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      1 Welcome to the Quake Technical Information file!
      2 
      3 TABLE OF CONTENTS
      4 -----------------
      5 Introduction to the Console..............
      6 Video Subsystem Documentation............
      7 Sound Subsystem Documentation............
      8 CD Audio Subsystem Documentation.........
      9 Network Subsystem Documentation..........
     10 Modem Strings............................
     11 Win95 Documentation......................
     12 Key Binding and Aliases..................
     13 Quake Keys and Common Commands...........
     14 Making a Config File.....................
     15 Demos....................................
     16 Reporting Quake Bugs.....................
     17 
     18 
     19 ==========================================
     20 ==     Introduction to the Console      ==
     21 ==========================================
     22 
     23 Throughout this document, examples of commands are given, all of which
     24 are typed in at the console. To bring up the console, press the tilde ('~')
     25 key or press ESC to bring up the menu, select Options, and select Console...
     26 from the options menu. To exit the console, press ESC.
     27 
     28 The console provides a way to change console variables and also accepts
     29 commands that change game settings such as movement keys, video mode, as
     30 well as providing an interface for key binding and command aliasing (more
     31 on that later).
     32 
     33 The console also has a command history with which you can browse through
     34 previous commands. Use the up and down arrows to navigate through the
     35 command history and press <enter> to re-issue a command.
     36 
     37 Partially typing a command and then pressing the TAB key will complete the
     38 currently typed text with the first matching console variable or command.
     39 (Yes, this is a good way to look for console commands.)
     40 
     41 To review previous actions by page, use the PGUP and PGDN keys.
     42 
     43 
     44 ==========================================
     45 ==    Video Subsystem Documentation     ==
     46 ==========================================
     47 
     48 The Video Modes menu
     49 --------------------
     50 
     51 Video modes can most easily be selected from the the Video Modes menu, which
     52 is brought up by selecting the Video Options choice in the Options menu.
     53 All the resolutions that Quake can support on the current computer are
     54 displayed.
     55 
     56 Please note that higher-resolution modes require correspondingly more
     57 system memory in order for Quake to run, and that some high-resolution
     58 modes may not be available when running Quake on 8 Mb machines.  Such
     59 modes are not listed in the Video Modes menu.  Please do not report
     60 video modes that do not appear in the Video Modes menu as bugs; either
     61 those modes are not supported by your video adapter, or there is not
     62 enough system memory for Quake to support those modes.
     63 
     64 The video modes listed in the Video Modes menu can be tested, set, and made
     65 the default mode for Quake from the Video menu, as follows:
     66 
     67 * The arrow keys can be used to move the blinking indicator to any of the
     68 modes listed in the Video menu.
     69 
     70 * Pressing the 'T' key tests the mode the blinking indicator points to, by
     71 setting the mode, leaving it set for 5 seconds, and returning to the previous
     72 mode.  This lets you verify that your computer does in fact support that
     73 mode.  We highly recommend that you always test modes with 'T' before setting
     74 them
permanently by pressing the Enter key, in case some sort of hardware or
     76 software glitch causes a mode to function incorrectly and produce a garbled
     77 screen.  It is unlikely but possible that testing or setting a mode will
     78 cause your computer to hang or crash; if this happens, there is a serious
     79 hardware or software bug, and you should not attempt to select that mode
     80 again.
     81 
     82 * Pressing the Enter key sets the mode the blinking indicator points to,
     83 leaving it set so Quake will then run in that mode.  We suggest that you
     84 test a mode by pressing the 'T' key before setting it by pressing the Enter
     85 key.  Note that a selection made with the Enter key remains in effect only
     86 until Quake is exited (or a new mode is set).  You must explictly make a mode
     87 the default mode by pressing the 'D' key in order to automatically set that
     88 mode when you start Quake up in the future.
     89 
     90 * Pressing the 'D' key makes the current mode the default mode that Quake
     91 starts up with.  Note that the current mode is the mode that's displayed in
     92 white in the mode list, not necessarily the mode that the blinking indicator
     93 points to.  The current default mode is listed in the description of the 'D'
     94 key at the bottom of the Video Modes menu.
     95 
     96 * Pressing Esc exits the Video Modes menu.
     97 
     98 Please see "Bug Reporting," below, for information on how to report any
     99 problems you encounter.
    100 
    101 
    102 Video modes from the console:  Quick start
    103 ------------------------------------------
    104 
    105 More comprehensive but more complex video control is available through the
    106 Quake console.  This section describes the commands necessary to perform
    107 basic mode setting through the console (this is similar to what can be
    108 accomplished through the Video Modes menu), and following sections describe
    109 console video control in detail.
    110 
    111 To see all the video modes that are available, bring up the console (either
    112 press tilde ('~'), or press Esc to bring up the menu, select Options, and
    113 select Console... from the Options menu).
    114 
    115 From the console, type vid_describemodes<enter> to see all available modes.
    116 Type vid_mode <mode #> to set a mode, where <mode #> is the mode number
    117 listed for the desired mode by vid_describemodes.  Higher-resolution modes
    118 generally require more extra system memory in order to run, and many are
    119 not available in 8 Mb systems; modes that are supported by the video
    120 adapter but are currently unavailable due to system  memory limitations
    121 will still show up in
the mode list from vid_describemodes, but will
    123 have "**" in place of a mode number.  (Such modes will not show up at
    124 all in the Video Modes menu.)  If you try to set a mode for which
    125 there is insufficient system memory, you will receive a message to that
    126 effect, and the video mode will remain unchanged.
    127 
    128 
    129 More detail
    130 -----------
    131 
    132 This version of Quake supports software drawing in a variety of
    133 video modes.  It does not support any 3-D hardware accelerators.
    134 Video modes that are built into Quake are:
    135 
    136 320x200, 360x200, 320x240, 360x240, 320x350, 360x350, 320x400,
    137 360x400, 320x480, 360x480
    138 
    139 However, the higher-resolution modes on this list require additional
    140 memory, and may not be available in 8 Mb systems.
    141 
    142 In addition, all VESA 2.0 256-color linear framebuffer modes
    143 supported by the video adapter are supported.  Further information
    144 about VESA 2.0 is provided below.
    145 
    146 
    147 Video mode reporting and selection
    148 ----------------------------------
    149 
    150 Quake assigns each available video mode a mode number, which can
    151 then be used to query information about the mode or to select the
    152 mode.  The first 11 mode numbers are always as follows:
    153 
    154 0:  320x200
    155 1:  320x200
    156 2:  360x200
    157 3:  320x240
    158 4:  360x240
    159 5:  320x350
    160 6:  360x350
    161 7:  320x400
    162 8:  360x400
    163 9:  320x480
    164 10: 360x480
    165 
    166 You will notice that modes 0 and 1 are both 320x200; mode 1 is a
    167 Mode X-style version, which may someday allow support of page
    168 flipping for cleaner graphics, but right now it's just slower with
    169 no advantages, so use mode 0 for 320x200 resolution.  Modes 2-10
    170 are all higher resolution than mode 0, and look very nice, but are
    171 also all slower than mode 0.  Mode 0 is the fastest of the 11
    172 built-in modes.
    173 
    174 In addition to the built-in modes, Quake checks for the presence
    175 of a VESA version 2.0 driver.  If such a driver is detected, the
    176 driver is queried for all 8-bit-per-pixel linear framebuffer (LFB)
    177 modes that are supported; also, if no LFB 320x200 mode is available,
    178 a banked 320x200 VESA mode is queried for.  All such modes are added
    179 to the mode list starting at mode 11.  The available modes will vary
    180 depending on adapter, graphics chipset, amount of video memory, and VESA
    181 2.0
 driver.  The higher the resolution, the lower the performance, and
    183 the
higher-resolution modes will often be too slow for good gameplay
    185 on most machines.  (Also, higher-resolution modes often need more memory
    186 than is available in an 8 Mb system.)  The screen can be sized down to
    187 improve performance in higher-resolution modes, but then of course the
    188 effective resolution of Quake is reduced.
    189 
    190 At the same resolution, VESA LFB modes are often faster than the non-VESA
    191 modes 0-10, because adapters often have faster memory access in LFB modes.
    192 
    193 If a given VESA mode can support page flipping, then it defaults to page-
    194 flipped operation.  A VESA mode can be forced to non-page-flipped operation
    195 by setting the vid_nopageflip console variable to 1, then setting the mode
    196 
(note that vid_nopageflip takes operation on the next, not the current, mode
    198 set, and note that it then stays in effect permanently, even when Quake is
    199 exited and restarted, unless it is manually set back to 0).  If there is not
    200 enough memory for two pages in a VESA mode, or if the
    201 adapter doesn't support page flipping, then the mode will automatically
    202 be non-page-flipped.  Page flipping can have higher visual quality, but may
    203 be either faster or slower, depending on the graphics adapter and other
    204 hardware.  (See the discussion of the Pentium Pro, below, for a
    205 discussion of why page flipping can be faster but is sometimes much slower
    206 on that processor.)  Page-flipped modes use less system memory than non-
    207 page-flipped modes.
    208 
    209 Quake's VESA support, including VESA driver detection, can be disabled by
    210 using the -stdvid command-line switch, and can also be disabled, along with
    211 sound, network, and other hardware support, by the -safe command-line switch.
    212 
    213 The maximum resolution supported by Quake is 1280x1024.  Modes with higher
    214 resolutions will not be reported by vid_describemodes, and cannot be set.
    215 
    216 There is no support for any 3-D accelerator boards in this version of Quake.
    217 Coming soon.
    218 
    219 Quake always starts up in mode 0, and modes 0-10 are always available, given
    220 enough system memory.
    221 
    222 
    223 A note on modes reported in the Video Modes menu
    224 ------------------------------------------------
    225 
    226 The vid_describemodes console command lists all modes with
    227 resolution less than or equal to 1280x1024 that are
    228 supported by the video adapter, although modes for which there
    229 is not enough system memory have "**" for the mode number.  VGA,
    230 Mode X-style, and VESA 2.0 modes are listed separately, so a
    231 single resolution can be listed as many as three times, once for
    232 each hardware mode that supports it.  For example, mode 0 is
    233 VGA mode 0x13, which supports 320x200 resolution, and mode 1 is
    234 320x200 Mode X-style mode.  Quake looks identical in both
    235 modes, although it usually runs faster in mode 0.
