed
  1286. lookspring 0 // Sets Mouse Look Spring to 0 (0=keep looking,
  1287. // 1=spring back, when mouse button is released)
  1288. vid_mode 10 // Sets Video Mode to mode 10 (360X480 resolution)
  1289. gamma .8 // Sets Gamma Correction to .8 (<1=Lighter, 1=normal
  1290. // and >1=darker)
  1291. viewsize 70 // Sets the Screen View size to 70 degrees
  1292. bind mouse1 +forward // Binds the left mouse button to Move Forward
  1293. bind mouse3 +attack // Binds the middle mouse button to Fire
  1294. bind mouse2 +mlook // Binds the right mouse button to Mouse Look
  1295. bind HOME "save bear1" // Binds the Home Key to quick save, saves to
  1296. // bear1.sav
  1297. bind ENTER +showscores // Binds the Enter key to show Deathmatch Scores
  1298. bind SHIFT +speed // Binds the Shift key to Run
  1299. bind CTRL +jump // Binds the Control key to Jump
  1300. bind ; +mlook // Binds the ; key to Mouse Look also
  1301. bind . +moveleft // Binds the . key to Strafe Left
  1302. bind / +moveright // Binds the / key to Strafe Right
  1303. color 3 4 // Makes Uniform Top green and Pants Red for Net play
  1304. alias rl_dbsg "impulse 7 ; +attack ; wait ; -attack ; impulse 3"
  1305. bind , rl_dbsg // Aliases single rocket attack command and binds
  1306. // it to the ',' key.
  1307. -------------------------------cut here-------------------------------------
  1308. ==========================================
  1309. == Demos ==
  1310. ==========================================
  1311. The standard Demos
  1312. ------------------
  1313. Quake has 3 standard demos that start playing when you first run the game.
  1314. It will cycle through these demos until you start or join a game.
  1315. Recording a Demo
  1316. ----------------
  1317. "record <demoname> <map> [track]" This starts up level <map> and begins
  1318. recording a demo into a file name <demoname>.dem. You can specify the
  1319. optional <track> to choose a background music from the CD, otherwise the
  1320. default selection for that map will be played.
  1321. Playing a Demo
  1322. --------------
  1323. "playdemo <demoname>" This command will open the file <demoname>.dem and
  1324. play the demo.
  1325. How to not play the standard demos at startup
  1326. ---------------------------------------------
  1327. So you've seen the Necropolis demo 10 billion times now and really don't
  1328. ever want to see it again? Here's how.
  1329. The easy way is to start Quake with a "+map" command. You could do
  1330. "quake +map start" and you'll start on the single player start level.
  1331. Or you could do "quake +map nonsense" and you'll wind up at the Quake
  1332. console since there is no map named nonsense. You can accomplish the
  1333. same thing with a "+connect" too. "+connect" by itself will look for
  1334. Quake servers on the local network, "+connect 192.12.34.56" or
  1335. "+connect host.timbuktu.edu" will try to connect the the specified
  1336. Quake server.
  1337. There is another way to not show the demos; one that also keeps your
  1338. customizations in a seperate directory from the data files in the
  1339. Quake distribution.
  1340. Do this in the quake directory (the directory where you installed Quake;
  1341. where you find "quake.exe" and "the id1" directory). Create a file named
  1342. "quake.rc". Its contents should be:
  1343. exec default.cfg
  1344. exec config.cfg
  1345. exec autoexec.cfg
  1346. stuffcmds
  1347. menu_main
  1348. Create a batch file to run Quake in the quake directory. "Q.BAT" is a good
  1349. name. It's contents should be:
  1350. quake -game . %1 %2 %3 %4 %5 %6 %7 %8 %9
  1351. If you normally use the Q95 batch file, just add the "-game ." part to
  1352. that file.
  1353. Now you can run "q" and quake will start off with the main menu displayed
  1354. instead of running the demos.
