diff options
| author | Travis Bradshaw <travis.bradshaw@idsoftware.com> | 2012-01-31 14:32:09 -0600 |
|---|---|---|
| committer | Travis Bradshaw <travis.bradshaw@idsoftware.com> | 2012-01-31 14:32:09 -0600 |
| commit | 0023db327bc1db00068284b70e1db45857aeee35 (patch) | |
| tree | 01dd8366d20bd674741cfe8ceb069d82a2e33973 /WinQuake/data | |
| download | quake-pum-0023db327bc1db00068284b70e1db45857aeee35.tar.gz | |
The Quake sources as originally release under the GPL license on December 21, 1999
Diffstat (limited to 'WinQuake/data')
| -rw-r--r-- | WinQuake/data/COMEXP.TXT | 487 | ||||
| -rw-r--r-- | WinQuake/data/HELP.TXT | 119 | ||||
| -rw-r--r-- | WinQuake/data/LICINFO.TXT | 97 | ||||
| -rw-r--r-- | WinQuake/data/MANUAL.TXT | 1030 | ||||
| -rw-r--r-- | WinQuake/data/ORDER.TXT | 103 | ||||
| -rw-r--r-- | WinQuake/data/README.TXT | 456 | ||||
| -rw-r--r-- | WinQuake/data/RLICNSE.TXT | 204 | ||||
| -rw-r--r-- | WinQuake/data/SLICNSE.TXT | 175 | ||||
| -rw-r--r-- | WinQuake/data/TECHINFO.TXT | 1901 |
9 files changed, 4572 insertions, 0 deletions
diff --git a/WinQuake/data/COMEXP.TXT b/WinQuake/data/COMEXP.TXT new file mode 100644 index 0000000..06bc4af --- /dev/null +++ b/WinQuake/data/COMEXP.TXT @@ -0,0 +1,487 @@ + COMMERCIAL EXPLOITATION LICENSE AGREEMENT FOR QUAKE + + This Commercial Exploitation License Agreement for QUAKE +(the "Agreement") is between Id Software, Inc., a Texas +Corporation, (hereinafter "Id Software") and Licensee (as described +on the signature page hereof) and is made effective beginning on +the date of last signature hereto (the "Effective Date"). + + R E C I T A L S + + WHEREAS, Id Software is the owner and developer of the +computer software game entitled QUAKE; + + WHEREAS, Id Software desires to license certain +non-exclusive rights regarding QUAKE to Licensee; and + + WHEREAS, Licensee desires to receive a license for such +rights. + + T E R M S A N D C O N D I T I O N S + + NOW, THEREFORE, for and in consideration of the mutual +premises contained herein and for other good and valuable +consideration, the receipt and sufficiency of which is hereby +acknowledged, the undersigned parties do hereby agree as follows: + + 1. DEFINITIONS. As used in this Agreement, the parties +hereto agree the words set forth below shall have the specified +meanings: + + a. "Authorized Copy" shall mean one (1) copy of the + Subject Game actually purchased by Licensee from an + Id Software approved retailer; and + + b. "Subject Game" shall mean the full registered + version of QUAKE on a CD-ROM and shall not mean the + shareware or any other version. + + 2. GRANT OF RIGHTS. Id Software hereby grants to +Licensee and Licensee hereby accepts, subject to the provisions and +conditions hereof, a world-wide (except as otherwise provided +herein), non-exclusive, non-transferable, and non-assignable +license to: + + a. publicly display an Authorized Copy in exchange for + rental payment; + + b. run the Authorized Copy so that it will accept + network/modem connections in exchange for payments + from end-users who also must have actually purchased + an Authorized Copy; and + + c. otherwise commercially exploit an Authorized Copy, + except that Licensee shall not copy, reproduce, + manufacture or distribute the Authorized Copy. + + 3. RESERVATION OF RIGHTS AND PROHIBITIONS. Id Software +expressly reserves all rights not granted herein. Under no +circumstances shall Licensee copy, reproduce, manufacture or +distribute (free of charge or otherwise) the Authorized Copy or the +Subject Game. Licensee shall not reverse engineer, decompile, +disassemble, modify or alter the Authorized Copy. Licensee is not +receiving any rights hereunder regarding the Trademark or any +artwork, sound, music or other element of the Subject Game. + + 4. OWNERSHIP. Title to and all ownership rights in and +to the Subject Game, and the QUAKE Trademark (the "Trademark") and +the copyrights, trademarks, patents and other intellectual property +rights related thereto shall remain with Id Software which shall have +the exclusive right to protect the same by copyright or otherwise. +Licensee shall have no ownership rights in or to the Subject Game or +the Trademark and Licensee shall not own any intellectual property +rights regarding the Authorized Copy, including, without limitation, +the copyright regarding the Authorized Copy. Licensee acknowledges +that it only has a limited license to use the Authorized Copy, as +specified in that certain QUAKE Enduser License contained within the +Authorized Copy and as specified in this Agreement. + + 5. TERM AND TERMINATION. + + a. The term of this Agreement and the license granted +herein begins on the Effective Date and shall expire on a date one +(1) calendar year from the Effective Date. + + b. Either party may terminate this Agreement, for any +reason or no reason, on thirty (30) days written notice to the +other party. Termination will be effective on the thirtieth (30th) +day following delivery of the described notice. Notwithstanding +anything to the contrary herein, this Agreement shall immediately +terminate, without the requirement of any notice from Id Software +to Licensee, upon the occurrence of any of the following: (a) if +Licensee shall file a petition in bankruptcy or make an assignment +for the benefit of creditors, or if any bankruptcy proceeding or +assignment for benefit of creditors, shall be commenced against +Licensee and not be dismissed within sixty (60) days after the date +of its commencement; (b) the insolvency of Licensee; (c) the +cessation by Licensee of its business; or (d) the cessation by +Licensee, without the prior written consent of Id Software of the +distribution, manufacture, and sale responsibilities embodied +herein. Further, Id Software may elect to terminate this Agreement +upon the occurrence of any of the following: (1) if Licensee's +business operations are interrupted for forty (40) consecutive +calendar days; or (2) if each of two Id Software audit inspections +during any eighteen (18) month period demonstrates an +understatement by Licensee of Royalty payments due Id Software for +the six (6) month period immediately preceding each such inspection +of five percent (5%) or more. Upon the occurrence of such +terminating event, and the election of Id Software, if necessary, +to cause such termination, this Agreement and any and all rights +thereunder shall terminate without prejudice to any rights or +claims Id Software may have, and all rights hereunder shall +thereupon terminate, revert to and be vested in Id Software. + + 6. EFFECT OF TERMINATION OR EXPIRATION. Termination or +expiration of this Agreement, either by Id Software or +automatically, shall not create any liability against Id Software. +Upon expiration or earlier termination of this Agreement, Licensee +shall have no further right to exercise the rights licensed +hereunder or otherwise acquired in relation to this Agreement. + + 7. INDEMNIFICATION. Licensee hereby agrees to +indemnify, hold harmless and defend Id Software and Id Software's +predecessors, successors, assigns, officers, directors, +shareholders, employees, agents, representatives, licensees, +sublicensees, distributors, attorneys and accountants +(collectively, the "Id Related Parties") from and against any and +all damages, claims, losses, causes of action, liabilities, +lawsuits, judgments and expenses (including, without limitation, +reasonable attorneys' fees and expenses) arising from, relating to +or in connection with a breach of this Agreement by Licensee and +arising from, relating to or in connection with the Licensee's use +or non-use of the Authorized Copy (collectively, the "Claims"). Id +Software agrees to notify Licensee of any such Claims within a +reasonable time after Id Software learns of same. Licensee, at its +own expense, shall defend Id Software and the Id Related Parties +from any and all Claims. Id Software and the Id Related Parties +reserve the right to participate in any defense of the Claims with +counsel of their choice, and at their own expense. In the event +Licensee fails to provide a defense, then Licensee shall be +responsible for paying the attorneys' fees and expenses incurred by +Id Software and the Id Related Parties regarding the defense of the +Claims. Id Software and the Id Related Parties, as applicable, +agree to reasonably assist in the defense of the Claims. No +settlement by Licensee of any Claims shall be valid unless Licensee +receives the prior written consent of Id Software and the Id +Related Parties, as applicable, to any such settlement. + + 8. CONFIDENTIALITY. It is understood and agreed that +any proprietary information of Id Software that may from time to +time be made available or become known to Licensee is to be treated +as confidential, is to be used solely in connection with Licensee's +performance under this Agreement, and is to be disclosed only to +employees of Licensee who have a need for access. Such proprietary +information shall include, but not be limited to, trade secrets, +release information, financial information, personnel information, +and the like. Reasonable measures shall be taken by Licensee to +protect the confidentiality of Id Software's proprietary +information and any memoranda or papers containing proprietary +information of Id Software's that Licensee may receive are to be +returned to Id Software upon request. Licensee's obligations and +duties under this paragraph shall survive expiration or earlier +termination of this Agreement. Licensee shall obtain from its +employees an undertaking in a form which may be supplied by Id +Software, and which is subject to Id Software's prior written +approval, not to use or disclose to any third party any information +or knowledge concerning the business of Id Software which may be +communicated to such employees. + + 9. LIMITATION OF LIABILITY. ID SOFTWARE EXPRESSLY +DISCLAIMS ALL WARRANTIES NOT PROVIDED BY ID SOFTWARE HEREUNDER. +UNDER NO CIRCUMSTANCES SHALL ID SOFTWARE BE LIABLE TO LICENSEE FOR +ACTUAL, SPECIAL, INCIDENTAL, CONSEQUENTIAL OR PUNITIVE DAMAGES OR +ANY OTHER DAMAGES, WHETHER OR NOT ID SOFTWARE RECEIVES NOTICE OF +ANY SUCH DAMAGES. + + 10. COMPLIANCE WITH APPLICABLE LAWS. In performing +under this Agreement, Licensee agrees to comply with all applicable +laws, [including, without limitation, 22 U.S.C., 2778 and 22 +U.S.C. C.F.R. Parts 120-130 (1995)] regulations, ordinances and +statutes, including, but not limited to, the import/export laws and +regulations of the United States and its governmental and +regulatory agencies (including, without limitation, the Bureau of +Export Administration and the U.S. Department of Commerce) and all +applicable international treaties and laws. Further, Licensee +shall defend, indemnify and hold harmless Id Software from any and +all sales tax, tariffs and/or duties in connection with Licensee's +performance hereunder. + + 11. SPECIFIC UNDERTAKINGS BY LICENSEE. In addition to +the obligations of Licensee otherwise set forth in this Agreement, +during the term of this Agreement, and thereafter where specified, +Licensee agrees that: + + a. It will not attack the title of Id Software to the +Subject Game or the Trademark and any copyright, patent or +trademark or other intellectual property right related thereto and +it will not attack the validity of the license granted hereunder +during the term hereof or thereafter; and + + b. It will promptly inform Id Software of any +unauthorized use of the Authorized Copy, the Subject Game and the +Trademark and any portions thereof and reasonably assist Id +Software in the enforcement of any rights Id Software may have +against such unauthorized users. + + 12. FINANCIAL OBLIGATIONS AND ACCOUNTING. + + a. Payment of Royalties. Licensee agrees to pay Id +Software a royalty ("Royalty") at the rate of twelve and one-half +percent (12.5%) of Net Income. The term "Net Income" shall mean +all revenue received by Licensee from the commercial use of the +Authorized Copy, less only Licensee's actual, documented costs +relating directly to such use. A Royalty shall only be due for +those months in which Licensee's gross revenue from QUAKE +distribution exceeds U.S. Five Thousand Dollars ($5,000.00) and in +such months Licensee shall pay a full Royalty on all revenue +received. + + b. Rendition of Statements. Licensee shall account to +Id Software with regard to transactions hereunder within forty-five +(45) days following the conclusion of each calendar quarter. +Licensee hereby represents and warrants that such statements of +account to be prepared shall be true and correct. The accounts +shall show in summary form the