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- Welcome to the Quake Technical Information file!
-
- TABLE OF CONTENTS
- -----------------
- Introduction to the Console..............
- Video Subsystem Documentation............
- Sound Subsystem Documentation............
- CD Audio Subsystem Documentation.........
- Network Subsystem Documentation..........
- Modem Strings............................
- Win95 Documentation......................
- Key Binding and Aliases..................
- Quake Keys and Common Commands...........
- Making a Config File.....................
- Demos....................................
- Reporting Quake Bugs.....................
-
-
- ==========================================
- == Introduction to the Console ==
- ==========================================
-
- Throughout this document, examples of commands are given, all of which
- are typed in at the console. To bring up the console, press the tilde ('~')
- key or press ESC to bring up the menu, select Options, and select Console...
- from the options menu. To exit the console, press ESC.
-
- The console provides a way to change console variables and also accepts
- commands that change game settings such as movement keys, video mode, as
- well as providing an interface for key binding and command aliasing (more
- on that later).
-
- The console also has a command history with which you can browse through
- previous commands. Use the up and down arrows to navigate through the
- command history and press <enter> to re-issue a command.
-
- Partially typing a command and then pressing the TAB key will complete the
- currently typed text with the first matching console variable or command.
- (Yes, this is a good way to look for console commands.)
-
- To review previous actions by page, use the PGUP and PGDN keys.
-
-
- ==========================================
- == Video Subsystem Documentation ==
- ==========================================
-
- The Video Modes menu
- --------------------
-
- Video modes can most easily be selected from the the Video Modes menu, which
- is brought up by selecting the Video Options choice in the Options menu.
- All the resolutions that Quake can support on the current computer are
- displayed.
-
- Please note that higher-resolution modes require correspondingly more
- system memory in order for Quake to run, and that some high-resolution
- modes may not be available when running Quake on 8 Mb machines. Such
- modes are not listed in the Video Modes menu. Please do not report
- video modes that do not appear in the Video Modes menu as bugs; either
- those modes are not supported by your video adapter, or there is not
- enough system memory for Quake to support those modes.
-
- The video modes listed in the Video Modes menu can be tested, set, and made
- the default mode for Quake from the Video menu, as follows:
-
- * The arrow keys can be used to move the blinking indicator to any of the
- modes listed in the Video menu.
-
- * Pressing the 'T' key tests the mode the blinking indicator points to, by
- setting the mode, leaving it set for 5 seconds, and returning to the previous
- mode. This lets you verify that your computer does in fact support that
- mode. We highly recommend that you always test modes with 'T' before setting
- thempermanently by pressing the Enter key, in case some sort of hardware or
- software glitch causes a mode to function incorrectly and produce a garbled
- screen. It is unlikely but possible that testing or setting a mode will
- cause your computer to hang or crash; if this happens, there is a serious
- hardware or software bug, and you should not attempt to select that mode
- again.
-
- * Pressing the Enter key sets the mode the blinking indicator points to,
- leaving it set so Quake will then run in that mode. We suggest that you
- test a mode by pressing the 'T' key before setting it by pressing the Enter
- key. Note that a selection made with the Enter key remains in effect only
- until Quake is exited (or a new mode is set). You must explictly make a mode
- the default mode by pressing the 'D' key in order to automatically set that
- mode when you start Quake up in the future.
-
- * Pressing the 'D' key makes the current mode the default mode that Quake
- starts up with. Note that the current mode is the mode that's displayed in
- white in the mode list, not necessarily the mode that the blinking indicator
- points to. The current default mode is listed in the description of the 'D'
- key at the bottom of the Video Modes menu.
-
- * Pressing Esc exits the Video Modes menu.
-
- Please see "Bug Reporting," below, for information on how to report any
- problems you encounter.
-
-
- Video modes from the console: Quick start
- ------------------------------------------
-
- More comprehensive but more complex video control is available through the
- Quake console. This section describes the commands necessary to perform
- basic mode setting through the console (this is similar to what can be
- accomplished through the Video Modes menu), and following sections describe
- console video control in detail.
-
- To see all the video modes that are available, bring up the console (either
- press tilde ('~'), or press Esc to bring up the menu, select Options, and
- select Console... from the Options menu).
-
- From the console, type vid_describemodes<enter> to see all available modes.
- Type vid_mode <mode #> to set a mode, where <mode #> is the mode number
- listed for the desired mode by vid_describemodes. Higher-resolution modes
- generally require more extra system memory in order to run, and many are
- not available in 8 Mb systems; modes that are supported by the video
- adapter but are currently unavailable due to system memory limitations
- will still show up inthe mode list from vid_describemodes, but will
- have "**" in place of a mode number. (Such modes will not show up at
- all in the Video Modes menu.) If you try to set a mode for which
- there is insufficient system memory, you will receive a message to that
- effect, and the video mode will remain unchanged.
-
-
- More detail
- -----------
-
- This version of Quake supports software drawing in a variety of
- video modes. It does not support any 3-D hardware accelerators.
- Video modes that are built into Quake are:
-
- 320x200, 360x200, 320x240, 360x240, 320x350, 360x350, 320x400,
- 360x400, 320x480, 360x480
-
- However, the higher-resolution modes on this list require additional
- memory, and may not be available in 8 Mb systems.
-
- In addition, all VESA 2.0 256-color linear framebuffer modes
- supported by the video adapter are supported. Further information
- about VESA 2.0 is provided below.
-
-
- Video mode reporting and selection
- ----------------------------------
-
- Quake assigns each available video mode a mode number, which can
- then be used to query information about the mode or to select the
- mode. The first 11 mode numbers are always as follows:
-
- 0: 320x200
- 1: 320x200
- 2: 360x200
- 3: 320x240
- 4: 360x240
- 5: 320x350
- 6: 360x350
- 7: 320x400
- 8: 360x400
- 9: 320x480
- 10: 360x480
-
- You will notice that modes 0 and 1 are both 320x200; mode 1 is a
- Mode X-style version, which may someday allow support of page
- flipping for cleaner graphics, but right now it's just slower with
- no advantages, so use mode 0 for 320x200 resolution. Modes 2-10
- are all higher resolution than mode 0, and look very nice, but are
- also all slower than mode 0. Mode 0 is the fastest of the 11
- built-in modes.
-
- In addition to the built-in modes, Quake checks for the presence
- of a VESA version 2.0 driver. If such a driver is detected, the
- driver is queried for all 8-bit-per-pixel linear framebuffer (LFB)
- modes that are supported; also, if no LFB 320x200 mode is available,
- a banked 320x200 VESA mode is queried for. All such modes are added
- to the mode list starting at mode 11. The available modes will vary
- depending on adapter, graphics chipset, amount of video memory, and VESA
- 2.0 driver. The higher the resolution, the lower the performance, and
- thehigher-resolution modes will often be too slow for good gameplay
- on most machines. (Also, higher-resolution modes often need more memory
- than is available in an 8 Mb system.) The screen can be sized down to
- improve performance in higher-resolution modes, but then of course the
- effective resolution of Quake is reduced.
-
- At the same resolution, VESA LFB modes are often faster than the non-VESA
- modes 0-10, because adapters often have faster memory access in LFB modes.
-
- If a given VESA mode can support page flipping, then it defaults to page-
- flipped operation. A VESA mode can be forced to non-page-flipped operation
- by setting the vid_nopageflip console variable to 1, then setting the mode
- (note that vid_nopageflip takes operation on the next, not the current, mode
- set, and note that it then stays in effect permanently, even when Quake is
- exited and restarted, unless it is manually set back to 0). If there is not
- enough memory for two pages in a VESA mode, or if the
- adapter doesn't support page flipping, then the mode will automatically
- be non-page-flipped. Page flipping can have higher visual quality, but may
- be either faster or slower, depending on the graphics adapter and other
- hardware. (See the discussion of the Pentium Pro, below, for a
- discussion of why page flipping can be faster but is sometimes much slower
- on that processor.) Page-flipped modes use less system memory than non-
- page-flipped modes.
-
- Quake's VESA support, including VESA driver detection, can be disabled by
- using the -stdvid command-line switch, and can also be disabled, along with
- sound, network, and other hardware support, by the -safe command-line switch.
-
- The maximum resolution supported by Quake is 1280x1024. Modes with higher
- resolutions will not be reported by vid_describemodes, and cannot be set.
-
- There is no support for any 3-D accelerator boards in this version of Quake.
- Coming soon.
-
- Quake always starts up in mode 0, and modes 0-10 are always available, given
- enough system memory.
