README.TXT 18 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457
  1. Welcome to Quake!
  2. This file details how to get Quake running on your system and what to do
  3. if you have problems. We would like to thank Gandalf Technologies, Inc and
  4. MPath Interactive for the use of their technology. We would also like to
  5. thank Trent Reznor and Nine Inch Nails for their tremendous contributions
  6. to Quake's entire audio portion.
  7. The NIN logo is a Registered Trademark licensed to Nothing Interactive, Inc.
  8. All Rights Reserved.
  9. Quake System Requirements
  10. -------------------------
  11. IBM PC and Compatibles
  12. Pentium processor or better
  13. VGA Compatible Display or better
  14. 8MB RAM minimum, 16MB recommended (16 MB required for running under Win95)
  15. CD-ROM drive Required
  16. MS-DOS 5.0 or better or Windows 95 (does NOT run under Windows NT)
  17. Hard Drive (30MB for Shareware, 80 MB for Registered)
  18. *** IMPORTANT!: Quake requires a floating point processor.
  19. Systems that do not have an FPU installed will not run Quake -- at all.
  20. *** IMPORTANT Video Adapter Note! ***
  21. On some ATI Mach32 cards, Quake can come up with a garbled video display.
  22. This is due to a problem with the card in which 320x200 mode isn't
  23. initialized correctly. Workarounds include:
  24. 1) If running from Windows, start Quake from an icon, or from a windowed
  25. (not fullscreen) MS-DOS prompt. If Quake is already running and has
  26. the garbled screen, press Alt-Enter twice to switch to the desktop and
  27. back to fullscreen, and the screen will display properly.
  28. 2) If running from DOS, either put the line
  29. vid_mode 1
  30. in id1\autoexec.cfg, or, typing blind, press tilde ('~') to bring down
  31. the console, type
  32. vid_mode 1<enter>
  33. and the screen will display properly.
  34. ========================================================================
  35. Here are the text files included with the shareware release of Quake and
  36. what they are:
  37. README.TXT This file
  38. TECHINFO.TXT Technical information on Quake's subsystems and
  39. their advanced use.
  40. MANUAL.TXT Text version of the printed game manual
  41. LICINFO.TXT Info on the various license files included with Quake
  42. SLICNSE.TXT Shareware Quake end-user license
  43. ORDER.TXT How to order Quake
  44. HELP.TXT How to get help with Quake
  45. Here are the text files included with the registered version of Quake and
  46. what they are:
  47. README.TXT This file
  48. TECHINFO.TXT Technical information on Quake's subsystems and
  49. their advanced use.
  50. MANUAL.TXT Text version of the printed game manual
  51. LICINFO.TXT Info on the various license files included with Quake
  52. RLICNSE.TXT Registered Quake end-user license
  53. COMEXP.TXT Commercial exploitation agreement
  54. ORDER.TXT How to order Quake
  55. HELP.TXT How to get help with Quake
  56. Running Quake
  57. -------------
  58. DOS: To launch Quake from the DOS Prompt, go to the Quake directory and
  59. simply type "QUAKE" <ENTER>. (no quotes)
  60. Windows 95: To launch Quake in single player mode, double click on the file
  61. QUAKE.EXE From Windows Explorer. To run Quake in Multi-Player mode using
  62. the TCP/IP protocol, first check your network settings to ensure the
  63. protocol is installed, then double click on the Q95.BAT file to launch the
  64. game. In this version (v0.91) there is a minor bug that will cause the
  65. Q95.BAT file to exit the first time you run it, without running Quake.
  66. Merely double-click on that file again and it will work.
  67. Audio Setup
  68. -----------
  69. When using a Sound Card with Quake, there are a few setup steps which must
  70. be taken. First, the "BLASTER" environment variable setting must be in your
  71. autoexec.bat (or you can type it in manually from the MS-DOS command prompt).
  72. Running the Sound Blaster utility diagnose.exe will automatically configure
  73. your sound card and put this statement in your autoexec.bat file for you.
  74. A typical blaster setting looks like this (although yours may vary):
  75. SET BLASTER=A220 I5 D1 H5 P330 T6
  76. If you want to play the audio track from the CD-ROM while playing Quake,
  77. you must ensure that the audio cable from the CD-ROM is connected to the
  78. sound card.
  79. If you think your sound card is setup properly and it STILL doesn't work,
  80. check to make sure that your BLASTER environment variable contains the
  81. high DMA setting (H5 in the above example).
  82. If you don't get sound while trying to play the audio track, check to see
  83. if a small cable goes from the back of your CD-ROM player directly to your
  84. sound card. If the CD-ROM audio cable is connected to your sound board (or
  85. the motherboard in some cases) and you STILL don't hear CD Audio coming from
  86. your speakers, make sure the MIXER program has the CD volume turned up.