appropriate calculations relating to +the computation of Royalties, if any. The statements shall also +show the gross revenue received by Licensee per month. The +Royalties payable to Id Software hereunder shall be remitted with +the particular statement indicating such amount to be due. All +statements hereunder shall be deemed rendered when deposited, +postage prepaid, in the United States mail, addressed to Id +Software at Id Software's address set forth on the signature page +hereof. + + c. Books of Account and Audits. Licensee shall keep +books of account relating to the commercial use of the Authorized +Copy on the basis of generally accepted accounting principles and +shall maintain such books of account for a period of at least two +(2) years after the expiration or earlier termination of this +Agreement; provided, however, that Licensee shall not be required +to keep such records longer than seven (7) years from their date of +origination. Id Software may, upon reasonable notice and at its +own expense, audit the applicable records at Licensee's office, in +order to verify statements rendered hereunder. Any such audit +shall take place during reasonable business hours and in such +manner so as not to interfere with Licensee's normal business +activities. Id Software agrees that such information inspected +and/or copied on behalf of Id Software hereunder shall be used only +for the purpose of determining the accuracy of the statements, and +shall be revealed only to such officers, directors, employees, +agents and/or representatives of Id Software as necessary to verify +the accuracy of the statements. If in an audit of Licensee's books +and records it is determined that there is a short fall of ten +percent (10%) or more in Royalties reported for any calendar +quarter, in addition to payment of such short fall and interest as +may be due, as provided herein, Licensee shall reimburse Id +Software for the full out-of-pocket costs of the audit including +reasonable travel costs and expenses; provided, however, that the +amount of reimbursement paid by Licensee shall not exceed U.S. +Fifteen Thousand Dollars ($15,000.00) for any audit. + + d. Payment of the Royalty. Licensee assumes all risks +associated with fluctuations in foreign currency exchange rates. +Licensee shall pay and agrees to pay all sums due Id Software in +United States Dollars. With respect to Royalties due for +commercial use outside the United States, other currencies shall be +exchanged at the expense of Licensee into United States Dollars +using the bid price quoted at the Citibank, N.A. of New York, New +York, for the purchase of United States Dollars at the close of +business on the last day of the calendar quarter during which any +amounts accrue. Payment of the Royalties shall be made in Dallas +County, Texas. + + e. Interest. If Id Software does not receive the +applicable Royalty payment on or before the due date of such +payment, Licensee agrees to pay and shall pay interest on Royalties +owed to Id Software from such date as specified in the following +sentence at a rate per annum equal to the Index Rate. For purposes +of clarification, the interest will begin to accrue on the first +(1st) day following the due date of the Royalty payment, unless the +Royalty payment is paid timely. The "Index Rate" shall be the +prime rate as published in The Wall Street Journal's "Money Rates" +table. If multiple prime rates are quoted in the table, then the +highest prime rate will be the Index Rate. In the event that the +prime rate is no longer published in the "Money Rates" table, then +Id Software will choose a substitute Index Rate which is based upon +comparable information. The applicable interest rate will be +determined and take effect on the first day of each month. + + NOTHING HEREIN SHALL BE CONSTRUED AS A REQUEST OR DEMAND BY +ID SOFTWARE OF INTEREST AT A RATE HIGHER THAN ALLOWED BY APPLICABLE +LAW. IT IS THE INTENT OF THE PARTIES HERETO THAT NO INTEREST BE +CHARGED HEREUNDER WHICH EXCEEDS THE MAXIMUM RATE ALLOWED BY +APPLICABLE LAW. IF THE RATE REFERENCED ABOVE EXCEEDS THE MAXIMUM +RATE ALLOWED BY APPLICABLE LAW, THEN THE INTEREST RATE MADE +APPLICABLE HEREIN SHALL BE THE MAXIMUM RATE ALLOWED BY APPLICABLE +LAW. + + 13. SUBLICENSE. Licensee shall not be entitled to +sublicense any of its rights under this Agreement. + + 14. GOODWILL. Licensee recognizes the great value of +the goodwill associated with the Subject Game and the Trademark, +and acknowledges that such goodwill, now existing and hereafter +created, exclusively belongs to Id Software and that the Trademark +has acquired a secondary meaning in the mind of the public. + + 15. REMEDIES. In the event of a breach of this +Agreement by Id Software, Licensee's sole remedy shall be to +terminate this Agreement. In the event of a breach by Licensee of +this Agreement, Id Software may pursue the remedies to which it is +entitled under applicable law, including, but not limited to, +termination of this Agreement. Licensee agrees that its failure to +comply with the terms of this Agreement upon expiration or earlier +termination hereof or Licensee's unauthorized use of the Authorized +Copy may result in immediate and irreparable damage to Id Software +for which there is no adequate remedy at law, and in the event of +such failure by Licensee, Id Software shall be entitled to +injunctive relief. Pursuit of any remedy by Id Software shall not +constitute a waiver of any other right or remedy of Id Software +under this Agreement or under applicable law. Termination of this +Agreement shall not be a pre-condition to Id Software pursuing its +other remedies for breach. + + 16. LICENSEE'S WARRANTIES. Licensee warrants and +represents that it has full legal rights to enter into this +Agreement and to perform its obligations hereunder and that it will +comply, at all times during the terms of this Agreement, with all +applicable laws, as set forth hereinabove. + + 17. BANKRUPTCY. If Licensee's liabilities exceed its +assets, or if Licensee becomes unable to pay its debts as they +become due or if Licensee files for voluntary bankruptcy, or is +placed in bankruptcy which is not dissolved or dismissed after +thirty (30) days from the petition filing date, or if Licensee +becomes insolvent, or makes an assignment for the benefit of its +creditors or an arrangement pursuant to any bankruptcy laws or if +Licensee discontinues its business or if a receiver is appointed +for its business, this Agreement shall automatically terminate, +without notice, and become null and void; provided, however, all +duties of Licensee upon termination or expiration of this Agreement +shall continue in full force and effect. + + 18. ENTIRE AGREEMENT AND ASSIGNMENT. This Agreement +constitutes the entire understanding between Licensee and Id +Software regarding the Subject Game. Each and every clause of this +Agreement is severable from the whole and shall survive unless the +entire Agreement is declared unenforceable. No prior or present +agreements or representations shall be binding upon any of the +parties hereto unless incorporated in this Agreement. No +modification or change in this Agreement shall be valid or binding +upon the parties unless in writing, executed by the parties to be +bound thereby. This Agreement shall bind and inure to the benefit +of Id Software, its successors and assigns, and Id Software may +assign its rights hereunder, in Id Software's sole discretion. +This Agreement is personal to Licensee, and Licensee shall not +sublicense, assign, transfer, convey nor franchise its rights +granted hereunder. + + 19. CHOICE OF LAW, VENUE AND SERVICE OF PROCESS. This +Agreement shall be construed in accordance with the laws of the +State of Texas and applicable U.S. federal law and all claims +and/or lawsuits in connection with this Agreement must be brought +in Dallas County, Texas. Licensee hereby agrees that service of +process by certified mail to the address set forth below, with +return receipt requested, shall constitute valid service of process +upon Licensee. If for any reason Licensee has moved or cannot be +validly served, then Licensee appoints the Secretary of State of +the state of Texas to accept service of process on Licensee's +behalf. + + 20. EXCUSED PERFORMANCE. Neither party shall be deemed +to be in default of any provision of this Agreement nor be liable +for any delay, failure in performance or interruption of service, +resulting directly or indirectly from acts of God, civil or +military authority, civil disturbance, military action, war, +strikes, other catastrophes or any other similar cause beyond its +reasonable control. Written notice to the non-affected party of any +such condition shall be given by the affected party within ten (10) +days of the event. + + 21. DELIVERY OF NOTICES, AND DELIVERY OF PAYMENTS. +Unless otherwise directed in writing by the parties, all notices +given hereunder and all payments made hereunder shall be sent to +the addresses set forth on the signature page hereof. All +notices, requests, consents and other communications under this +Agreement shall be in writing and shall be deemed to have been +delivered on the date personally delivered or on the date deposited +in the United States Postal Service, postage prepaid, by certified +mail, return receipt requested, or telegraphed and confirmed, or +delivered by electronic facsimile and confirmed. Any notice to Id +Software shall also be sent to its counsel: D. Wade Cloud, Jr., +Hiersche, Martens, Hayward, Drakeley & Urbach, P.C., 15303 Dallas +Parkway, Suite 700, LB 17, Dallas, Texas 75248. + + 22. NO PARTNERSHIP, ETC. This Agreement does not +constitute and shall not be construed as constituting a partnership +or joint venture between Id Software and Licensee. Neither party +shall have any right to obligate or bind the other party in any +manner whatsoever, and nothing herein contained shall give, or is +intended to give, any rights of any kind to any third persons. + + 23. COUNTERPARTS. This Agreement may be executed in +several counterparts, each of which will be deemed to be an +original, and each of which alone and all of which together, shall +constitute one and the same instrument, but in making proof of this +Agreement it shall not be necessary to produce or account for each +copy of any counterpart other than the counterpart signed by the +party against whom this Agreement is to be enforced. This +Agreement may be transmitted by facsimile, and it is the intent of +the parties for the facsimile of any autograph printed by a +receiving facsimile machine to be an original signature and for the +facsimile and any complete photocopy of the Agreement to be deemed +an original counterpart. + + 24. MEDIATION. If a dispute arises out of or relates to +this Agreement, or a breach of this Agreement, and if the dispute +cannot be settled through direct discussion, then the parties agree +to endeavor to settle the dispute in an amicable manner by +mediation, under the applicable provisions of Section 154.00 et +seq., Texas Civil Practices and Remedies Code, as supplemented by +the rules of the Association of Attorney Mediators. + + 25. SURVIVAL. The following provisions shall survive +the expiration or earlier termination of this Agreement: +paragraphs 4., 7., 8., and the audit rights of Id Software in +paragraph 12.c. + + 26. MISCELLANEOUS. + + a. All captions in this Agreement are intended solely +for the convenience of the parties, and none shall effect the +meaning or construction of any provision. + + b. The terms and conditions of this Agreement have been +negotiated fully and freely among the parties. Accordingly, the +preparation of this Agreement by counsel for a given party will not +be material to the construction hereof, and the terms of this +Agreement shall not be strictly construed against such party. + + By signing in the spaces provided below, the parties have +agreed to all of the terms and conditions set forth in this +Agreement. + + +AGREED: + +LICENSEE: + + +Signed:_______________________________ +Printed Name:_________________________ +Title:________________________________ +Address:______________________________ +______________________________________ +______________________________________ +Telephone #: _________________________ +Fax #:________________________________ +E-Mail Address:_______________________ +Date: ________________________________ + + +AGREED: + +ID SOFTWARE, INC. + + +Signed:_______________________________ +Printed Name:_________________________ +Title:________________________________ +Address:______________________________ +______________________________________ +______________________________________ +Telephone #: _________________________ +Fax #:________________________________ +E-Mail Address:_______________________ +Date: ________________________________ + + + +June 10, 1996 + + + +COMMERCIAL EXPLOITATION LICENSE AGREEMENT FOR QUAKE +(DWC:dw:3406.0299:dwc\doc:5017) + + diff --git a/WinQuake/data/HELP.TXT b/WinQuake/data/HELP.TXT new file mode 100644 index 0000000..ef79fbd --- /dev/null +++ b/WinQuake/data/HELP.TXT @@ -0,0 +1,119 @@ +TECH SUPPORT +Any of the information listed below could change. Check the id software +Web Site, at www.idsoftware.com, for updates. + +A. Tech Support Options +id Software does charge for technical support, but we strive to offer +this service at the lowest cost possible. Because volume on the support +lines dictate costs, we periodically adjust our rates for Voice Tech +Support. Check our web site for current pricing. + +Paying for Voice or Automated Support +1 -- You can get Voice Support using a major credit card for a one-time +shot. The system asks for your credit card number and expiration date, +then pre-authorizes your credit card for the tech support call. You will +only be billed for the number of minutes actually used. + +2 -- You can assign yourself a rechargeable PIN account. The system prompts +you for your credit card information, and assigns you a PIN account number. +You can use the PIN to access Voice Support, Automated Support and the +Game Hints Line. Once your account runs out, you can charge it up again. + +3 -- You may also charge up a PIN account using the number 1 (900) call-2-id. +Then call back at 1(800)ID-GAMES (1(800)434-3627), and use your new PIN to +receive all the support and hints you wish. + +4 -- id Software's Game Hints Line is accessible either using a PIN account +via 1 (800) ID-GAMES (see above), or by calling 1 (900) CALL2-ID, which +places the call on your phone bill. + + 1. Voice Support + Telephone -- 1 (800) id-games + + Lines Open from 12 noon to 10pm Central Time, 7 Days a + week ($1.75 per minute). Closed some holidays + + Please have the following information handy. + 1. Game title and version number. (The version + number can be found on the end text screen.) + 2. Your operating system, processor, processor + speed and amount of RAM. + 3. If you are having a sound, video or modem + problem, we need to know the device brand name + and model. + + 2. Automated Support + Telephone -- 1 (800) id-games + + Lines Open 24 hours a day, 365 days a year, or 366 days + in Leap years ($0.25 per minute) + + Please have pencil and paper handy. + + 3. E-mail Support + Just send your e-mail to support@idsoftware.com + + We will do our best to respond within 48 hours after + receiving your e-mail. + + When sending 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 (eg., DOS 6.0 or Windows 95): +Computer type: +Processor type: +Processor speed: +Video card brand and model: (only if video problem) +Audio card brand and model: (only if audio problem) +Modem brand and model: (only if modem problem) +Network card brand and model: (only if netgame problem) +Network configuration (eg., NET.CFG file): (only if netgame problem) +Drivers, protocol stacks, and versions: (eg., lsl v2.14, exp16odi +v2.33, and ipxodi v3.01) (only if netgame problem) +If there were any error messages or fault information, report them +here: +Please state the problem you encountered: +Please state how to reproduce the problem: + + 4. Web Support + Found at www.idsoftware.com + + Our web support pages provide the same information that's + available via Automated Support, except it's free! + + 5. News Sites + For information, FAQ, or announcements: + rec.games.computer.quake.announce + For editing and hecking Quake-related files: + rec.games.computer.quake.editing + For general Quake discussion: + rec.games.computer.quake.misc + + 6. Game Hints Line + Telephone -- 1 (800) id-games or 1 (900) call-2-id + + Lines Open 24 hours a day, 365 days a year, or 366 days + in Leap years ($0.85 per minute) + You must be 18 years of age or have parental permission + to call 1 (900) call-2-id. + +B. In Europe + The help lines in Europe are open 7:30am - 5:00pm GMT, + Monday - Friday. + +English: +44 01923 209145 +German: +44 (0)1923 209151 +French: +44 (0)1923 209148 + +C. Problems + If you have an unfavorable experience using our services, please + send e-mail to 911@idsoftware.com. We would also like to hear + from you if you have something positive to share with us. Kindly + include your full name, address, phone number, and the problem + encountered or information you'd like to tell us about. diff --git a/WinQuake/data/LICINFO.TXT b/WinQuake/data/LICINFO.TXT new file mode 100644 index 0000000..f909e38 --- /dev/null +++ b/WinQuake/data/LICINFO.TXT @@ -0,0 +1,97 @@ +Here is a brief explanation of all the legal mumbo jumbo contained in the +various license agreements that may or may not be part of this package. + +(This document was designed to be a quick overview of our license terms. +You must refer to the full text of the license for a complete listing of +terms and conditions.) + +QUAKE SHAREWARE END USER LICENSE (slicnse.txt) or +What You Can and Cannot Do With the Shareware Version of Quake. + +CAN DO: +-- Play & Enjoy the single player game +-- Setup a shareware version based server on a not-for-profit basis + +CANNOT DO: +-- Run the game with user developed levels. +-- You may not commercially exploit the shareware version in any way + This specifically excludes retail distribution of the shareware + version. Do not call or e-mail to ask if you can be a retail + distributor of the shareware version -- the answer is no! +-- Commercially exploit any id copyrighted and/or trademarked property. + Example: Game names, logos, graphics, etc. + + +QUAKE REGISTERED VERSION END USER LICENSE (rlicnse.txt) or +What You Can and Cannot Do With the Registered Version of Quake. + +CAN DO: +-- Play & Enjoy the single player game +-- Setup a registered version based server on a not-for-profit basis +-- Develop new levels and/or level creation utilities. +-- Play the game and/or setup a Registered Version based server using + a user-developed level. + +CANNOT DO: +-- Commercially exploit the Registered Version of Quake in any way; + see commercially exploitation license info below. +-- Commercially exploit any id copyrighted and/or trademarked + property. + Example: Game names, logos, game graphics, etc. +-- Sell user-developed levels and/or tools + +COMMERCIAL EXPLOITATION LICENSE (comexp.txt -- accompanies Quake + registered version only) + +If you are interested in trying to make money using the registered version +of Quake (this sort of thing is not allowed using the shareware version) you +must sign our easy-to-digest Commercial Exploitation License. + +This is a royalty free license that allows you to run Quake for a profit +through a certain monthly gross profit range. If your Quake-related business +becomes successful the agreement brings id into the revenue stream. + +Basic terms of the commercial exploitation license: + +-- License grants a royalty free commercial exploitation right for the + registered version of Quake as a whole so long as Quake's monthly gross + revenue is below $5,000.00 + +-- License provides for a 12.5% royalty to be paid to id Software in months + where the licensee's Quake related monthly gross revenue is above $5,000.00 + +-- Royalty is based off net income. Net income is defined as Quake-related + gross income less Quake-related expenses. + +-- License expressly prohibits commercial exploitation via the sale (retail + or otherwise) of the shareware or registered versions of Quake. + +-- License expressly prohibits advertising/marketing use of our copyrighted + and/or trademarked properties. + +To get into bed with us on this deal you must print two (2) copies of the +document named comexp.txt. (You should find comexp.txt somewhere on the +registered version CD.) Sign/fill in the blanks of both copies where +indicated and mail both to: + + id Software + 18601 LBJ #666 + Mesquite, TX 75150 + Attn: ComExp License + +We will then countersign the documents and mail one back to you. + +Two items worth noting here: + +1. It is VERY IMPORTANT that the information you enter in the signature +block be legible. We prefer it if you enter the info into the blanks before +printing your two copies. If we cannot read your information we will not be +able to return the documents to you. + +2. The terms of this document are not subject to negotiation. If you cannot +live with the terms spelled out in the agreement do not engage in any +commercial exploitation of Quake and do not sign the document. + + + + diff --git a/WinQuake/data/MANUAL.TXT b/WinQuake/data/MANUAL.TXT new file mode 100644 index 0000000..bc674d6 --- /dev/null +++ b/WinQuake/data/MANUAL.TXT @@ -0,0 +1,1030 @@ +Table of Contents
+ I. THE STORY
+ A. Background
+ B. Prelude to Destruction
+
+ II. INSTALLING QUAKE
+ A. Installation
+ B. README.TXT
+ C. MANUAL.TXT
+ D. TECHINFO.TXT
+
+ III. THE BASICS OF PLAY
+ A. Goal of the Game
+ B. Skill
+ C. Episode
+ D. Getting About
+ E. Finding Things
+
+ IV. CONTROLS
+ A. Keyboard Commands
+ B. The Main Menu
+ C. Console
+ D. Command Line
+ E. Cheat Codes
+
+ V. THE GAME
+ A. The Screen
+ B. Messages
+ C Ending a Level
+ D. Ending a Dimension
+
+ VI. YOUR NEW ENVIRONMENT
+ A. Firepower
+ B. Ammo
+ C. Power-ups
+ D. Bad Guys
+ E. Environmental Hazards and Effects
+
+ VII. MULTIPLAYER ACTION
+ A. Cooperative
+ B. Deathmatch
+ C. Team Games
+
+ VIII. COMMONLY ASKED QUESTIONS
+
+ IX. TECH SUPPORT
+ A. Tech Support Options
+ B. In Europe
+ C. Problems
+
+ X. LEVELS AND DESIGNERS
+
+ XI. LEGAL BOILERPLATE
+****************
+I. THE STORY
+A. Background
+ You get the phone call at 4 a.m. By 5:30 you're in the secret
+ installation. The commander explains tersely, "It's about the Slipgate
+ device. Once we perfect these, we'll be able to use them to transport
+ people and cargo from one place to another instantly.
+
+ "An enemy codenamed Quake, is using his own slipgates to insert death
+ squads inside our bases to kill, steal, and kidnap..
+
+ "The hell of it is we have no idea where he's from. Our top scientists
+ think Quake's not from Earth, but another dimension. They say Quake's
+ preparing to unleash his real army, whatever that is.
+
+ "You're our best man. This is Operation Counterstrike and you're in
+ charge. Find Quake, and stop him ... or it ... You have full authority
+ to requisition anything you need. If the eggheads are right, all our
+ lives are expendable.."
+
+B. Prelude to Destruction
+ While scouting the neighborhood, you hear shots back at the base Damn,
+ that Quake bastard works fast! He heard about Operation Counterstrike,
+ and hit first. Racing back, you see the place is overrun. You are almost
+ certainly the only survivor. Operation Counterstrike is over. Except for
+ you.
+
+ You know that the heart of the installation holds a slipgate.
+ Since Quake's killers came through, it is still set to his dimension.
+ You can use it to get loose in his hometown. Maybe you can get to the
+ asshole personally. You pump a round into your shotgun, and get moving.
+
+II. INSTALLING QUAKE
+A. Installation
+ You must install Quake before you can play it. It will not run off the
+ CD-ROM. Place the CD-ROM into your drive, log on to that drive, and type
+ 'INSTALL'. If you have downloaded Quake via modem, simply go to the
+ directory you've placed Quake in, unzip it, and type 'INSTALL'.
+
+B. README.TXT
+ After you install Quake, you go right into the README.TXT file, which is
+ henceforth available in your Quake directory. This is a full listing of
+ Quake's technical parameters, and is constantly updated with new versions
+ of Quake. We strongly recommend that after you install Quake, you glance
+ through README.TXT.
+
+ You may wish to print this file out, so you can have a copy of it on hand
+ while playing Quake.
+
+C. MANUAL.TXT
+ Also available in your Quake directory is a file labeled MANUAL.TXT.
+ This is the file you are now reading.
+
+D. TECHINFO.TXT
+ For those who are more technically inclined, or to fill out a bug report,
+ check out TECHINFO.TXT. Information on filling out a bug report is located
+ at the end of TECHINFO.TXT.
+
+
+III. THE BASICS OF PLAY
+A. Goal of the Game
+ Quake has two basic goals. First, stay alive. Second, get out of the
+ place you're in. The first level of each episode ends in a slipgate --
+ these signify that
you're entering another dimension. When you complete
+ an entire
dimension (this takes six to eight levels), you'll find a
+ Rune and another slipgate, which returns you to the start.