-
-
- A note on modes reported in the Video Modes menu
- ------------------------------------------------
-
- The vid_describemodes console command lists all modes with
- resolution less than or equal to 1280x1024 that are
- supported by the video adapter, although modes for which there
- is not enough system memory have "**" for the mode number. VGA,
- Mode X-style, and VESA 2.0 modes are listed separately, so a
- single resolution can be listed as many as three times, once for
- each hardware mode that supports it. For example, mode 0 is
- VGA mode 0x13, which supports 320x200 resolution, and mode 1 is
- 320x200 Mode X-style mode. Quake looks identical in both
- modes, although it usually runs faster in mode 0.
-
- The Video Modes menu is much simpler. Only modes with resolution
- less than or equal to 1280x1024 that are both supported by the
- hardware and for which there is sufficient system memory are
- listed. Further, a given resolution is listed only once. If a
- given resolution is available in multiple hardware modes, then
- selecting that resolution will select the appropriate hardware mode
- as follows:
-
- If the mode is 320x200, then VGA mode 0x13 is selected, and
- equivalent Mode X and VESA modes are ignored;
-
- Otherwise, the VESA version of the mode is used.
-
- You can always see what video mode is selected from the console by typing
- the command:
-
- vid_mode<enter>
-
- command.
-
- None of this has any effect on selecting modes through the
- console, where all the different versions of each mode are
- listed, and the desired version can be selected by using the
- appropriate mode number.
-
-
- How to get VESA 2.0 support
- ---------------------------
-
- Some video adapters have VESA 2.0 support in ROM. Other video
- adapters come with loadable VESA 2.0 TSRs. In the absence of either
- of these, UniVBE, a shareware product from SciTech, provides VESA 2.0
- support for most video adapters. The latest version of UniVBE can be
- obtained from the following locations:
-
- www: http://www.scitechsoft.com
- ftp: ftp.scitechsoft.com
- CIS: GO SCITECH
- AOL: Keyword SciTech
-
- SciTech can be contacted at:
-
- email: sales@scitechsoft.com
-
- SciTech Software
- 5 Governors Lane, Suite D
- Chico, CA
- 95926-1989
-
- The current version at this writing is UniVBE 5.2. This version
- supports many more adapters than previous versions, and adds
- a number of useful low- and medium-resolution modes, such as 400x300
- and 512x384.
-
-
- Video-related commands
- ----------------------
-
- vid_describecurrentmode
- lists the description for the current video mode.
-
- vid_describemode <mode #>
- lists the description for the specified video mode, where <mode #> is as
- reported by vid_describemodes.
-
- vid_describemodes
- lists descriptions for all available video modes.
-
- vid_mode <mode #>
- sets the display to the specified mode, where <mode #> is as reported by
- vid_describemodes.
-
- vid_nopageflip <1|0>
- when set to 1, VESA mode sets will always select non-page-flipped
- operation. When set to 0, VESA mode sets will select page-flipped
- operation whenever possible. All non-VESA modes are always
- non-page-flipped. The setting of vid_nopageflip is remembered
- when Quake is exited (by being saved in config.cfg), and is reloaded
- when Quake is restarted, so once vid_nopageflip is set to 1, all
- VESA modes set in all Quake sessions after that point be will non-page-
- flipped until vid_nopageflip is set to 0. Note that setting this
- variable doesn't affect whether the current video mode is page-flipped,
- but rather whether page-flipping can be used by future mode sets.
-
- vid_nummodes
- reports the total number of modes available.
-
- vid_testmode <mode #>
- tries to switch Quake to the specified mode, then returns to the current
- mode after 5 seconds. This allows you to try an untested mode without
- ending up with a black screen if, for example, the monitor can't display
- the mode properly. There may still be instances in which, due to VESA
- driver or hardware bugs, the machine will hang in certain modes;
- vid_testmode can't recover from these situations, but it can recover
- from a blank or scrambled screen.
-
- vid_wait <wait type>
- sets the type of waiting that the video adapter should do, as follows:
- 0: no waiting
- 1: wait for vertical sync active
- 2: wait for display enable active
-
- The default state of vid_wait depends on the video mode selected.
- (_vid_wait_override can force vid_wait to 1, wait for vertical
- sync; see the description of _vid_wait_override below.)
- In built-in modes 0-10, the default is always 0, no waiting. You
- can set vid_wait to 1 (wait for vertical sync) to eliminate shear
- and tearing in these modes (so partially-completed frames are never
- drawn, resulting in a rock-solid image). However, waiting for
- vertical sync can result in substantial performance loss.
-
- In VESA modes, if the adapter is VGA compatible and there's enough
- memory for three video pages, then triple-buffering is enabled and
- vid_wait is set to 2, wait for display enable. There is little
- performance loss to this sort of waiting. If the adapter is not
- VGA compatible, or if there's only enough memory for double-buffering,
- then vid_wait is set to 1 (wait for vertical sync). This can cause
- significant loss of performance, but some sort of wait is generally
- necessary to avoid occasional glitching of the screen when
- page-flipping; we always choose the lowest-cost wait option that
- seems to be safe to use. If there's only enough memory for one
- page, or if vid_nopageflip 1 is in effect, then vid_wait is set to 0
- (no wait). As with modes 0-10, vid_wait 1 can be used to eliminate
- shear, but at a performance cost.
-
- We have encountered problems with a few adapters in VESA modes when
- vid_wait is set to 2 (wait for display enable). Apparently some adapters
- just toggle display enable all the time, rather than only when pixels
- are being sent to the screen; this can cause occasional glitches in
- which the screen image jumps for one frame. You can fix this by
- setting vid_wait to 1 (wait for vertical sync). We would have made
- vid_wait 1 the default, but it's slower, and vid_wait 2 works on most
- machines.
-
- The default setting for vid_wait can be changed from the console
- at any time. If you are in a VESA mode that waits for vertical
- sync and want to turn it off to get a speed-up, you can do so.
- However, changing a vid_wait 1 default in a VESA mode may result
- in problems. If vid_wait defaults to 1 (wait for vertical sync)
- in a mode, and you force it to 2 (wait for display enable), the
- machine may hang, because some VGA-incompatible adapters, such as
- some ATI Mach64s, don't support the display enable status. If you
- force vid_wait to 0 (no wait), then the screen may glitch periodically
- if the page flips at a time that results in a bad flip address,
- although some adapters work fine with no wait at all.
-
- If you force a new setting for vid_wait and encounter problems, DO
- NOT send us a bug report!
-
- _vid_wait_override <1|0>
- can be used to force wait for vertical sync in all modes. When
- _vid_wait_override is set to 0, the type of waiting, if any, for
- each video mode that's set thereafter is automatically set to
- what appears to be the fastest safe state. However, it is
- possible in some cases that automatic setting may result in some
- screen glitching, and it is also true that shear can be
- eliminated by waiting for vertical sync (although at a cost in
- performance), so it may be desirable in some cases to override
- the automatic wait selection and always wait for vertical sync.
- This can be done by setting _vid_wait_override to 1. Once set,
- this remains in effect through all succeeding mode sets, even
- when Quake is exited and re-entered; the only way to keep Quake
- from waiting for vertical sync once _vid_wait_override is set to
- 1 is to set _vid_wait_override to 0. Note that changing
- _vid_wait_override doesn't affect the current mode, but rather
- takes effect on the next mode set. _vid_wait_override is initially
- set to 0.
-
- _vid_default_mode <mode #>
- can be used to force Quake to start up in a particular mode.
- The easiest way to select a default mode is by pressing the
- 'D' key in the Video Modes menu, but you can alternatively
- use _vid_default_mode to specify the mode in which you want
- Quake to start up in future Quake sessions. _vid_default_mode
- is initially set to 0.
-
-
- Higher-quality perspective texture mapping
- ------------------------------------------
-
- For maximum speed, perspective correction is performed only every 16
- pixels. This is normally fine, but it is possible to see texture ripples
- in surfaces that are viewed at sharp angles. For more precise texture
- mapping, set the console variable d_subdiv16 to 0. Doing this will result
- in somewhat slower performance, however, and the difference in visual
- quality will not normally be noticeable.
-
-
- Known video problems and workarounds
- ------------------------------------
-
- If you think you've encountered a bug, see "Bug Reporting," below.
- As a general rule, go back to mode 0 if you have problems; mode 0
- should work properly in all cases.
-
- On some ATI Mach64 adapters, the palette is sometimes too dark in
- some VESA modes, and is tinted oddly (too red, for example) in other
- modes. The workaround is to use different modes, or modes 0-10.
-
- In modes 0-10, shear and tearing can occur as partially finished
- frames are displayed. Workaround: set vid_wait to 1 (wait for
- vertical sync); this can result in a substantial performance loss,
- however. An alternative is to use a page-flipped VESA mode.
-
- In page-flipped VESA modes, occasional glitched frames may occur with some
- VESA driver-hardware combinations. Workaround: set vid_wait to 1 (wait
- for vertical sync) (you can set _vid_wait_override to 1 to make waiting
- for vertical sync permanent for future Quake sessions), or use a different
- mode.
