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+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.