1 Welcome to Quake! 2 3 This file details how to get Quake running on your system and what to do 4 if you have problems. We would like to thank Gandalf Technologies, Inc and 5 MPath Interactive for the use of their technology. We would also like to 6 thank Trent Reznor and Nine Inch Nails for their tremendous contributions 7 to Quake's entire audio portion. 8 9 The NIN logo is a Registered Trademark licensed to Nothing Interactive, Inc. 10 All Rights Reserved. 11 12 Quake System Requirements 13 ------------------------- 14 IBM PC and Compatibles 15 Pentium processor or better 16 VGA Compatible Display or better 17 8MB RAM minimum, 16MB recommended (16 MB required for running under Win95) 18 CD-ROM drive Required 19 MS-DOS 5.0 or better or Windows 95 (does NOT run under Windows NT) 20 Hard Drive (30MB for Shareware, 80 MB for Registered) 21 22 *** IMPORTANT!: Quake requires a floating point processor. 23 Systems that do not have an FPU installed will not run Quake -- at all. 24 25 *** IMPORTANT Video Adapter Note! *** 26 On some ATI Mach32 cards, Quake can come up with a garbled video display. 27 This is due to a problem with the card in which 320x200 mode isn't 28 initialized correctly. Workarounds include: 29 30 1) If running from Windows, start Quake from an icon, or from a windowed 31 (not fullscreen) MS-DOS prompt. If Quake is already running and has 32 the garbled screen, press Alt-Enter twice to switch to the desktop and 33 back to fullscreen, and the screen will display properly. 34 35 2) If running from DOS, either put the line 36 37 vid_mode 1 38 39 in id1\autoexec.cfg, or, typing blind, press tilde ('~') to bring down 40 the console, type 41 42 vid_mode 1<enter> 43 44 and the screen will display properly. 45 46 ======================================================================== 47 Here are the text files included with the shareware release of Quake and 48 what they are: 49 50 README.TXT This file 51 TECHINFO.TXT Technical information on Quake's subsystems and 52 their advanced use. 53 MANUAL.TXT Text version of the printed game manual 54 LICINFO.TXT Info on the various license files included with Quake 55 SLICNSE.TXT Shareware Quake end-user license 56 ORDER.TXT How to order Quake 57 HELP.TXT How to get help with Quake 58 59 Here are the text files included with the registered version of Quake and 60 what they are: 61 62 README.TXT This file 63 TECHINFO.TXT Technical information on Quake's subsystems and 64 their advanced use. 65 MANUAL.TXT Text version of the printed game manual 66 LICINFO.TXT Info on the various license files included with Quake 67 RLICNSE.TXT Registered Quake end-user license 68 COMEXP.TXT Commercial exploitation agreement 69 ORDER.TXT How to order Quake 70 HELP.TXT How to get help with Quake 71 72 73 Running Quake 74 ------------- 75 76 DOS: To launch Quake from the DOS Prompt, go to the Quake directory and 77 simply type "QUAKE" <ENTER>. (no quotes) 78 79 Windows 95: To launch Quake in single player mode, double click on the file 80 QUAKE.EXE From Windows Explorer. To run Quake in Multi-Player mode using 81 the TCP/IP protocol, first check your network settings to ensure the 82 protocol is installed, then double click on the Q95.BAT file to launch the 83 game. In this version (v0.91) there is a minor bug that will cause the 84 Q95.BAT file to exit the first time you run it, without running Quake. 85 Merely double-click on that file again and it will work. 86 87 Audio Setup 88 ----------- 89 90 When using a Sound Card with Quake, there are a few setup steps which must 91 be taken. First, the "BLASTER" environment variable setting must be in your 92 autoexec.bat (or you can type it in manually from the MS-DOS command prompt). 93 Running the Sound Blaster utility diagnose.exe will automatically configure 94 your sound card and put this statement in your autoexec.bat file for you. 95 A typical blaster setting looks like this (although yours may vary): 96 97 SET BLASTER=A220 I5 D1 H5 P330 T6 98 99 If you want to play the audio track from the CD-ROM while playing Quake, 100 you must ensure that the audio cable from the CD-ROM is connected to the 101 sound card. 102 103 If you think your sound card is setup properly and it STILL doesn't work, 104 check to make sure that your BLASTER environment variable contains the 105 high DMA setting (H5 in the above example). 