-
- The VESA video drivers that come with some video adapters don't
- support low-resolution modes such as 320x200; often,
- nothing lower than 640x400 is supported. For example,
- this is the case with some ATI adapters. There's nothing
- Quake can do to provide low-resolution VESA modes in these
- cases, because Quake simply supports whatever modes the VESA
- driver chooses to report as supported. Unfortunately, 640x400
- is too high a resolution for really good performance unless you
- have a very fast Pentium or a Pentium Pro, so on machines with
- this sort of adapter, the VESA modes aren't very usable.
- Workaround: Use UniVBE 5.2, which supports low-resolution modes
- on a wide variety of adapters. Note that a few adapters simply can't
- support low-resolution modes, in which case you'll have to stick with
- the low-resolution VGA and Mode X modes that are built into Quake,
- which run fine but may be somewhat slower than VESA modes.
-
- A few video adapters are almost but not fully VGA compatible, because
- they don't support some unusual VGA video modes. In particular, a few
- adapters don't support the 360-wide Mode X-style video modes that are
- build into Quake (modes 2, 4, 6, 8, and 10), and display garbage in those
- modes. Workaround: use different modes, such as 0, 3, 5, 7, 9, or any
- VESA modes that are available.
-
- Under Win 95, the palette occasionally gets messed up when switching from
- Quake to the desktop and back again. You can restore the palette by
- bringing down the console (either press tilde ('~'), or press Esc to bring
- up the menu, select Options, and select Console... from the Options menu),
- and typing bf and pressing the enter key, to generate a background flash,
- which sets the palette. Press Esc to exit the console. Alternatively,
- setting the screen brightness, either from the Options menu or via the
- gamma console variable, sets the palette.
-
- Under Win 95, if the system key (the key with the Win 95 flag on it) is
- pressed while Quake is running fullscreen in a VESA mode, Win 95 may be
- unable to switch back from the desktop to Quake, in which case it will
- notify you of this, then terminate the Quake session. This is a quirk
- of Win 95, and normally there is no workaround other than not to press
- that key or not to use VESA modes. (Some people go so far as to remove
- the system key from their keyboard.) However, you can
- disable the system key for Quake with the following utility:
-
- http://www.microsoft.com/windows/download/doswinky.exe
-
- Switching away from Quake with Alt-Enter, Ctrl-Esc, Alt-Tab, or
- Alt-Spacebar all work fine (except that if you disable the system key
- with doswinky.exe, Ctrl-Esc will also be disabled).
-
-
- Performance
- -----------
-
- Quake's graphics should be adequately fast in mode 0 (320x200) on all
- Pentium-class machines. If you feel Quake is running slowly, set the
- showturtle console variable to 1; you will then see a turtle icon
- appear in the upper left corner of the screen if the frame rate drops
- below 10 frame/second. If you are getting the turtle, you are probably
- not getting great gameplay. Performance can be improved in several ways:
-
- * size down the screen with the minus key
-
- * select a lower-resolution mode, if possible
-
- * use a VESA mode
-
- * if you're using a VESA mode and vid_wait is set to 1 (wait for
- vertical sync) by default (you can check by typing vid_wait<enter>
- in the console), you can try setting vid_wait to 0 or 2, as detailed
- in the discussion of the vid_wait command above. Be aware that
- risks of screen glitching or hung machines are associated with
- overriding a default vid_wait 1 setting in VESA modes.
-
- To see how exactly fast Quake is running, bring up the console and type
-
- host_speeds 1<enter>
-
- You will see a display at the top indicating total frame time in
- milliseconds, and also server, graphics, and sound frame time in
- milliseconds. (Note, though, that unless you also do
-
- snd_noextraupdate 1<enter>
-
- sound time will actually show up as graphics time. However,
- snd_noextraupdate 1 can cause sound to get choppy, so it's not
- generally recommended.)
-
- Lower numbers are better.
-
- Type
-
- host_speeds 0<enter>
-
- to turn off the frame time display.
-
-
- Pentium Pro Performance
- -----------------------
-
- The Pentium Pro is a very fast Quake platform, but has one weak spot; it is
- by default very slow on writes to video memory. This means that in default
- hardware configurations, you are usually much better off setting
- vid_nopageflip to 1 if you use VESA modes, so drawing is done to system
- memory instead of to video memory. Remember that you must set the mode
- after setting vid_nopageflip to 1 in order to get vid_nopageflip to take
- effect. (vid_nopageflip can sometimes be faster on a Pentium, too, but
- not by nearly as much in general, and it's often slower.)
-
- The Pentium Pro has some special features that are not turned on by default,
- but which can help Quake performance a LOT. These features can be enabled
- by John Hinkley's program FASTVID, which can be obtained from
- ftp://members.aol.com/JHinkley/fastvid.zip. Performance in 640x480
- mode on a Pentium Pro/150 nearly doubled after FASTVID was run; Quake
- was very playable (and looked great!) at this resolution.
-
- There's the usual caution with FASTVID: It could conceivably make your
- system run goofily, or who knows what. FASTVID is not a product of
- id Software, and id makes no guarantees regarding FASTVID. In other words,
- use FASTVID at your own risk.
-
- ************************************************************************
- IMPORTANT NOTE: FASTVID works only on Pentium Pros!!! Please do NOT
- contact either John Hinkley or id with problems concerning FASTVID on
- Pentium or 486 machines.
- ************************************************************************
-
-
- Video Bug Reporting
- -------------------
-
- If you encounter a video-related bug, please fill out the form found at the
- end of this file and e-mail it to support@idsoftware.com. There are several
- problems that are not bugs, and shouldn't be reported, including:
-
- * unavailability of some VESA modes; VESA modes are only supported by
- Quake if they are 8-bpp, are LFB modes (except for 320x200), and are
- no greater than 1280x1024 in resolution. If you have a VESA mode
- that doesn't seem to be working properly, please contact the
- manufacturer; we just use the information that the VESA driver
- provides us with.
-
- * problems that occur when you change vid_wait from a default value
- of 1 (wait for vertical sync) in VESA modes
-
- * sluggish performance on 486s
-
- * the known palette problem on some Mach64s.
-
- * the known palette problems switching from fullscreen to the desktop and
- back under Win95.
-
- * the known problems switching back from the desktop in VESA modes after the
- system (Windows flag) key has switched from fullscreen to the desktop.
-
- * video modes that are not listed in the Video Modes menu, or that are not
- listed or are listed with "**" in the output from vid_describemodes; such
- modes are either not supported by your video adapter, or cannot be supported
- by Quake in the amount of memory your system has. High-resolution modes will
- often not be available in 8 Mb systems.
-
- * 360-wide video modes that don't work although other resolutions do work
-
- * lack of low-resolution VESA modes; the availability of low-resolution modes
- is the responsibility of the VESA driver. UniVBE 5.2 provides low-resolution
- modes on most adapters.
-
- Apart from these, we would very much like to hear about any video
- problems you encounter.
-
-
- ==========================================
- == Sound Subsystem Documentation ==
- ==========================================
-
- Quake's sound subsystem works only with Sound Blaster compatible sound
- cards. For Quake to get the correct settings for DMA channel and PORT
- address, you must set your BLASTER environment variable (or have it set for
- you with the DIAGNOSE utility in your SB16 directory). If you do not have
- the BLASTER environment variable set, your sound will not work. If your
- sound card supports Sound Blaster compatibility, Windows 95 should set this
- variable for you.
-
- Note: some sound cards do not have 100% Sound Blaster compatible
- hardware, but emulate the Sound Blaster interface. Such cards may
- display some inconsistencies relative to an actual sound blaster.
- In particular, sound may be delayed on some cards.
-
- Note: it is possible for sound to get choppy if the frame rate
- drops to a very low level, below 5 frames a second. A frame rate
- that low will not provide a good gameplay experience, so if you
- do experience choppy sound, your machine is almost certainly not
- fast enough to run Quake satisfactorily in general.
-
- If (when) you see bugs, please use the form attached to the end
- of these docs to submit a bug report.
-
- Sound Card Command Line Options, Commands, and Variables
- ==================================================================
-
- The commands and variables below work under any operating system.
- Command-Line options are typed on the command line in most any place
- but only in operating systems which support command line interfaces,
- like DOS's COMMAND.COM, or NEXTSTEP's or Linux's csh, sh, or bash.
- For example, under DOS, the NOSOUND option would be used like this:
- "C:> quake -nosound".
-
- Command-Line Options
- --------------------
-
- NOSOUND
- Syntax: -nosound
- Description: This will prevent *any* sound code from being executed. If
- you are having technical difficulty with the game and then try
- running the game with this option and the problem goes away, then
- the problem is probably somewhere in the sound code.
