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| author | wyatt8740 <wyatt8740@yahoo.com> | 2014-01-06 12:02:16 -0500 |
|---|---|---|
| committer | wyatt8740 <wyatt8740@yahoo.com> | 2014-01-06 12:02:16 -0500 |
| commit | a8f828a066773a59fdf646299359d35ae0e845af (patch) | |
| tree | 86123409fc6f231cf4136e81159b63cb1e9ec102 /WinQuake/data/README.TXT | |
| parent | b2951690415054ae8705c07f8df7a4ba7cde382a (diff) | |
| download | quake-pum-a8f828a066773a59fdf646299359d35ae0e845af.tar.gz | |
Removed accidental upload of copyrighted map files
Diffstat (limited to 'WinQuake/data/README.TXT')
| -rw-r--r-- | WinQuake/data/README.TXT | 912 |
1 files changed, 456 insertions, 456 deletions
diff --git a/WinQuake/data/README.TXT b/WinQuake/data/README.TXT index fc62729..63549f5 100644 --- a/WinQuake/data/README.TXT +++ b/WinQuake/data/README.TXT @@ -1,456 +1,456 @@ -Welcome to Quake! - -This file details how to get Quake running on your system and what to do -if you have problems. We would like to thank Gandalf Technologies, Inc and -MPath Interactive for the use of their technology. We would also like to -thank Trent Reznor and Nine Inch Nails for their tremendous contributions -to Quake's entire audio portion. - -The NIN logo is a Registered Trademark licensed to Nothing Interactive, Inc. -All Rights Reserved. - -Quake System Requirements -------------------------- -IBM PC and Compatibles -Pentium processor or better -VGA Compatible Display or better -8MB RAM minimum, 16MB recommended (16 MB required for running under Win95) -CD-ROM drive Required -MS-DOS 5.0 or better or Windows 95 (does NOT run under Windows NT) -Hard Drive (30MB for Shareware, 80 MB for Registered) - -*** IMPORTANT!: Quake requires a floating point processor. -Systems that do not have an FPU installed will not run Quake -- at all. - -*** IMPORTANT Video Adapter Note! *** -On some ATI Mach32 cards, Quake can come up with a garbled video display. -This is due to a problem with the card in which 320x200 mode isn't -initialized correctly. Workarounds include: - -1) If running from Windows, start Quake from an icon, or from a windowed -(not fullscreen) MS-DOS prompt. If Quake is already running and has -the garbled screen, press Alt-Enter twice to switch to the desktop and -back to fullscreen, and the screen will display properly. - -2) If running from DOS, either put the line - -vid_mode 1 - -in id1\autoexec.cfg, or, typing blind, press tilde ('~') to bring down -the console, type - -vid_mode 1<enter> - -and the screen will display properly. - -======================================================================== -Here are the text files included with the shareware release of Quake and -what they are: - -README.TXT This file -TECHINFO.TXT Technical information on Quake's subsystems and - their advanced use. -MANUAL.TXT Text version of the printed game manual -LICINFO.TXT Info on the various license files included with Quake -SLICNSE.TXT Shareware Quake end-user license -ORDER.TXT How to order Quake -HELP.TXT How to get help with Quake - -Here are the text files included with the registered version of Quake and -what they are: - -README.TXT This file -TECHINFO.TXT Technical information on Quake's subsystems and - their advanced use. -MANUAL.TXT Text version of the printed game manual -LICINFO.TXT Info on the various license files included with Quake -RLICNSE.TXT Registered Quake end-user license -COMEXP.TXT Commercial exploitation agreement -ORDER.TXT How to order Quake -HELP.TXT How to get help with Quake - - -Running Quake -------------- - -DOS: To launch Quake from the DOS Prompt, go to the Quake directory and -simply type "QUAKE" <ENTER>. (no quotes) - -Windows 95: To launch Quake in single player mode, double click on the file -QUAKE.EXE From Windows Explorer. To run Quake in Multi-Player mode using -the TCP/IP protocol, first check your network settings to ensure the -protocol is installed, then double click on the Q95.BAT file to launch the -game. In this version (v0.91) there is a minor bug that will cause the -Q95.BAT file to exit the first time you run it, without running Quake. -Merely double-click on that file again and it will work. - -Audio Setup ------------ - -When using a Sound Card with Quake, there are a few setup steps which must -be taken. First, the "BLASTER" environment variable setting must be in your -autoexec.bat (or you can type it in manually from the MS-DOS command prompt). -Running the Sound Blaster utility diagnose.exe will automatically configure -your sound card and put this statement in your autoexec.bat file for you. -A typical blaster setting looks like this (although yours may vary): - -SET BLASTER=A220 I5 D1 H5 