106 107 If you don't get sound while trying to play the audio track, check to see 108 if a small cable goes from the back of your CD-ROM player directly to your 109 sound card. If the CD-ROM audio cable is connected to your sound board (or 110 the motherboard in some cases) and you STILL don't hear CD Audio coming from 111 your speakers, make sure the MIXER program has the CD volume turned up. 112 You will also need to run the CD-ROM driver MSCDEX.EXE. Here is an example 113 of the files you should see (yours probably will vary) listed in your 114 CONFIG.SYS and AUTOEXEC.BAT (explanation is in parentheses): 115 116 CONFIG.SYS: 117 118 DEVICE=C:\PROSCSI\CDROM.SYS /D:PROCD01 (CD-ROM driver) 119 120 AUTOEXEC.BAT: 121 122 SET BLASTER=A220 I5 D1 H5 P330 T6 (sound environment variable setting) 123 C:\WINDOWS\COMMAND\MSCDEX.EXE /D:PROCD01 /L:D (CD-ROM driver) 124 125 =================================================== 126 UltraSound MAX and UltraSound PnP Support for Quake 127 =================================================== 128 129 Before running Quake, make sure that your sound card works and your 130 environment variables are set correctly. 131 132 Other UltraSound Cards (ACE & Classic) 133 -------------------------------------- 134 These drivers are not for the UltraSound ACE or UltraSound Classic 135 sound cards. We have heard mixed reports that MegaEm or SBOS 136 have a chance of working with the UltraSound Classic but there is a 137 short sound F/X delay. 138 139 UltraSound PnP and PnP Pro 140 -------------------------- 141 You must make sure that you do NOT have IWSBOS or MegaEm loaded. 142 143 Setup 144 ----- 145 Quake will automatically detect that the UltraSound Max or PnP 146 are installed. It does this by looking at the SET INTERWAVE (PnP) 147 and SET ULTRA16 (Max) environment variables. 148 149 Quake will use the settings found on the SET ULTRASND/ULTRA16 (Max) 150 and in the IW.INI (PnP) file to determine what port settings to use. 151 152 Troubleshooting Windows 95 (DOS Box) 153 ------------------------------------ 154 We recommend that you restart your computer in MS-DOS Mode. DOS Box 155 may or may not work, so use at your own risk. 156 157 CD Audio Input 158 -------------- 159 If you have not already enabled CD audio output by default you will 160 need to enable it. For the UltraSound MAX you can run "ULTRINIT -EC". 161 For the UltraSound PnP you will need to enable the CD audio output 162 in Win'95 and then restart your computer into MS-DOS. 163 164 =================================================== 165 Mouse Setup 166 ----------- 167 168 If you are going to use a mouse when playing Quake, you will need to load 169 your mouse driver. This should go in the AUTOEXEC.BAT file as well. Here 170 is an example: 171 172 C:\LOGITECH\MOUSE\MOUSE.EXE (mouse driver) 173 174 175 Booting Clean 176 ------------- 177 178 If you are going to be running Quake with only 8 megabytes of RAM, it is best 179 to boot clean . You eliminate unwanted utilities or applications from taking 180 up valuable memory, without having to alter your regular AUTOEXEC.BAT and 181 CONFIG.SYS. Booting clean can be done in one of two ways. If you have 182 MS-DOS version 6.xx, booting clean is as simple a pressing the shift key 183 when you see the words "Starting MS-DOS". If you have MS-DOS ver 5.xx you 184 will need to make a system disk. 185 186 To make a boot disk, type the following from the MS-DOS command prompt: 187 188 FORMAT A: /S 189 190 1. Make sure that this is a disk you wish to erase. 191 2. This disk absolutely HAS to be formatted in the A: drive. 192 193 To use the system disk, place the disk in the A: drive and reset the 194 computer. 195 196 NOTE: If your sound card requires a driver to be loaded, or you will be 197 using a mouse, or you will be using Quake's CD audio feature, the system 198 disk will need to have a CONFIG.SYS and AUTOEXEC.BAT that load the 199 appropriate drivers. 200 201 Creating a Quake Shortcut 202 203 As an alternative to making a Boot Disk, Windows 95 users can create a 204 Quake Shortcut. By double clicking onthis shortcut, Windows 95 will reboot 205 in MS-DOS mode and install only the desired drivers, giving you the same 206 results as using a Boot Disk. To create a Quake Shortcut, do the following: 207 208 1. Using Explorer, right click and drag the file QUAKE.EXE, from the Quake 209 directory, to your desktop. Windows 95 will make an MS-DOS Icon titled 210 "Shortcut to quake". 211 2. Right click on the new icon, and from the menu that pops up, choose 212 "Properties". Then choose the "Program" tab at the top. 213 3. Now click on the "Advanced..." button near the bottom. The "Advanced 214 Program Settings" window should appear. 215 4. Select the "MS-DOS mode" check box and the "Specify a new MS-DOS 216 configuration" option button. 217 5. Now simply fill in the "CONFIG.SYS for MS-DOS mode:" and "AUTOEXEC.BAT 218 for MS-DOS mode:" boxes with the same sound, CD-ROM and mouse settings as 219 mentioned above in the Boot Disks section. 220 6. Click on "OK" when you are finished. If you wish, you can change your 221 Quake Shortcut Icon to something a little more exciting by clicking on 222 "Change Icon...". 223 7. To finish, click on "OK" again. 