-
- SSPEED
- Syntax: -sspeed <speed>
- Description: This will ask the sound code to set the playback speed
- within the constraints of the capabilities of the card. This is
- 11025 Hz by default and usually from 8000 to 44100. Making this
- faster requires more CPU horsepower, and has no actual benefits,
- because the sounds only contain 11 KHz data. Making this slower
- degrades sound quality, but improves performance and saves memory.
-
- Commands
- --------
-
- SOUNDINFO
- Syntax: soundinfo
- Description: This prints the "portable" information on your current
- audio hardware setting in the game. It specifies whether there is
- stereo output (0 or 1), the number of samples in the DMA buffer, the
- current sample position (changes each time you run SOUNDINFO and
- ranges from 0 to the number of samples), the number of sample bits,
- the submission chunk (1 in DOS or Linux w/ mmaped sound, larger in
- Linux w/o mmaped sound), playback speed in Hz, the DMA buffer address
- in hexadecimal (usually 8 digits after the 0x, starting with 0xf00..
- in DOS, starting with 0x400.. in Linux, and less than 8 digits if the
- hardware was not initialized successfully), and the number of
- channels mixed in software (8 by default, changeable w/NUMCHANNELS
- command).
-
- STOPSOUNDS
- Syntax: stopsounds
- Description: Stops any current looping sounds.
-
-
- Sound Blaster Sound Card Command-Line Options and Commands
- ==========================================================
-
- The following applies to Sound Blaster cards or compatibles under DOS
- or a DOS box.
-
- Commands
- --------
-
- SBINFO
- Syntax: sbinfo
- Description: This will print information on the Sound Blaster card
- in the system. If the version is 4 or greater, then it is some
- kind of Sound Blaster 16 or compatible. Version 2 is an 8 bit mono
- sound blaster, Version 3 is an 8 bit stereo sound blaster pro.
- The port is the I/O portsensed from the A variable in the BLASTER
- environment variable.The DMA is the DMA channel and is confirmed in
- hardware if thecard is version 4 or higher. The mixer port can be
- ignored.
-
-
- ==========================================
- == CD Audio Subsystem Documentation ==
- ==========================================
-
- Overview
- ========
- Quake is designed to play background music off of a CD-ROM. The Quake CD has
- music tracks on it and each level has been assigned a track that will be
- played.
-
- Win95 Users: Putting a CD other than the Quake CD into the drive when Quake
- is already running will sometimes cause another Windows application to start
- and switch you back to Windows with Quake running in the background. You
- will probably want to stop whatever was started and switch back to Quake as
- quickly as possible... especially if you are playing deathmatch.
-
-
- Command Line Parameters
- =======================
- -nocdaudio
- This will prevent the CD audio system from even attempting to initialize.
- No CD commands or functions will be available. The game will just run
- with no music.
-
- -cdmediacheck
- This causes the game to periodically check to see if the CD has been
- removed and a new one placed in the player. It is off by default since
- this operation is very slow on some CD players and is not needed under
- Win95. There is normally no reason to enable this option; it would
- only be useful if you were going to be changing the CD from within the
- game on a regular basis.
-
- Commands
- ========
- There is normally no reason you would need to use any of these commands. If
- you are playing Quake with the Quake CD in your CD-ROM drive, the appropriate
- music track will be played automatically.
-
- cd on
- Re-enables the CD audio system after a "cd off" command.
-
- cd off
- Shuts down the CD audio system. No more music will be played unless it
- is re-enabled.
-
- cd reset
- Causes the CD audio to re-initialize. This is useful if you change
- CDs or insert the CD after you've already run Quake.
-
- cd play <track number>
- Plays the specified track one time.
-
- cd loop <track number>
- Plays the specified track. It will be repeated until either it is
- manually stopped or another track is started.
-
- cd stop
- Stops the currently playing track.
-
- cd resume
- Will resume playback of a stopped track.
-
- cd eject
- This is for CD players that do not have a manual eject button.
-
- cd remap <track1> <track2> <track3> ...
- Allows you to switch what tracks are played. This is especially useful
- if you want to play music other than that on the Quake CD. If the CD
- audio system is told to play track 1, it will instead play the 1st
- track you specified. For example: assuming a CD with 1 data track and
- 8 music tracks, the command "cd remap 1 9 8 7 6 5 4 3 2" would leave
- the data alone and play the audio tracks as if they had been placed on
- the CD in the opposite order.
-
- cd info
- Reports information such as the number and types of tracks on the current
- CD, what track (if any) is currently playing, and the playback volume.
-
-
- Variables
- =========
- bgmvolume
- The background music volume. Valid values are 0.0 though 1.0. Changes
- will normally be made using the options menu.
-
- Not all CD-ROM players support variable volume. The 0.0 to 1.0 value
- translated to a value from 0 to 255 before it is passed to MSCDEX. How
- this value is interpreted varies from drive to drive. The only thing
- required by the MSCDEX specification is that 0 is off and anything else
- is on. Some CD-ROM drives only have on and off so change to bgmvolume
- will have have no effect on volume once it is on.
-
-
- Messages
- ========
- CDAudio_Init: MSCDEX version 2.00 or later required.
- MSCDEX was either not loaded, or is a version earlier than 2.00.
-
- CDAudio_Init: First CD-ROM drive will be used
- MSCDEX reported that the system has more than one CD-ROM drive.
- Quake will always use the first drive in this case.
-
- CDAudio_Init: Unable to allocate low memory.
- We were unable to allocate the memory needed to communicate with MSCDEX.
- Although the game can still run, this indicates a severe low memory
- condition.
-
- CD Audio Initialized
- Indicates that the CD audio system has successfully initialized.
-
- CDAudio_Play: Bad track number N.
- We attempted to play a track number that that is outside the range of
- tracks recorded on the CD currently in the CD-ROM drive. Probable causes
- are that a CD other than Quake is in the player, or a custom level has
- specified an invalid track number.
-
- CDAudio_Play: Can not play data.
- A valid track was requested to be played, but it was a not an audio track.
- The probable causes are the same as for a bad track number.
-
- CDAudio_Play: track N failed
- A valid audio track was going to be played, but the play command to MSCDEX
- returned an error.
-
- CDAudio: media changed
- This is simply a notification. It can only occur if the "-cdmediacheck"
- option was specified on the command line.
-
- CDAudio: Error - playback stopped N
- An error occurred while the CD was playing audio. Playback has been
- stopped and no further automatic play will be attempted; the game will
- proceed without music.
-
- CDAudio_Init: No CD in player.
- MSCDEX reported an error while Quake was attempting to get information
- about the current CD. There is either no CD in the player, or it was
- unable to get the track information. No automatic CD play will be
- attempted; the game will proceed without music.
-
-
- ==========================================
- == Network Subsystem Documentation ==
- ==========================================
-
- Overview
- ========
-
- Quake is a client/server game. You are always running over some type of
- network. In a standalone game, you are using a loopback network; it just
- passes messages back and forth in memory buffers. This readme is talking
- about real networks and multiplayer deathmatches. There are three main
- sections: commands, LANs, and Serial.
-
- Most normal configuration can be done via the game menus.
-
- There are two types of Quake servers: dedicated and listen. A listen server
- is a machine that is used to play the game and also hosts the game for other
- players. A dedicated server only hosts the game; it runs in text mode and
- does not let anyone play on that machine. A single player game is really
- just a 1 player listen server that doesn't listen for network connections.
-
- Dedicated vs Listen. I'll try to make this simple: it is always better to
- use a dedicated server. Why? Fairness and playability. With a listen
- server, the person on the server always has advantages. They will always be
- the first person into a level, they will always have zero latency, and they
- will get a server update on each and every frame. On a dedicated server
- everyone gets equal treatment. Getting into the server is a first come,
- first served proposition; latency is determined by each player's connection;
- and everyone is sent the same number of updates. It's about as fair as life
- gets. By the way, a good 486 machine works nicely as dedicated server.
-
- Another suggestion. Until there is a native Win95 version of Quake, IPX will
- usually provide better gameplay on a local area network. This is due to the
- delicate balancing act that is required to let a DOS program use the Win95
- TCP/IP stack.
-
- To start a Dedicated Server, you invoke Quake with the "-dedicated"
- command-line parameter. When the server starts, you can type any command
- that you would normally type in the Quake Console, such as "map e1m1" to
- start the server on a specific map. This can be done from the command-
- line as well by typing "quake -dedicated +map e1m1". If a value is entered
- after "-dedicated", that is the amount of players allowed to connect, up
- to a maximum of 16 players. A dedicated server will quit to the OS whenever
- a fraglimit or timelimit is reached. Example: "quake -dedicated 16" will
- start a 16-player dedicated server.
