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+ 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
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+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
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+(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:
+
+---------------------------------------------------------------------------
+
+
+
+
+
+
+
+