    236 
    237 The Video Modes menu is much simpler.  Only modes with resolution
    238 less than or equal to 1280x1024 that are both supported by the
    239 hardware and for which there is sufficient system memory are
    240 listed.  Further, a given resolution is listed only once.  If a
    241 given resolution is available in multiple hardware modes, then
    242 selecting that resolution will select the appropriate hardware mode
    243 as follows:
    244 
    245 If the mode is 320x200, then VGA mode 0x13 is selected, and
    246 equivalent Mode X and VESA modes are ignored;
    247 
    248 Otherwise, the VESA version of the mode is used.
    249 
    250 You can always see what video mode is selected from the console by typing
    251 the command:
    252 
    253 vid_mode<enter>
    254 
    255 command.
    256 
    257 None of this has any effect on selecting modes through the
    258 console, where all the different versions of each mode are
    259 listed, and the desired version can be selected by using the
    260 appropriate mode number.
    261 
    262 
    263 How to get VESA 2.0 support
    264 ---------------------------
    265 
    266 Some video adapters have VESA 2.0 support in ROM.  Other video
    267 adapters come with loadable VESA 2.0 TSRs.  In the absence of either
    268 of these, UniVBE, a shareware product from SciTech, provides VESA 2.0
    269 support for most video adapters.  The latest version of UniVBE can be
    270 obtained from the following locations:
    271 
    272 www: http://www.scitechsoft.com
    273 ftp: ftp.scitechsoft.com
    274 CIS: GO SCITECH
    275 AOL: Keyword SciTech
    276 
    277 SciTech can be contacted at:
    278 
    279 email: sales (a] scitechsoft.com
    280 
    281 SciTech Software
    282 5 Governors Lane, Suite D
    283 Chico, CA
    284 95926-1989
    285 
    286 The current version at this writing is UniVBE 5.2.  This version
    287 supports many more adapters than previous versions, and adds
    288 a number of useful low- and medium-resolution modes, such as 400x300
    289 and 512x384.
    290 
    291 
    292 Video-related commands
    293 ----------------------
    294 
    295 vid_describecurrentmode
    296    lists the description for the current video mode.
    297 
    298 vid_describemode <mode #>
    299    lists the description for the specified video mode, where <mode #> is as
    300    reported by vid_describemodes.
    301 
    302 vid_describemodes
    303    lists descriptions for all available video modes.
    304 
    305 vid_mode <mode #>
    306    sets the display to the specified mode, where <mode #> is as reported by
    307    vid_describemodes.
    308 
    309 vid_nopageflip <1|0>
    310    when set to 1, VESA mode sets will always select non-page-flipped
    311    operation.  When set to 0, VESA mode sets will select page-flipped
    312    operation whenever possible.  All non-VESA modes are always
    313    non-page-flipped.  The setting of vid_nopageflip is remembered
    314    when Quake is exited (by being saved in config.cfg), and is reloaded
    315    when Quake is restarted, so once vid_nopageflip is set to 1, all
    316    VESA modes set in all Quake sessions after that point be will non-page-
    317    flipped until vid_nopageflip is set to 0.  Note that setting this
    318    variable doesn't affect whether the current video mode is page-flipped,
    319    but rather whether page-flipping can be used by future mode sets.
    320 
    321 vid_nummodes
    322    reports the total number of modes available.
    323 
    324 vid_testmode <mode #>
    325    tries to switch Quake to the specified mode, then returns to the current
    326    mode after 5 seconds.  This allows you to try an untested mode without
    327    ending up with a black screen if, for example, the monitor can't display
    328    the mode properly.  There may still be instances in which, due to VESA
    329    driver or hardware bugs, the machine will hang in certain modes;
    330    vid_testmode can't recover from these situations, but it can recover
    331    from a blank or scrambled screen.
    332 
    333 vid_wait <wait type>
    334   sets the type of waiting that the video adapter should do, as follows:
    335   0: no waiting
    336   1: wait for vertical sync active
    337   2: wait for display enable active
    338 
    339 The default state of vid_wait depends on the video mode selected.
    340 (_vid_wait_override can force vid_wait to 1, wait for vertical
    341 sync; see the description of _vid_wait_override below.)
    342 In built-in modes 0-10, the default is always 0, no waiting.  You
    343 can set vid_wait to 1 (wait for vertical sync) to eliminate shear
    344 and tearing in these modes (so partially-completed frames are never
    345 drawn, resulting in a rock-solid image).  However, waiting for
    346 vertical sync can result in substantial performance loss.
    347 
    348 In VESA modes, if the adapter is VGA compatible and there's enough
    349 memory for three video pages, then triple-buffering is enabled and
    350 vid_wait is set to 2, wait for display enable.  There is little
    351 performance loss to this sort of waiting.  If the adapter is not
    352 VGA compatible, or if there's only enough memory for double-buffering,
    353 then vid_wait is set to 1 (wait for vertical sync).  This can cause
    354 significant loss of performance, but some sort of wait is generally
    355 necessary to avoid occasional glitching of the screen when
    356 page-flipping; we always choose the lowest-cost wait option that
    357 seems to be safe to use.  If there's only enough memory for one
    358 page, or if vid_nopageflip 1 is in effect, then vid_wait is set to 0
    359 (no wait).  As with modes 0-10, vid_wait 1 can be used to eliminate
    360 shear, but at a performance cost.
    361 
    362 We have encountered problems with a few adapters in VESA modes when
    363 vid_wait is set to 2 (wait for display enable).  Apparently some adapters
    364 just toggle display enable all the time, rather than only when pixels
    365 are being sent to the screen; this can cause occasional glitches in
    366 which the screen image jumps for one frame.  You can fix this by
    367 setting vid_wait to 1 (wait for vertical sync).  We would have made
    368 vid_wait 1 the default, but it's slower, and vid_wait 2 works on most
    369 machines.
    370 
    371 The default setting for vid_wait can be changed from the console
    372 at any time.  If you are in a VESA mode that waits for vertical
    373 sync and want to turn it off to get a speed-up, you can do so.
    374 However, changing a vid_wait 1 default in a VESA mode may result
    375 in problems.  If vid_wait defaults to 1 (wait for vertical sync)
    376 in a mode, and you force it to 2 (wait for display enable), the
    377 machine may hang, because some VGA-incompatible adapters, such as
    378 some ATI Mach64s, don't support the display enable status.  If you
    379 force vid_wait to 0 (no wait), then the screen may glitch periodically
    380 if the page flips at a time that results in a bad flip address,
    381 although some adapters work fine with no wait at all.
    382 
    383 If you force a new setting for vid_wait and encounter problems, DO
    384 NOT send us a bug report!
    385 
    386 _vid_wait_override <1|0>
    387 	can be used to force wait for vertical sync in all modes.  When
    388     _vid_wait_override is set to 0, the type of waiting, if any, for
    389     each video mode that's set thereafter is automatically set to
    390     what appears to be the fastest safe state.  However, it is
    391     possible in some cases that automatic setting may result in some
    392 	screen glitching, and it is also true that shear can be
    393     eliminated by waiting for vertical sync (although at a cost in
    394 	performance), so it may be desirable in some cases to override
    395     the automatic wait selection and always wait for vertical sync.
    396     This can be done by setting _vid_wait_override to 1.  Once set,
    397     this remains in effect through all succeeding mode sets, even
    398     when Quake is exited and re-entered; the only way to keep Quake
    399     from waiting for vertical sync once _vid_wait_override is set to
    400     1 is to set _vid_wait_override to 0.  Note that changing
    401     _vid_wait_override doesn't affect the current mode, but rather
    402     takes effect on the next mode set.  _vid_wait_override is initially
    403     set to 0.
    404 
    405 _vid_default_mode <mode #>
    406     can be used to force Quake to start up in a particular mode.
    407     The easiest way to select a default mode is by pressing the
    408     'D' key in the Video Modes menu, but you can alternatively
    409     use _vid_default_mode to specify the mode in which you want
    410     Quake to start up in future Quake sessions.  _vid_default_mode
    411     is initially set to 0.
    412 
    413 
    414 Higher-quality perspective texture mapping
    415 ------------------------------------------
    416 
    417 For maximum speed, perspective correction is performed only every 16
    418 pixels.  This is normally fine, but it is possible to see texture ripples
    419 in surfaces that are viewed at sharp angles.  For more precise texture
    420 mapping, set the console variable d_subdiv16 to 0.  Doing this will result
    421 in somewhat slower performance, however, and the difference in visual
    422 quality will not normally be noticeable.
    423 
    424 
    425 Known video problems and workarounds
    426 ------------------------------------
    427 
    428 If you think you've encountered a bug, see "Bug Reporting," below.
    429 As a general rule, go back to mode 0 if you have problems; mode 0
    430 should work properly in all cases.
    431 
    432 On some ATI Mach64 adapters, the palette is sometimes too dark in
    433 some VESA modes, and is tinted oddly (too red, for example) in other
    434 modes.  The workaround is to use different modes, or modes 0-10.
    435 
    436 In modes 0-10, shear and tearing can occur as partially finished
    437 frames are displayed.  Workaround:  set vid_wait to 1 (wait for
    438 vertical sync); this can result in a substantial performance loss,
    439 however.  An alternative is to use a page-flipped VESA mode.
    440 
    441 In page-flipped VESA modes, occasional glitched frames may occur with some
    442 VESA driver-hardware combinations.  Workaround:  set vid_wait to 1 (wait
    443 for vertical sync) (you can set _vid_wait_override to 1 to make waiting
    444 for vertical sync permanent for future Quake sessions), or use a different
    445 mode.
    446 
    447 The VESA video drivers that come with some video adapters don't
    448 support low-resolution modes such as 320x200; often,
    449 nothing lower than 640x400 is supported.  For example,
    450 this is the case with some ATI adapters.  There's nothing
    451 Quake can do to provide low-resolution VESA modes in these
    452 cases, because Quake simply supports whatever modes the VESA
    453 driver chooses to report as supported.  Unfortunately, 640x400
    454 is too high a resolution for really good performance unless you
    455 have a very fast Pentium or a Pentium Pro, so on machines with
    456 this sort of adapter, the VESA modes aren't very usable.