-
- To start a Listen Server, you invoke Quake with the "-listen" command-
- line parameter, or use the Multiplayer menu in the game. Starting a listen
- server from the command-line will allow you to handle more than 4 players,
- as 4 is the limit when starting a game from the Multiplayer menu. If a
- value is used after the "-listen", that is the maximum amount of players
- allowed, up to 16 players.
-
- Command Line Parameters, Commands, and Variables
- ================================================
-
- Command line parameters
- -----------------------
- -nolan
- Disables IPX, TCP/IP, and serial support.
-
- -noudp
- Disables support for TCP/IP.
-
- -udpport <port#>
- Specifies a UDP port to be used other than the default of 26000.
-
- -noipx
- Disables support for IPX.
-
- -ipxport <port#>
- Specifies a IPX port to be used other than the default of 26000.
-
- -noserial
- Disable serial support.
-
- -mpath
- Enables support for code to use Win95's TCP/IP stack. Do NOT use this
- under DOS!
-
- -listen [n]
- Starts Quake ready to be a non-dedicated server for up to <n>
- players. If you do not specify a number <n> after -listen it will
- default to 8. The maximum allowed value is 16.
-
- -dedicated [n]
- Starts Quake ready to be a dedicated server for up to <n> players.
- If you do not specify a number <n> after -listen it will default to 8.
- The maximum allowed value is 16. A dedicated Quake server stays in
- text mode. This is the Quake console with most commands still
- available; those that make no sense (like vid_mode) are ommitted.
-
- Console Variables
- -----------------
-
- net_messagetimeout
- Specifies how long Quake should wait for a message to arrive before
- deciding the connection has died. The default is 3 minutes. For
- reference, messages usually arrive at the rate of about 20 per second.
-
- hostname
- This is the name for your server that will show up on an slist
- (see below). The default value is "unnamed".
-
- sys_ticrate
- Only used by dedicated servers. This determines the rate at which the
- server will send out updates to the clients. The default value is 0.05
- (20 updatesper second). For servers where bandwidth is limited, using
- modems or the internet for example, it is advisable to lower this value
- to 0.1 (10 updates per second). This will have a very minor effect on
- responsiveness, but will half to outbound bandwitdh required making the
- modem players a lot happier.
-
-
- Console commands
- ----------------
-
- net_stats
- This is for debugging. It displays various network statistics.
-
- slist
- Looks for Quake servers on a local LAN (or over a null modem
- cable). This will NOT go outside the local LAN (will not cross
- routers).
-
-
- LANs
- ====
-
- Here are the LANs that are supported by the Quake test
- release. For each one, you'll be told how to connect to a server
- *if it is not on your local network*. If it is, you can use the
- "slist" command and connect by hostname. See the main readme for
- a discussion of the connect command.
-
- IPX
- ---
-
- Quake has been run with Novell's ODI IPX stack under DOS, PDIPX with packet
- drivers under DOS, and the Microsoft IPX stack in a Win95 DOS box. When
- connecting to a server using IPX, you specify its network:nodeaddress (like
- 12345678:1234567890AB). If you are on the same network, you can just specify
- the node address. If you are doing a connect command from the console, a
- full IPX address must be enclosed in quotes.
-
- For example, the server's IPX address is "00FADE23:00aa00b9b5b2", you would
- enter: connect "00FADE23:00aa00b9b5b2"
-
- Win95 TCP/IP
- ------------
-
- Please see the Win95 section of this file for details about playing using
- TCP/IP under Win95.
-
- Kali
- ----
-
- To Quake, Kali appears to be IPX. Once you've got Kali up and running, run
- Quake as if it was on an IPX network.
-
- Beame & Whiteside TCP/IP
- ------------------------
-
- This is the only DOS TCP/IP stack supported in the test release.
- It is not shareware...it's what we use on our network (in case you
- were wondering why this particular stack). This has been "tested"
- extensively over ethernet and you should encounter no problems
- with it. Their SLIP and PPP have not been tested. When connecting
- to a server using TCP/IP (UDP actually), you specifiy it's "dot notation"
- address (like 123.45.67.89). You only need to specify the unique portion
- of the adress. For example, if your IP address is 123.45.12.34
- and the server's is 123.45.56.78, you could use "connect 56.78".
-
- Playing over the Internet
- -------------------------
- Yes, you can play Quake over the Internet. How many people can be in
- the game? That depends. How smooth will the game be? That depends.
- There are just too many variables (bandwidth, latency, current load,
- etc...) for us to make any kind of promises about Internet play.
-
-
- Serial/Modem
- ============
-
- The Quake serial driver supports two COM ports. Although they are referred
- to as COM1 and COM2, you can configure them to use any normal hardware
- COM port (1 thru 4 on most PCs). The com ports are used with interrupts,
- so their IRQ may not be used for another purpose (such as a LAN adapter
- or sound card). The IRQ may not be shared with another device either;
- not even another COM port. A client can only be connected to one server
- at a time, so multiple ports are really only useful on a server.
- When using modems, the client must originate the call and the server
- must answer. This holds true even for a two player, non-dedicated
- server configuration.
-
- In the Multiplayer menu, the default modem string is "ATZ". If your modem
- games are too slow, you can change this string to the appropriate one for
- your modem as listed below in the "Modem Strings" section.
-
-
- The COMx commands
- -----------------
-
- Use the menus for serial play whenever possible. The console
- interface is only for unusual configurations. It is much more
- difficult to understand and use correctly.
-
- Those of you who do use the console commands for serial play need to
- know that the menus always use the first Quake COM line (COM1); yes,
- even for COM2. The names COM1 and COM2 here mean the first and second
- serial ports, not necessarily the PC COM1 and COM2 ports (although those
- are the default configurations).
-
- There are two commands to support serial/modem play for Quake. They
- are: COM1 and COM2. Entering one of these commands with no arguments
- will display the status of that serial port, similar to this:
-
- Settings for COM1
- enabled: true
- connected: false
- uart: 16550
- port: 3f8
- irq: 4
- baud: 57600
- CTS: ignored
- DSR: ignored
- CD: ignored
- clear: ATZ
- startup:
- shutdown: ATH
-
- When used with arguments, these commands change the settings and
- status of the COM ports. The possible arguments are listed below;
- examples follow.
-
- enable | disable
- "enable" means that your configuration is complete and you want to use
- the COM port. "disable" is used to turn off a COM port, usually to
- change its settings. The default (initial) state is disabled.
-
-
- modem | direct
- Use one of these two to let Quake know if you are using a modem or a
- direct connection (also called a null modem). Quake uses this to know
- if it needs to handles modem initialization strings, dialing sequences,
- and hangup procedures.
-
- reset
- This will reset the COM port to its default settings and state.
-
-
- port <n>
- irq <n>
- These are used to set the I/O Port and IRQ that your serial port uses.
- The default values are: port=3f8 irq=4 for COM1 and port=2f8 irq=3 for
- COM2. Note that the port number is displayed in hexadecimal; to enter
- it you would use something like "COM2 port 0x2f8"; the "0x" preceding
- the "2f8" indicates that you are giving the value in hexadecimal
- otherwise decimal is assumed.
-
-
- baud <n>
- Sets the baud rate. Valid values for <n> are: 9600, 14400,
- 28800, 57600, and 115200. 57600 is the default. Please note that
- this is the baud rate used for the uart, not your modem. It is
- perfectly valid to use 57600 on a COM port that is connected to a
- 28.8 modem.
-
- 8250 | 16550
- Specifies the type of uart chip in your system. Normally this is
- automatically detected, one of these need only be used if your chip
- is incorrectly detected.
-
- clear
- startup
- shutdown
- This allows you to specify the clear, startup, and shutdown strings
- needed fora modem for playing Quake. If you've found values that
- previously workedwith Doom, use them here. If you are playing over
- a null modem cable,leave these blank.
-
- -cts | +cts
- -dsr | +dsr
- -cd | +cd
- These determine if certain serial control lines should be honored or
- ignored. The "-" means you want that line ignored, the "+" means to honor
- it. "cts" is an abbreviation for "clear to send", "dsr" for
- "data set ready", and "cd" for "carrier detect". Do notchange these
- values unless you are absolutely positive you need to. The default is to
- ignore all 3 lines.
-
- Quake always uses no parity, 8 data bits, and 1 stop bit; these
- values can not be changed. The baud, port, irq, and uart type can
- not be changed on an enabled port, you must disable it first.
