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