+
+B. Skill
+ The start area has three short hallways. The one you go down selects
+ the Skill you wish to play at.
+ Easy -- This is meant for little kids and grandmas.
+ Medium -- Most people should start Quake at Medium skill.
+ Hard -- Here at id, we play Hard skill, and we think you should too,
+ once you're ready.
+ (Nightmare) -- This is so bad that the entry is hidden, so people
+ won't wander in by accident. If you find it, don't say we didn't warn
+ you.
+
+C. Episode
+ After the Skill halls, you're in a room with four exits. Each exit
+ leads to a different military complex, at the end of which is a
+ slipgate leading to a new dimension. If you have not registered, the
+ first episode, Dimension of the Doomed, is the only place you can go.
+ After registration, all four episodes are available. The other three
+ episodes, in order from second to fourth, are Realm of Black Magic,
+ Netherworld, and The Elder World.
+
+=============================================================================
+== TIP -- From episode 1 to episode 4, the dimensions become progressively ==
+== more difficult. We suggest you play the episodes in the proper order to ==
+== get the maximum fun out of Quake. ==
+=============================================================================
+
+D. Getting About
+ The specific keys named below can be changed by using the Configure Keys
+ Menu. If you have renamed Run as the R key, for instance, then the Shift
+ key will not double your speed.
+ Walk
+ Use the arrow keys or the mouse. To walk steadily forward, hold down
+ the Forward key (up arrow or center mouse button). Turn left or right
+ with the left or right arrow keys or sliding your mouse to the left or
+ right.
+ Run
+ Hold down Run (the Shift key) to double your speed.
+ Jumping
+ Tap the Jump key (the space bar or Enter key). You jump further if
+ you're moving forward, and you jump higher if you're moving up a slope at
+ the time. You'll be surprised at the spots you can reach in a jump. You
+ can even avoid some attacks by jumping at the right time.
+ Swimming
+ When underwater, aim yourself in the direction you wish to go, and
+ move forward. You have full three-dimensional freedom. Unfortunately,
+ as in real life, you may lose your bearings while underwater. Use
+ jump (the space bar or Enter key) to kick straight up towards the
+ surface. Once on the surface, tread water by holding down jump.
+ To get out of the drink, swim towards the shore. Once there, use jump
+ to clamber up. If you're down a well or you can't get a grip, you may
+ not be able to climb out. There is always another way out, but you may
+ have to submerge to find it.
+ Shooting
+ Tap the Shoot key (the Ctrl key or left mousebutton) to fire. Hold it
+ down to
keep firing.
+ Use
+ Quake has no "Use" function. To push a button or open a door, walk up
+ to it. To ride a platform up or down, step atop it. If a door won't open
+ or a platform won't lower, you may need to do something special to
+ activate it.
+ Picking up stuff
+ To pick up items, weapons, and power-ups, walk over them. If you can't
+ pick up something, it means you already have the maximum possible of
+ that thing. If it is armor, it means the stuff you're trying to get is
+ worse than what you now have.
+
+E. Finding Things
+ Buttons and Floorplates
+ Buttons activate with a touch, and floorplates must be stepped on.
+ If you see a distinctive-looking button in a spot you cannot reach,
+ it's probably a shootable button-- fire at it.
+ Doors
+ Most doors open at your approach. If one doesn't, seek a button,
+ floorplate, or key.
+ Secret Doors
+ Some doors are camouflaged. Almost all secret doors open when they are
+ shot or hit with an axe. The rest are opened by hidden pressure plates
+ or buttons.
+ Platforms
+ Most platforms only go up and down, while some follow tracks around
+ rooms or levels. When you step atop of a platform, it rises to its
+ full height, and usually only lowers when you step off. Some platforms
+ must be activated via button or pressure plate.
+ Pressure Plates & Motion Detectors
+ Invisible or visible sensors which open doors, unleash traps, warn
+ monsters, etc.
+ Uncovering Secrets
+ Secrets are hidden lots of ways. You might need to shoot a button, kill
+ a monster, walk through a secret motion detector, etc.
+ The Secret of Secrets
+ All secrets in Quake are indicated by clues. Don't waste your time
+ hacking at every wall. It's much more productive (and fun) to use your
+ brain and your eyes. Look up. An angled texture, a light shining under
+ a wall, a strange sound -- anything -- might be the clue. Something
+ prominent in a room might be decoration ... or it might be the clue.
+
+=============================================================================
+== TIP -- Bouncing a grenade off a shootable button or secret door won't ==
+== open it, but if the grenade's explosion goes off nearby, this may ==
+== activate such secrets. ==
+=============================================================================
+
+IV. CONTROLS
+A. Keyboard Commands
+ By using the key configuration option from the Main Menu, you can
+ customize the keyboard to suit your fancy, except for the Function keys,
+ the Escape key, and the ~ (tilde) key.
+
+FUNCTION KEYS
+Help F1
+Save Game F2
+Load Game F3
+Options Menu F4
+Multiplayer Menu F5
+Quicksave F6
+Quickload F9
+Quit to operating system F10
+Screenshot F12
+
+WEAPONS
+Axe 1
+Shotgun 2
+Double Barrelled Shotgun 3
+Nailgun 4
+Supernailgun 5
+Grenade Launcher 6
+Rocket Launcher 7
+Thunderbolt 8
+Change to next weapon /
+
+MOVEMENT
+Move / Turn arrow keys
+Jump / Swim Space bar or Enter
+Run Shift
+Sidestep Left . or >
+Sidestep Right , or <
+Strafe * Alt
+Swim Up D
+Swim Down C
+
+OTHER CONTROLS
+Main Menu Escape
+Console ~ (tilde)
+Look Up A or PgDn
+Look Down Z or Del
+Center View X or End
+Mouse Look ** \ or center mouse button
+Keyboard Look *** Ins
+
+ * Turning right or left sidesteps instead while the Strafe key is pressed.
+ ** Sliding your mouse forward and back looks up and down while the Mouse
+ Look key is pressed.
+*** The walk forward/backpedal arrows will look up and down while the
+ Keyboard Look key is pressed.
+
+B. The Main Menu
+ Tap the Escape key to pop up the Main Menu. While you are in the menu,
+ the game is paused.
+ Use the arrow keys to move the Quake icon up and down the menu. Place
+ the icon before the desired option, and tap the Enter key. To return to the
+ Main Menu, tap the Escape key again. To exit the menu and return to the
+ game, tap the Escape key when you are on the Main Menu.
+
+ NEW GAME
+ Discards the game you're playing, and starts anew.
+
+ MULTIPLAYER
+ Controls multiplayer game starting and details...
+ Name
+ Type your name or alias here, and all messages about you will use
+ this. So the computer says stuff like, "Josephine rides Bad Bill's
+ rocket."
+ Shirt Color
+ Lets you select your character's uniform color from 14 different
+ options (numbered 0-13).
+ Pants Color
+ As above, but your pants color also determines what team you're on,
+ if in team play. (After all, pants are more important than shirts.)
+ Communications Configuration
+ Takes you to a separate menu on which you can change communications
+ settings.
+ Com Port
+ Selects the COM Port to use for Communications. A null modem or
+ modem must be connected to this port.
+ Baud Rate
+ Selects the COM port baud rate (9600-57600bps). This is NOT the
+ same as setting the modem speed. The COM port speed must be AT
+ LEAST the same speed as the modem speed.
+ Device
+ Selects the type of connection, either direct (null-modem) or
+ modem.
+ Modem Init String
+ The Initialization string for the modem.
+
+ Start a Multiplayer Game
+ If you want your machine to be the host for a multiplayer game
+ (Note: if you are starting a listen server, id Software strongly
+ recommends that the fastest machine act as the host! If you are
+ playing a game with more than 4 players, we suggest using a
+ dedicated server as the host!), select this option, and you'll get
+ the following menu ...
+ Begin Game
+ Starts up the game. Now all your friends have to do is log on,
+ using either "search for local network games" or "join a
+ running game at..." Multiplayer options (see below).
+ Maximum Players
+ You can have up to 16 players. You need at least 2, or it's not
+ "multiplayer", right?
+ Game Type
+ Toggles between cooperative and deathmatch.
+ Team Color Rules
+ Toggles between "none" and "no friendly fire". In the latter mode,
+ your shots won't injure someone wearing the exact same color
+ pants as you.
+ Skill
+ Chooses skill level. Only applicable in a cooperative game.
+ Frag Limit
+ From none to 100, in ten-frag increments. When someone reaches
+ the frag limit, by killing the 40th (or whatever) person, then
+ the game ends immediately, and final scores are printed. If your
+ frag limit is none, the game won't end till someone exits the
+ level or the time limit expires.
+ Time Limit
+ From none to 60 minutes, in 10 minute increments. When the time
+ limit is up, the game ends immediately, and final scores are
+ printed. If your time limit is none, the game won't end till
+ someone exits the level or the frag limit is reached.
+ Start Map
+ Lets you choose what map you'd like to play on. The top line
+ gives you the episode name, and the lower line is the level's
+ name. Note that all levels in Quake are fun to play, but the
+ episode Deathmatch Arena is composed of special levels that are
+ solely-designed for deathmatch play. Try them, you'll like them.
+ Search For Local Network Games
+ Has your computer look through your network. It will list all the
+ games it finds on the console, and you can choose to join one of
+ them by typing connect <server>.
+ Join A Running Game At ...
+ Lets you join a game either by typing its net address (for a net
+ game) or your friend's modem phone number (for a modem game).
+ If necessary, ensure your modem and network connections are operative
+ by checking your Communications Configuration menu.
+
+ SAVE
+ Brings up a list of saved games. Highlight the desired slot, and tap the
Enter key. Each saved game is identified by the level's name, plus the
+ proportion of kills you have achieved so far.
+ LOAD
+ Brings up a list of saved games. Highlight the desired slot, and tap the
+ Enter key.
+ OPTIONS
+ Miscellaneous game options ...
+ Configure Keys
+ Permits you to customize Quake so every action is linked to the
+ button or key that you prefer.
+ First, move the cursor (via the arrow keys) to the action you
+ wish to change. Then tap the Enter key. Now press the key or
+ button you want to bind to that action. For instance, if you wish
+ to use the Alt key for Jump, move the cursor to Jump / Swim, tap
+ the Enter key, then press the Alt key.
+ Each action can have two different keys assigned to it. If you
+ already have two keys in an entry, you cannot add more from this
+ menu.
+ To clear the keys bound to an action, move the cursor to that
+ action and tap the Backspace or Delete key instead of the Enter
+ key. This will clear the keys formerly bound to that action,
+ leaving it blank.
+ You can bind any key to an action except Function keys, the
+ Escape key, and the ~ (tilde) key. "Weird" keys such as Scroll
+ Lock, Print Screen, etc. may or may not work, depending on your
+ machine, but why bother?
+
+ Attack
+ Fires your weapon
+ Change Weapon
+ Switches to the weapon "above" the one you're now using. Wraps
+ around to the axe.
+ Jump / Swim Up
+ If you're on land, jumps. If you're underwater, kicks you
+ towards the surface. If you're right at the water's edge, pops
+ you up out of the water, if you combine it with forward
+ movement.
+ Walk Forward
+ Backpedal
+ Turn Left
+ Turn Right
+ Run
+ Press this while moving, and you move at double speed.
+ Step Left
+ Sidesteps (strafes) left
+ Step Right
+ Sidesteps (strafes) right
+ Sidestep
+ Press this when using turn left or turn right and you sidestep
+ (strafe) instead.
+ Look Up
+ Lets you angle your view upwards. Your view returns to
+ horizontal when you start walking forward.