P330 T6 - -If you want to play the audio track from the CD-ROM while playing Quake, -you must ensure that the audio cable from the CD-ROM is connected to the -sound card. - -If you think your sound card is setup properly and it STILL doesn't work, -check to make sure that your BLASTER environment variable contains the -high DMA setting (H5 in the above example). - -If you don't get sound while trying to play the audio track, check to see -if a small cable goes from the back of your CD-ROM player directly to your -sound card. If the CD-ROM audio cable is connected to your sound board (or -the motherboard in some cases) and you STILL don't hear CD Audio coming from -your speakers, make sure the MIXER program has the CD volume turned up. -You will also need to run the CD-ROM driver MSCDEX.EXE. Here is an example -of the files you should see (yours probably will vary) listed in your -CONFIG.SYS and AUTOEXEC.BAT (explanation is in parentheses): - -CONFIG.SYS: - -DEVICE=C:\PROSCSI\CDROM.SYS /D:PROCD01 (CD-ROM driver) - -AUTOEXEC.BAT: - -SET BLASTER=A220 I5 D1 H5 P330 T6 (sound environment variable setting) -C:\WINDOWS\COMMAND\MSCDEX.EXE /D:PROCD01 /L:D (CD-ROM driver) - -=================================================== -UltraSound MAX and UltraSound PnP Support for Quake -=================================================== - -Before running Quake, make sure that your sound card works and your -environment variables are set correctly. - -Other UltraSound Cards (ACE & Classic) --------------------------------------- -These drivers are not for the UltraSound ACE or UltraSound Classic -sound cards. We have heard mixed reports that MegaEm or SBOS -have a chance of working with the UltraSound Classic but there is a -short sound F/X delay. - -UltraSound PnP and PnP Pro --------------------------- -You must make sure that you do NOT have IWSBOS or MegaEm loaded. - -Setup ------ -Quake will automatically detect that the UltraSound Max or PnP -are installed. It does this by looking at the SET INTERWAVE (PnP) -and SET ULTRA16 (Max) environment variables. - -Quake will use the settings found on the SET ULTRASND/ULTRA16 (Max) -and in the IW.INI (PnP) file to determine what port settings to use. - -Troubleshooting Windows 95 (DOS Box) ------------------------------------- -We recommend that you restart your computer in MS-DOS Mode. DOS Box -may or may not work, so use at your own risk. - -CD Audio Input --------------- -If you have not already enabled CD audio output by default you will -need to enable it. For the UltraSound MAX you can run "ULTRINIT -EC". -For the UltraSound PnP you will need to enable the CD audio output -in Win'95 and then restart your computer into MS-DOS. - -=================================================== -Mouse Setup ------------ - -If you are going to use a mouse when playing Quake, you will need to load -your mouse driver. This should go in the AUTOEXEC.BAT file as well. Here -is an example: - -C:\LOGITECH\MOUSE\MOUSE.EXE (mouse driver) - - -Booting Clean -------------- - -If you are going to be running Quake with only 8 megabytes of RAM, it is best -to boot clean . You eliminate unwanted utilities or applications from taking -up valuable memory, without having to alter your regular AUTOEXEC.BAT and -CONFIG.SYS. Booting clean can be done in one of two ways. If you have -MS-DOS version 6.xx, booting clean is as simple a pressing the shift key -when you see the words "Starting MS-DOS". If you have MS-DOS ver 5.xx you -will need to make a system disk. - -To make a boot disk, type the following from the MS-DOS command prompt: - -FORMAT A: /S - -1. Make sure that this is a disk you wish to erase. -2. This disk absolutely HAS to be formatted in the A: drive. - -To use the system disk, place the disk in the A: drive and reset the -computer. - -NOTE: If your sound card requires a driver to be loaded, or you will be -using a mouse, or you will be using Quake's CD audio feature, the system -disk will need to have a CONFIG.SYS and AUTOEXEC.BAT that load the -appropriate drivers. - -Creating a Quake Shortcut - -As an alternative to making a Boot Disk, Windows 95 users can create a -Quake Shortcut. By double clicking onthis shortcut, Windows 95 will reboot -in MS-DOS mode and install only the desired drivers, giving you the same -results as using a Boot Disk. To create a Quake Shortcut, do the following: - -1. Using Explorer, right click and drag the file QUAKE.EXE, from the Quake - directory, to your desktop. Windows 95 will make an MS-DOS Icon titled - "Shortcut to quake". -2. Right click on the new icon, and from the menu that pops up, choose - "Properties". Then choose the "Program" tab at the top. -3. Now