  87. You will also need to run the CD-ROM driver MSCDEX.EXE. Here is an example
  88. of the files you should see (yours probably will vary) listed in your
  89. CONFIG.SYS and AUTOEXEC.BAT (explanation is in parentheses):
  90. CONFIG.SYS:
  91. DEVICE=C:\PROSCSI\CDROM.SYS /D:PROCD01 (CD-ROM driver)
  92. AUTOEXEC.BAT:
  93. SET BLASTER=A220 I5 D1 H5 P330 T6 (sound environment variable setting)
  94. C:\WINDOWS\COMMAND\MSCDEX.EXE /D:PROCD01 /L:D (CD-ROM driver)
  95. ===================================================
  96. UltraSound MAX and UltraSound PnP Support for Quake
  97. ===================================================
  98. Before running Quake, make sure that your sound card works and your
  99. environment variables are set correctly.
  100. Other UltraSound Cards (ACE & Classic)
  101. --------------------------------------
  102. These drivers are not for the UltraSound ACE or UltraSound Classic
  103. sound cards. We have heard mixed reports that MegaEm or SBOS
  104. have a chance of working with the UltraSound Classic but there is a
  105. short sound F/X delay.
  106. UltraSound PnP and PnP Pro
  107. --------------------------
  108. You must make sure that you do NOT have IWSBOS or MegaEm loaded.
  109. Setup
  110. -----
  111. Quake will automatically detect that the UltraSound Max or PnP
  112. are installed. It does this by looking at the SET INTERWAVE (PnP)
  113. and SET ULTRA16 (Max) environment variables.
  114. Quake will use the settings found on the SET ULTRASND/ULTRA16 (Max)
  115. and in the IW.INI (PnP) file to determine what port settings to use.
  116. Troubleshooting Windows 95 (DOS Box)
  117. ------------------------------------
  118. We recommend that you restart your computer in MS-DOS Mode. DOS Box
  119. may or may not work, so use at your own risk.
  120. CD Audio Input
  121. --------------
  122. If you have not already enabled CD audio output by default you will
  123. need to enable it. For the UltraSound MAX you can run "ULTRINIT -EC".
  124. For the UltraSound PnP you will need to enable the CD audio output
  125. in Win'95 and then restart your computer into MS-DOS.
  126. ===================================================
  127. Mouse Setup
  128. -----------
  129. If you are going to use a mouse when playing Quake, you will need to load
  130. your mouse driver. This should go in the AUTOEXEC.BAT file as well. Here
  131. is an example:
  132. C:\LOGITECH\MOUSE\MOUSE.EXE (mouse driver)
  133. Booting Clean
  134. -------------
  135. If you are going to be running Quake with only 8 megabytes of RAM, it is best
  136. to boot clean . You eliminate unwanted utilities or applications from taking
  137. up valuable memory, without having to alter your regular AUTOEXEC.BAT and
  138. CONFIG.SYS. Booting clean can be done in one of two ways. If you have
  139. MS-DOS version 6.xx, booting clean is as simple a pressing the shift key
  140. when you see the words "Starting MS-DOS". If you have MS-DOS ver 5.xx you
  141. will need to make a system disk.
  142. To make a boot disk, type the following from the MS-DOS command prompt:
  143. FORMAT A: /S
  144. 1. Make sure that this is a disk you wish to erase.
  145. 2. This disk absolutely HAS to be formatted in the A: drive.
  146. To use the system disk, place the disk in the A: drive and reset the
  147. computer.
  148. NOTE: If your sound card requires a driver to be loaded, or you will be
  149. using a mouse, or you will be using Quake's CD audio feature, the system
  150. disk will need to have a CONFIG.SYS and AUTOEXEC.BAT that load the
  151. appropriate drivers.
  152. Creating a Quake Shortcut
  153. As an alternative to making a Boot Disk, Windows 95 users can create a
  154. Quake Shortcut. By double clicking onthis shortcut, Windows 95 will reboot
  155. in MS-DOS mode and install only the desired drivers, giving you the same
  156. results as using a Boot Disk. To create a Quake Shortcut, do the following:
  157. 1. Using Explorer, right click and drag the file QUAKE.EXE, from the Quake
  158. directory, to your desktop. Windows 95 will make an MS-DOS Icon titled
  159. "Shortcut to quake".
  160. 2. Right click on the new icon, and from the menu that pops up, choose
  161. "Properties". Then choose the "Program" tab at the top.
  162. 3. Now click on the "Advanced..." button near the bottom. The "Advanced
  163. Program Settings" window should appear.
  164. 4. Select the "MS-DOS mode" check box and the "Specify a new MS-DOS
  165. configuration" option button.