    457 Workaround:  Use UniVBE 5.2, which supports low-resolution modes
    458 on a wide variety of adapters.  Note that a few adapters simply can't
    459 support low-resolution modes, in which case you'll have to stick with
    460 the low-resolution VGA and Mode X modes that are built into Quake,
    461 which run fine but may be somewhat slower than VESA modes.
    462 
    463 A few video adapters are almost but not fully VGA compatible, because
    464 they don't support some unusual VGA video modes.  In particular, a few
    465 adapters don't support the 360-wide Mode X-style video modes that are
    466 build into Quake (modes 2, 4, 6, 8, and 10), and display garbage in those
    467 modes.  Workaround:  use different modes, such as 0, 3, 5, 7, 9, or any
    468 VESA modes that are available.
    469 
    470 Under Win 95, the palette occasionally gets messed up when switching from
    471 Quake to the desktop and back again.  You can restore the palette by
    472 bringing down the console (either press tilde ('~'), or press Esc to bring
    473 up the menu, select Options, and select Console... from the Options menu),
    474 and typing bf and pressing the enter key, to generate a background flash,
    475 which sets the palette.  Press Esc to exit the console.  Alternatively,
    476 setting the screen brightness, either from the Options menu or via the
    477 gamma console variable, sets the palette.
    478 
    479 Under Win 95, if the system key (the key with the Win 95 flag on it) is
    480 pressed while Quake is running fullscreen in a VESA mode, Win 95 may be
    481 unable to switch back from the desktop to Quake, in which case it will
    482 notify you of this, then terminate the Quake session.  This is a quirk
    483 of Win 95, and normally there is no workaround other than not to press
    484 that key or not to use VESA modes.  (Some people go so far as to remove
    485 the system key from their keyboard.)  However, you can
    486 disable the system key for Quake with the following utility:
    487 
    488 http://www.microsoft.com/windows/download/doswinky.exe
    489 
    490 Switching away from Quake with Alt-Enter, Ctrl-Esc, Alt-Tab, or
    491 Alt-Spacebar all work fine (except that if you disable the system key
    492 with doswinky.exe, Ctrl-Esc will also be disabled).
    493 
    494 
    495 Performance
    496 -----------
    497 
    498 Quake's graphics should be adequately fast in mode 0 (320x200) on all
    499 Pentium-class machines. If you feel Quake is running slowly, set the
    500 showturtle console variable to 1; you will then see a turtle icon
    501 appear in the upper left corner of the screen if the frame rate drops
    502 below 10 frame/second.  If you are getting the turtle, you are probably
    503 not getting great gameplay.  Performance can be improved in several ways:
    504 
    505 * size down the screen with the minus key
    506 
    507 * select a lower-resolution mode, if possible
    508 
    509 * use a VESA mode
    510 
    511 * if you're using a VESA mode and vid_wait is set to 1 (wait for
    512 vertical sync) by default (you can check by typing vid_wait<enter>
    513 in the console), you can try setting vid_wait to 0 or 2, as detailed
    514 in the discussion of the vid_wait command above.  Be aware that
    515 risks of screen glitching or hung machines are associated with
    516 overriding a default vid_wait 1 setting in VESA modes.
    517 
    518 To see how exactly fast Quake is running, bring up the console and type
    519 
    520 host_speeds 1<enter>
    521 
    522 You will see a display at the top indicating total frame time in
    523 milliseconds, and also server, graphics, and sound frame time in
    524 milliseconds.  (Note, though, that unless you also do
    525 
    526 snd_noextraupdate 1<enter>
    527 
    528 sound time will actually show up as graphics time.  However,
    529 snd_noextraupdate 1 can cause sound to get choppy, so it's not
    530 generally recommended.)
    531 
    532 Lower numbers are better.
    533 
    534 Type
    535 
    536 host_speeds 0<enter>
    537 
    538 to turn off the frame time display.
    539 
    540 
    541 Pentium Pro Performance
    542 -----------------------
    543 
    544 The Pentium Pro is a very fast Quake platform, but has one weak spot; it is
    545 by default very slow on writes to video memory.  This means that in default
    546 hardware configurations, you are usually much better off setting
    547 vid_nopageflip to 1 if you use VESA modes, so drawing is done to system
    548 memory instead of to video memory.  Remember that you must set the mode
    549 after setting vid_nopageflip to 1 in order to get vid_nopageflip to take
    550 effect.  (vid_nopageflip can sometimes be faster on a Pentium, too, but
    551 not by nearly as much in general, and it's often slower.)
    552 
    553 The Pentium Pro has some special features that are not turned on by default,
    554 but which can help Quake performance a LOT.  These features can be enabled
    555 by John Hinkley's program FASTVID, which can be obtained from
    556 ftp://members.aol.com/JHinkley/fastvid.zip.  Performance in 640x480
    557 mode on a Pentium Pro/150 nearly doubled after FASTVID was run; Quake
    558 was very playable (and looked great!) at this resolution.
    559 
    560 There's the usual caution with FASTVID:  It could conceivably make your
    561 system run goofily, or who knows what.  FASTVID is not a product of
    562 id Software, and id makes no guarantees regarding FASTVID. In other words,
    563 use FASTVID at your own risk.
    564 
    565 ************************************************************************
    566 IMPORTANT NOTE: FASTVID works only on Pentium Pros!!!  Please do NOT
    567 contact either John Hinkley or id with problems concerning FASTVID on
    568 Pentium or 486 machines.
    569 ************************************************************************
    570 
    571 
    572 Video Bug Reporting
    573 -------------------
    574 
    575 If you encounter a video-related bug, please fill out the form found at the
    576 end of this file and e-mail it to support (a] idsoftware.com.  There are several
    577 problems that are not bugs, and shouldn't be reported, including:
    578 
    579 * unavailability of some VESA modes; VESA modes are only supported by
    580 Quake if they are 8-bpp, are LFB modes (except for 320x200), and are
    581 no greater than 1280x1024 in resolution.  If you have a VESA mode
    582 that doesn't seem to be working properly, please contact the
    583 manufacturer; we just use the information that the VESA driver
    584 provides us with.
    585 
    586 * problems that occur when you change vid_wait from a default value
    587 of 1 (wait for vertical sync) in VESA modes
    588 
    589 * sluggish performance on 486s
    590 
    591 * the known palette problem on some Mach64s.
    592 
    593 * the known palette problems switching from fullscreen to the desktop and
    594 back under Win95.
    595 
    596 * the known problems switching back from the desktop in VESA modes after the
    597 system (Windows flag) key has switched from fullscreen to the desktop.
    598 
    599 * video modes that are not listed in the Video Modes menu, or that are not
    600 listed or are listed with "**" in the output from vid_describemodes; such
    601 modes are either not supported by your video adapter, or cannot be supported
    602 by Quake in the amount of memory your system has.  High-resolution modes will
    603 often not be available in 8 Mb systems.
    604 
    605 * 360-wide video modes that don't work although other resolutions do work
    606 
    607 * lack of low-resolution VESA modes; the availability of low-resolution modes
    608 is the responsibility of the VESA driver.  UniVBE 5.2 provides low-resolution
    609 modes on most adapters.
    610 
    611 Apart from these, we would very much like to hear about any video
    612 problems you encounter.
    613 
    614 
    615 ==========================================
    616 ==     Sound Subsystem Documentation    ==
    617 ==========================================
    618 
    619 Quake's sound subsystem works only with Sound Blaster compatible sound
    620 cards.  For Quake to get the correct settings for DMA channel and PORT
    621 address, you must set your BLASTER environment variable (or have it set for
    622 you with the DIAGNOSE utility in your SB16 directory).  If you do not have
    623 the BLASTER environment variable set, your sound will not work.  If your
    624 sound card supports Sound Blaster compatibility, Windows 95 should set this
    625 variable for you.
    626 
    627 Note:  some sound cards do not have 100% Sound Blaster compatible
    628 hardware, but emulate the Sound Blaster interface.  Such cards may
    629 display some inconsistencies relative to an actual sound blaster.
    630 In particular, sound may be delayed on some cards.
    631 
    632 Note:  it is possible for sound to get choppy if the frame rate
    633 drops to a very low level, below 5 frames a second.  A frame rate
    634 that low will not provide a good gameplay experience, so if you
    635 do experience choppy sound, your machine is almost certainly not
    636 fast enough to run Quake satisfactorily in general.
    637 
    638 If (when) you see bugs, please use the form attached to the end
    639 of these docs to submit a bug report.
    640 
    641 Sound Card Command Line Options, Commands, and Variables
    642 ==================================================================
    643 
    644 The commands and variables below work under any operating system.
    645 Command-Line options are typed on the command line in most any place
    646 but only in operating systems which support command line interfaces,
    647 like DOS's COMMAND.COM, or NEXTSTEP's or Linux's csh, sh, or bash.
    648 For example, under DOS, the NOSOUND option would be used like this:
    649 "C:> quake -nosound".
    650 
    651 Command-Line Options
    652 --------------------
    653 
    654 NOSOUND
    655   Syntax: -nosound
    656   Description: This will prevent *any* sound code from being executed.  If
    657 	you are having technical difficulty with the game and then try
    658 	running the game with this option and the problem goes away, then
    659 	the problem is probably somewhere in the sound code.
    660 
    661 SSPEED
    662   Syntax: -sspeed <speed>
    663   Description: This will ask the sound code to set the playback speed
    664     within the constraints of the capabilities of the card.  This is
    665 	11025 Hz by default and usually from 8000 to 44100.  Making this
    666 	faster requires more CPU horsepower, and has no actual benefits,
    667 	because the sounds only contain 11 KHz data.  Making this slower
    668 	degrades sound quality, but improves performance and saves memory.
    669 
    670 Commands
    671 --------
    672 
    673 SOUNDINFO
    674   Syntax: soundinfo
    675   Description: This prints the "portable" information on your current
    676         audio hardware setting in the game.  It specifies whether there is
    677         stereo output (0 or 1), the number of samples in the DMA buffer, the
    678         current sample position (changes each time you run SOUNDINFO and
    679         ranges from 0 to the number of samples), the number of sample bits,
    680 	the submission chunk (1 in DOS or Linux w/ mmaped sound, larger in
    681 	Linux w/o mmaped sound), playback speed in Hz, the DMA buffer address
    682 	in hexadecimal (usually 8 digits after the 0x, starting with 0xf00..