click on the "Advanced..." button near the bottom. The "Advanced - Program Settings" window should appear. -4. Select the "MS-DOS mode" check box and the "Specify a new MS-DOS - configuration" option button. -5. Now simply fill in the "CONFIG.SYS for MS-DOS mode:" and "AUTOEXEC.BAT - for MS-DOS mode:" boxes with the same sound, CD-ROM and mouse settings as - mentioned above in the Boot Disks section. -6. Click on "OK" when you are finished. If you wish, you can change your - Quake Shortcut Icon to something a little more exciting by clicking on - "Change Icon...". -7. To finish, click on "OK" again. - 8. You can rename your Quake Shortcut by right clicking on the shortcut - icon, choosing "Rename" and typing in the new name. - - -====================================================== -== Known Problems == -====================================================== - -Problem: Zombies sometime get stuck on the ground and connot get back up. -(You can still hear them, but you cannot kill them. This bug makes it -impossible to get 100% kills on whatever level it occurs on.) -Solution: There is no workaround for this bug. - -Problem: It is sometimes possible for the player to get stuck in a room or -in a wall. -Solution: If you get stuck, use the 'kill' console command. It is a good -idea to save your game often. - -Problem: View centering problems. Sometimes during a game, the view will not -center properly. The end result is the player view looking up torwards the -ceiling while walking. -Solution: Exit to the next level or use the 'kill' console command.. - - -====================================================== -== Troubleshooting == -====================================================== - -If Quake fails to start up, or has problems not addressed elsewhere in the -documentation, try the -safe command line switch, which disables a number -of parts of Quake that can be problems if there are hardware or configuration -problems. The -safe command line switch is equivalent to -stdvid, -nosound, --nonet, and -nocdaudio together. Those four switches do the following: - --stdvid: disables VESA video modes. - --nosound: disables sound card support. - --nonet: disables network card support. - --nocdaudio: disables CD audio support. - -If -safe makes the problem go away, try using each of the switches -individually to isolate the area in which you're experiencing the problem, -then either correct the configuration or hardware problem or play Quake with -that functionality disabled. - -If you still have problems, try booting clean in conjunction with -the -safe command line parameter. For information on booting clean, refer -to the "Booting Clean" section above. - -If you experience page faults while running Quarterdeck's QDPMI DPMI server, -this is caused by a bug in QDPMI. Workarounds: Remove QDPMI from CONFIG.SYS, -issue the command QDPMI OFF before running QUAKE, or get the update patch -for QDPMI from Quarterdeck. You may be running QDPMI without knowing it if -you have QEMM installed, because it can be installed as part of the QEMM -installation. - - -Technical Support ------------------ - -If you are having trouble installing or running Quake you can receive -technical support by sending e-mailing to support@idsoftware.com. You can -also refer to our web page, www.idsoftware.com, or call 1-800-idgames. - -When sending support e-mail, cut and paste the following into your e-mail -message and fill in the blanks: - -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: - -** NOTE: If you are sending a bug report, PLEASE refer to the TECHINFO.TXT -file for the correct form and procedures. - - -====================================================== -== Version History == -====================================================== -v1.01 -- Bugs fixed ------------------------------------------------------- -* Fixed modem code -* Fixed fraglimit & timelimit -* Added NOEXIT cvar (so no one can exit a level) ------------------------------------------------------- -v1.00 -- Bugs fixed ------------------------------------------------------- -* Gravis Ultrasound audio support (still has bugs) -* More deathmatch start spots on E1M6 and END -* Print server version and PROG CRC on connect -* -dedicated starts start.map if nothing else specified -* fixed lookspring function during net game -* fixed rare crash during long running dedicated server ------------------------------------------------------- -v0.94 -- Bugs fixed / Features added -- LIMITED BETA VERSION ------------------------------------------------------- -* Totally rewritten menus -* New lighting model with overbrighting -* Parsed lowercase BLASTER parms -* Better Sound Blaster