  166. 5. Now simply fill in the "CONFIG.SYS for MS-DOS mode:" and "AUTOEXEC.BAT
  167. for MS-DOS mode:" boxes with the same sound, CD-ROM and mouse settings as
  168. mentioned above in the Boot Disks section.
  169. 6. Click on "OK" when you are finished. If you wish, you can change your
  170. Quake Shortcut Icon to something a little more exciting by clicking on
  171. "Change Icon...".
  172. 7. To finish, click on "OK" again.
  173. 8. You can rename your Quake Shortcut by right clicking on the shortcut
  174. icon, choosing "Rename" and typing in the new name.
  175. ======================================================
  176. == Known Problems ==
  177. ======================================================
  178. Problem: Zombies sometime get stuck on the ground and connot get back up.
  179. (You can still hear them, but you cannot kill them. This bug makes it
  180. impossible to get 100% kills on whatever level it occurs on.)
  181. Solution: There is no workaround for this bug.
  182. Problem: It is sometimes possible for the player to get stuck in a room or
  183. in a wall.
  184. Solution: If you get stuck, use the 'kill' console command. It is a good
  185. idea to save your game often.
  186. Problem: View centering problems. Sometimes during a game, the view will not
  187. center properly. The end result is the player view looking up torwards the
  188. ceiling while walking.
  189. Solution: Exit to the next level or use the 'kill' console command..
  190. ======================================================
  191. == Troubleshooting ==
  192. ======================================================
  193. If Quake fails to start up, or has problems not addressed elsewhere in the
  194. documentation, try the -safe command line switch, which disables a number
  195. of parts of Quake that can be problems if there are hardware or configuration
  196. problems. The -safe command line switch is equivalent to -stdvid, -nosound,
  197. -nonet, and -nocdaudio together. Those four switches do the following:
  198. -stdvid: disables VESA video modes.
  199. -nosound: disables sound card support.
  200. -nonet: disables network card support.
  201. -nocdaudio: disables CD audio support.
  202. If -safe makes the problem go away, try using each of the switches
  203. individually to isolate the area in which you're experiencing the problem,
  204. then either correct the configuration or hardware problem or play Quake with
  205. that functionality disabled.
  206. If you still have problems, try booting clean in conjunction with
  207. the -safe command line parameter. For information on booting clean, refer
  208. to the "Booting Clean" section above.
  209. If you experience page faults while running Quarterdeck's QDPMI DPMI server,
  210. this is caused by a bug in QDPMI. Workarounds: Remove QDPMI from CONFIG.SYS,
  211. issue the command QDPMI OFF before running QUAKE, or get the update patch
  212. for QDPMI from Quarterdeck. You may be running QDPMI without knowing it if
  213. you have QEMM installed, because it can be installed as part of the QEMM
  214. installation.
  215. Technical Support
  216. -----------------
  217. If you are having trouble installing or running Quake you can receive
  218. technical support by sending e-mailing to support@idsoftware.com. You can
  219. also refer to our web page, www.idsoftware.com, or call 1-800-idgames.
  220. When sending support e-mail, cut and paste the following into your e-mail
  221. message and fill in the blanks:
  222. Date:
  223. Name:
  224. Phone number:
  225. E-mail address: (please include this, we redirect tons of mail)
  226. Game Title:
  227. Version #:
  228. Operating system (i.e., DOS 6.0 or Windows 95):
  229. Computer type:
  230. BIOS date:
  231. BIOS version:
  232. Processor type:
  233. Processor speed:
  234. Do you program at school/work?
  235. Do you provide tech. support at school/work?
  236. Please state the problem you encountered:
  237. Please state how to reproduce the problem:
  238. If program crashed with nasty undecipherable techno-garbage, please
  239. look for the eight-digit hex number which comes after "eip="
  240. and write it down here:
  241. ** NOTE: If you are sending a bug report, PLEASE refer to the TECHINFO.TXT
  242. file for the correct form and procedures.