+ Look Down
+ Lets you angle your view upwards. Your view returns to
+ horizontal when you start walking forward.
+ Center View
+ If you're looking up or down, returns your view to dead
+ center.
+ Mouse Look
+ Press this to allow your mouse to look up or down (by
+ sliding it forward and back), and to remain looking up or
+ down even if you move forward.
+ Keyboard Look
+ Press this to use your movement keys to look up or down.
+ Go To Console
+ Brings down the Console. Also possible by tapping the
+ ~ (tilde) key.
+ Reset To Defaults
+ Everything you've changed in the options menu is reset by
+ this option. Consider it an "Oops" key.
+ Screen Size
+ A slider which enlarges or shrinks your view area. All
+ Quake's sliders use the right and left arrow keys.
+ Brightness
+ Pretty much self-explanatory. Choose a brightness which
+ doesn't strain your eyes.
+ Mouse Speed
+ Adjusts mouse sensitivity. The further you set the slider
+ to the right, the quicker your mouse reacts.
+ Music Volume
+ Self-explanatory
+ Sound Effects Volume
+ Self-explanatory
+ Always Run
+ When this is selected, you do not need the Run key -- you
+ are always at double speed.
+ Invert Mouse Up / Down
+ This gives your mouse "airplane-style" controls. This means
+ that pushing the mouse forward "noses down", and pulling it
+ back "noses up". Some people prefer this control technique.
+ Lookspring
+ Returns your view immediately to straight ahead when you
+ release the look up / down key. Otherwise, you must move
+ forward for a step or two before your view snaps back.
+ Lookspring does not work while you are underwater.
+ Lookstrafe
+ If you are using the look up / down key, then this option
+ causes you to sidestep instead of turn when you try to move
+ left or right.
+
+ HELP / ORDERING
+ Lists the default keyboard and mouse commands. Also contains the
+ information you need to register Quake.
+ QUIT
+ Exits Quake at once.
+
+=============================================================================
+== TIP -- Quake saves your current key configuration when you quit, so ==
+== next time you play, you have the same configuration. ==
+=============================================================================
+
+C. Console
+ Tap the ~ (tilde) key to bring down the console. As with the Main Menu,
+ when the console is down, a singleplayer game is paused. A wide variety of
+ esoteric commands can be entered at the console. If your keyboard has no
+ ~ (tilde), the Options Menu (inside the Main Menu) has a "Console" option.
+
+D. Command Line
+ For special command line parameters, see README.TXT.
+
+E. Cheat Codes
+ id Software, as in our previous games, has removed all cheat codes from
+ Quake.
+
+V. THE GAME
+A. The Screen
+ The large top part of the screen is the view area, in which you see
+ monsters and architecture. Immediately below is the Inventory, beneath
+ which is the Status Bar. You can enlarge the viewing area (tap the + key),
+ so much that it engulfs first the Inventory Bar and then the Status Bar.
+ The - key shrinks the view area.
+
+ Inventory Bar
+ Lists ammo, weapons, deathmatch scores, and power-ups.
+ The active weapon is lit up. Each weapon has a number by it -- type
+ the appropriate number key to switch to that weapon.
+ In addition, this gives the amount of ammo you have of each type,
+ any keys you possess, and any power=ups currently active. Plus it shows
+ how many and which of the four Runes you possess.
+ In Deathmatch, it shows the top four scores in the game.
+
+ Status Bar
+ A vital part of the screen. When your armor, hit points, or ammo get
+ low, the number turns red.
+ From left to right, the big numbers represent: Armor Points, Health,
+ and Ammo (of the current weapon). Icons show the Armor Type (green,
+ yellow, or red), your adorable face, and your Ammo Type).
+
+ Score Bar
+ Hold down theTab key to replace the Status Bar with the Score Bar.
+ This lists the proportion of monsters you've killed, secrets you've
+ found, and time you've spent, along with the level name.
+ In Deathmatch, the Score bar lists the top six scorers, along with
+ their names.
+
+B. Messages
+ Quake talks to you from time to time. Some messages appear at the top of
+ the screen. These are non-critical, and tell you that you've picked up an
+ object, or you've died in an interesting fashion. Ignore these messages if
+ you please.
+ Certain messages appear inconveniently in the middle of your view. These
+ are always important, and you do not want to ignore them!
+
+D Ending a Level
+ Once you finish a level, you'll find a slipgate or a distinctive archway
+ leading to the next level. Pass through to emerge onto a new level.
+ You start the new level with the same armor, weapons, and ammo you had at
+ the end of the previous one. If a power-up was active at the end of the
+ previous level, it is now, sadly, gone. Make the best of it. If your hit
+ points were over 100 or under 50, they are altered to 100 or 50,
+ respectively. Otherwise, your hit points are unchanged.
+
+D. Ending a Dimension
+ Once you've finished all the levels in a particular dimension, you return
+ to the starting hall. New dimensions are started from scratch -- you, your
+ shotgun, and axe.
+
+VI. Your New Environment
+A. Firepower
+ You are blessed with eight different Means o' Mass Destruction. Each has
+ its place in a balanced diet.
+
+ Axe
+ The last resort. Face it -- going toe-to-toe with the uglies in Quake
+ demonstrates all the good sense of a man parachuting into an alligator
+ farm.
+
+ Shotgun
+ The basic gun, to which all other guns compare favorably.
+
+ Double-barrelled Shotgun
+ A worthy weapon with three minor drawbacks: first, it uses up 2 shells
+ per blast; second, it's slow; third, its shot pattern is very loose at
+ long range. But in general, once you find this puppy, the other shotgun
+ starts rusting from disuse.
+
+ Nailgun
+ A two-barrel dingus that prickles bad guys with armor-piercing darts,
+ technically termed "nails".
+
+ Supernailgun
+ The great equalizer. Four cyclic barrels that hose out spikes like
+ crazy. Pro: foes drop like flies. Con: eats ammo like popcorn.
+
+ Grenade Launcher
+ Thumps neat exploding bombs into the air. You can even bounce a grenade
+ off the wall or floor.. When a grenade hits someone, it explodes.
+ If it misses, the bomb sits on the floor for a moment, then explodes.
+ Even though I sometimes bounce grenades into myself, this gun's still
+ my favorite.
+
+ Rocket Launcher
+ For when a grenade positively, absolutely, has to be there on time.
+
+ Thunderbolt
+ Try it. You'll like it. Use the same technique as watering your
+ rosebush.
+
+ Switching Between Weapons
+ If you are firing a weapon and run out of ammo, Quake automatically
+ switches you to another weapon. It will never switch to the grenade
+ launcher or rocket launcher, however, for reasons that ought to be
+ obvious. So if you're firing away happily and suddenly switch to the
+ axe, it doesn't mean you're out of all ammo -- you may still have
+ grenades. But Quake requires you to select such dangerous
+ explosives on your own.
+
+=============================================================================
+== TIP -- If you shoot the Thunderbolt underwater, it discharges all its ==
+== cells in every direction in a single gigantic KA-ZAP, with you at the ==
+== center. Don't try this at home. ==
+=============================================================================
+
+B. Ammo
+ The eight weapons use four types of ammo. Each ammo type comes in two
+ flavors -- small and large. The large boxes carry twice as much as the
+ small.
+
+ Shells
+ For shotguns and double-barrelled shotguns. A small box holds 20.
+
+ Flechettes
+ For nailguns and supernailgunss. A small box holds 25.
+
+ Grenades
+ For grenade launchers and rocket launchers. A small crate holds 5.
+
+ Cells
+ For Mr. Thunderbolt. A small battery has 6 charges, lasting a little
+ over a second.
+
+C. Power-ups
+ All power-ups except armor burn out after a while, so smoke 'em while you
+ got 'em.
+
+ Armor
+ Comes in three flavors; green, yellow, and red, from weakest to most
+ powerful.
+
+ Megahealth
+ Gives you 100 additional hit points. After a few seconds, all hit points
+ over 100 start slowing draining away, because it's too much for the human
+ frame to hold. Still, it's nice while it lasts.
+
+ Biosuit
+ lets you breathe underwater and swim through slime without harm. Does
+ not protect against lava.
+
+ Ring of Shadows
+ Renders you almost totally invisible. Only your eyes can be seen.
+ Monsters don't detect you unless you do something stupid. Like shoot.
+
+ Pentagram of Protection
+ Renders you invulnerable.
+
+ Quad Damage
+ Magnum upgrade! You now deliver four times the pain!
+
+=============================================================================
+== TIP -- When quad damage is activated, use the grenade or rocket ==
+== launcher with care -- their bursts are four times as deadly to you, as ==
+== well as your enemies. ==
+=============================================================================
+
+D. Bad Guys
+ Quake critters are extremely tough, but you have the firepower to vent
+ your grievances on them anyway. Good hunting.
+
+ Rottweiler
+ Bad, bad doggie! Play dead! -- blam! -- yipe! Good dog!
+
+ Grunt
+ Goons with probes inserted into their pleasure centers; wired up so
+ when they kill someone, they get paroxysms of ecstasy. In essence,
+ customized serial killers. Easy to kill, and they tote shotgun shells.
+ It's like a little Christmas each time you blow a Grunt away!
+
+ Enforcer (registered only)
+ Grunt, Mark Two. Recruits who are surlier and beefier than the rest get
+ outfitted in combat armor and built-in blasters.
+
+ Knight
+ Canned meat. Open 'er up and see if it's still fresh.
+
+ Death Knight (registered only)
+ This particular canned meat tends to open you up instead.
+
+ Rotfish (registered only)
+ Disgusting little critters who dish it out, but can't take it.
+
+ Zombie
+ Thou canst not kill that which doth not live. But you can blast it
+ into chunky kibbles.
+
+ Scrag
+ Floats like a butterfly, stings like a bee. Ugly as hell. They're not
+ real tough, but like to bushwhack you.
+
+ Ogre
+ What's worse than a cannibal monster eight feet tall? One with a
+ chainsaw. And a sack of grenades.
+
+ Spawn (registered)
+ A merrily bouncing blob as dangerous to kill as to ignore. Blech.
+
+ Fiend
+ In essence, organic buzzsaws, rife with pummeling power!
+
+ Vore (registered)
+ A spideresque hybrid horror. Keep your eye on the energy pod he hurls.
+
+ Shambler
+ Even other monsters fear him, so expect a clobbering. He shrugs off
+ explosions. Good luck.
+
+=============================================================================
+== TIP -- Some weapons are better vs. particular monsters than others. If ==
+== a new monster seems real tough, switch weapons. ==
+=============================================================================
+
+E. Environmental Hazards and Effects
+
+ Explosions
+ Radioactive containers are in some military bases. Shooting these
+ things unleashes a big boom, so be careful -- you may not want to
+ stand too close in a firefight.
+ Your own grenades and rockets cause explosions too, of course -- the
+ blast can hurt you if you're too close.
+
+ Water
+ Safe enough unless you stay under so long you start to drown. Come up
+ for air periodically to prevent this.
+
+ Slime
+ Hurts you instantly and keeps on hurting. Stay out of slime unless you
+ have a very good reason to take a dip.
+
+ Lava
+ If you're quick and the lava's shallow, you might escape before you're
+ burnt to a crisp, but don't bet on it.
+
+ Traps
+ Quake has many different traps. Don't be paranoid, because traps aren't
+ really very common, but be aware of their existence. Traps can't be
+ classified because they come in many varieties -- monsters in ambush,
+ spike shooters, crushing walls, trapdoors, etc.
+
+ Teleporters
+ These are distinctive in appearance and emit a unique sound. When you
+ step into a teleporter, you're instantly transported to another
+ teleporter, or atop a teleport pad. If you teleport directly right atop
+ of somebody else, he or she is killed instantly.