shutdown code -* Rewrote BLASTER initialization -* Fixed DMA channel 0 bugs -* Added SBPro 8 stereo setup -* Fix delayed sound on 8 bit Sound Blasters -* Fixed speed key affecting angle-turning from keyboard -* Fixed "no such Alias frame" bugs -* Fixed Zombie not getting up bug -* Checked for very high joystick values, signalling a failed read -* Unstuck jumping Fiends and Spawn -* Fixed large BModels blinking out in complex areas -* Fixed s_localsound with no sound started -* Saved spawn parms in savegame -* Fixed screenshot save location -* Bind with no arguments no longer clears value -* Allow console in intermission / finale -* Fixed false gib messages -* Full-screen TAB scoreboard in DeathMatch -* Fixed "+playdemo <demo>" from command line -* Trapped overflow in sizebuf messages -* Moveup / movedown in water! -* Fixed-up Talk command -* Added unsupported crosshair option ("crosshair 1" from console) -* Colored chat messages with notify sound -* Fixed "connect during intermission" bug -* Changelevel while demos running no longer crashes -* Fixed changelevel with no map left up loading screen -* Fixed long names entered from the console causing crash -* Stopped demos changing while in the menus - -* Fixed modem initialization from menu -* Fixed serial reliable stream getting stalled -* Serial/modem code fixes - 16550a lost transmit buffer empty interrupts - fixed sometimes processing interrupts from com1 when using com2 - added com3/com4 support from menus - fixed first character of modem init not getting sent - saved serial/modem settings in config.cfg -* Fixed name and colors not always sent to server at startup -* Fixed "stopdemo" crashing the system when there wasn't a demo playing -* Added server's TCP/IP and IPX addresses (if available) to status command - -* In 0.92, an additional check for a usable VESA video mode was added; -the numpages field was verified to be greater than 0, and no mode was -supported that had numpages set to 0 (which indicates that there's not -enough video memory for that mode). ATI's VESA driver, m64vbe, -reports 0 for numpages, so VESA video modes that were available in 0.91 -were no longer available in 0.92. This extra numpages check has -been removed. - ------------------------------------------------------------------------ -v0.93 -- Never officially released; internal testing only. ------------------------------------------------------------------------ -v0.92 -- Bugs fixed ------------------------------------------------------------------------ -Typing long strings in the hostname or modem init field in the menus caused -crashes. - -Under Win95 IPX was detected but not functional, resulting in the game -exiting to DOS. - -If -nosound, got "S_LocalSound: can't cache" on every keypress in the menu. - -When vid_nopageflip was set to 1 in VESA modes, going underwater resulted in -only the upper left corner of the drawing area being updated. - -The single player scoreboard (tab) printed text incorrectly in all modes -greater than 320 pixels wide. - -On network connections that dropped packets, the reliable message stream -could get stopped up, resulting in frag counts and talk messages no longer -being delivered, although game movement continued. - -The com port settings from the menu were getting saved & restored but -not used. - -Direct serial connections did not work with slist. - -Quake now checks the vesa information for hardware incabable of page-flipping. - -Menu sound sometimes didn't play. - -Q95 (qlaunch.exe) frequently failed to execute on the first attempt. - -Q95 (quakeudp.dll) was running out of buffers when running a server. - -Teams were not being set according to pants colors. - - -Joystick notes --------------- -Your joystick must be plugged in when Quake is launched. - -If you have a joystick plugged in, but don't want to use it in Quake -(it slows the game down a few percent), or you have weird hardware that -doesn't like being tested as a joystick add "-nojoy" to your Quake -command line. - -You can turn off joystick reading during the game by typing "joystick 0" at -the Quake command console. - -You MUST configure your buttons from the configure keys menu before they will -work. There is no default configuration. - -If your joystick or interface card improperly sets the third or fourth -joystick buttons, type "joybuttons 2" at the quake console or in your -.CFG file. - -The "mlook" button command now lets the joystick as well as the mouse control -pitch angles. - -The "sidestep" buttom command works on joysticks as with mice and keyboard -movement. - -The "invert mouse up/down" menu option also inverts the joystick pitch -direction. +Welcome to Quake!