-
-
- Configuration examples
- ----------------------
- Example1: You have a machine with two serial ports you are going
- to use as a Quake server. COM1 will be using a null modem cable and
- COM2 will be connected to a 14.4 modem. You would use commands similar
- (the startup string would almost certainly be different) to these:
-
- COM1 baud 57600 enable
- COM2 baud 14400 modem startup AT\N0%C0B8 enable
-
-
- Example2: You are going to use your machine to connect to a dial-up
- Quake server with your 28.8 modem connected to COM2. You would
- use a command something like this:
-
- COM2 baud 57600 modem startup AT\N0%C0B8 enable
-
- Note the baud rate is not the same as the modem speed. This allows
- the modem-to-uart communications to occur at a higher rate than
- the modem-to-modem communications.
-
- Connecting to a serial Quake server
- -----------------------------------
-
- Connecting to a Quake server over a serial/modem connection is done
- using the "connect" command. The command "connect 5551212" would try to
- connect to a Quake server at the phone number 555-1212. Note: your local
- phone company would probably appreciate it if you didn't try this number!
-
- If you are using a null modem cable, you can type "connect #".
- Quake will then attempt to connect to the server.
-
-
- Known problems / workarounds
- ============================
- Packet drivers with PDIPX - there is a bug that stops a server running on
- this combination from responding to the slist command. Use the patched
- version of PDIPX included with Quake to correct this problem.
-
- SLIST sees no servers - Some PCMCIA ethernet cards and PPP drivers will
- not do the UDP broadcasts needed for the SLIST command (search for local
- games from the menu) to function correctly. In these cases you must
- connect to a Quake game using either its IP address or hostname
- (DNS resolvable hostname, not the hostname variable in Quake).
-
- "BW_OpenSocket failed: 5" - This error is specific to the Beame and
- Whitesdie TCP/IP stack. This stack uses DOS file handles as it's
- socket handles. This error occurs when DOS runs out of file handles.
- You need to increase the number specified by "FILES=" in the DOS
- config.sys file.
-
- Severe lag using TCP/IP under Win95:
- - Occasionaly when you first connect in to a Quake game using Win95
- TCP/IP you will experience severe lag and not be able to control your
- player's actions. This usually clears up in 10 to 15 seconds.
- - There is apparently a strange limbo state for Microsoft's File and
- Print sharing. This has been seen when it was installed and then later
- removed, but it still appears on the menus. For some unknown reason
- this causes severe lag for a Quake game. You need to go back and make
- sure that it is either completely installed or removed.
-
-
- ==========================================
- == Modem Strings ==
- ==========================================
-
- Boca M1440i (internal):
- ATS48=0S37=9S46=136%C0%E0%M0&K0&Q0&R1&C1&D2\G0\N1N0
-
- Boca 14.4k (internal):
- AT&C0N0S37=9&K0W0&Q0S36=3S48=128%C0
-
- Boca 14.4 Fax/Modem
- AT S46=0 S37=9 N0 &Q0 &D2 &K4
-
- Boca 14.4k (external):
- AT &F S0=1 S36=0 &K0 &Q6N0S37=9 &D2
-
- Boca 14.4k:
- AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
-
- Cardinal 14.4k v.32bis, v.42bis Fax/Modem:
- AT &F N0 S37=9 &Q0 &D2 \N1
-
- Digicom Systems (DSI) (softmodem):
- AT Z \N0 &D2 &K0 S48=48
-
- Digicom Systems Scout Plus:
- ATZ*E0*N3*M0*S0*F0&D2
-
- Gateway Telepath:
- AT &F S37=9 %C0 &K0 &Q6 \G0
-
- Gateway Telepath 14.4k:
- AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
-
- Gateway Telepath I:
- AT S0=1 &N6 &K0 &M0
-
- Gateway Telepath II:
- AT S0=1 S37=9 %C0 &Q0 &K0
-
- Generic v.32bis 14.4k Fax/Modem:
- AT \N0 %C0 B8
-
- Generic 14.4k Fax/Modem:
- AT S46=0 S37=9 N0 &Q0 &D2 %C0 \G0 &K0
-
- GVC 14.4k (internal):
- AT &F B8 \Q0
-
- Hayes 28.8k V.FAST Modem:
- AT &Q6 &K S37=9 N %C0 \N0
-
- Infotel 144I:
- AT&Q0 S37=9 N0 &D2
-
- Infotel 14.4:
- &F0 \N1 &D2 S37=F8
-
- Intel 14.4k:
- AT \N0 %C0 \Q0 B8
-
- Intel 14.4k (internal):
- AT Z B8 Q1 \C0 \N1 %C0 \V "H
-
- Linelink 144e:
- AT &F &D1 &K0 &Q6 S36=3 S46=136 %C0
- 19200
-
- Microcom AX:
- &F \N1 \Q0 &D2
-
- Microcom QX/4232bis:
- AT %C0 \N0
-
- Netcomm M7F:
- AT &E &K0 B0 \V0 X4 &D2 \N1 \Q0 #J0 #Q9 %C0
-
- Nokia ECM 4896M Trellis V.32:
- AT Z %C0 /N0
-
- Nuvotel IFX 14.4 (internal):
- &F \N1 &D2
-
- Practical Peripherals 14400FX v.32bis:
- AT Z S46=0 &Q0 &D2
-
- Practical Peripherals 14400FX v.32bis:
- AT S46=0 &Q0 &K0 &D2
-
- Supra:
- AT &F0 S46=136 %C0
-
- Supra (external):
- AT &K &Q &D \N1
-
- Supra 14.4k v.32bis:
- AT &F S46=136 &Q0 &D2
-
- Supra 14.4k v.32bis:
- AT &K &Q &D \N1
-
- Supra Fax Modem 14.4K v.32 bis
- AT &F %C0 S48=7 Q0 V1 W1
-
- Telepath 14.4k:
- AT &F&M0&K0&N6&H0 S0=1
-
- Twincomm DFi 14.4:
- AT&F &Q0 %C0 S37=9 &D2
-
- UDS V.3223:
- &F \N1 \Q &D2
-
- UDS Fastalk 32BX:
- &F0 \N1 &D2
-
- USR Courier v.32bis:
- ATS0=1 S7=60 E1 Q0 V1 &C1 &D2 &H0 &K0 &M0 &N6 &A3
-
- USR Courier HST/DS 16.8k:
- First reset the modem in a communication program with AT&F&W
- AT X4 B0 &A0 &B0 &H2 &I0 &K0 &M0 &N6a
-
- USR DS v.32bis v.42bis (external):
- AT&m0&n6&a0&r1&h0&k0&i0&s0&b1x1
-
- USR Sporster 9600:
- AT&M0&K0&N6
-
- USR Sportster V.34 28.8 (note: works best at 19200 baud):
- AT &F &M0 &I0 &K0 &B0 &N0
-
- USR Sportster 14.4k Fax/Modem USING ERROR CORRECTION:
- AT S0=1 S7=60 E1 QO V1 &C1 &D2 &K0 &N6 &A3
-
- USR Sportster 14.4k Fax/Modem (internal):
- AT &F&M0&K0&N6&H0
-
- USR Sportster 14.4k (internal):
- AT &F &B1 &H0 &I0 &K0 &M0 &N6 &R1
-
- USR Sportster 14.4k:
- ATS0=1S7=60E1Q0V1&C1&D2&K0&N6&A3
-
- USR Sportster 14.4k:
- AT &F0 &K0 &M0 &N6 &H0 &I0 &B1 &R1
-
- USR Sportster 14,000 Fax Modem:
- AT S0=2 &N6 &K0 &M0 &I0 &H0 &R1 &A0 V1 X4
-
- USR 14.4k:
- AT &F&A0&K0&M0
-
- USR 14.4k
- AT &K0 &H0 &D0 &I0 &R1
-
- USR 14.4k Dual Standard
- ATB0&R1&B1&N6Q0X4&A0&D2&H0&I0&K0&M0M1
-
- USR (model?):
- &F E1 V1 X4 &C1 &D2 &N0
-
- ViVa 14.4k:
- AT&F&Q6\N0%C0&D2N0S37=9
-
- ViVa modem (internal):
- &F&Q6\N0%C0&D2N0S37=9
-
- Zoltrix model 14/14 VE:
- AT S0=Q0 V1 &C1 &D2 W2 &Q0
-
- Zoom 14.4k VFX:
- AT&Q6S37=9N0%C\N0
-
- Zoom 14.4k VFX:
- AT&Q6S37=11N0%C&K0
-
- Zoom OEM Modem:
- AT&Q6S37=9N0&K0
-
- Zyxel U-1496E:
- AT Z &N4 &K0
-
-
- ==========================================
- == Win95 Documentation ==
- ==========================================
-
- Quake is a DOS application. However, it runs fine from the MS-DOS prompt
- under Win95, so long as the Properties for the MS-DOS prompt are set up so
- that Quake can run. (See "Set the MS-DOS Prompt Properties", below, for
- information about setting MS-DOS Prompt Properties.) Quake will NOT run
- under Windows NT. Following are some steps that can help Quake run better
- under Win95.