    683 	in DOS, starting with 0x400.. in Linux, and less than 8 digits if the
    684 	hardware was not initialized successfully), and the number of
    685         channels mixed in software (8 by default, changeable w/NUMCHANNELS
    686         command).
    687 
    688 STOPSOUNDS
    689   Syntax: stopsounds
    690   Description: Stops any current looping sounds.
    691 
    692 
    693 Sound Blaster Sound Card Command-Line Options and Commands
    694 ==========================================================
    695 
    696 The following applies to Sound Blaster cards or compatibles under DOS
    697 or a DOS box.
    698 
    699 Commands
    700 --------
    701 
    702 SBINFO
    703   Syntax: sbinfo
    704   Description: This will print information on the Sound Blaster card
    705     in the system.  If the version is 4 or greater, then it is some
    706 	kind of Sound Blaster 16 or compatible.  Version 2 is an 8 bit mono
    707 	sound blaster, Version 3 is an 8 bit stereo sound blaster pro.
    708 	The port is the I/O port
sensed from the A variable in the BLASTER
    710 	environment variable.
The DMA is the DMA channel and is confirmed in
    712 	hardware if the
card is version 4 or higher.  The mixer port can be
    714 	ignored.
    715 
    716 
    717 ==========================================
    718 ==   CD Audio Subsystem Documentation   ==
    719 ==========================================
    720 
    721 Overview
    722 ========
    723 Quake is designed to play background music off of a CD-ROM.  The Quake CD has
    724 music tracks on it and each level has been assigned a track that will be
    725 played.
    726 
    727 Win95 Users:  Putting a CD other than the Quake CD into the drive when Quake
    728 is already running will sometimes cause another Windows application to start
    729 and switch you back to Windows with Quake running in the background.  You
    730 will probably want to stop whatever was started and switch back to Quake as
    731 quickly as possible... especially if you are playing deathmatch.
    732 
    733 
    734 Command Line Parameters
    735 =======================
    736 -nocdaudio
    737    This will prevent the CD audio system from even attempting to initialize.
    738    No CD commands or functions will be available.  The game will just run
    739    with no music.
    740 
    741 -cdmediacheck
    742    This causes the game to periodically check to see if the CD has been
    743    removed and a new one placed in the player.  It is off by default since
    744    this operation is very slow on some CD players and is not needed under
    745    Win95.  There is normally no reason to enable this option; it would
    746    only be useful if you were going to be changing the CD from within the
    747    game on a regular basis.
    748 
    749 Commands
    750 ========
    751 There is normally no reason you would need to use any of these commands.  If
    752 you are playing Quake with the Quake CD in your CD-ROM drive, the appropriate
    753 music track will be played automatically.
    754 
    755 cd on
    756    Re-enables the CD audio system after a "cd off" command.
    757 
    758 cd off
    759    Shuts down the CD audio system.  No more music will be played unless it
    760    is re-enabled.
    761 
    762 cd reset
    763    Causes the CD audio to re-initialize.  This is useful if you change
    764    CDs or insert the CD after you've already run Quake.
    765 
    766 cd play <track number>
    767    Plays the specified track one time.
    768 
    769 cd loop <track number>
    770    Plays the specified track.  It will be repeated until either it is
    771    manually stopped or another track is started.
    772 
    773 cd stop
    774    Stops the currently playing track.
    775 
    776 cd resume
    777    Will resume playback of a stopped track.
    778 
    779 cd eject
    780    This is for CD players that do not have a manual eject button.
    781 
    782 cd remap <track1> <track2> <track3> ...
    783    Allows you to switch what tracks are played.  This is especially useful
    784    if you want to play music other than that on the Quake CD.  If the CD
    785    audio system is told to play track 1, it will instead play the 1st
    786    track you specified.  For example: assuming a CD with 1 data track and
    787    8 music tracks, the command "cd remap 1 9 8 7 6 5 4 3 2" would leave
    788    the data alone and play the audio tracks as if they had been placed on
    789    the CD in the opposite order.
    790 
    791 cd info
    792    Reports information such as the number and types of tracks on the current
    793    CD, what track (if any) is currently playing, and the playback volume.
    794 
    795 
    796 Variables
    797 =========
    798 bgmvolume
    799    The background music volume.  Valid values are 0.0 though 1.0.  Changes
    800    will normally be made using the options menu.
    801 
    802    Not all CD-ROM players support variable volume.  The 0.0 to 1.0 value
    803    translated to a value from 0 to 255 before it is passed to MSCDEX.  How
    804    this value is interpreted varies from drive to drive.  The only thing
    805    required by the MSCDEX specification is that 0 is off and anything else
    806    is on.  Some CD-ROM drives only have on and off so change to bgmvolume
    807    will have have no effect on volume once it is on.
    808 
    809 
    810 Messages
    811 ========
    812 CDAudio_Init: MSCDEX version 2.00 or later required.
    813    MSCDEX was either not loaded, or is a version earlier than 2.00.
    814 
    815 CDAudio_Init: First CD-ROM drive will be used
    816    MSCDEX reported that the system has more than one CD-ROM drive.
    817    Quake will always use the first drive in this case.
    818 
    819 CDAudio_Init: Unable to allocate low memory.
    820    We were unable to allocate the memory needed to communicate with MSCDEX.
    821    Although the game can still run, this indicates a severe low memory
    822    condition.
    823 
    824 CD Audio Initialized
    825    Indicates that the CD audio system has successfully initialized.
    826 
    827 CDAudio_Play: Bad track number N.
    828    We attempted to play a track number that that is outside the range of
    829    tracks recorded on the CD currently in the CD-ROM drive.  Probable causes
    830    are that a CD other than Quake is in the player, or a custom level has
    831    specified an invalid track number.
    832 
    833 CDAudio_Play: Can not play data.
    834    A valid track was requested to be played, but it was a not an audio track.
    835    The probable causes are the same as for a bad track number.
    836 
    837 CDAudio_Play: track N failed
    838    A valid audio track was going to be played, but the play command to MSCDEX
    839    returned an error.
    840 
    841 CDAudio: media changed
    842    This is simply a notification.  It can only occur if the "-cdmediacheck"
    843    option was specified on the command line.
    844 
    845 CDAudio: Error - playback stopped N
    846    An error occurred while the CD was playing audio.  Playback has been
    847    stopped and no further automatic play will be attempted; the game will
    848    proceed without music.
    849 
    850 CDAudio_Init: No CD in player.
    851    MSCDEX reported an error while Quake was attempting to get information
    852    about the current CD.  There is either no CD in the player, or it was
    853    unable to get the track information.  No automatic CD play will be
    854    attempted; the game will proceed without music.
    855 
    856 
    857 ==========================================
    858 ==    Network Subsystem Documentation   ==
    859 ==========================================
    860 
    861 Overview
    862 ========
    863 
    864 Quake is a client/server game.  You are always running over some type of
    865 network.  In a standalone game, you are using a loopback network; it just
    866 passes messages back and forth in memory buffers.  This readme is talking
    867 about real networks and multiplayer deathmatches.  There are three main
    868 sections: commands, LANs, and Serial.
    869 
    870 Most normal configuration can be done via the game menus.
    871 
    872 There are two types of Quake servers: dedicated and listen.  A listen server
    873 is a machine that is used to play the game and also hosts the game for other
    874 players.  A dedicated server only hosts the game; it runs in text mode and
    875 does not let anyone play on that machine.  A single player game is really 
    876 just a 1 player listen server that doesn't listen for network connections.
    877 
    878 Dedicated vs Listen.  I'll try to make this simple: it is always better to
    879 use a dedicated server.  Why? Fairness and playability.  With a listen
    880 server, the person on the server always has advantages.  They will always be
    881 the first person into a level, they will always have zero latency, and they
    882 will get a server update on each and every frame.  On a dedicated server
    883 everyone gets equal treatment.  Getting into the server is a first come,
    884 first served proposition; latency is determined by each player's connection;
    885 and everyone is sent the same number of updates.  It's about as fair as life
    886 gets.  By the way, a good 486 machine works nicely as dedicated server.
    887 
    888 Another suggestion.  Until there is a native Win95 version of Quake, IPX will
    889 usually provide better gameplay on a local area network.  This is due to the
    890 delicate balancing act that is required to let a DOS program use the Win95
    891 TCP/IP stack.
    892 
    893 To start a Dedicated Server, you invoke Quake with the "-dedicated"
    894 command-line parameter.  When the server starts, you can type any command
    895 that you would normally type in the Quake Console, such as "map e1m1" to
    896 start the server on a specific map.  This can be done from the command-
    897 line as well by typing "quake -dedicated +map e1m1".  If a value is entered
    898 after "-dedicated", that is the amount of players allowed to connect, up
    899 to a maximum of 16 players. A dedicated server will quit to the OS whenever
    900 a fraglimit or timelimit is reached.  Example: "quake -dedicated 16" will
    901 start a 16-player dedicated server.
    902 
    903 To start a Listen Server, you invoke Quake with the "-listen" command-
    904 line parameter, or use the Multiplayer menu in the game.  Starting a listen
    905 server from the command-line will allow you to handle more than 4 players,
    906 as 4 is the limit when starting a game from the Multiplayer menu.  If a
    907 value is used after the "-listen", that is the maximum amount of players
    908 allowed, up to 16 players.
    909 
    910 Command Line Parameters, Commands, and Variables
    911 ================================================
    912 
    913 Command line parameters
    914 -----------------------
    915 -nolan
    916    Disables IPX, TCP/IP, and serial support.
    917 
    918 -noudp
    919    Disables support for TCP/IP.
    920 
    921 -udpport <port#>
    922    Specifies a UDP port to be used other than the default of 26000.
    923 
    924 -noipx
    925    Disables support for IPX.
    926 
    927 -ipxport <port#>
    928    Specifies a IPX port to be used other than the default of 26000.
    929 
    930 -noserial
    931    Disable serial support.
    932 
    933 -mpath
    934    Enables support for code to use Win95's TCP/IP stack.  Do NOT use this
    935    under DOS!
    936 
    937 -listen [n]
    938 	Starts Quake ready to be a non-dedicated server for up to <n>
    939 	players.  If you do not specify a number <n> after -listen it will
    940 	default to 8.  The maximum allowed value is 16.