+
+This file details how to get Quake running on your system and what to do
+if you have problems. We would like to thank Gandalf Technologies, Inc and
+MPath Interactive for the use of their technology. We would also like to
+thank Trent Reznor and Nine Inch Nails for their tremendous contributions
+to Quake's entire audio portion.
+
+The NIN logo is a Registered Trademark licensed to Nothing Interactive, Inc.
+All Rights Reserved.
+
+Quake System Requirements
+-------------------------
+IBM PC and Compatibles
+Pentium processor or better
+VGA Compatible Display or better
+8MB RAM minimum, 16MB recommended (16 MB required for running under Win95)
+CD-ROM drive Required
+MS-DOS 5.0 or better or Windows 95 (does NOT run under Windows NT)
+Hard Drive (30MB for Shareware, 80 MB for Registered)
+
+*** IMPORTANT!: Quake requires a floating point processor.
+Systems that do not have an FPU installed will not run Quake -- at all.
+
+*** IMPORTANT Video Adapter Note! ***
+On some ATI Mach32 cards, Quake can come up with a garbled video display.
+This is due to a problem with the card in which 320x200 mode isn't
+initialized correctly. Workarounds include:
+
+1) If running from Windows, start Quake from an icon, or from a windowed
+(not fullscreen) MS-DOS prompt. If Quake is already running and has
+the garbled screen, press Alt-Enter twice to switch to the desktop and
+back to fullscreen, and the screen will display properly.
+
+2) If running from DOS, either put the line
+
+vid_mode 1
+
+in id1\autoexec.cfg, or, typing blind, press tilde ('~') to bring down
+the console, type
+
+vid_mode 1<enter>
+
+and the screen will display properly.
+
+========================================================================
+Here are the text files included with the shareware release of Quake and
+what they are:
+
+README.TXT This file
+TECHINFO.TXT Technical information on Quake's subsystems and
+ their advanced use.
+MANUAL.TXT Text version of the printed game manual
+LICINFO.TXT Info on the various license files included with Quake
+SLICNSE.TXT Shareware Quake end-user license
+ORDER.TXT How to order Quake
+HELP.TXT How to get help with Quake
+
+Here are the text files included with the registered version of Quake and
+what they are:
+
+README.TXT This file
+TECHINFO.TXT Technical information on Quake's subsystems and
+ their advanced use.
+MANUAL.TXT Text version of the printed game manual
+LICINFO.TXT Info on the various license files included with Quake
+RLICNSE.TXT Registered Quake end-user license
+COMEXP.TXT Commercial exploitation agreement
+ORDER.TXT How to order Quake
+HELP.TXT How to get help with Quake
+
+
+Running Quake
+-------------
+
+DOS: To launch Quake from the DOS Prompt, go to the Quake directory and
+simply type "QUAKE" <ENTER>. (no quotes)
+
+Windows 95: To launch Quake in single player mode, double click on the file
+QUAKE.EXE From Windows Explorer. To run Quake in Multi-Player mode using
+the TCP/IP protocol, first check your network settings to ensure the
+protocol is installed, then double click on the Q95.BAT file to launch the
+game. In this version (v0.91) there is a minor bug that will cause the
+Q95.BAT file to exit the first time you run it, without running Quake.
+Merely double-click on that file again and it will work.
+
+Audio Setup
+-----------
+
+When using a Sound Card with Quake, there are a few setup steps which must
+be taken. First, the "BLASTER" environment variable setting must be in your
+autoexec.bat (or you can type it in manually from the MS-DOS command prompt).
+Running the Sound Blaster utility diagnose.exe will automatically configure
+your sound card and put this statement in your autoexec.bat file for you.
+A typical blaster setting looks like this (although yours may vary):
+
+SET BLASTER=A220 I5 D1 H5 P330 T6
+
+If you want to play the audio track from the CD-ROM while playing Quake,
+you must ensure that the audio cable from the CD-ROM is connected to the
+sound card.
+
+If you think your sound card is setup properly and it STILL doesn't work,
+check to make sure that your BLASTER environment variable contains the
+high DMA setting (H5 in the above example).
+
+If you don't get sound while trying to play the audio track, check to see
+if a small cable goes from the back of your CD-ROM player directly to your
+sound card. If the CD-ROM audio cable is connected to your sound board (or
+the motherboard in some cases) and you STILL don't hear CD Audio coming from
+your speakers, make sure the MIXER program has the CD volume turned up.