-
-
- Have enough memory
- ------------------
-
- Quake requires at least 16 Mb of installed memory in order to run under
- Win95.
-
-
- Set the MS-DOS Prompt Properties
- --------------------------------
-
- If Quake won't run, the MS-DOS Prompt Properties may not be set correctly.
- To set the Properties for the MS-DOS prompt, bring up a DOS session, and
- either click on the MS-DOS icon in the upper left corner or press
- Alt-Spacebar, then select Properties from the menu that comes up, and make
- sure the following settings are correct.
-
- In the Program sheet of MS-DOS Prompt Properties, make sure the "Suggest
- MS-DOS mode as necessary" is checked.
-
- In the Memory sheet of MS-DOS Prompt Properties, make sure all five fields
- are "Auto".
-
- In the Screen sheet of MS-DOS Prompt Properties, set "Usage" to Full-screen.
-
- In the Misc sheet of MS-DOS Prompt Properties, uncheck the "Allow screen
- saver" box, and check the "Always suspend" box.
-
-
- Make sure there's enough free disk space
- ----------------------------------------
-
- If you get error messages like "can't lock memory" under Win 95, or if you
- get other weird, inexplicable errors, make sure you haven't run out of disk
- space; delete some files if necessary. You can see how much disk space is
- free by bringing up "My Computer" and clicking on the disk icon; the free
- disk space will be shown at the bottom of the window.
-
-
- Run fullscreen
- --------------
-
- Quake can run in a window under Win95--but it will run very slowly. You are
- unlikely to get satisfactory performance unless you run Quake fullscreen.
- Quake normally comes up fullscreen under Win95; if you have switched it back
- to windowed mode, you can get that window back to fullscreen by clicking on
- it and then pressing Alt-Enter.
-
-
- Shut down other applications
- ----------------------------
-
- Many Win95 apps and DOS apps run even when they're not the foreground
- application. Such applications contend for system resources such as memory,
- processor cycles, and sound hardware. If Quake seems to be running choppily,
- if sound is garbled, or if the disk is going all the time, try shutting down
- whatever other applications you have running. For example, some players
- have reported that Quake does not run as well when the Office shortcut bar
- is running.
-
-
- Restore the palette if it gets garbled
- --------------------------------------
-
- Under Win 95, the palette occasionally gets messed up when switching from
- Quake to the desktop and back again. You can restore the palette by
- bringing down the console (either press tilde ('~'), or press Esc to bring
- up the menu, select Options, and select Console... from the Options menu),
- and typing bf and pressing the enter key, to generate a background flash,
- which sets the palette. Press Esc to exit the console. Alternatively,
- setting the screen brightness, either from the Options menu or via the
- gamma console command, sets the palette.
-
-
- Avoid the system key
- --------------------
-
- Under Win 95, if the system key (the key with the Win 95 flag on it) is
- pressed while Quake is running fullscreen in a VESA mode, Win 95 may be
- unable to switch back from the desktop to Quake, in which case it will
- notify you of this, then terminate the Quake session. This is a quirk
- of Win 95, and there is no workaround other than not to press that key
- or not to use VESA modes. (Some people go so far as to remove the system
- key from their keyboard.) Switching away from Quake with Alt-Enter,
- Ctrl-Esc, Alt-Tab, or Alt-Spacebar all work fine.
-
-
- Give Quake more and/or locked memory
- ------------------------------------
-
- By default, Quake tries to allocate 8 Mb of unlocked memory for heap space
- under Win 95. More memory helps Quake run faster; you can allocate more
- memory for Quake under Win95 by setting the command-line switch
-
- -winmem x
-
- where x is the number of megabytes to allocate for Quake. If there's enough
- memory in the system, the larger the number, up to about 16, the better the
- performance. If, however, there isn't enough memory in the system, or many
- other applications are running, the larger number can just cause Quake to
- page to disk a lot, and can actually slow performance considerably. Also,
- higher numbers can also cause Win 95 to take longer to start Quake and take
- longer to return to the desktop afterward. If you have 32 Mb or more in your
- machine, -winmem 16 should provide the best performance for Quake. If you
- have less than 32 Mb, or a lot of applications running, then you will have
- to experiment to find the best amount of memory to allocate for Quake.
-
- You may optionally instruct Quake to lock itself in memory by using the
- command-line switch
-
- -winlock
-
- so it won't get paged out by other applications. This can avoid hitches when
- parts of Quake get paged into and out of memory, and thus provide a smoother
- playing experience. On the other hand, it can cause Quake to take longer to
- start, and can make the return to the desktop take longer when Quake ends,
- because Quake has been hogging a lot of memory. It is even possible, if most
- of the memory in the system is locked by Quake, that it will take many
- minutes to switch back to the desktop while Quake is running, so the system
- will effectively be nearly frozen. Therefore, use -winlock with caution;
- Quake is not as well-behaved a Win95 citizen when -winlock is specified, and
- does not share resources particularly well.
-
- -winmem can be used in conjunction with -winlock; if -winmem specifies more
- memory than is available to be locked, then Quake will lock as much memory
- as possible. Being too aggressive about how much memory is locked can
- actually slow Quake performance, because unlocked parts of the system like
- system CD and sound code and data can then be forced to page, so if you do
- lock memory, you will have to experiment to find the sweet spot, unless you
- have 32 Mb or more of memory.
-
- -winlockunlock can be specified as an alternative to -winlock, to tell Quake
- to lock its memory when it starts, then immediately unlock it. The
- advantages of doing this are: 1) it forces all of Quake's pages into memory,
- so no pages should need to be brought in as Quake runs, making for smoother
- running at the start, and 2) it enables Quake to determine whether the
- specified amount of memory (if -winmem is also specified) is available in the
- machine, so you can be sure Quake won't try to allocate more heap space than
- the the amount of physical memory that's actually available. Like -winlock,
- -winlockunlock causes Quake to take quite a bit longer to start up, but it
- has the advantage of making Quake a good Win95 citizen if you need to switch
- back to the desktop, or have other apps running.
-
- In general, Quake will run fine without any of the -winxxx switches, but you
- may find that one or more of them--particularly -winmem if you have more than
- 16 Mb--helps Quake performance on your machine.
-
- None of this is an issue under DOS itself (as oppsed to a DOS box under
- Win95), because Quake just uses all the memory in the machine under DOS.
-
- By default, Quake tries to allocate 8 Mb of unlocked memory for heap space
-
-
- Watch out for limbo subsystems
- ------------------------------
- Microsoft's File and Print sharing and IPX protocol stack have both been
- known to cause strange problems when they are in a limbo state. The limbo
- state is seems to be an uninstall that did not complete succesfully. Both
- of these cause poor network play performance. If you are experiencing
- severe lag, check the File and Print services. If you the warning "IPX
- driver send failue: 04", check the IPX protocol stack. They need to be
- either completely installed or removed; the problems only occur when they
- get into this strange semi-installed state.
-
-
- ==========================================
- == Key Binding and Aliases ==
- ==========================================
-
- Pressing the tilde key ("~") will bring down the console (pressing the
- tilde key or ESC while in the console will close the console). From the
- console you can adjust your player controls, this is done by "binding"
- keys to commands. The format for binding keys is as follows:
-
- bind <key> <command>
-
- Where <key> is a valid key control and <command> is a valid quake command.
-
- Example:
- To bind the j key to the 'jump' command, you would type:
- bind j +jump
- and press enter.
-
- Non-printable keys such as 'page up' and buttons from the mouse/joystick are
- bound in the same manner as printable characters. A list of bindable keys can
- be found at the end of this file.
-
- Example:
- To bind the page up key to the 'jump' command, you would type:
- bind pageup +jump
- and press enter.
-
- To bind the right mouse button to the attack command, you would type:
- bind mouse2 +attack
- and press enter.
-
- The alias command is used to create a reference to a command or list of
- commands. When aliasing multiple commands, or commands that contain
- multiple words (such as "fraglimit 50"), you must enclose all the commands
- in quotation marks and separate each command with a semi-colon.
-
- Example of an alias that changes some Deathmatch server parameters:
-
- alias net_game "hostname my_server ; fraglimit 15 ; timelimit 15"
- bind INS net_game
-
- Once the server is spawned (you must be the one running the -listen server),
- you just push the Insert key to set the hostname, frag limit and time limit
- of the server. So now the first person to 15 frags, or with the one with the
- most frags in 15 minutes, wins.
-
- Another example would be to change to the Rocket Launcher, fire one rocket,
- and change back to the Double Barrel Shotgun, when you press the "," key:
-
- alias rl_dbsg "impulse 7 ; +attack ; wait ; -attack ; impulse 3"
- bind , rl_dbsg
-
- Aliasing is very powerful, allowing you great flexibility, so you should
- experiment by aliasing different commands in various ways.
