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- Welcome to Quake!
- This file details how to get Quake running on your system and what to do
- if you have problems. We would like to thank Gandalf Technologies, Inc and
- MPath Interactive for the use of their technology. We would also like to
- thank Trent Reznor and Nine Inch Nails for their tremendous contributions
- to Quake's entire audio portion.
- The NIN logo is a Registered Trademark licensed to Nothing Interactive, Inc.
- All Rights Reserved.
- Quake System Requirements
- -------------------------
- IBM PC and Compatibles
- Pentium processor or better
- VGA Compatible Display or better
- 8MB RAM minimum, 16MB recommended (16 MB required for running under Win95)
- CD-ROM drive Required
- MS-DOS 5.0 or better or Windows 95 (does NOT run under Windows NT)
- Hard Drive (30MB for Shareware, 80 MB for Registered)
- *** IMPORTANT!: Quake requires a floating point processor.
- Systems that do not have an FPU installed will not run Quake -- at all.
- *** IMPORTANT Video Adapter Note! ***
- On some ATI Mach32 cards, Quake can come up with a garbled video display.
- This is due to a problem with the card in which 320x200 mode isn't
- initialized correctly. Workarounds include:
- 1) If running from Windows, start Quake from an icon, or from a windowed
- (not fullscreen) MS-DOS prompt. If Quake is already running and has
- the garbled screen, press Alt-Enter twice to switch to the desktop and
- back to fullscreen, and the screen will display properly.
- 2) If running from DOS, either put the line
- vid_mode 1
- in id1\autoexec.cfg, or, typing blind, press tilde ('~') to bring down
- the console, type
- vid_mode 1<enter>
- and the screen will display properly.
- ========================================================================
- Here are the text files included with the shareware release of Quake and
- what they are:
- README.TXT This file
- TECHINFO.TXT Technical information on Quake's subsystems and
- their advanced use.
- MANUAL.TXT Text version of the printed game manual
- LICINFO.TXT Info on the various license files included with Quake
- SLICNSE.TXT Shareware Quake end-user license
- ORDER.TXT How to order Quake
- HELP.TXT How to get help with Quake
- Here are the text files included with the registered version of Quake and
- what they are:
- README.TXT This file
- TECHINFO.TXT Technical information on Quake's subsystems and
- their advanced use.
- MANUAL.TXT Text version of the printed game manual
- LICINFO.TXT Info on the various license files included with Quake
- RLICNSE.TXT Registered Quake end-user license
- COMEXP.TXT Commercial exploitation agreement
- ORDER.TXT How to order Quake
- HELP.TXT How to get help with Quake
- Running Quake
- -------------
- DOS: To launch Quake from the DOS Prompt, go to the Quake directory and
- simply type "QUAKE" <ENTER>. (no quotes)
- Windows 95: To launch Quake in single player mode, double click on the file
- QUAKE.EXE From Windows Explorer. To run Quake in Multi-Player mode using
- the TCP/IP protocol, first check your network settings to ensure the
- protocol is installed, then double click on the Q95.BAT file to launch the
- game. In this version (v0.91) there is a minor bug that will cause the
- Q95.BAT file to exit the first time you run it, without running Quake.
- Merely double-click on that file again and it will work.
- Audio Setup
- -----------
- When using a Sound Card with Quake, there are a few setup steps which must
- be taken. First, the "BLASTER" environment variable setting must be in your
- autoexec.bat (or you can type it in manually from the MS-DOS command prompt).
- Running the Sound Blaster utility diagnose.exe will automatically configure
- your sound card and put this statement in your autoexec.bat file for you.
- A typical blaster setting looks like this (although yours may vary):
- SET BLASTER=A220 I5 D1 H5 P330 T6
- If you want to play the audio track from the CD-ROM while playing Quake,
- you must ensure that the audio cable from the CD-ROM is connected to the
- sound card.
- If you think your sound card is setup properly and it STILL doesn't work,
- check to make sure that your BLASTER environment variable contains the
- high DMA setting (H5 in the above example).
- If you don't get sound while trying to play the audio track, check to see
- if a small cable goes from the back of your CD-ROM player directly to your
- sound card. If the CD-ROM audio cable is connected to your sound board (or
- the motherboard in some cases) and you STILL don't hear CD Audio coming from
- your speakers, make sure the MIXER program has the CD volume turned up.