+You will also need to run the CD-ROM driver MSCDEX.EXE. Here is an example
+of the files you should see (yours probably will vary) listed in your
+CONFIG.SYS and AUTOEXEC.BAT (explanation is in parentheses):
+
+CONFIG.SYS:
+
+DEVICE=C:\PROSCSI\CDROM.SYS /D:PROCD01 (CD-ROM driver)
+
+AUTOEXEC.BAT:
+
+SET BLASTER=A220 I5 D1 H5 P330 T6 (sound environment variable setting)
+C:\WINDOWS\COMMAND\MSCDEX.EXE /D:PROCD01 /L:D (CD-ROM driver)
+
+===================================================
+UltraSound MAX and UltraSound PnP Support for Quake
+===================================================
+
+Before running Quake, make sure that your sound card works and your
+environment variables are set correctly.
+
+Other UltraSound Cards (ACE & Classic)
+--------------------------------------
+These drivers are not for the UltraSound ACE or UltraSound Classic
+sound cards. We have heard mixed reports that MegaEm or SBOS
+have a chance of working with the UltraSound Classic but there is a
+short sound F/X delay.
+
+UltraSound PnP and PnP Pro
+--------------------------
+You must make sure that you do NOT have IWSBOS or MegaEm loaded.
+
+Setup
+-----
+Quake will automatically detect that the UltraSound Max or PnP
+are installed. It does this by looking at the SET INTERWAVE (PnP)
+and SET ULTRA16 (Max) environment variables.
+
+Quake will use the settings found on the SET ULTRASND/ULTRA16 (Max)
+and in the IW.INI (PnP) file to determine what port settings to use.
+
+Troubleshooting Windows 95 (DOS Box)
+------------------------------------
+We recommend that you restart your computer in MS-DOS Mode. DOS Box
+may or may not work, so use at your own risk.
+
+CD Audio Input
+--------------
+If you have not already enabled CD audio output by default you will
+need to enable it. For the UltraSound MAX you can run "ULTRINIT -EC".
+For the UltraSound PnP you will need to enable the CD audio output
+in Win'95 and then restart your computer into MS-DOS.
+
+===================================================
+Mouse Setup
+-----------
+
+If you are going to use a mouse when playing Quake, you will need to load
+your mouse driver. This should go in the AUTOEXEC.BAT file as well. Here
+is an example:
+
+C:\LOGITECH\MOUSE\MOUSE.EXE (mouse driver)
+
+
+Booting Clean
+-------------
+
+If you are going to be running Quake with only 8 megabytes of RAM, it is best
+to boot clean . You eliminate unwanted utilities or applications from taking
+up valuable memory, without having to alter your regular AUTOEXEC.BAT and
+CONFIG.SYS. Booting clean can be done in one of two ways. If you have
+MS-DOS version 6.xx, booting clean is as simple a pressing the shift key
+when you see the words "Starting MS-DOS". If you have MS-DOS ver 5.xx you
+will need to make a system disk.
+
+To make a boot disk, type the following from the MS-DOS command prompt:
+
+FORMAT A: /S
+
+1. Make sure that this is a disk you wish to erase.
+2. This disk absolutely HAS to be formatted in the A: drive.
+
+To use the system disk, place the disk in the A: drive and reset the
+computer.
+
+NOTE: If your sound card requires a driver to be loaded, or you will be
+using a mouse, or you will be using Quake's CD audio feature, the system
+disk will need to have a CONFIG.SYS and AUTOEXEC.BAT that load the
+appropriate drivers.
+
+Creating a Quake Shortcut
+
+As an alternative to making a Boot Disk, Windows 95 users can create a
+Quake Shortcut. By double clicking onthis shortcut, Windows 95 will reboot
+in MS-DOS mode and install only the desired drivers, giving you the same
+results as using a Boot Disk. To create a Quake Shortcut, do the following:
+
+1. Using Explorer, right click and drag the file QUAKE.EXE, from the Quake
+ directory, to your desktop. Windows 95 will make an MS-DOS Icon titled
+ "Shortcut to quake".
+2. Right click on the new icon, and from the menu that pops up, choose
+ "Properties". Then choose the "Program" tab at the top.