  243. ======================================================
  244. == Version History ==
  245. ======================================================
  246. v1.01 -- Bugs fixed
  247. ------------------------------------------------------
  248. * Fixed modem code
  249. * Fixed fraglimit & timelimit
  250. * Added NOEXIT cvar (so no one can exit a level)
  251. ------------------------------------------------------
  252. v1.00 -- Bugs fixed
  253. ------------------------------------------------------
  254. * Gravis Ultrasound audio support (still has bugs)
  255. * More deathmatch start spots on E1M6 and END
  256. * Print server version and PROG CRC on connect
  257. * -dedicated starts start.map if nothing else specified
  258. * fixed lookspring function during net game
  259. * fixed rare crash during long running dedicated server
  260. ------------------------------------------------------
  261. v0.94 -- Bugs fixed / Features added -- LIMITED BETA VERSION
  262. ------------------------------------------------------
  263. * Totally rewritten menus
  264. * New lighting model with overbrighting
  265. * Parsed lowercase BLASTER parms
  266. * Better Sound Blaster shutdown code
  267. * Rewrote BLASTER initialization
  268. * Fixed DMA channel 0 bugs
  269. * Added SBPro 8 stereo setup
  270. * Fix delayed sound on 8 bit Sound Blasters
  271. * Fixed speed key affecting angle-turning from keyboard
  272. * Fixed "no such Alias frame" bugs
  273. * Fixed Zombie not getting up bug
  274. * Checked for very high joystick values, signalling a failed read
  275. * Unstuck jumping Fiends and Spawn
  276. * Fixed large BModels blinking out in complex areas
  277. * Fixed s_localsound with no sound started
  278. * Saved spawn parms in savegame
  279. * Fixed screenshot save location
  280. * Bind with no arguments no longer clears value
  281. * Allow console in intermission / finale
  282. * Fixed false gib messages
  283. * Full-screen TAB scoreboard in DeathMatch
  284. * Fixed "+playdemo <demo>" from command line
  285. * Trapped overflow in sizebuf messages
  286. * Moveup / movedown in water!
  287. * Fixed-up Talk command
  288. * Added unsupported crosshair option ("crosshair 1" from console)
  289. * Colored chat messages with notify sound
  290. * Fixed "connect during intermission" bug
  291. * Changelevel while demos running no longer crashes
  292. * Fixed changelevel with no map left up loading screen
  293. * Fixed long names entered from the console causing crash
  294. * Stopped demos changing while in the menus
  295. * Fixed modem initialization from menu
  296. * Fixed serial reliable stream getting stalled
  297. * Serial/modem code fixes
  298. 16550a lost transmit buffer empty interrupts
  299. fixed sometimes processing interrupts from com1 when using com2
  300. added com3/com4 support from menus
  301. fixed first character of modem init not getting sent
  302. saved serial/modem settings in config.cfg
  303. * Fixed name and colors not always sent to server at startup
  304. * Fixed "stopdemo" crashing the system when there wasn't a demo playing
  305. * Added server's TCP/IP and IPX addresses (if available) to status command
  306. * In 0.92, an additional check for a usable VESA video mode was added;
  307. the numpages field was verified to be greater than 0, and no mode was
  308. supported that had numpages set to 0 (which indicates that there's not
  309. enough video memory for that mode). ATI's VESA driver, m64vbe,
  310. reports 0 for numpages, so VESA video modes that were available in 0.91
  311. were no longer available in 0.92. This extra numpages check has
  312. been removed.
  313. -----------------------------------------------------------------------
  314. v0.93 -- Never officially released; internal testing only.
  315. -----------------------------------------------------------------------
  316. v0.92 -- Bugs fixed
  317. -----------------------------------------------------------------------
  318. Typing long strings in the hostname or modem init field in the menus caused
  319. crashes.
  320. Under Win95 IPX was detected but not functional, resulting in the game
  321. exiting to DOS.
  322. If -nosound, got "S_LocalSound: can't cache" on every keypress in the menu.
  323. When vid_nopageflip was set to 1 in VESA modes, going underwater resulted in
  324. only the upper left corner of the drawing area being updated.
  325. The single player scoreboard (tab) printed text incorrectly in all modes
  326. greater than 320 pixels wide.
  327. On network connections that dropped packets, the reliable message stream
  328. could get stopped up, resulting in frag counts and talk messages no longer
  329. being delivered, although game movement continued.
  330. The com port settings from the menu were getting saved & restored but
  331. not used.
  332. Direct serial connections did not work with slist.
  333. Quake now checks the vesa information for hardware incabable of page-flipping.
  334. Menu sound sometimes didn't play.
  335. Q95 (qlaunch.exe) frequently failed to execute on the first attempt.
  336. Q95 (quakeudp.dll) was running out of buffers when running a server.
  337. Teams were not being set according to pants colors.
  338. Joystick notes
  339. --------------
  340. Your joystick must be plugged in when Quake is launched.
  341. If you have a joystick plugged in, but don't want to use it in Quake
  342. (it slows the game down a few percent), or you have weird hardware that
  343. doesn't like being tested as a joystick add "-nojoy" to your Quake
  344. command line.
  345. You can turn off joystick reading during the game by typing "joystick 0" at
  346. the Quake command console.
  347. You MUST configure your buttons from the configure keys menu before they will
  348. work. There is no default configuration.
  349. If your joystick or interface card improperly sets the third or fourth
  350. joystick buttons, type "joybuttons 2" at the quake console or in your
  351. .CFG file.
  352. The "mlook" button command now lets the joystick as well as the mouse control
  353. pitch angles.
  354. The "sidestep" buttom command works on joysticks as with mice and keyboard
  355. movement.
  356. The "invert mouse up/down" menu option also inverts the joystick pitch
  357. direction.