- You will also need to run the CD-ROM driver MSCDEX.EXE. Here is an example
- of the files you should see (yours probably will vary) listed in your
- CONFIG.SYS and AUTOEXEC.BAT (explanation is in parentheses):
- CONFIG.SYS:
- DEVICE=C:\PROSCSI\CDROM.SYS /D:PROCD01 (CD-ROM driver)
- AUTOEXEC.BAT:
- SET BLASTER=A220 I5 D1 H5 P330 T6 (sound environment variable setting)
- C:\WINDOWS\COMMAND\MSCDEX.EXE /D:PROCD01 /L:D (CD-ROM driver)
- ===================================================
- UltraSound MAX and UltraSound PnP Support for Quake
- ===================================================
- Before running Quake, make sure that your sound card works and your
- environment variables are set correctly.
- Other UltraSound Cards (ACE & Classic)
- --------------------------------------
- These drivers are not for the UltraSound ACE or UltraSound Classic
- sound cards. We have heard mixed reports that MegaEm or SBOS
- have a chance of working with the UltraSound Classic but there is a
- short sound F/X delay.
- UltraSound PnP and PnP Pro
- --------------------------
- You must make sure that you do NOT have IWSBOS or MegaEm loaded.
- Setup
- -----
- Quake will automatically detect that the UltraSound Max or PnP
- are installed. It does this by looking at the SET INTERWAVE (PnP)
- and SET ULTRA16 (Max) environment variables.
- Quake will use the settings found on the SET ULTRASND/ULTRA16 (Max)
- and in the IW.INI (PnP) file to determine what port settings to use.
- Troubleshooting Windows 95 (DOS Box)
- ------------------------------------
- We recommend that you restart your computer in MS-DOS Mode. DOS Box
- may or may not work, so use at your own risk.
- CD Audio Input
- --------------
- If you have not already enabled CD audio output by default you will
- need to enable it. For the UltraSound MAX you can run "ULTRINIT -EC".
- For the UltraSound PnP you will need to enable the CD audio output
- in Win'95 and then restart your computer into MS-DOS.
- ===================================================
- Mouse Setup
- -----------
- If you are going to use a mouse when playing Quake, you will need to load
- your mouse driver. This should go in the AUTOEXEC.BAT file as well. Here
- is an example:
- C:\LOGITECH\MOUSE\MOUSE.EXE (mouse driver)
- Booting Clean
- -------------
- If you are going to be running Quake with only 8 megabytes of RAM, it is best
- to boot clean . You eliminate unwanted utilities or applications from taking
- up valuable memory, without having to alter your regular AUTOEXEC.BAT and
- CONFIG.SYS. Booting clean can be done in one of two ways. If you have
- MS-DOS version 6.xx, booting clean is as simple a pressing the shift key
- when you see the words "Starting MS-DOS". If you have MS-DOS ver 5.xx you
- will need to make a system disk.
- To make a boot disk, type the following from the MS-DOS command prompt:
- FORMAT A: /S
- 1. Make sure that this is a disk you wish to erase.
- 2. This disk absolutely HAS to be formatted in the A: drive.
- To use the system disk, place the disk in the A: drive and reset the
- computer.
- NOTE: If your sound card requires a driver to be loaded, or you will be
- using a mouse, or you will be using Quake's CD audio feature, the system
- disk will need to have a CONFIG.SYS and AUTOEXEC.BAT that load the
- appropriate drivers.
- Creating a Quake Shortcut
- As an alternative to making a Boot Disk, Windows 95 users can create a
- Quake Shortcut. By double clicking onthis shortcut, Windows 95 will reboot
- in MS-DOS mode and install only the desired drivers, giving you the same
- results as using a Boot Disk. To create a Quake Shortcut, do the following:
- 1. Using Explorer, right click and drag the file QUAKE.EXE, from the Quake
- directory, to your desktop. Windows 95 will make an MS-DOS Icon titled
- "Shortcut to quake".
- 2. Right click on the new icon, and from the menu that pops up, choose
- "Properties". Then choose the "Program" tab at the top.
- 3. Now click on the "Advanced..." button near the bottom. The "Advanced
- Program Settings" window should appear.
- 4. Select the "MS-DOS mode" check box and the "Specify a new MS-DOS
- configuration" option button.