    941 
    942 -dedicated [n]
    943 	Starts Quake ready to be a dedicated server for up to <n> players.
    944 	If you do not specify a number <n> after -listen it will default to 8.
    945 	The maximum allowed value is 16.  A dedicated Quake server stays in
    946 	text mode.  This is the Quake console with most commands still
    947 	available; those that make no sense (like vid_mode) are ommitted.
    948 
    949 Console Variables
    950 -----------------
    951 
    952 net_messagetimeout
    953    Specifies how long Quake should wait for a message to arrive before
    954    deciding the connection has died.  The default is 3 minutes.  For
    955    reference, messages usually arrive at the rate of about 20 per second.
    956 
    957 hostname
    958    This is the name for your server that will show up on an slist
    959    (see below).  The default value is "unnamed".
    960 
    961 sys_ticrate
    962    Only used by dedicated servers.  This determines the rate at which the
    963    server will send out updates to the clients.  The default value is 0.05
    964    (20 updatesper second).  For servers where bandwidth is limited, using
    965    modems or the internet for example, it is advisable to lower this value
    966    to 0.1 (10 updates per second).  This will have a very minor effect on
    967    responsiveness, but will half to outbound bandwitdh required making the
    968    modem players a lot happier.
    969 
    970 
    971 Console commands
    972 ----------------
    973 
    974 net_stats
    975    This is for debugging. It displays various network statistics.
    976 
    977 slist
    978    Looks for Quake servers on a local LAN (or over a null modem
    979    cable).  This will NOT go outside the local LAN (will not cross
    980    routers).
    981 
    982 
    983 LANs
    984 ====
    985 
    986 Here are the LANs that are supported by the Quake test
    987 release.  For each one, you'll be told how to connect to a server
    988 *if it is not on your local network*.  If it is, you can use the
    989 "slist" command and connect by hostname.  See the main readme for
    990 a discussion of the connect command.
    991 
    992 IPX
    993 ---
    994 
    995 Quake has been run with Novell's ODI IPX stack under DOS, PDIPX with packet
    996 drivers under DOS, and the Microsoft IPX stack in a Win95 DOS box.  When
    997 connecting to a server using IPX, you specify its network:nodeaddress (like
    998 12345678:1234567890AB).  If you are on the same network, you can just specify
    999 the node address.  If you are doing a connect command from the console, a
   1000 full IPX address must be enclosed in quotes.
   1001 
   1002 For example, the server's IPX address is "00FADE23:00aa00b9b5b2", you would
   1003 enter: connect "00FADE23:00aa00b9b5b2"
   1004 
   1005 Win95 TCP/IP
   1006 ------------
   1007 
   1008 Please see the Win95 section of this file for details about playing using
   1009 TCP/IP under Win95.
   1010 
   1011 Kali
   1012 ----
   1013 
   1014 To Quake, Kali appears to be IPX.  Once you've got Kali up and running, run
   1015 Quake as if it was on an IPX network.
   1016 
   1017 Beame & Whiteside TCP/IP
   1018 ------------------------
   1019 
   1020 This is the only DOS TCP/IP stack supported in the test release.
   1021 It is not shareware...it's what we use on our network (in case you
   1022 were wondering why this particular stack).  This has been "tested"
   1023 extensively over ethernet and you should encounter no problems
   1024 with it.  Their SLIP and PPP have not been tested.  When connecting
   1025 to a server using TCP/IP (UDP actually), you specifiy it's "dot notation"
   1026 address (like 123.45.67.89).  You only need to specify the unique portion
   1027 of the adress.  For example, if your IP address is 123.45.12.34
   1028 and the server's is 123.45.56.78, you could use "connect 56.78".
   1029 
   1030 Playing over the Internet
   1031 -------------------------
   1032 Yes, you can play Quake over the Internet.  How many people can be in
   1033 the game? That depends.  How smooth will the game be?  That depends.
   1034 There are just too many variables (bandwidth, latency, current load,
   1035 etc...) for us to make any kind of promises about Internet play.
   1036 
   1037 
   1038 Serial/Modem
   1039 ============
   1040 
   1041 The Quake serial driver supports two COM ports.  Although they are referred
   1042 to as COM1 and COM2, you can configure them to use any normal hardware
   1043 COM port (1 thru 4 on most PCs).  The com ports are used with interrupts,
   1044 so their IRQ may not be used for another purpose (such as a LAN adapter
   1045 or sound card).  The IRQ may not be shared with another device either;
   1046 not even another COM port.  A client can only be connected to one server
   1047 at a time, so multiple ports are really only useful on a server.
   1048 When using modems, the client must originate the call and the server
   1049 must answer.  This holds true even for a two player, non-dedicated
   1050 server configuration.
   1051 
   1052 In the Multiplayer menu, the default modem string is "ATZ".  If your modem
   1053 games are too slow, you can change this string to the appropriate one for
   1054 your modem as listed below in the "Modem Strings" section.
   1055 
   1056 
   1057 The COMx commands
   1058 -----------------
   1059 
   1060 Use the menus for serial play whenever possible.  The console
   1061 interface is only for unusual configurations.  It is much more
   1062 difficult to understand and use correctly.
   1063 
   1064 Those of you who do use the console commands for serial play need to
   1065 know that the menus always use the first Quake COM line (COM1); yes,
   1066 even for COM2.  The names COM1 and COM2 here mean the first and second
   1067 serial ports, not necessarily the PC COM1 and COM2 ports (although those
   1068 are the default configurations).
   1069 
   1070 There are two commands to support serial/modem play for Quake.  They
   1071 are: COM1 and COM2. Entering one of these commands with no arguments
   1072 will display the status of that serial port, similar to this:
   1073 
   1074 Settings for COM1
   1075 enabled:   true
   1076 connected: false
   1077 uart:      16550
   1078 port:      3f8
   1079 irq:       4
   1080 baud:      57600
   1081 CTS:       ignored 
   1082 DSR:       ignored 
   1083 CD:        ignored
   1084 clear:     ATZ
   1085 startup:
   1086 shutdown:  ATH
   1087 
   1088 When used with arguments, these commands change the settings and
   1089 status of the COM ports.  The possible arguments are listed below;
   1090 examples follow.
   1091 
   1092 enable | disable
   1093    "enable" means that your configuration is complete and you want to use
   1094    the COM port.  "disable" is used to turn off a COM port, usually to
   1095    change its settings.  The default (initial) state is disabled.
   1096 
   1097 
   1098 modem | direct
   1099    Use one of these two to let Quake know if you are using a modem or a
   1100    direct connection (also called a null modem).  Quake uses this to know
   1101    if it needs to handles modem initialization strings, dialing sequences,
   1102    and hangup procedures.
   1103 
   1104 reset
   1105    This will reset the COM port to its default settings and state.
   1106 
   1107 
   1108 port <n>
   1109 irq <n>
   1110    These are used to set the I/O Port and IRQ that your serial port uses.
   1111    The default values are: port=3f8 irq=4 for COM1 and port=2f8 irq=3 for
   1112    COM2.  Note that the port number is displayed in hexadecimal; to enter
   1113    it you would use something like "COM2 port 0x2f8"; the "0x" preceding
   1114    the "2f8" indicates that you are giving the value in hexadecimal
   1115    otherwise decimal is assumed.
   1116 
   1117 
   1118 baud <n>
   1119    Sets the baud rate.  Valid values for <n> are: 9600, 14400,
   1120    28800, 57600, and 115200.  57600 is the default.  Please note that
   1121    this is the baud rate used for the uart, not your modem.  It is
   1122    perfectly valid to use 57600 on a COM port that is connected to a
   1123    28.8 modem.
   1124 
   1125 8250 | 16550
   1126    Specifies the type of uart chip in your system. Normally this is
   1127    automatically detected, one of these need only be used if your chip
   1128    is incorrectly detected.
   1129 
   1130 clear
   1131 startup
   1132 shutdown
   1133    This allows you to specify the clear, startup, and shutdown strings
   1134    needed for
a modem for playing Quake.  If you've found values that
   1136    previously worked
with Doom, use them here.  If you are playing over
   1138    a null modem cable,
leave these blank.
   1140 
   1141 -cts | +cts
   1142 -dsr | +dsr
   1143 -cd  | +cd
   1144    These determine if certain serial control lines should be honored or
   1145    ignored. The "-" means you want that line ignored, the "+" means to honor
   1146    it. "cts" is an abbreviation for "clear to send", "dsr" for
   1147    "data set ready", and "cd" for "carrier detect".  Do not
change these
   1149    values unless you are absolutely positive you need to. The default is to
   1150    ignore all 3 lines.
   1151 
   1152 Quake always uses no parity, 8 data bits, and 1 stop bit; these
   1153 values can not be changed.  The baud, port, irq, and uart type can
   1154 not be changed on an enabled port, you must disable it first.
   1155 
   1156 
   1157 Configuration examples
   1158 ----------------------
   1159 Example1: You have a machine with two serial ports you are going
   1160 to use as a Quake server.  COM1 will be using a null modem cable and
   1161 COM2 will be connected to a 14.4 modem.  You would use commands similar
   1162 (the startup string would almost certainly be different) to these:
   1163 
   1164 COM1 baud 57600 enable
   1165 COM2 baud 14400 modem startup AT\N0%C0B8 enable
   1166 
   1167 
   1168 Example2: You are going to use your machine to connect to a dial-up
   1169 Quake server with your 28.8 modem connected to COM2.  You would
   1170 use a command something like this:
   1171 
   1172 COM2 baud 57600 modem startup AT\N0%C0B8 enable
   1173 
   1174 Note the baud rate is not the same as the modem speed.  This allows
   1175 the modem-to-uart communications to occur at a higher rate than
   1176 the modem-to-modem communications.
   1177 
   1178 Connecting to a serial Quake server
   1179 -----------------------------------
   1180 
   1181 Connecting to a Quake server over a serial/modem connection is done
   1182 using the "connect" command.  The command "connect 5551212" would try to
   1183 connect to a Quake server at the phone number 555-1212.  Note: your local
   1184 phone company would probably appreciate it if you didn't try this number!
   1185 
   1186 If you are using a null modem cable, you can type "connect #".
   1187 Quake will then attempt to connect to the server.
   1188 
   1189 
   1190 Known problems / workarounds
   1191 ============================
   1192 Packet drivers with PDIPX - there is a bug that stops a server running on
   1193 this combination from responding to the slist command.  Use the patched
   1194 version of PDIPX included with Quake to correct this problem.