224 8. You can rename your Quake Shortcut by right clicking on the shortcut 225 icon, choosing "Rename" and typing in the new name. 226 227 228 ====================================================== 229 == Known Problems == 230 ====================================================== 231 232 Problem: Zombies sometime get stuck on the ground and connot get back up. 233 (You can still hear them, but you cannot kill them. This bug makes it 234 impossible to get 100% kills on whatever level it occurs on.) 235 Solution: There is no workaround for this bug. 236 237 Problem: It is sometimes possible for the player to get stuck in a room or 238 in a wall. 239 Solution: If you get stuck, use the 'kill' console command. It is a good 240 idea to save your game often. 241 242 Problem: View centering problems. Sometimes during a game, the view will not 243 center properly. The end result is the player view looking up torwards the 244 ceiling while walking. 245 Solution: Exit to the next level or use the 'kill' console command.. 246 247 248 ====================================================== 249 == Troubleshooting == 250 ====================================================== 251 252 If Quake fails to start up, or has problems not addressed elsewhere in the 253 documentation, try the -safe command line switch, which disables a number 254 of parts of Quake that can be problems if there are hardware or configuration 255 problems. The -safe command line switch is equivalent to -stdvid, -nosound, 256 -nonet, and -nocdaudio together. Those four switches do the following: 257 258 -stdvid: disables VESA video modes. 259 260 -nosound: disables sound card support. 261 262 -nonet: disables network card support. 263 264 -nocdaudio: disables CD audio support. 265 266 If -safe makes the problem go away, try using each of the switches 267 individually to isolate the area in which you're experiencing the problem, 268 then either correct the configuration or hardware problem or play Quake with 269 that functionality disabled. 270 271 If you still have problems, try booting clean in conjunction with 272 the -safe command line parameter. For information on booting clean, refer 273 to the "Booting Clean" section above. 274 275 If you experience page faults while running Quarterdeck's QDPMI DPMI server, 276 this is caused by a bug in QDPMI. Workarounds: Remove QDPMI from CONFIG.SYS, 277 issue the command QDPMI OFF before running QUAKE, or get the update patch 278 for QDPMI from Quarterdeck. You may be running QDPMI without knowing it if 279 you have QEMM installed, because it can be installed as part of the QEMM 280 installation. 281 282 283 Technical Support 284 ----------------- 285 286 If you are having trouble installing or running Quake you can receive 287 technical support by sending e-mailing to support (a] idsoftware.com. You can 288 also refer to our web page, www.idsoftware.com, or call 1-800-idgames. 289 290 When sending support e-mail, cut and paste the following into your e-mail 291 message and fill in the blanks: 292 293 Date: 294 Name: 295 Phone number: 296 E-mail address: (please include this, we redirect tons of mail) 297 Game Title: 298 Version #: 299 Operating system (i.e., DOS 6.0 or Windows 95): 300 Computer type: 301 BIOS date: 302 BIOS version: 303 Processor type: 304 Processor speed: 305 Do you program at school/work? 306 Do you provide tech. support at school/work? 307 Please state the problem you encountered: 308 Please state how to reproduce the problem: 309 310 If program crashed with nasty undecipherable techno-garbage, please 311 look for the eight-digit hex number which comes after "eip=" 312 and write it down here: 313 314 ** NOTE: If you are sending a bug report, PLEASE refer to the TECHINFO.TXT 315 file for the correct form and procedures. 316 317 318 ====================================================== 319 == Version History == 320 ====================================================== 321 v1.01 -- Bugs fixed 322 ------------------------------------------------------ 323 * Fixed modem code 324 * Fixed fraglimit & timelimit 325 * Added NOEXIT cvar (so no one can exit a level) 326 ------------------------------------------------------ 327 v1.00 -- Bugs fixed 328 ------------------------------------------------------ 329 * Gravis Ultrasound audio support (still has bugs) 330 * More deathmatch start spots on E1M6 and END 331 * Print server version and PROG CRC on connect 332 * -dedicated starts start.map if nothing else specified 333 * fixed lookspring function during net game 334 * fixed rare crash during long running dedicated server 335 ------------------------------------------------------ 336 v0.94 -- Bugs fixed / Features added -- LIMITED BETA VERSION 337 ------------------------------------------------------ 338 * Totally rewritten menus 339 * New lighting model with overbrighting 340 * Parsed lowercase BLASTER parms 341 * Better Sound Blaster shutdown code 342 * Rewrote BLASTER initialization 343 * Fixed DMA channel 0 bugs 344 * Added SBPro 8 