- 5. Now simply fill in the "CONFIG.SYS for MS-DOS mode:" and "AUTOEXEC.BAT
- for MS-DOS mode:" boxes with the same sound, CD-ROM and mouse settings as
- mentioned above in the Boot Disks section.
- 6. Click on "OK" when you are finished. If you wish, you can change your
- Quake Shortcut Icon to something a little more exciting by clicking on
- "Change Icon...".
- 7. To finish, click on "OK" again.
- 8. You can rename your Quake Shortcut by right clicking on the shortcut
- icon, choosing "Rename" and typing in the new name.
- ======================================================
- == Known Problems ==
- ======================================================
- Problem: Zombies sometime get stuck on the ground and connot get back up.
- (You can still hear them, but you cannot kill them. This bug makes it
- impossible to get 100% kills on whatever level it occurs on.)
- Solution: There is no workaround for this bug.
- Problem: It is sometimes possible for the player to get stuck in a room or
- in a wall.
- Solution: If you get stuck, use the 'kill' console command. It is a good
- idea to save your game often.
- Problem: View centering problems. Sometimes during a game, the view will not
- center properly. The end result is the player view looking up torwards the
- ceiling while walking.
- Solution: Exit to the next level or use the 'kill' console command..
- ======================================================
- == Troubleshooting ==
- ======================================================
- If Quake fails to start up, or has problems not addressed elsewhere in the
- documentation, try the -safe command line switch, which disables a number
- of parts of Quake that can be problems if there are hardware or configuration
- problems. The -safe command line switch is equivalent to -stdvid, -nosound,
- -nonet, and -nocdaudio together. Those four switches do the following:
- -stdvid: disables VESA video modes.
- -nosound: disables sound card support.
- -nonet: disables network card support.
- -nocdaudio: disables CD audio support.
- If -safe makes the problem go away, try using each of the switches
- individually to isolate the area in which you're experiencing the problem,
- then either correct the configuration or hardware problem or play Quake with
- that functionality disabled.
- If you still have problems, try booting clean in conjunction with
- the -safe command line parameter. For information on booting clean, refer
- to the "Booting Clean" section above.
- If you experience page faults while running Quarterdeck's QDPMI DPMI server,
- this is caused by a bug in QDPMI. Workarounds: Remove QDPMI from CONFIG.SYS,
- issue the command QDPMI OFF before running QUAKE, or get the update patch
- for QDPMI from Quarterdeck. You may be running QDPMI without knowing it if
- you have QEMM installed, because it can be installed as part of the QEMM
- installation.
- Technical Support
- -----------------
- If you are having trouble installing or running Quake you can receive
- technical support by sending e-mailing to support@idsoftware.com. You can
- also refer to our web page, www.idsoftware.com, or call 1-800-idgames.
- When sending support e-mail, cut and paste the following into your e-mail
- message and fill in the blanks:
- Date:
- Name:
- Phone number:
- E-mail address: (please include this, we redirect tons of mail)
- Game Title:
- Version #:
- Operating system (i.e., DOS 6.0 or Windows 95):
- Computer type:
- BIOS date:
- BIOS version:
- Processor type:
- Processor speed:
- Do you program at school/work?
- Do you provide tech. support at school/work?
- Please state the problem you encountered:
- Please state how to reproduce the problem:
- If program crashed with nasty undecipherable techno-garbage, please
- look for the eight-digit hex number which comes after "eip="
- and write it down here:
- ** NOTE: If you are sending a bug report, PLEASE refer to the TECHINFO.TXT
- file for the correct form and procedures.