+
+=============================================================================
+== TIP -- Monsters are smart enough not to activate their own traps, but ==
+== if you activate the traps, the monsters can get caught by them. ==
+=============================================================================
+
+VII. Multiplayer Action
+ Quake can be even more fun when you're playing with friends than when
+ you're playing by yourself.
+ When you are using the console or Main Menu in multiplayer, the game does
+ not pause. Irresponsible players and monsters can freely shoot you, and
+ your only recourse is bloodthirsty vengeance.
+ The Talk function is useful here. When you talk, the message appears at
+ the top of all players' screens, preceded by the speaker's name.
+ To talk, press 'T' and start typing your message. Press ENTER to set
+ the message to everyone.
+ To set up, run, or join a multiplayer game, use the Main Menu Multiplayer
+ option. README.TXT contains details that may be useful if your network or
+ modem need special configurations.
+
+A. Cooperative
+ In a co-op game, you and your friends work together to finish the level.
+ When one person exits, everyone else exits too, wherever they might be. If
+ you are killed in co-op, you reappear at the start area, and have to catch
+ up to your buddies. Use Talk to find out where they are. See the
+ Multiplayer options on the Main Menu for more info.
+
+B. Deathmatch
+ In a deathmatch, play is totally cutthroat. No monsters exist, and when
+ you are killed, you reappear in a random spot. After you pick up an item,
+ it respawns (i.e. pops back into existence) after a while. (Some items
+ take longer to respawn than others.) Every time you kill someone, you get
+ a Frag. The person with the most Frags wins, so wreak slaughter amongst
+ your pals!
+ If you kill yourself, whether intentionally or by accident, you lose a
+ Frag. This includes drowning, getting crushed, and so forth. See the
+ Multiplayer options on the Main Menu for more info.
+
+C. Team Games
+ Team play is a cool combination of co-op and deathmatch. Each team picks
+ a "uniform" and everyone on that team changes their color to the team
+ color. The team with the most Frags wins. See README.TXT or the Main Menu
+ for details.
+
+=============================================================================
+== TIP -- if you have the Team Color Rules set to No Friendly Fire, your ==
+== weapons won't hurt other players wearing the same color pants as you. ==
+== (You can still have differently-colored shirts.) Your shots still wear ==
+== down their armor, and your own grenade and rocket explosions still hurt ==
+== YOU, just not them. ==
+=============================================================================
+
+VIII. Commonly Asked Questions
+
+Q. I'm stuck. How do I get through the level?
+A. Take a stroll around and look for a place you haven't been yet. Sometimes
+you have to kill a particular monster in order to progress, so exterminate
+them all!
+
+Q. How can I find all the secrets?
+A. Don't worry about it. You never have to find a secret to finish a level..
+Also, some secrets are intentionally hard to find.
+
+Q. I've cleared out the whole level, but my monster kill score isn't 100%.
+Where are they hiding?
+A. Some monsters hide inside secrets, or are released by them. You won't be
+able to kill those monsters until you find their secrets. Also, some monsters
+might lurk underwater. Good fishing.
+
+Q. Don't you worry that Quake teaches people that all problems can be solved
+by the misuse of deadly force?
+A. No.
+
+Q. Did I really see two monsters fighting each other?
+A. Probably. Some monsters hate one another almost as much as they hate you.
+You can use this to your advantage (exercise left up to the reader).
+
+Q. How do I prevent motion sickness when watching Quake?
+A. If you're one of the unlucky sufferers from motion sickness in Quake,
+we're sorry to say the answer seems to differs from person to person. Try
+sitting closer to the screen, or further away. Dim the lights in your room,
+or turn them up high. Adjust screen brightness up or down. Take a break from
+Quake and rest your eyes every hour or so. One or more of these tricks, or a
+combination, ought to work.
+
+Q. Are you guys Satan-worshipers?
+A. No.
+
+IX. Tech Support
+ Any of the information listed below could change. Check the id software Web
+Site, at www.idsoftware.com, for updates.
+
+A. Tech Support Options
+id Software does charge for technical support, but we strive to offer this
+service at the lowest cost possible. Because volume on the support lines
+dictates costs, we periodically adjust our rates for Voice Tech Support.
+Check our web site for current pricing.
+
+Paying for Voice or Automated Support
+ 1 -- You can get Voice Support using a major credit card for a one-time
+ shot. The system asks for your credit card number and expiration date, then
+ pre-authorizes your credit card for the tech support call. You will only be
+ billed for the number of minutes actually used.
+
+ 2 -- You can assign yourself a rechargeable PIN account. The system
+ prompts you for your credit card information, and assigns you a PIN account
+ number. You can use the PIN to access Voice Support, Automated Support and
+ the Game Hints Line. Once your account runs out, you can charge it up
+ again.
+
+ 3 -- You may also charge up a PIN account using the number
+ 1 (900) call-2-id. Then call back at 1 (800) id-games, and use your
+ new PIN to receive all the support and hints you wish.
+
+Voice Support
+Telephone -- 1 (800) id-games
+ Lines Open from 12 noon to 10pm Central Time
+ 7 Days a week ($1.75 per minute maximum as of this printing)
+ Closed some holidays
+Please have the following information handy.
+ 1. Game title and version number. (The version number can be found in the
+ lower right-hand corner of the console.)
+ 2. Your operating system, processor, processor speed and amount of RAM.
+ 3. If you are having a sound, video or modem problem, we need to know the
+ device brand name and model.
+
+Automated Support
+Telephone -- 1 (800) id-games
+ Lines Open 24 hours a day, 365 days a year (366 in Leap year)
+ ($0.25 per minute)
+Please have pencil and paper handy
+
+E-mail Support
+ Just send your e-mail to support@idsoftware.com
+ We will respond within 48 hours after receiving your e-mail. When sending
+ 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 (eg., DOS 6.0 or Windows 95):
+Computer type:
+Processor type:
+Processor speed:
+Video card brand and model: (only if video problem)
+Audio card brand and model: (only if audio problem)
+Modem brand and model: (only if modem problem)
+Network card brand and model: (only if netgame problem)
+Network configuration (eg., NET.CFG file): (only if netgame problem)
+Drivers, protocol stacks, and versions: (eg., lsl v2.14, exp16odi
+v2.33, and ipxodi v3.01) (only if netgame problem)
+If there were any error messages or fault information, report them
+here:
+Please state the problem you encountered:
+Please state how to reproduce the problem:
+
+Web Support
+ Found at www.idsoftware.com
+ Our web support pages provide the same information that's available via
+ Automated Support, except it's free!
+
+News Sites
+ For information, FAQ, or announcements, check out
+ rec.games.computer.quake.announce
+
+ For editing and hecking Quake-related files, check out
+ rec.games.computer.quake.editing
+
+ For general Quake discussion, check out
+ rec.games.computer.quake.misc
+
+Game Hints Line
+Telephone -- 1 (800) id-games or 1 (900) call-2-id
+ Lines Open 24 hours a day, 365 days a year (366 in Leap year)
+ ($0.85 per minute)
+
+B. In Europe
+ Our help lines in Europe are open 7:30am - 5:00pm GMT, Monday - Friday.
+
+ English: +44 01923 209145
+ German: +44 (0)1923 209151
+ French: +44 (0)1923 209148
+
+C. Problems
+ If you have an unfavorable experience using our services, please send
+ e-mail to support@idsoftware.com. Kindly include your full name,
+ address, phone number, and the problem encountered.
+
+X. LEVELS & DESIGNERS
+
+***************************************
+The Beginning
+start -- Welcome to Quake -- by John Romero
+***************************************
+Dimension of the Doomed (shareware episode)
+e1m1: Slipgate Complex -- by John Romero
+e1m2: Castle of the Damned -- by Tim Willits
+e1m3: The Necropolis -- by Tim Willits
+e1m4: The Grisly Grotto -- by Tim Willits
+e1m5: Gloom Keep -- by Tim Willits
+e1m6: The Door To Chthon -- by American McGee
+e1m7: The House of Chthon -- by American McGee
+***************************************
+Realm of Black Magic
+e2m1: The Installation -- by John Romero
+e2m2: Ogre Citadel -- by John Romero
+e2m3: Crypt of Decay -- by John Romero
+e2m4: The Ebon Fortress -- by John Romero
+e2m5: The Wizard's Manse -- by John Romero
+e2m6: The Dismal Oubliette -- by John Romero
+***************************************
+Netherworld
+e3m1: Termination Central -- by John Romero
+e3m2: The Vaults of Zin -- by American McGee
+e3m3: The Tomb of Terror -- by American McGee
+e3m4: Satan's Dark Delight -- by American McGee
+e3m5: Wind Tunnels --by Tim Willits
+e3m6: Chambers of Torment -- by American McGee & Tim Willits
+***************************************
+The Elder World
+e4m1: The Sewage System -- by Tim Willits
+e4m2: The Tower of Despair --by Sandy Petersen
+e4m3: The Elder God Shrine --by Sandy Petersen
+e4m4: The Palace of Hate --by Sandy Petersen
+e4m5: Hell's Atrium --by Sandy Petersen
+e4m6: The Pain Maze --by Sandy Petersen
+e4m7: Azure Agony --by Sandy Petersen
+***************************************
+The End
+end: Shub-Niggurath's Pit --by John Romero
+***************************************
+The Deathmatch Arenas
+dm1: Place of Two Deaths --by Tim Willits
+dm2: Claustrophobopolis --by American McGee
+dm3: The Abandoned Base --by John Romero
+dm4: The Bad Place --by American McGee
+dm5: The Cistern --by Tim Willits
+dm6: The Dark Zone --by Tim Willits
+***************************************
+???
+Ziggurat Vertigo --by American McGee
+Underearth --by Tim Willits
+The Haunted Halls -- by American McGee
+The Nameless City -- by Sandy Petersen
+***************************************
+
+XI. Legal Boilerplate
+ Quake (tm) (c) id Software, Inc. All rights reserved. All trademarks are
+ the property of their respective companies. For full information on the
+ legal issues of owning and using Quake, please refer to the files
+ LICINFO.TXT and ORDER.TXT.
+
+The program you've purchased was produced through the effort of many people.
+Don't make copies for others who have not paid for the right to the
+registered version of Quake. To report copyright violations to the Software
+Publishers Association, call 1 (800) 388-PIR8 or write:
+
+ Software Publishers Association
+ Suite 901
+ 1101 Connecticut Avenue NW
+ Washington, DC 20036
+
+XII. MUSIC CREDITS
+
+Titles of Songs or Themes (C) 1996 TVT/Interscope Records.
+All Rights Reserved.
+Written by Trent Reznor (C) 1996 Leaving Hope/TVT Music.
+ASCAP All Rights Reserved.
+
+Note: music is ONLY available on CD. See your local software retailer
+or order Quake today at 1-800-idgames!