+3. Now click on the "Advanced..." button near the bottom. The "Advanced
+ Program Settings" window should appear.
+4. Select the "MS-DOS mode" check box and the "Specify a new MS-DOS
+ configuration" option button.
+5. Now simply fill in the "CONFIG.SYS for MS-DOS mode:" and "AUTOEXEC.BAT
+ for MS-DOS mode:" boxes with the same sound, CD-ROM and mouse settings as
+ mentioned above in the Boot Disks section.
+6. Click on "OK" when you are finished. If you wish, you can change your
+ Quake Shortcut Icon to something a little more exciting by clicking on
+ "Change Icon...".
+7. To finish, click on "OK" again.
+ 8. You can rename your Quake Shortcut by right clicking on the shortcut
+ icon, choosing "Rename" and typing in the new name.
+
+
+======================================================
+== Known Problems ==
+======================================================
+
+Problem: Zombies sometime get stuck on the ground and connot get back up.
+(You can still hear them, but you cannot kill them. This bug makes it
+impossible to get 100% kills on whatever level it occurs on.)
+Solution: There is no workaround for this bug.
+
+Problem: It is sometimes possible for the player to get stuck in a room or
+in a wall.
+Solution: If you get stuck, use the 'kill' console command. It is a good
+idea to save your game often.
+
+Problem: View centering problems. Sometimes during a game, the view will not
+center properly. The end result is the player view looking up torwards the
+ceiling while walking.
+Solution: Exit to the next level or use the 'kill' console command..
+
+
+======================================================
+== Troubleshooting ==
+======================================================
+
+If Quake fails to start up, or has problems not addressed elsewhere in the
+documentation, try the -safe command line switch, which disables a number
+of parts of Quake that can be problems if there are hardware or configuration
+problems. The -safe command line switch is equivalent to -stdvid, -nosound,
+-nonet, and -nocdaudio together. Those four switches do the following:
+
+-stdvid: disables VESA video modes.
+
+-nosound: disables sound card support.
+
+-nonet: disables network card support.
+
+-nocdaudio: disables CD audio support.
+
+If -safe makes the problem go away, try using each of the switches
+individually to isolate the area in which you're experiencing the problem,
+then either correct the configuration or hardware problem or play Quake with
+that functionality disabled.
+
+If you still have problems, try booting clean in conjunction with
+the -safe command line parameter. For information on booting clean, refer
+to the "Booting Clean" section above.
+
+If you experience page faults while running Quarterdeck's QDPMI DPMI server,
+this is caused by a bug in QDPMI. Workarounds: Remove QDPMI from CONFIG.SYS,
+issue the command QDPMI OFF before running QUAKE, or get the update patch
+for QDPMI from Quarterdeck. You may be running QDPMI without knowing it if
+you have QEMM installed, because it can be installed as part of the QEMM
+installation.
+
+
+Technical Support
+-----------------
+
+If you are having trouble installing or running Quake you can receive
+technical support by sending e-mailing to support@idsoftware.com. You can
+also refer to our web page, www.idsoftware.com, or call 1-800-idgames.
+
+When sending support e-mail, cut and paste the following into your e-mail
+message and fill in the blanks:
+
+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:
+
+** NOTE: If you are sending a bug report, PLEASE refer to the TECHINFO.TXT
+file for the correct form and procedures.
+
+
+======================================================
+== Version History ==
+======================================================
+v1.01 -- Bugs fixed
+------------------------------------------------------
+* Fixed modem code
+* Fixed fraglimit & timelimit
+* Added NOEXIT cvar (so no one can exit a level)
+------------------------------------------------------
+v1.00 -- Bugs fixed
+------------------------------------------------------
+* Gravis Ultrasound audio support (still has bugs)
+* More deathmatch start spots on E1M6 and END
+* Print server version and PROG CRC on connect
+* -dedicated starts start.map if nothing else specified
+* fixed lookspring function during net game
+* fixed rare crash during long running dedicated server
+------------------------------------------------------
+v0.94 -- Bugs fixed / Features added -- LIMITED BETA VERSION
+------------------------------------------------------
+* Totally rewritten menus
+* New lighting model with overbrighting
+* Parsed lowercase BLASTER parms
+* Better Sound Blaster shutdown code
+* Rewrote BLASTER initialization
+* Fixed DMA channel 0 bugs
+* Added SBPro 8 stereo setup
+* Fix delayed sound on 8 bit Sound Blasters
+* Fixed speed key affecting angle-turning from keyboard
+* Fixed "no such Alias frame" bugs
+* Fixed Zombie not getting up bug
+* Checked for very high joystick values, signalling a failed read
+* Unstuck jumping Fiends and Spawn
+* Fixed large BModels blinking out in complex areas
+* Fixed s_localsound with no sound started
+* Saved spawn parms in savegame
+* Fixed screenshot save location
+* Bind with no arguments no longer clears value
+* Allow console in intermission / finale
+* Fixed false gib messages
+* Full-screen TAB scoreboard in DeathMatch
+* Fixed "+playdemo <demo>" from command line
+* Trapped overflow in sizebuf messages
+* Moveup / movedown in water!