   1195 
   1196 SLIST sees no servers - Some PCMCIA ethernet cards and PPP drivers will
   1197 not do the UDP broadcasts needed for the SLIST command (search for local
   1198 games from the menu) to function correctly.  In these cases you must
   1199 connect to a Quake game using either its IP address or hostname
   1200 (DNS resolvable hostname, not the hostname variable in Quake).
   1201 
   1202 "BW_OpenSocket failed: 5" - This error is specific to the Beame and
   1203 Whitesdie TCP/IP stack.  This stack uses DOS file handles as it's
   1204 socket handles.  This error occurs when DOS runs out of file handles.
   1205 You need to increase the number specified by "FILES=" in the DOS
   1206 config.sys file.
   1207 
   1208 Severe lag using TCP/IP under Win95:
   1209 	- Occasionaly when you first connect in to a Quake game using Win95
   1210 TCP/IP you will experience severe lag and not be able to control your
   1211 player's actions.  This usually clears up in 10 to 15 seconds.  
   1212 	- There is apparently a strange limbo state for Microsoft's File and
   1213 Print sharing.  This has been seen when it was installed and then later
   1214 removed, but it still appears on the menus.  For some unknown reason
   1215 this causes severe lag for a Quake game.  You need to go back and make
   1216 sure that it is either completely installed or removed.
   1217 
   1218 
   1219 ==========================================
   1220 ==            Modem Strings             ==
   1221 ==========================================
   1222 
   1223 Boca M1440i (internal):
   1224 ATS48=0S37=9S46=136%C0%E0%M0&K0&Q0&R1&C1&D2\G0\N1N0
   1225 
   1226 Boca 14.4k (internal):
   1227 AT&C0N0S37=9&K0W0&Q0S36=3S48=128%C0
   1228 
   1229 Boca 14.4 Fax/Modem
   1230 AT S46=0 S37=9 N0 &Q0 &D2 &K4
   1231 
   1232 Boca 14.4k (external):
   1233 AT &F S0=1 S36=0 &K0 &Q6N0S37=9 &D2
   1234 
   1235 Boca 14.4k:
   1236 AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
   1237 
   1238 Cardinal 14.4k v.32bis, v.42bis Fax/Modem:
   1239 AT &F N0 S37=9 &Q0 &D2 \N1
   1240 
   1241 Digicom Systems (DSI) (softmodem):
   1242 AT Z \N0 &D2 &K0 S48=48
   1243 
   1244 Digicom Systems Scout Plus:
   1245 ATZ*E0*N3*M0*S0*F0&D2
   1246 
   1247 Gateway Telepath:
   1248 AT &F S37=9 %C0 &K0 &Q6 \G0
   1249 
   1250 Gateway Telepath 14.4k:
   1251 AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
   1252 
   1253 Gateway Telepath I:
   1254 AT S0=1 &N6 &K0 &M0
   1255 
   1256 Gateway Telepath II:
   1257 AT S0=1 S37=9 %C0 &Q0 &K0
   1258 
   1259 Generic v.32bis 14.4k Fax/Modem:
   1260 AT \N0 %C0 B8
   1261 
   1262 Generic 14.4k Fax/Modem:
   1263 AT S46=0 S37=9 N0 &Q0 &D2 %C0 \G0 &K0
   1264 
   1265 GVC 14.4k (internal):
   1266 AT &F B8 \Q0
   1267 
   1268 Hayes 28.8k V.FAST Modem:
   1269 AT &Q6 &K S37=9 N %C0 \N0
   1270 
   1271 Infotel 144I:
   1272 AT&Q0 S37=9 N0 &D2
   1273 
   1274 Infotel 14.4:
   1275 &F0 \N1 &D2 S37=F8
   1276 
   1277 Intel 14.4k:
   1278 AT \N0 %C0 \Q0 B8
   1279 
   1280 Intel 14.4k (internal):
   1281 AT Z B8 Q1 \C0 \N1 %C0 \V "H
   1282 
   1283 Linelink 144e:
   1284 AT &F &D1 &K0 &Q6 S36=3 S46=136 %C0
   1285 19200
   1286 
   1287 Microcom AX:
   1288 &F \N1 \Q0 &D2
   1289 
   1290 Microcom QX/4232bis:
   1291 AT %C0 \N0
   1292 
   1293 Netcomm M7F:
   1294 AT &E &K0 B0 \V0 X4 &D2 \N1 \Q0 #J0 #Q9 %C0
   1295 
   1296 Nokia ECM 4896M Trellis V.32:
   1297 AT Z %C0 /N0
   1298 
   1299 Nuvotel IFX 14.4 (internal):
   1300 &F \N1 &D2 
   1301 
   1302 Practical Peripherals 14400FX v.32bis:
   1303 AT Z S46=0 &Q0 &D2
   1304 
   1305 Practical Peripherals 14400FX v.32bis:
   1306 AT S46=0 &Q0 &K0 &D2
   1307 
   1308 Supra:
   1309 AT &F0 S46=136 %C0
   1310 
   1311 Supra (external):
   1312 AT &K &Q &D \N1
   1313 
   1314 Supra 14.4k v.32bis:
   1315 AT &F S46=136 &Q0 &D2
   1316 
   1317 Supra 14.4k v.32bis:
   1318 AT &K &Q &D \N1
   1319 
   1320 Supra Fax Modem 14.4K v.32 bis
   1321 AT &F %C0 S48=7 Q0 V1 W1
   1322 
   1323 Telepath 14.4k:
   1324 AT &F&M0&K0&N6&H0 S0=1
   1325 
   1326 Twincomm DFi 14.4:
   1327 AT&F &Q0 %C0 S37=9 &D2
   1328 
   1329 UDS V.3223:
   1330 &F \N1 \Q &D2
   1331 
   1332 UDS Fastalk 32BX:
   1333 &F0 \N1 &D2
   1334 
   1335 USR Courier v.32bis:
   1336 ATS0=1 S7=60 E1 Q0 V1 &C1 &D2 &H0 &K0 &M0 &N6 &A3
   1337 
   1338 USR Courier HST/DS 16.8k:
   1339 First reset the modem in a communication program with AT&F&W
   1340 AT X4 B0 &A0 &B0 &H2 &I0 &K0 &M0 &N6a
   1341 
   1342 USR DS v.32bis v.42bis (external):
   1343 AT&m0&n6&a0&r1&h0&k0&i0&s0&b1x1
   1344 
   1345 USR Sporster 9600:
   1346 AT&M0&K0&N6
   1347 
   1348 USR Sportster V.34 28.8 (note: works best at 19200 baud):
   1349 AT &F &M0 &I0 &K0 &B0 &N0
   1350 
   1351 USR Sportster 14.4k Fax/Modem USING ERROR CORRECTION:
   1352 AT S0=1 S7=60 E1 QO V1 &C1 &D2 &K0 &N6 &A3
   1353 
   1354 USR Sportster 14.4k Fax/Modem (internal):
   1355 AT &F&M0&K0&N6&H0
   1356 
   1357 USR Sportster 14.4k (internal):
   1358 AT &F &B1 &H0 &I0 &K0 &M0 &N6 &R1
   1359 
   1360 USR Sportster 14.4k:
   1361 ATS0=1S7=60E1Q0V1&C1&D2&K0&N6&A3
   1362 
   1363 USR Sportster 14.4k:
   1364 AT &F0 &K0 &M0 &N6 &H0 &I0 &B1 &R1
   1365 
   1366 USR Sportster 14,000 Fax Modem:
   1367 AT S0=2 &N6 &K0 &M0 &I0 &H0 &R1 &A0 V1 X4
   1368 
   1369 USR 14.4k:
   1370 AT &F&A0&K0&M0
   1371 
   1372 USR 14.4k
   1373 AT &K0 &H0 &D0 &I0 &R1
   1374 
   1375 USR 14.4k Dual Standard
   1376 ATB0&R1&B1&N6Q0X4&A0&D2&H0&I0&K0&M0M1
   1377 
   1378 USR (model?):
   1379 &F E1 V1 X4 &C1 &D2 &N0             
   1380 
   1381 ViVa 14.4k:
   1382 AT&F&Q6\N0%C0&D2N0S37=9
   1383 
   1384 ViVa modem (internal):
   1385 &F&Q6\N0%C0&D2N0S37=9
   1386 
   1387 Zoltrix model 14/14 VE:
   1388 AT S0=Q0 V1 &C1 &D2 W2 &Q0
   1389 
   1390 Zoom 14.4k VFX:
   1391 AT&Q6S37=9N0%C\N0
   1392 
   1393 Zoom 14.4k VFX:
   1394 AT&Q6S37=11N0%C&K0
   1395 
   1396 Zoom OEM Modem:
   1397 AT&Q6S37=9N0&K0
   1398 
   1399 Zyxel U-1496E:
   1400 AT Z &N4 &K0
   1401 
   1402 
   1403 ==========================================
   1404 ==         Win95 Documentation          ==
   1405 ==========================================
   1406 
   1407 Quake is a DOS application.  However, it runs fine from the MS-DOS prompt
   1408 under Win95, so long as the Properties for the MS-DOS prompt are set up so
   1409 that Quake can run.  (See "Set the MS-DOS Prompt Properties", below, for
   1410 information about setting MS-DOS Prompt Properties.)  Quake will NOT run
   1411 under Windows NT. Following are some steps that can help Quake run better
   1412 under Win95.
   1413 
   1414 
   1415 Have enough memory
   1416 ------------------
   1417 
   1418 Quake requires at least 16 Mb of installed memory in order to run under
   1419 Win95.
   1420 
   1421 
   1422 Set the MS-DOS Prompt Properties
   1423 --------------------------------
   1424 
   1425 If Quake won't run, the MS-DOS Prompt Properties may not be set correctly.
   1426 To set the Properties for the MS-DOS prompt, bring up a DOS session, and
   1427 either click on the MS-DOS icon in the upper left corner or press
   1428 Alt-Spacebar, then select Properties from the menu that comes up, and make
   1429 sure the following settings are correct.
   1430 
   1431 In the Program sheet of MS-DOS Prompt Properties, make sure the "Suggest
   1432 MS-DOS mode as necessary" is checked.
   1433 
   1434 In the Memory sheet of MS-DOS Prompt Properties, make sure all five fields
   1435 are "Auto".