+
+XIII. Thanks
+
+id Software would like to give special thanks to:
+
+Sean Barrett
+Raymond Chen
+DJ Delorie
+Andy Glew
+Lance Hacking
+Chris Hecker
+Todd Laney
+Terje Mathisen
+Charles Sandmann
+Jon Vondrak
+Billy Zelsnack
+The GameTech crew
+Syntrillium Software for CoolEdit
diff --git a/WinQuake/data/ORDER.TXT b/WinQuake/data/ORDER.TXT new file mode 100644 index 0000000..fb4598d --- /dev/null +++ b/WinQuake/data/ORDER.TXT @@ -0,0 +1,103 @@ +ORDERING INFO + To order the full version of Quake (or any other id Software +product) in North America, call our fulfillment center at 1-800-idgames +(1-800-434-3627). Except as noted by our operators, you can expect +Airborne Express afternoon delivery. The price for the full version +of Quake (available on PC CDROM only) is $45, plus $5 shipping, for a +total of $50. Our fulfillment center accepts Visa, Mastercard, and +American Express. You can also fax, mail, or email your order using +the attached forms. The fax number is (317) 361-3710 and the email +address is idsoftware@stream.com. To prepay and order with a check +by mail, send your check and the order form to: + + id Software + P.O. Box 4500 + Crawfordsville, IN 47933 + + To see an electronic catalog of our software, tshirts, hint books, and + other merchandise available, check out the Shopping Maul section of our + website at www.idsoftware.com. + +INTERNATIONAL ORDERS +Quake is available worldwide as a full retail product. To find out +which local stores carry Quake and other id products, contact the +following international affiliates: + +Europe Australia +GT Interactive Software Roadshow New Media +1712 583791 (U.K.) 1 902 962000 + +Taiwan Singapore +U.S. Summit Corporation Summit Co. (Singapore) Pte. Ltd. +706-0660 273-9988 + +Malaysia Honk Kong +Summit Co. (Malaysia) Sdn Bhd Tsun Tsun Trading Company +757-2244 571-4231 + +Thailand Israel/Jordan/Lebanon/Egypt +U.S. Summit Corp. (Overseas) Mirage Mulimedia +374-3956 972 3 510 5764 + +If you are in a territory that cannot access 1(800)idgames, and you +wish to order our products directly, you must place your order in +writing to the fax, mail, or email addresses listed above under +ORDERING INFO. + +International phone orders will NOT be accepted. Unfortunately, due +to international shipping costs, all international orders are sent +out via US Mail. This means we cannot guarantee timeliness of delivery +due to customs and other delays inherent to international shipping +______________________________________________________________________ + ORDER FORM -- USE THIS FORM TO FAX , MAIL OR EMAIL YOUR ORDER. + +id Software Order Center Date ______________ +PO BOX 4500 Phone: 1800 id games +Crawfordsville, IN 47933 Fax: (317) 361-3710 + idsoftware@stream.com + + +Product List and Prices in U.S. Currency: (check items) + +Quake (CD ROM only) $45 ____ +The Ultimate DOOM (Mac version available – must specify) $25 ____ +DOOM II (Mac version available – must specify) $40 ____ +Master Levels for DOOM II (CD ROM only) $25 ____ +Final DOOM (CD ROM only) $40 ____ +DOOM Hint Book $15 ____ +Original DOOM Tshirt (S,M.L.XL) $13 ____ +The Ultimate DOOM Tshirt (XXL only) $13 ____ +Final DOOM Tshirt $13 ____ +Heretic:Shadow of the Serpent Riders (CD ROM only) $40 ____ +Heretic Hint Book $15 ____ +Hexen:Beyond Heretic (Mac version available – must specify) $40 ____ +Hexen:Deathkings of the Dark Citadel (CD ROM only) $25 ____ +Hexen Hint Book $15 ____ +Hexen Tshirt (XXL only) $13 ____ +Wolfenstein 3D (PC CD only) $20 ____ +Commander Keen (3.5 disk only) $15 ____ + + Order total: $______ + +Name: Age (optional): + +Form of payment (check, money order, or credit card): + +Credit card number: Expiration Date: + +Exact mailing address:______________________________________ + _______________________________________ + _______________________________________ + _______________________________________ + +Phone: Fax: Email: + +Shipping: US orders-$5.00 first product/$2.00 each additional +(allow 3-5 business days) + +International shipping for prepaid orders are via US Mail, and +we cannot guarantee the time it will take to arrive. + +*Prices subject to change + + diff --git a/WinQuake/data/README.TXT b/WinQuake/data/README.TXT new file mode 100644 index 0000000..fc62729 --- /dev/null +++ b/WinQuake/data/README.TXT @@ -0,0 +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. diff --git a/WinQuake/data/RLICNSE.TXT b/WinQuake/data/RLICNSE.TXT new file mode 100644 index 0000000..a3fdc35 --- /dev/null +++ b/WinQuake/data/RLICNSE.TXT @@ -0,0 +1,204 @@ +REGISTERED VERSION: QUAKE +LIMITED USE SOFTWARE LICENSE AGREEMENT + + This Limited Use Software License Agreement (the +"Agreement") is a legal agreement between you, the end-user, and Id +Software, Inc. ("ID"). By continuing the installation of this game +program, by loading or running the game, or by placing or copying +the game program onto your computer hard drive, you are agreeing to +be bound by the terms of this Agreement. If you do not agree to +the terms of this Agreement, promptly return the game program and +the accompanying items (including all written materials), along +with your receipt to the place from where you obtained them for a +full refund. + +ID SOFTWARE LICENSE + + 1. Grant of License. ID grants to you the limited +right to use one (1) copy of the enclosed or foregoing game program +(the "Software") on a single computer. You have no ownership or +proprietary rights in or to the Software or the written materials +accompanying the Software. For purposes of this section, "use" +means loading the Software into RAM, as well as installation on a +hard disk or other storage device. You may create a map editor, +modify maps and make your own maps (collectively referenced as the +"Permitted Derivative Works") for the Software. Permitted +Derivative Works may not be sold, whether by you or by any other +person or entity, but you may exchange the Permitted Derivative +Works at no charge amongst other end-users. The Software, together +with any archive copy thereof, shall be either returned to ID or +destroyed when no longer used in accordance with this Agreement, or +when the right to use the Software is terminated. You agree that +the Software will not be shipped, transferred or exported into any +country in violation of the U.S. Export Administration Act (or any +other law governing such matters) and that you will not utilize, in +any other manner, the Software in violation of any applicable law. + + 2. Commercial Use is Prohibited. Except as provided in +paragraph 5. hereinbelow in regard to the Software, under no +circumstances shall you, the end-user, be permitted, allowed or +authorized to commercially exploit the Software, any data +comprising the Software. Neither you nor anyone at your direction +shall do any of the following acts (any such acts shall be deemed +void and a breach of this Agreement) with regard to the Software, +or any portion thereof, such as a screen display or a screenshot: + + a. Rent the Software; + + b. Sell the Software; + + c. Lease or lend the Software; + + d. Offer the Software on a pay-per-play basis; + + e. Distribute, by electronic means or otherwise, the + Software for money or any other consideration; or + + f. In any other manner and through any medium + whatsoever commercially exploit the Software or use + the Software for any commercial purpose. + + 3. Additional Prohibited Uses. Neither you nor anyone +at your direction shall take the following action in regard to the +Software, or any portion thereof, such as a screen display or a +screenshot: + + a. Modify, disassemble, reverse engineer or decompile + the Software; + + b. Translate the Software; + + c. Reproduce the Software; + + d. Publicly display the Software; + + e. Prepare derivative works based upon the Software + (except Permitted Derivative Works); or + + f. Distribute, by electronic means or otherwise, the + Software. + + 4. Use of Other Material is Prohibited. Use, in any manner, of + the trademarks, such as Quake(tm) and the NIN(r) logo, logos, symbols, + art work, images, screen displays or screenshots, sound effects, music, + and other such material contained within, generated by or relating to + the Software is prohibited. + + 5. To Receive Permission to Commercially Exploit. If +you desire to commercially exploit the Software, you may execute +the Commercial Exploitation License Agreement for QUAKE (the +"License") contained within the QUAKE install package and forward +the original License to Id Software at the address noted therein. +Please note that ID may refuse your request and not sign the +License in ID's sole discretion. + + 6. Restrictions Apply to Third Parties. The +prohibitions and restrictions described herein apply to anyone in +possession of the Software and/or Permitted Derivative Works. + + 7. Copyright. The Software and all copyrights related +thereto (including all characters and other images generated by the +Software or depicted in the Software) is owned by ID and is protected +by United States copyright laws and international treaty provisions. +You must treat the Software like any other copyrighted material, +except that you may either (a) make one copy of the Software solely +for back-up or archival purposes, or (b) transfer the Software to a +single hard disk provided you keep the original solely for back-up or +archival purposes. You may not otherwise reproduce, copy or disclose +to others, in whole or in any part, the Software. You may not copy +the written materials accompanying the Software. The same +restrictions and prohibitions regarding your use of the Software as +provided in this Agreement apply to your use of the written materials +accompanying the Software. The written materials are owned by ID and +are protected by United States copyright laws and international +treaties. You agree to use your best efforts to see that any user of +the Software licensed hereunder complies with this Agreement. + + 8. Limited Warranty. ID warrants that if properly +installed and operated on a computer for which it is designed, the +Software will perform substantially in accordance with the +accompanying written materials for a period of ninety (90) days +from the date of purchase of the Software. ID's entire liability +and your exclusive remedy shall be, at ID's option, either (a) +return of the price paid or (b) repair or replacement of the +Software that does not meet ID's Limited Warranty. To make a +warranty claim, return the Software to the point of purchase, +accompanied by proof of purchase, your name, your address, and a +statement of defect, or return the Software with the above +information to ID. This Limited Warranty is void if failure of the +Software has resulted in whole or in part from accident, abuse, +misapplication or violation of this Agreement. Any replacement +Software will be warranted for the remainder of the original +warranty period or thirty (30) days from your receipt of the +replacement software, whichever is longer. This warranty allocates +risks of product failure between Licensee and ID. ID's product +pricing reflects this allocation of risk and the limitations of +liability contained in this warranty. + + 9. NO OTHER WARRANTIES. ID DISCLAIMS ALL OTHER +WARRANTIES, BOTH EXPRESS IMPLIED, INCLUDING BUT NOT LIMITED TO, +IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR +PURPOSE WITH RESPECT TO THE SOFTWARE AND THE ACCOMPANYING WRITTEN +MATERIALS. THIS LIMITED WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS. +YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM JURISDICTION TO +JURISDICTION. ID DOES NOT WARRANT THAT THE OPERATION OF THE +SOFTWARE WILL BE UNINTERRUPTED, ERROR FREE OR MEET LICENSEE'S +SPECIFIC REQUIREMENTS. THE WARRANTY SET FORTH ABOVE IS IN LIEU OF +ALL OTHER EXPRESS WARRANTIES WHETHER ORAL OR WRITTEN. THE AGENTS, +EMPLOYEES, DISTRIBUTORS, AND DEALERS OF ID ARE NOT AUTHORIZED TO +MAKE MODIFICATIONS TO THIS WARRANTY, OR ADDITIONAL WARRANTIES ON +BEHALF OF ID. ADDITIONAL STATEMENTS SUCH AS DEALER ADVERTISING OR +PRESENTATIONS, WHETHER ORAL OR WRITTEN, DO NOT CONSTITUTE +WARRANTIES BY ID AND SHOULD NOT BE RELIED UPON. + + 10. Exclusive Remedies. You agree that your exclusive +remedy against ID, its affiliates, contractors, suppliers, and +agents for loss or damage caused by any defect or failure in the +Software regardless of the form of action, whether in contract, +tort, including negligence, strict liability or otherwise, shall be +the return of the purchase price paid or replacement of the +Software. This Agreement shall be construed in accordance with and +governed by the laws of the State of Texas. Copyright and other +proprietary matters will be governed by United States laws and +international treaties. IN ANY CASE, ID SHALL NOT BE LIABLE FOR +LOSS OF DATA, LOSS OF PROFITS, LOST SAVINGS, SPECIAL, INCIDENTAL, +CONSEQUENTIAL, INDIRECT OR OTHER SIMILAR DAMAGES ARISING FROM +BREACH OF WARRANTY, BREACH OF CONTRACT, NEGLIGENCE, OR OTHER LEGAL +THEORY EVEN IF ID OR ITS AGENT HAS BEEN ADVISED OF THE POSSIBILITY +OF SUCH DAMAGES, OR FOR ANY CLAIM BY ANY OTHER PARTY. Some +jurisdictions do not allow the exclusion or limitation of +incidental or consequential damages, so the above limitation or +exclusion may not apply to you. + + 11. General Provisions. Neither this Agreement nor any +part or portion hereof shall be assigned, sublicensed or otherwise +transferred by you. Should any provision of this Agreement be held +to be void, invalid, unenforceable or illegal by a court, the +validity and enforceability of the other provisions shall not be +affected thereby. If any provision is determined to be +unenforceable, you agree to a modification of such provision to +provide for enforcement of the provision's intent, to the extent +permitted by applicable law. Failure of a party to enforce any +provision of this Agreement shall not constitute or be construed as +a waiver of such provision or of the right to enforce such +provision. If you fail to comply with any terms of this Agreement, +YOUR LICENSE IS AUTOMATICALLY TERMINATED. + + YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, THAT YOU +UNDERSTAND THIS AGREEMENT, AND UNDERSTAND THAT BY CONTINUING THE +INSTALLATION OF THE SOFTWARE, BY LOADING OR RUNNING THE SOFTWARE, OR +BY PLACING OR COPYING THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE, YOU +AGREE TO BE BOUND BY THIS AGREEMENT'S TERMS AND CONDITIONS. YOU +FURTHER AGREE THAT, EXCEPT FOR WRITTEN SEPARATE AGREEMENTS BETWEEN ID +AND YOU, THIS AGREEMENT IS A COMPLETE AND EXCLUSIVE STATEMENT OF THE +RIGHTS AND LIABILITIES OF THE PARTIES. THIS AGREEMENT SUPERSEDES ALL +PRIOR ORAL AGREEMENTS, PROPOSALS OR UNDERSTANDINGS, AND ANY OTHER +COMMUNICATIONS BETWEEN ID AND YOU RELATING TO THE SUBJECT MATTER OF +THIS AGREEMENT. + +June 21, 1996 + +REGISTERED VERSION: QUAKE LIMITED USE SOFTWARE LICENSE AGREEMENT Page 4 +(DWC:dw:3406.0024:DWC\doc:1164) + + diff --git a/WinQuake/data/SLICNSE.TXT b/WinQuake/data/SLICNSE.TXT new file mode 100644 index 0000000..057302b --- /dev/null +++ b/WinQuake/data/SLICNSE.TXT @@ -0,0 +1,175 @@ +SHAREWARE VERSION: QUAKE +LIMITED USE SOFTWARE LICENSE AGREEMENT + + This Limited Use Software License Agreement (the "Agreement") is a + legal agreement between you, the end-user, and id Software, Inc. + ("ID"). By continuing the installation of this game program, by + loading or running the game, or by placing or copying the game + program onto your computer hard drive, you are agreeing to be bound + by the terms of this Agreement. + +ID SOFTWARE LICENSE + + 1. Grant of License. ID grants to you the limited right to use + one (1) copy of the enclosed or foregoing Id Software game program + (the "Software"), which is the shareware version or episode one of + the game program. For purposes of this section, "use" means loading + the Software into RAM, as well as installation on a hard disk or + other storage device. You agree that the Software will not be + shipped, transferred or exported into any country in violation of + the U.S. Export Administration Act (or any other law governing such + matters) and that you will not utilize, in any other manner, the + Software in violation of any applicable law. + + 2. Commercial Use is Prohibited. Under no circumstances shall + you, the end-user, be permitted, allowed or authorized to + commercially exploit the Software, or any portion thereof, such + as a screen display or a screenshot. Neither you nor anyone at your + direction shall do any of the following acts: + + a. Rent the Software; + + b. Sell the Software; + + c. Lease or lend the Software; + + d. Offer the Software on a pay-per-play basis; + + e. Distribute the Software for money or any other + consideration; or + + f. In any other manner and through any medium + whatsoever commercially exploit the Software or use + the Software for any commercial purpose. + + 3. Additional Prohibited Uses. Neither you, nor anyone at your + direction, shall take the following action in regard to the + Software, or any portion thereof, such as a screen display or + a screenshot: + + a. Modify, disassemble, reverse engineer or decompile + the Software; + + b. Translate the Software; + + c. Reproduce the Software; + + d. Publicly display the Software; or + + e. Prepare derivative works based upon the Software. + + 4. Use of Other Material is Prohibited. Use, in any manner, of + the trademarks, such as Quake(tm) and the NIN(r) logo, logos, symbols, + art work, images, screen displays or screenshots, sound effects, music, + and other such material contained within, generated by or relating to + the Software is prohibited. + + 5. Restrictions Apply to Third Parties. The prohibitions and + restrictions described herein apply to anyone in possession of + the Software. + + 6. Permitted Distribution. So long as this Agreement + accompanies the Software at all times, ID grants to Providers the + limited right to distribute, free of charge, except normal access + fees, and by electronic means only, the Software; provided, however, + the Software must be so electronically distributed only in a + compressed format. The term "Providers," as used in the foregoing + sentence, shall mean persons whose business it is to provide + services on the Internet, on commercial online networks, or on the + BBS. Anyone who receives the Software from a Provider shall be + limited to all the terms and conditions of this Agreement. Further, + ID grants to you, the end-user, the limited right to distribute, + free of charge only, the Software as a whole. + + 7. Copyright. The Software is owned by ID and is protected by + United States copyright laws and international treaty provisions. + You must treat the Software like any other copyrighted material, + except that you may make copies of the Software to give to other + persons. You may not charge or receive any consideration from any + other person for the receipt or use of the Software. You agree to + use your best efforts to see that any user of the Software licensed + hereunder complies with this Agreement. + + 8. Limited Warranty. ID warrants that if properly installed and + operated on a computer for which it is designed, the Software will + perform substantially in accordance with its designed purpose for a + period of ninety (90) days from the date the Software is first + obtained by an end-user. ID's entire liability and your exclusive + remedy shall be, at ID's option, either (a) return of the retail + price paid, if any, or (b) repair or replacement of the Software + that does not meet ID's Limited Warranty. To make a warranty claim, + return the Software to the point of purchase, accompanied by proof + of purchase, your name, your address, and a statement of defect, or + return the Software with the above information to ID. This Limited + Warranty is void if failure of the Software has resulted in whole + or in part from accident, abuse, misapplication or violation of this + Agreement. Any replacement Software will be warranted for the + remainder of the original warranty period or thirty (30) days, + whichever is longer. This warranty allocates risks of product + failure between Licensee and ID. ID's product pricing reflects this + allocation of risk and the limitations of liability contained in + this warranty. + + 9. NO OTHER WARRANTIES. ID DISCLAIMS ALL OTHER WARRANTIES, + EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO, IMPLIED + WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A pARTICULAR PURPOSE + WITH RESPECT TO THE SOFTWARE AND THE ACCOMPANYING WRITTEN MATERIALS, + IF ANY. THIS LIMITED WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS. YOU + MAY HAVE OTHERS WHICH VARY FROM JURISDICTION TO JURISDICTION. ID + DOES NOT WARRANT THAT THE OPERATION OF THE SOFTWARE WILL BE + UNINTERRUPTED, ERROR FREE OR MEET LICENSEE'S SPECIFIC REQUIREMENTS. + THE WARRANTY SET FORTH ABOVE IS IN LIEU OF ALL OTHER EXPRESS + WARRANTIES WHETHER ORAL OR WRITTEN. THE AGENTS, EMPLOYEES, + DISTRIBUTORS, AND DEALERS OF ID ARE NOT AUTHORIZED TO MAKE + MODIFICATIONS TO THIS WARRANTY, OR ADDITIONAL WARRANTIES ON BEHALF + OF ID. ADDITIONAL STATEMENTS SUCH AS DEALER ADVERTISING OR + PRESENTATIONS, WHETHER ORAL OR WRITTEN, DO NOT CONSTITUTE WARRANTIES + BY ID AND SHOULD NOT BE RELIED UPON. + + 10. Exclusive Remedies. You agree that your exclusive remedy + against ID, its affiliates, contractors, suppliers, and agents for + loss or damage caused by any defect or failure in the Software + regardless of the form of action, whether in contract,tort, + including negligence, strict liability or otherwise, shall be the + return of the retail purchase price paid, if any, or replacement of + the Software. This Agreement shall be construed in accordance with + and governed by the laws of the State of Texas. Copyright and other + proprietary matters will be governed by United States laws and + international treaties. IN ANY CASE, ID SHALL NOT BE LIABLE FOR LOSS + OF DATA, LOSS OF PROFITS, LOST SAVINGS, SPECIAL, INCIDENTAL, + CONSEQUENTIAL, INDIRECT OR OTHER SIMILAR DAMAGES ARISING FROM BREACH + OF WARRANTY, BREACH OF CONTRACT, NEGLIGENCE, OR OTHER LEGAL THEORY + EVEN IF ID OR ITS AGENT HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH + DAMAGES, OR FOR ANY CLAIM BY ANY OTHER PARTY. Some jurisdictions do + not allow the exclusion or limitation of incidental or consequential + damages, so the above limitation or exclusion may not apply to you. + + 11. General Provisions. Neither this Agreement nor any part or + portion hereof shall be assigned or sublicensed, except as described + herein. Should any provision of this Agreement be held to be void, + invalid, unenforceable or illegal by a court, the validity and + enforceability of the other provisions shall not be affected thereby. + If any provision is determined to be unenforceable, you agree to a + modification of such provision to provide for enforcement of the + provision's intent, to the extent permitted by applicable law. Failure + of a party to enforce any provision of this Agreement shall not + constitute or be construed as a waiver of such provision or of the + right to enforce such provision. If you fail to comply with any terms + of this Agreement, YOUR LICENSE IS AUTOMATICALLY TERMINATED. + + YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, YOU UNDERSTAND + THIS AGREEMENT, AND UNDERSTAND THAT BY CONTINUING THE INSTALLATION + OF THE SOFTWARE, BY LOADING OR RUNNING THE SOFTWARE, OR BY PLACING + OR COPYING THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE, YOU AGREE TO + BE BOUND BY THIS AGREEMENT'S TERMS AND CONDITIONS. YOU FURTHER + AGREE THAT, EXCEPT FOR WRITTEN SEPARATE AGREEMENTS BETWEEN ID AND + YOU, THIS AGREEMENT IS A COMPLETE AND EXCLUSIVE STATEMENT OF THE + RIGHTS AND LIABILITIES OF THE PARTIES. THIS AGREEMENT SUPERSEDES + ALL PRIOR ORAL AGREEMENTS, PROPOSALS OR UNDERSTANDINGS, AND ANY + OTHER COMMUNICATIONS BETWEEN ID AND YOU RELATING TO THE SUBJECT + MATTER OF THIS AGREEMENT. + +June 21, 1996 + +SHAREWARE VERSION: QUAKE LIMITED USE SOFTWARE LICENSE AGREEMENT +(DWC:dw:3406.0024:DWC\doc:1163) diff --git a/WinQuake/data/TECHINFO.TXT b/WinQuake/data/TECHINFO.TXT new file mode 100644 index 0000000..31c0501 --- /dev/null +++ b/WinQuake/data/TECHINFO.TXT @@ -0,0 +1,1901 @@ +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
+them
permanently 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 in
the 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
+the
higher-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 port
sensed from the A variable in the BLASTER
+ environment variable.
The DMA is the DMA channel and is confirmed in
+ hardware if the
card 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 for
a modem for playing Quake. If you've found values that
+ previously worked
with 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 not
change 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:
+
+---------------------------------------------------------------------------
+
+
+
+
+
+
+
+
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