stereo setup 345 * Fix delayed sound on 8 bit Sound Blasters 346 * Fixed speed key affecting angle-turning from keyboard 347 * Fixed "no such Alias frame" bugs 348 * Fixed Zombie not getting up bug 349 * Checked for very high joystick values, signalling a failed read 350 * Unstuck jumping Fiends and Spawn 351 * Fixed large BModels blinking out in complex areas 352 * Fixed s_localsound with no sound started 353 * Saved spawn parms in savegame 354 * Fixed screenshot save location 355 * Bind with no arguments no longer clears value 356 * Allow console in intermission / finale 357 * Fixed false gib messages 358 * Full-screen TAB scoreboard in DeathMatch 359 * Fixed "+playdemo <demo>" from command line 360 * Trapped overflow in sizebuf messages 361 * Moveup / movedown in water! 362 * Fixed-up Talk command 363 * Added unsupported crosshair option ("crosshair 1" from console) 364 * Colored chat messages with notify sound 365 * Fixed "connect during intermission" bug 366 * Changelevel while demos running no longer crashes 367 * Fixed changelevel with no map left up loading screen 368 * Fixed long names entered from the console causing crash 369 * Stopped demos changing while in the menus 370 371 * Fixed modem initialization from menu 372 * Fixed serial reliable stream getting stalled 373 * Serial/modem code fixes 374 16550a lost transmit buffer empty interrupts 375 fixed sometimes processing interrupts from com1 when using com2 376 added com3/com4 support from menus 377 fixed first character of modem init not getting sent 378 saved serial/modem settings in config.cfg 379 * Fixed name and colors not always sent to server at startup 380 * Fixed "stopdemo" crashing the system when there wasn't a demo playing 381 * Added server's TCP/IP and IPX addresses (if available) to status command 382 383 * In 0.92, an additional check for a usable VESA video mode was added; 384 the numpages field was verified to be greater than 0, and no mode was 385 supported that had numpages set to 0 (which indicates that there's not 386 enough video memory for that mode). ATI's VESA driver, m64vbe, 387 reports 0 for numpages, so VESA video modes that were available in 0.91 388 were no longer available in 0.92. This extra numpages check has 389 been removed. 390 391 ----------------------------------------------------------------------- 392 v0.93 -- Never officially released; internal testing only. 393 ----------------------------------------------------------------------- 394 v0.92 -- Bugs fixed 395 ----------------------------------------------------------------------- 396 Typing long strings in the hostname or modem init field in the menus caused 397 crashes. 398 399 Under Win95 IPX was detected but not functional, resulting in the game 400 exiting to DOS. 401 402 If -nosound, got "S_LocalSound: can't cache" on every keypress in the menu. 403 404 When vid_nopageflip was set to 1 in VESA modes, going underwater resulted in 405 only the upper left corner of the drawing area being updated. 406 407 The single player scoreboard (tab) printed text incorrectly in all modes 408 greater than 320 pixels wide. 409 410 On network connections that dropped packets, the reliable message stream 411 could get stopped up, resulting in frag counts and talk messages no longer 412 being delivered, although game movement continued. 413 414 The com port settings from the menu were getting saved & restored but 415 not used. 416 417 Direct serial connections did not work with slist. 418 419 Quake now checks the vesa information for hardware incabable of page-flipping. 420 421 Menu sound sometimes didn't play. 422 423 Q95 (qlaunch.exe) frequently failed to execute on the first attempt. 424 425 Q95 (quakeudp.dll) was running out of buffers when running a server. 426 427 Teams were not being set according to pants colors. 428 429 430 Joystick notes 431 -------------- 432 Your joystick must be plugged in when Quake is launched. 433 434 If you have a joystick plugged in, but don't want to use it in Quake 435 (it slows the game down a few percent), or you have weird hardware that 436 doesn't like being tested as a joystick add "-nojoy" to your Quake 437 command line. 438 439 You can turn off joystick reading during the game by typing "joystick 0" at 440 the Quake command console. 441 442 You MUST configure your buttons from the configure keys menu before they will 443 work. There is no default configuration. 444 445 If your joystick or interface card improperly sets the third or fourth 446 joystick buttons, type "joybuttons 2" at the quake console or in your 447 .CFG file. 448 449 The "mlook" button command now lets the joystick as well as the mouse control 450 pitch angles. 451 452 The "sidestep" buttom command works on joysticks as with mice and keyboard 453 movement. 454 455 The "invert mouse up/down" menu option also inverts the joystick pitch 456 direction. 457