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-
- Welcome to the Verite port of Quake!
-
- --- Quick Start
-
- Copy vquake.exe, spd3d.uc, and vq95.bat to your quake
- directory (the one that contains quake.exe.) If you already
- have vquake.exe or spd3d.uc, make sure the new version
- overwrites the old one.
- Type "vquake" to run the accelerated game. Use vq95.bat
- when running Windows95 to allow TCP/IP networking.
-
- NOTE: you *MUST* upgrade your software Quake from 1.01
- to 1.06 before running vquake 1.07. You can get the patch file
- from id software at http://www.idsoftware.com/dlquake.html.
-
- -- beta 5
- fixed bug where aa particles disappeared after a while
-
- -- beta 4
- folded in id's 2/6 release, which fixes at least the
- grappling hook bug (bad entity number)
-
- Also, if you get a page fault while running vquake, try
- replacing cwsdpmi.exe with the new version in cwsdpmi3.exe.
- Rename the old one to some different name, and then rename
- the new one to cwsdpmi.exe. This has worked for at least
- one person.
-
- -- beta 3
- Fixed bugs:
- alias models get completely wrong textures sometimes (but now
- requires 20Mb minimum to run under windows.)
-
- some alias model mipmaps show a blue fringe.
-
- timerefresh under water is amusing.
-
- weird scanlines generated by some models.
-
- hardly any particles get drawn.
-
- if no soundblaster in dos, will hang.
-
- antialiased particles are in (see r_antialias below.) still not
- quite right, though.
-
- crashes with some hipnotic levels.
-
- -- beta 2
- Fixed demo-mode rendering errors.
- Known bugs:
- occassional blue stripes in mipmapped textures
- alias models with incorrect textures; apparently
- a texture caching bug as save/load makes it work
- new particles not showing up
- env var BLASTER not being there in dos causes hang
-
- -- Quake 1.07 beta 1
- Ported to id 1.07 source tree as of 1/22/97. Supports
- Rogue and Hipnotic level packs.
- Known bugs:
- Demos show rendering errors not visible during game play.
- If no soundblaster in DOS, hangs.
-
-
- --- Known Problems
-
- Please send me email (walt@rendition.com) if you have
- problems with this release that do not occur with the
- version of vquake distributed with your 3D accelerator board.
- Please include a system description, and how to duplicate the
- problem if at all possible. Thanks.
-
- You must disable UNIVBE if you have it installed. There is no
- reason to run it as the BIOS is VESA VBE 2.0 compliant.
-
- If Microsoft Networking for DOS is running, the game
- may hang when it exits.
-
- If the game hangs or does not appear to run, reboot,
- run vquake with the "-nodma" flag and try again. If it works,
- then you probably have an older PCI BIOS and motherboard that
- does not work with the Verite chip's busmastering DMA.
-
- Under Win95, you cannot suspend the game and continue
- later. Attempts to do so will crash Win95. For the same reason,
- you should turn off any screen savers.
-
- If a window pops up on the screen (e.g., from a Win95
- background process like a virus scanner), Win95 will crash.
-
- We have observed improved network performance when we
- turn off the screen saver on the Quake server machine.
-
- --- Cvars
- Note: changing these values will affect your performance
- and visual quality.
-
- d_mipscale (default 1.0)
- increasing it reduces texture detail for
- more distant objects.
-
- d_mipcap (default 0)
- increasing it (to 1, 2, or 3) reduces texture
- detail for all objects.
-
- d_bilerp (default 1)
- setting to 0 turns off texture bilinear filtering.
-
- d_dither (default 1)
- setting to 0 turns off dithering.
-
- d_wamp (default 7.0)
- controls amplitude of water warping.
-
- d_wfreq (default 12.0)
- controls frequency of water warping.
-
- r_antialias (default 0)
- Use "r_antialias 7" to antialias just about everything,
- including particles.
- -----
-
-