  1355. You can also make a seperate subdirectory for this if you'd like. For
  1356. example, make a directory named "mine" in the quake directory. Create
  1357. the "quake.rc" file as specified above in this directory. Use
  1358. "-game mine" instead of "-game ." in your batch file.
  1359. Important note: The directory specified by "-game" is where Quake will
  1360. look for config.cfg, load and save games, and record and play
  1361. demos.
  1362. ==========================================
  1363. == Reporting Quake Bugs ==
  1364. ==========================================
  1365. How to use the bug report:
  1366. Where to send bug reports:
  1367. E-mail : support@idsoftware.com
  1368. FAX : 214-686-9288
  1369. There are two sections of information - primary and secondary.
  1370. Primary information contains information such as date, your name, e-mail
  1371. address, etc. Secondary information is actual bug information. There are
  1372. a few different sections depending on what type of bug you revieced
  1373. (sound, video, etc). Only fill out and include information from the section
  1374. related to the type of bug you received.
  1375. If possible, start Quake with the "-condebug" command line parameter
  1376. and try to reproduce the bug. Attach the "qconsole.log" file found in the
  1377. "id1" directory to the end of the bug report. If the bug is sound related,
  1378. while in Quake, execute the SOUNDINFO and SBINFO (DOS only) commands from
  1379. the console.
  1380. Please attach a copy of your CONFIG.SYS and AUTOEXEC.BAT file to the end of
  1381. the report.
  1382. Bugs submitted properly with this form will get attention.
  1383. Unformatted ones sent to personal accounts will be ignored.
  1384. If you see problems, please take the time to do this.
  1385. If you do not have all of the information requested in the form,
  1386. don't worry. Send what you do have.
  1387. Please include the version #. THe version # for Quake can be found in the
  1388. lower right hand corner of the console. To bring up the console, press the
  1389. tilde ('~') key. Press tilde ('~') again or ESC to exit.
  1390. -------------------------------cut here-------------------------------------
  1391. ============================================================================
  1392. == Quake Bug Report - Primary information ==
  1393. ============================================================================
  1394. Date:
  1395. Name:
  1396. Phone number:
  1397. E-mail address: (please include this, we redirect tons of mail)
  1398. Game Title:
  1399. Version #:
  1400. Operating system (i.e., DOS 6.0 or Windows 95):
  1401. Computer type:
  1402. BIOS date:
  1403. BIOS version:
  1404. Processor type:
  1405. Processor speed:
  1406. Do you program at school/work?
  1407. Do you provide tech. support at school/work?
  1408. Please state the problem you encountered:
  1409. Please state how to reproduce the problem:
  1410. If program crashed with nasty undecipherable techno-garbage, please
  1411. look for the eight-digit hex number which comes after "eip="
  1412. and write it down here:
  1413. ============================================================================
  1414. == Quake Bug Report - Secondary information ==
  1415. ============================================================================
  1416. ------------------------------ Video Related ------------------------------
  1417. Video Card Manufacturer:
  1418. Video Card Model:
  1419. Chipset Used:
  1420. BIOS Date:
  1421. (If using UniVBE, The above information can be found by running uvconfig)
  1422. Did the problem occur while in a VESA mode?
  1423. If so, what is the VESA driver and version? (eg., UniVBE 5.1a,
  1424. built into board BIOS, or manufacturer provided TSR)
  1425. ------------------------------ Sound Related ------------------------------
  1426. Audio card brand and model:
  1427. If DOS or a DOS box, please run the command "set > set.txt" then
  1428. attach "set.txt" to the end of the report.
  1429. ----------------------------- Network Related -----------------------------
  1430. What type of network connection was established when the error occurred?
  1431. (modem, nullmodem, or network)
  1432. If modem, Modem brand and model:
  1433. If network, Network card brand and model:
  1434. Network protocol/configuration:
  1435. ---------------------------------------------------------------------------