   1436 
   1437 In the Screen sheet of MS-DOS Prompt Properties, set "Usage" to Full-screen.
   1438 
   1439 In the Misc sheet of MS-DOS Prompt Properties, uncheck the "Allow screen
   1440 saver" box, and check the "Always suspend" box.
   1441 
   1442 
   1443 Make sure there's enough free disk space
   1444 ----------------------------------------
   1445 
   1446 If you get error messages like "can't lock memory" under Win 95, or if you
   1447 get other weird, inexplicable errors, make sure you haven't run out of disk
   1448 space; delete some files if necessary.  You can see how much disk space is
   1449 free by bringing up "My Computer" and clicking on the disk icon; the free
   1450 disk space will be shown at the bottom of the window.
   1451 
   1452 
   1453 Run fullscreen
   1454 --------------
   1455 
   1456 Quake can run in a window under Win95--but it will run very slowly.  You are
   1457 unlikely to get satisfactory performance unless you run Quake fullscreen.
   1458 Quake normally comes up fullscreen under Win95; if you have switched it back
   1459 to windowed mode, you can get that window back to fullscreen by clicking on
   1460 it and then pressing Alt-Enter.
   1461 
   1462 
   1463 Shut down other applications
   1464 ----------------------------
   1465 
   1466 Many Win95 apps and DOS apps run even when they're not the foreground
   1467 application.  Such applications contend for system resources such as memory,
   1468 processor cycles, and sound hardware.  If Quake seems to be running choppily,
   1469 if sound is garbled, or if the disk is going all the time, try shutting down
   1470 whatever other applications you have running.  For example, some players
   1471 have reported that Quake does not run as well when the Office shortcut bar
   1472 is running.
   1473 
   1474 
   1475 Restore the palette if it gets garbled
   1476 --------------------------------------
   1477 
   1478 Under Win 95, the palette occasionally gets messed up when switching from
   1479 Quake to the desktop and back again.  You can restore the palette by
   1480 bringing down the console (either press tilde ('~'), or press Esc to bring
   1481 up the menu, select Options, and select Console... from the Options menu),
   1482 and typing bf and pressing the enter key, to generate a background flash,
   1483 which sets the palette.  Press Esc to exit the console.  Alternatively,
   1484 setting the screen brightness, either from the Options menu or via the
   1485 gamma console command, sets the palette.
   1486 
   1487 
   1488 Avoid the system key
   1489 --------------------
   1490 
   1491 Under Win 95, if the system key (the key with the Win 95 flag on it) is
   1492 pressed while Quake is running fullscreen in a VESA mode, Win 95 may be
   1493 unable to switch back from the desktop to Quake, in which case it will
   1494 notify you of this, then terminate the Quake session.  This is a quirk
   1495 of Win 95, and there is no workaround other than not to press that key
   1496 or not to use VESA modes.  (Some people go so far as to remove the system
   1497 key from their keyboard.)  Switching away from Quake with Alt-Enter,
   1498 Ctrl-Esc, Alt-Tab, or Alt-Spacebar all work fine.
   1499 
   1500 
   1501 Give Quake more and/or locked memory
   1502 ------------------------------------
   1503 
   1504 By default, Quake tries to allocate 8 Mb of unlocked memory for heap space
   1505 under Win 95.  More memory helps Quake run faster; you can allocate more
   1506 memory for Quake under Win95 by setting the command-line switch
   1507 
   1508 -winmem x
   1509 
   1510 where x is the number of megabytes to allocate for Quake.  If there's enough
   1511 memory in the system, the larger the number, up to about 16, the better the
   1512 performance.  If, however, there isn't enough memory in the system, or many
   1513 other applications are running, the larger number can just cause Quake to
   1514 page to disk a lot, and can actually slow performance considerably.  Also,
   1515 higher numbers can also cause Win 95 to take longer to start Quake and take
   1516 longer to return to the desktop afterward.  If you have 32 Mb or more in your
   1517 machine, -winmem 16 should provide the best performance for Quake.  If you
   1518 have less than 32 Mb, or a lot of applications running, then you will have
   1519 to experiment to find the best amount of memory to allocate for Quake.
   1520 
   1521 You may optionally instruct Quake to lock itself in memory by using the
   1522 command-line switch
   1523 
   1524 -winlock
   1525 
   1526 so it won't get paged out by other applications.  This can avoid hitches when
   1527 parts of Quake get paged into and out of memory, and thus provide a smoother
   1528 playing experience.  On the other hand, it can cause Quake to take longer to
   1529 start, and can make the return to the desktop take longer when Quake ends,
   1530 because Quake has been hogging a lot of memory.  It is even possible, if most
   1531 of the memory in the system is locked by Quake, that it will take many
   1532 minutes to switch back to the desktop while Quake is running, so the system
   1533 will effectively be nearly frozen.  Therefore, use -winlock with caution;
   1534 Quake is not as well-behaved a Win95 citizen when -winlock is specified, and
   1535 does not share resources particularly well.
   1536 
   1537 -winmem can be used in conjunction with -winlock; if -winmem specifies more
   1538 memory than is available to be locked, then Quake will lock as much memory
   1539 as possible.  Being too aggressive about how much memory is locked can
   1540 actually slow Quake performance, because unlocked parts of the system like
   1541 system CD and sound code and data can then be forced to page, so if you do
   1542 lock memory, you will have to experiment to find the sweet spot, unless you
   1543 have 32 Mb or more of memory.
   1544 
   1545 -winlockunlock can be specified as an alternative to -winlock, to tell Quake
   1546 to lock its memory when it starts, then immediately unlock it.  The
   1547 advantages of doing this are: 1) it forces all of Quake's pages into memory,
   1548 so no pages should need to be brought in as Quake runs, making for smoother
   1549 running at the start, and 2) it enables Quake to determine whether the
   1550 specified amount of memory (if -winmem is also specified) is available in the
   1551 machine, so you can be sure Quake won't try to allocate more heap space than
   1552 the the amount of physical memory that's actually available.  Like -winlock,
   1553 -winlockunlock causes Quake to take quite a bit longer to start up, but it
   1554 has the advantage of making Quake a good Win95 citizen if you need to switch
   1555 back to the desktop, or have other apps running.
   1556 
   1557 In general, Quake will run fine without any of the -winxxx switches, but you
   1558 may find that one or more of them--particularly -winmem if you have more than
   1559 16 Mb--helps Quake performance on your machine.
   1560 
   1561 None of this is an issue under DOS itself (as oppsed to a DOS box under
   1562 Win95), because Quake just uses all the memory in the machine under DOS.
   1563 
   1564 By default, Quake tries to allocate 8 Mb of unlocked memory for heap space
   1565 
   1566 
   1567 Watch out for limbo subsystems
   1568 ------------------------------
   1569 Microsoft's File and Print sharing and IPX protocol stack have both been
   1570 known to cause strange problems when they are in a limbo state.  The limbo
   1571 state is seems to be an uninstall that did not complete succesfully.  Both
   1572 of these cause poor network play performance. If you are experiencing
   1573 severe lag, check the File and Print services.  If you the warning "IPX
   1574 driver send failue: 04", check the IPX protocol stack.  They need to be
   1575 either completely installed or removed; the problems only occur when they
   1576 get into this strange semi-installed state.
   1577 
   1578 
   1579 ==========================================
   1580 ==        Key Binding and Aliases       ==
   1581 ==========================================
   1582 
   1583 Pressing the tilde key ("~") will bring down the console (pressing the
   1584 tilde key or ESC while in the console will close the console). From the
   1585 console you can adjust your player controls, this is done by "binding"
   1586 keys to commands.  The format for binding keys is as follows:
   1587 
   1588 bind <key> <command>
   1589 
   1590 Where <key> is a valid key control and <command> is a valid quake command.
   1591 
   1592 Example:
   1593 To bind the j key to the 'jump' command, you would type:
   1594 bind j +jump			
   1595 and press enter.
   1596 
   1597 Non-printable keys such as 'page up' and buttons from the mouse/joystick are
   1598 bound in the same manner as printable characters. A list of bindable keys can
   1599 be found at the end of this file.
   1600 
   1601 Example:
   1602 To bind the page up key to the 'jump' command, you would type:
   1603 bind pageup +jump
   1604 and press enter.
   1605 
   1606 To bind the right mouse button to the attack command, you would type:
   1607 bind mouse2 +attack
   1608 and press enter.
   1609 
   1610 The alias command is used to create a reference to a command or list of
   1611 commands.  When aliasing multiple commands, or commands that contain
   1612 multiple words (such as "fraglimit 50"), you must enclose all the commands
   1613 in quotation marks and separate each command with a semi-colon.
   1614 
   1615 Example of an alias that changes some Deathmatch server parameters:
   1616 
   1617 alias net_game "hostname my_server ; fraglimit 15 ; timelimit 15"
   1618 bind INS net_game
   1619 
   1620 Once the server is spawned (you must be the one running the -listen server),
   1621 you just push the Insert key to set the hostname, frag limit and time limit
   1622 of the server. So now the first person to 15 frags, or with the one with the
   1623 most frags in 15 minutes, wins.
   1624 
   1625 Another example would be to change to the Rocket Launcher, fire one rocket,
   1626 and change back to the Double Barrel Shotgun, when you press the "," key:
   1627 
   1628 alias rl_dbsg "impulse 7 ; +attack ; wait ; -attack ; impulse 3"
   1629 bind , rl_dbsg
   1630 
   1631 Aliasing is very powerful, allowing you great flexibility, so you should
   1632 experiment by aliasing different commands in various ways.
   1633 
   1634 A list of common commands can be found in the next section.
   1635 
   1636 
   1637 ==========================================
   1638 ==    Quake Keys and Common Commands    ==
   1639 ==========================================
   1640 
   1641 The following keys can be bound:
   1642 
   1643 A-Z                     0-9
   1644 *F1-F12                 *TAB
   1645 ENTER                   SPACE
   1646 BACKSPACE               UPARROW
   1647 DOWNARROW               LEFTARROW
   1648 RIGHTARROW              ALT
   1649 CTRL                    SHIFT
   1650 INS                     DEL
   1651 PGDN                    PGUP
   1652 HOME                    END
   1653 PAUSE                   SEMICOLON
   1654 
   1655 MOUSE1 (mouse button 1)
   1656 MOUSE2 (mouse button 2)
   1657 MOUSE3 (mouse button 3)
   1658 
   1659 *~ (tilde)
   1660 
   1661 * Can only be bound on the command line or in a .cfg file.