+* Fixed-up Talk command
+* Added unsupported crosshair option ("crosshair 1" from console)
+* Colored chat messages with notify sound
+* Fixed "connect during intermission" bug
+* Changelevel while demos running no longer crashes
+* Fixed changelevel with no map left up loading screen
+* Fixed long names entered from the console causing crash
+* Stopped demos changing while in the menus
+
+* Fixed modem initialization from menu
+* Fixed serial reliable stream getting stalled
+* Serial/modem code fixes
+ 16550a lost transmit buffer empty interrupts
+ fixed sometimes processing interrupts from com1 when using com2
+ added com3/com4 support from menus
+ fixed first character of modem init not getting sent
+ saved serial/modem settings in config.cfg
+* Fixed name and colors not always sent to server at startup
+* Fixed "stopdemo" crashing the system when there wasn't a demo playing
+* Added server's TCP/IP and IPX addresses (if available) to status command
+
+* In 0.92, an additional check for a usable VESA video mode was added;
+the numpages field was verified to be greater than 0, and no mode was
+supported that had numpages set to 0 (which indicates that there's not
+enough video memory for that mode). ATI's VESA driver, m64vbe,
+reports 0 for numpages, so VESA video modes that were available in 0.91
+were no longer available in 0.92. This extra numpages check has
+been removed.
+
+-----------------------------------------------------------------------
+v0.93 -- Never officially released; internal testing only.
+-----------------------------------------------------------------------
+v0.92 -- Bugs fixed
+-----------------------------------------------------------------------
+Typing long strings in the hostname or modem init field in the menus caused
+crashes.
+
+Under Win95 IPX was detected but not functional, resulting in the game
+exiting to DOS.
+
+If -nosound, got "S_LocalSound: can't cache" on every keypress in the menu.
+
+When vid_nopageflip was set to 1 in VESA modes, going underwater resulted in
+only the upper left corner of the drawing area being updated.
+
+The single player scoreboard (tab) printed text incorrectly in all modes
+greater than 320 pixels wide.
+
+On network connections that dropped packets, the reliable message stream
+could get stopped up, resulting in frag counts and talk messages no longer
+being delivered, although game movement continued.
+
+The com port settings from the menu were getting saved & restored but
+not used.
+
+Direct serial connections did not work with slist.
+
+Quake now checks the vesa information for hardware incabable of page-flipping.
+
+Menu sound sometimes didn't play.
+
+Q95 (qlaunch.exe) frequently failed to execute on the first attempt.
+
+Q95 (quakeudp.dll) was running out of buffers when running a server.
+
+Teams were not being set according to pants colors.
+
+
+Joystick notes
+--------------
+Your joystick must be plugged in when Quake is launched.
+
+If you have a joystick plugged in, but don't want to use it in Quake
+(it slows the game down a few percent), or you have weird hardware that
+doesn't like being tested as a joystick add "-nojoy" to your Quake
+command line.
+
+You can turn off joystick reading during the game by typing "joystick 0" at
+the Quake command console.
+
+You MUST configure your buttons from the configure keys menu before they will
+work. There is no default configuration.
+
+If your joystick or interface card improperly sets the third or fourth
+joystick buttons, type "joybuttons 2" at the quake console or in your
+.CFG file.
+
+The "mlook" button command now lets the joystick as well as the mouse control
+pitch angles.
+
+The "sidestep" buttom command works on joysticks as with mice and keyboard
+movement.
+
+The "invert mouse up/down" menu option also inverts the joystick pitch
+direction.
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