- ======================================================
- == Version History ==
- ======================================================
- v1.01 -- Bugs fixed
- ------------------------------------------------------
- * Fixed modem code
- * Fixed fraglimit & timelimit
- * Added NOEXIT cvar (so no one can exit a level)
- ------------------------------------------------------
- v1.00 -- Bugs fixed
- ------------------------------------------------------
- * Gravis Ultrasound audio support (still has bugs)
- * More deathmatch start spots on E1M6 and END
- * Print server version and PROG CRC on connect
- * -dedicated starts start.map if nothing else specified
- * fixed lookspring function during net game
- * fixed rare crash during long running dedicated server
- ------------------------------------------------------
- v0.94 -- Bugs fixed / Features added -- LIMITED BETA VERSION
- ------------------------------------------------------
- * Totally rewritten menus
- * New lighting model with overbrighting
- * Parsed lowercase BLASTER parms
- * Better Sound Blaster shutdown code
- * Rewrote BLASTER initialization
- * Fixed DMA channel 0 bugs
- * Added SBPro 8 stereo setup
- * Fix delayed sound on 8 bit Sound Blasters
- * Fixed speed key affecting angle-turning from keyboard
- * Fixed "no such Alias frame" bugs
- * Fixed Zombie not getting up bug
- * Checked for very high joystick values, signalling a failed read
- * Unstuck jumping Fiends and Spawn
- * Fixed large BModels blinking out in complex areas
- * Fixed s_localsound with no sound started
- * Saved spawn parms in savegame
- * Fixed screenshot save location
- * Bind with no arguments no longer clears value
- * Allow console in intermission / finale
- * Fixed false gib messages
- * Full-screen TAB scoreboard in DeathMatch
- * Fixed "+playdemo <demo>" from command line
- * Trapped overflow in sizebuf messages
- * Moveup / movedown in water!
- * Fixed-up Talk command
- * Added unsupported crosshair option ("crosshair 1" from console)
- * Colored chat messages with notify sound
- * Fixed "connect during intermission" bug
- * Changelevel while demos running no longer crashes
- * Fixed changelevel with no map left up loading screen
- * Fixed long names entered from the console causing crash
- * Stopped demos changing while in the menus
- * Fixed modem initialization from menu
- * Fixed serial reliable stream getting stalled
- * Serial/modem code fixes
- 16550a lost transmit buffer empty interrupts
- fixed sometimes processing interrupts from com1 when using com2
- added com3/com4 support from menus
- fixed first character of modem init not getting sent
- saved serial/modem settings in config.cfg
- * Fixed name and colors not always sent to server at startup
- * Fixed "stopdemo" crashing the system when there wasn't a demo playing
- * Added server's TCP/IP and IPX addresses (if available) to status command
- * In 0.92, an additional check for a usable VESA video mode was added;
- the numpages field was verified to be greater than 0, and no mode was
- supported that had numpages set to 0 (which indicates that there's not
- enough video memory for that mode). ATI's VESA driver, m64vbe,
- reports 0 for numpages, so VESA video modes that were available in 0.91
- were no longer available in 0.92. This extra numpages check has
- been removed.
- -----------------------------------------------------------------------
- v0.93 -- Never officially released; internal testing only.
- -----------------------------------------------------------------------
- v0.92 -- Bugs fixed
- -----------------------------------------------------------------------
- Typing long strings in the hostname or modem init field in the menus caused
- crashes.
- Under Win95 IPX was detected but not functional, resulting in the game
- exiting to DOS.
- If -nosound, got "S_LocalSound: can't cache" on every keypress in the menu.
- When vid_nopageflip was set to 1 in VESA modes, going underwater resulted in
- only the upper left corner of the drawing area being updated.
- The single player scoreboard (tab) printed text incorrectly in all modes
- greater than 320 pixels wide.
- On network connections that dropped packets, the reliable message stream
- could get stopped up, resulting in frag counts and talk messages no longer
- being delivered, although game movement continued.
- The com port settings from the menu were getting saved & restored but
- not used.
- Direct serial connections did not work with slist.
- Quake now checks the vesa information for hardware incabable of page-flipping.
- Menu sound sometimes didn't play.
- Q95 (qlaunch.exe) frequently failed to execute on the first attempt.
- Q95 (quakeudp.dll) was running out of buffers when running a server.
- Teams were not being set according to pants colors.
- Joystick notes
- --------------
- Your joystick must be plugged in when Quake is launched.
- If you have a joystick plugged in, but don't want to use it in Quake
- (it slows the game down a few percent), or you have weird hardware that
- doesn't like being tested as a joystick add "-nojoy" to your Quake
- command line.
- You can turn off joystick reading during the game by typing "joystick 0" at
- the Quake command console.
- You MUST configure your buttons from the configure keys menu before they will
- work. There is no default configuration.
- If your joystick or interface card improperly sets the third or fourth
- joystick buttons, type "joybuttons 2" at the quake console or in your
- .CFG file.
- The "mlook" button command now lets the joystick as well as the mouse control
- pitch angles.
- The "sidestep" buttom command works on joysticks as with mice and keyboard
- movement.
- The "invert mouse up/down" menu option also inverts the joystick pitch
- direction.
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