-
- A list of common commands can be found in the next section.
-
-
- ==========================================
- == Quake Keys and Common Commands ==
- ==========================================
-
- The following keys can be bound:
-
- A-Z 0-9
- *F1-F12 *TAB
- ENTER SPACE
- BACKSPACE UPARROW
- DOWNARROW LEFTARROW
- RIGHTARROW ALT
- CTRL SHIFT
- INS DEL
- PGDN PGUP
- HOME END
- PAUSE SEMICOLON
-
- MOUSE1 (mouse button 1)
- MOUSE2 (mouse button 2)
- MOUSE3 (mouse button 3)
-
- *~ (tilde)
-
- * Can only be bound on the command line or in a .cfg file.
-
- The ESC key cannot be bound.
-
-
- ==========================================
- == Making a Config File ==
- ==========================================
-
- The commands (bindings and aliases) discussed above can be included into a
- file containing all of your personal configurations, known as a "config"
- file. This file can then be loaded during game play to enable all your
- personal bindings and settings.
-
- To do this, use your favorite editor to create a new file, such as
- "fragmstr.cfg". Your .cfg file MUST be located in the quake\id1 directory
- or quake won't find it. Then after launching Quake, you would type "exec
- fragmstr.cfg" and press enter, from the console. You can also exec you .cfg
- file from the DOS command prompt by typing "quake +exec fragmstr.cfg".
- When you exec a config file, it is the same as typing all the lines in your
- config file into the console, only Quake does it for you. Here is an
- example config file (c:\quake\id1\bear.cfg) and the meaning of all the
- bindings, aliases and settings:
-
- -------------------------------cut here-------------------------------------
- name player1 // Sets player name to player1 (lets your opponent
- // know who fragged them)
-
- sensitivity 4 // Sets the mouse sensitivity to 4
-
- scr_conspeed 5000 // Sets the console raise/lower speed
-
- lookspring 0 // Sets Mouse Look Spring to 0 (0=keep looking,
- // 1=spring back, when mouse button is released)
-
- vid_mode 10 // Sets Video Mode to mode 10 (360X480 resolution)
-
- gamma .8 // Sets Gamma Correction to .8 (<1=Lighter, 1=normal
- // and >1=darker)
-
- viewsize 70 // Sets the Screen View size to 70 degrees
-
- bind mouse1 +forward // Binds the left mouse button to Move Forward
-
- bind mouse3 +attack // Binds the middle mouse button to Fire
-
- bind mouse2 +mlook // Binds the right mouse button to Mouse Look
-
- bind HOME "save bear1" // Binds the Home Key to quick save, saves to
- // bear1.sav
-
- bind ENTER +showscores // Binds the Enter key to show Deathmatch Scores
-
- bind SHIFT +speed // Binds the Shift key to Run
-
- bind CTRL +jump // Binds the Control key to Jump
-
- bind ; +mlook // Binds the ; key to Mouse Look also
-
- bind . +moveleft // Binds the . key to Strafe Left
-
- bind / +moveright // Binds the / key to Strafe Right
-
- color 3 4 // Makes Uniform Top green and Pants Red for Net play
-
- alias rl_dbsg "impulse 7 ; +attack ; wait ; -attack ; impulse 3"
-
- bind , rl_dbsg // Aliases single rocket attack command and binds
- // it to the ',' key.
- -------------------------------cut here-------------------------------------
-
-
- ==========================================
- == Demos ==
- ==========================================
-
- The standard Demos
- ------------------
-
- Quake has 3 standard demos that start playing when you first run the game.
- It will cycle through these demos until you start or join a game.
-
- Recording a Demo
- ----------------
- "record <demoname> <map> [track]" This starts up level <map> and begins
- recording a demo into a file name <demoname>.dem. You can specify the
- optional <track> to choose a background music from the CD, otherwise the
- default selection for that map will be played.
-
- Playing a Demo
- --------------
- "playdemo <demoname>" This command will open the file <demoname>.dem and
- play the demo.
-
- How to not play the standard demos at startup
- ---------------------------------------------
-
- So you've seen the Necropolis demo 10 billion times now and really don't
- ever want to see it again? Here's how.
-
- The easy way is to start Quake with a "+map" command. You could do
- "quake +map start" and you'll start on the single player start level.
- Or you could do "quake +map nonsense" and you'll wind up at the Quake
- console since there is no map named nonsense. You can accomplish the
- same thing with a "+connect" too. "+connect" by itself will look for
- Quake servers on the local network, "+connect 192.12.34.56" or
- "+connect host.timbuktu.edu" will try to connect the the specified
- Quake server.
-
- There is another way to not show the demos; one that also keeps your
- customizations in a seperate directory from the data files in the
- Quake distribution.
-
- Do this in the quake directory (the directory where you installed Quake;
- where you find "quake.exe" and "the id1" directory). Create a file named
- "quake.rc". Its contents should be:
-
- exec default.cfg
- exec config.cfg
- exec autoexec.cfg
- stuffcmds
- menu_main
-
- Create a batch file to run Quake in the quake directory. "Q.BAT" is a good
- name. It's contents should be:
-
- quake -game . %1 %2 %3 %4 %5 %6 %7 %8 %9
-
- If you normally use the Q95 batch file, just add the "-game ." part to
- that file.
-
- Now you can run "q" and quake will start off with the main menu displayed
- instead of running the demos.
-
- You can also make a seperate subdirectory for this if you'd like. For
- example, make a directory named "mine" in the quake directory. Create
- the "quake.rc" file as specified above in this directory. Use
- "-game mine" instead of "-game ." in your batch file.
-
- Important note: The directory specified by "-game" is where Quake will
- look for config.cfg, load and save games, and record and play
- demos.
-
-
- ==========================================
- == Reporting Quake Bugs ==
- ==========================================
-
- How to use the bug report:
-
- Where to send bug reports:
- E-mail : support@idsoftware.com
- FAX : 214-686-9288
-
- There are two sections of information - primary and secondary.
-
- Primary information contains information such as date, your name, e-mail
- address, etc. Secondary information is actual bug information. There are
- a few different sections depending on what type of bug you revieced
- (sound, video, etc). Only fill out and include information from the section
- related to the type of bug you received.
-
- If possible, start Quake with the "-condebug" command line parameter
- and try to reproduce the bug. Attach the "qconsole.log" file found in the
- "id1" directory to the end of the bug report. If the bug is sound related,
- while in Quake, execute the SOUNDINFO and SBINFO (DOS only) commands from
- the console.
-
- Please attach a copy of your CONFIG.SYS and AUTOEXEC.BAT file to the end of
- the report.
-
- Bugs submitted properly with this form will get attention.
- Unformatted ones sent to personal accounts will be ignored.
- If you see problems, please take the time to do this.
-
- If you do not have all of the information requested in the form,
- don't worry. Send what you do have.
-
- Please include the version #. THe version # for Quake can be found in the
- lower right hand corner of the console. To bring up the console, press the
- tilde ('~') key. Press tilde ('~') again or ESC to exit.
-
- -------------------------------cut here-------------------------------------
-
-
- ============================================================================
- == Quake Bug Report - Primary information ==
- ============================================================================
-
- Date:
- Name:
- Phone number:
- E-mail address: (please include this, we redirect tons of mail)
- Game Title:
- Version #:
- Operating system (i.e., DOS 6.0 or Windows 95):
- Computer type:
- BIOS date:
- BIOS version:
- Processor type:
- Processor speed:
- Do you program at school/work?
- Do you provide tech. support at school/work?
- Please state the problem you encountered:
- Please state how to reproduce the problem:
-
- If program crashed with nasty undecipherable techno-garbage, please
- look for the eight-digit hex number which comes after "eip="
- and write it down here:
-
-
- ============================================================================
- == Quake Bug Report - Secondary information ==
- ============================================================================
-
- ------------------------------ Video Related ------------------------------
-
- Video Card Manufacturer:
- Video Card Model:
- Chipset Used:
- BIOS Date:
- (If using UniVBE, The above information can be found by running uvconfig)
-
- Did the problem occur while in a VESA mode?
-
- If so, what is the VESA driver and version? (eg., UniVBE 5.1a,
- built into board BIOS, or manufacturer provided TSR)
-
- ------------------------------ Sound Related ------------------------------
-
- Audio card brand and model:
-
- If DOS or a DOS box, please run the command "set > set.txt" then
- attach "set.txt" to the end of the report.
-
- ----------------------------- Network Related -----------------------------
-
- What type of network connection was established when the error occurred?
- (modem, nullmodem, or network)
- If modem, Modem brand and model:
-
- If network, Network card brand and model:
- Network protocol/configuration:
-
- ---------------------------------------------------------------------------
-
-
-
-
-
-
-
-
-