   1662 
   1663 The ESC key cannot be bound. 
   1664 
   1665 
   1666 ==========================================
   1667 ==         Making a Config File         ==
   1668 ==========================================
   1669 
   1670 The commands (bindings and aliases) discussed above can be included into a
   1671 file containing all of your personal configurations, known as a "config"
   1672 file.  This file can then be loaded during game play to enable all your
   1673 personal bindings and settings.
   1674 
   1675 To do this, use your favorite editor to create a new file, such as
   1676 "fragmstr.cfg".  Your .cfg file MUST be located in the quake\id1 directory
   1677 or quake won't find it.  Then after launching Quake, you would type "exec
   1678 fragmstr.cfg" and press enter, from the console.  You can also exec you .cfg
   1679 file from the DOS command prompt by typing "quake +exec fragmstr.cfg".
   1680 When you exec a config file, it is the same as typing all the lines in your
   1681 config file into the console, only Quake does it for you.  Here is an
   1682 example config file (c:\quake\id1\bear.cfg) and the meaning of all the
   1683 bindings, aliases and settings:
   1684 
   1685 -------------------------------cut here-------------------------------------
   1686 name player1            // Sets player name to player1 (lets your opponent
   1687                         // know who fragged them)
   1688 
   1689 sensitivity 4           // Sets the mouse sensitivity to 4
   1690 
   1691 scr_conspeed 5000       // Sets the console raise/lower speed
   1692 
   1693 lookspring 0            // Sets Mouse Look Spring to 0 (0=keep looking,
   1694                         // 1=spring back, when mouse button is released)
   1695 
   1696 vid_mode 10             // Sets Video Mode to mode 10 (360X480 resolution)
   1697 
   1698 gamma .8                // Sets Gamma Correction to .8 (<1=Lighter, 1=normal
   1699                         // and >1=darker)
   1700 
   1701 viewsize 70             // Sets the Screen View size to 70 degrees
   1702 
   1703 bind mouse1 +forward    // Binds the left mouse button to Move Forward
   1704 
   1705 bind mouse3 +attack     // Binds the middle mouse button to Fire
   1706 
   1707 bind mouse2 +mlook      // Binds the right mouse button to Mouse Look
   1708 
   1709 bind HOME "save bear1"  // Binds the Home Key to quick save, saves to
   1710                         // bear1.sav
   1711 
   1712 bind ENTER +showscores  // Binds the Enter key to show Deathmatch Scores
   1713 
   1714 bind SHIFT +speed       // Binds the Shift key to Run
   1715 
   1716 bind CTRL +jump         // Binds the Control key to Jump
   1717 
   1718 bind ; +mlook           // Binds the ; key to Mouse Look also
   1719 
   1720 bind . +moveleft        // Binds the . key to Strafe Left
   1721 
   1722 bind / +moveright       // Binds the / key to Strafe Right
   1723 
   1724 color 3 4               // Makes Uniform Top green and Pants Red for Net play
   1725 
   1726 alias rl_dbsg "impulse 7 ; +attack ; wait ; -attack ; impulse 3"
   1727 
   1728 bind , rl_dbsg          // Aliases single rocket attack command and binds
   1729                         // it to the ',' key.
   1730 -------------------------------cut here-------------------------------------
   1731 
   1732 
   1733 ==========================================
   1734 ==                Demos                 ==
   1735 ==========================================
   1736 
   1737 The standard Demos
   1738 ------------------
   1739 
   1740 Quake has 3 standard demos that start playing when you first run the game.
   1741 It will cycle through these demos until you start or join a game.
   1742 
   1743 Recording a Demo
   1744 ----------------
   1745 "record <demoname> <map> [track]"  This starts up level <map> and begins
   1746 recording a demo into a file name <demoname>.dem.  You can specify the
   1747 optional <track> to choose a background music from the CD, otherwise the
   1748 default selection for that map will be played.
   1749 
   1750 Playing a Demo
   1751 --------------
   1752 "playdemo <demoname>"  This command will open the file <demoname>.dem and
   1753 play the demo.
   1754 
   1755 How to not play the standard demos at startup
   1756 ---------------------------------------------
   1757 
   1758 So you've seen the Necropolis demo 10 billion times now and really don't
   1759 ever want to see it again?  Here's how.
   1760 
   1761 The easy way is to start Quake with a "+map" command.  You could do
   1762 "quake +map start" and you'll start on the single player start level.
   1763 Or you could do "quake +map nonsense" and you'll wind up at the Quake
   1764 console since there is no map named nonsense.  You can accomplish the
   1765 same thing with a "+connect" too.   "+connect" by itself will look for
   1766 Quake servers on the local network, "+connect 192.12.34.56" or
   1767 "+connect host.timbuktu.edu" will try to connect the the specified
   1768 Quake server.
   1769 
   1770 There is another way to not show the demos; one that also keeps your
   1771 customizations in a seperate directory from the data files in the
   1772 Quake distribution.
   1773 
   1774 Do this in the quake directory (the directory where you installed Quake;
   1775 where you find "quake.exe" and "the id1" directory).  Create a file named
   1776 "quake.rc".  Its contents should be:
   1777 
   1778 exec default.cfg
   1779 exec config.cfg
   1780 exec autoexec.cfg
   1781 stuffcmds
   1782 menu_main
   1783 
   1784 Create a batch file to run Quake in the quake directory.  "Q.BAT" is a good
   1785 name. It's contents should be:
   1786 
   1787 quake -game . %1 %2 %3 %4 %5 %6 %7 %8 %9
   1788 
   1789 If you normally use the Q95 batch file, just add the "-game ." part to
   1790 that file.
   1791 
   1792 Now you can run "q" and quake will start off with the main menu displayed
   1793 instead of running the demos.
   1794 
   1795 You can also make a seperate subdirectory for this if you'd like.  For
   1796 example, make a directory named "mine" in the quake directory.  Create
   1797 the "quake.rc" file as specified above in this directory.  Use
   1798 "-game mine" instead of "-game ." in your batch file.
   1799 
   1800 Important note:  The directory specified by "-game" is where Quake will
   1801 look for config.cfg, load and save games, and record and play
   1802 demos.
   1803 
   1804 
   1805 ==========================================
   1806 ==         Reporting Quake Bugs         ==
   1807 ==========================================
   1808 
   1809 How to use the bug report:
   1810 
   1811 Where to send bug reports:
   1812 E-mail  : support (a] idsoftware.com
   1813 FAX     : 214-686-9288
   1814 
   1815 There are two sections of information - primary and secondary.
   1816 
   1817 Primary information contains information such as date, your name, e-mail
   1818 address, etc.  Secondary information is actual bug information. There are
   1819 a few different sections depending on what type of bug you revieced
   1820 (sound, video, etc). Only fill out and include information from the section
   1821 related to the type of bug you received.
   1822 
   1823 If possible, start Quake with the "-condebug" command line parameter
   1824 and try to reproduce the bug. Attach the "qconsole.log" file found in the
   1825 "id1" directory to the end of the bug report. If the bug is sound related,
   1826 while in Quake, execute the SOUNDINFO and SBINFO (DOS only) commands from
   1827 the console.
   1828 
   1829 Please attach a copy of your CONFIG.SYS and AUTOEXEC.BAT file to the end of
   1830 the report.
   1831 
   1832 Bugs submitted properly with this form will get attention.
   1833 Unformatted ones sent to personal accounts will be ignored.
   1834 If you see problems, please take the time to do this.
   1835 
   1836 If you do not have all of the information requested in the form,
   1837 don't worry. Send what you do have.
   1838 
   1839 Please include the version #. THe version # for Quake can be found in the
   1840 lower right hand corner of the console. To bring up the console, press the
   1841 tilde ('~') key. Press tilde ('~') again or ESC to exit.
   1842 
   1843 -------------------------------cut here-------------------------------------
   1844 
   1845 
   1846 ============================================================================
   1847 ==              Quake Bug Report - Primary information                    ==   
   1848 ============================================================================
   1849 
   1850 Date:  
   1851 Name:  
   1852 Phone number:  
   1853 E-mail address:  (please include this, we redirect tons of mail)
   1854 Game Title:  
   1855 Version #: 
   1856 Operating system (i.e., DOS 6.0 or Windows 95):
   1857 Computer type:  
   1858 BIOS date:
   1859 BIOS version:
   1860 Processor type:  
   1861 Processor speed:  
   1862 Do you program at school/work?
   1863 Do you provide tech. support at school/work?
   1864 Please state the problem you encountered:
   1865 Please state how to reproduce the problem:
   1866 
   1867 If program crashed with nasty undecipherable techno-garbage, please
   1868 look for the eight-digit hex number which comes after "eip="
   1869 and write it down here:
   1870 
   1871 
   1872 ============================================================================
   1873 ==              Quake Bug Report - Secondary information                  ==
   1874 ============================================================================
   1875 
   1876 ------------------------------ Video Related ------------------------------ 
   1877 
   1878 Video Card Manufacturer:
   1879 Video Card Model:
   1880 Chipset Used:
   1881 BIOS Date:
   1882 (If using UniVBE, The above information can be found by running uvconfig)
   1883 
   1884 Did the problem occur while in a VESA mode?
   1885 
   1886 If so, what is the VESA driver and version?  (eg., UniVBE 5.1a,
   1887 built into board BIOS, or manufacturer provided TSR)
   1888 
   1889 ------------------------------ Sound Related ------------------------------
   1890 
   1891 Audio card brand and model:  
   1892 
   1893 If DOS or a DOS box, please run the command "set > set.txt" then
   1894 attach "set.txt" to the end of the report.
   1895 
   1896 ----------------------------- Network Related -----------------------------
   1897 
   1898 What type of network connection was established when the error occurred?
   1899 (modem, nullmodem, or network)
   1900 If modem, Modem brand and model:
   1901 
   1902 If network, Network card brand and model:
   1903             Network protocol/configuration:  
   1904 
   1905 ---------------------------------------------------------------------------
   1906 
   1907 
   1908 
   1909 
   1910 
   1911 
   1912 
   1913                                                                           
   1914