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Unofficial Quake FAQ v0.04

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  1. QFAQ004.ZIP P--- 17060 29.06.96 The Unofficial Quake FAQ v0.04
  2.  
  3. The Unofficial Quake FAQ (Frequently Asked Questions)
  4. Revision 0.04 06/25/96
  5. Written by Nicolas Bougaieff a.k.a. Demerzel
  6.  
  7. ----------
  8. DISCLAIMER
  9. ----------
  10.  
  11. This FAQ is to aid in informing the public about the game QUAKE by id
  12. Software. In no way should this promote your killing yourself, killing others,
  13. or killing in any other fashion. Additionally, Nicolas Bougaieff claims NO
  14. responsibility regarding ANY illegal activity concerning this FAQ, or indirectly
  15. related to this FAQ. The information contained in this FAQ only reflects id
  16. Software indirectly, and questioning id Software regarding any information in
  17. this FAQ is not recommended.
  18.  
  19. ----------------
  20. COPYRIGHT NOTICE
  21. ----------------
  22.  
  23. This article is Copyright 1996 by Nicolas Bougaieff. All rights reserved.
  24. You are granted the following rights:
  25.  
  26. I. To make copies of this work in original form, so long as
  27. (a) the copies are exact and complete;
  28. (b) the copies include the copyright notice and these paragraphs
  29. in their entirety;
  30. (c) the copies give obvious credit to the author, Nicolas Bougaieff;
  31. (d) the copies are in electronic form.
  32. II. To distribute this work, or copies made under the provisions
  33. above, so long as
  34. (a) this is the original work and not a derivative form;
  35. (b) you do not charge a fee for copying or for distribution;
  36. (c) you ensure that the distributed form includes the copyright
  37. notice, this paragraph, the disclaimer of warranty in
  38. their entirety and credit to the author;
  39. (d) the distributed form is not in an electronic magazine or
  40. within computer software (prior explicit permission may be
  41. obtained from Nicolas Bougaieff);
  42. (e) the distributed form is the NEWEST version of the article to
  43. the best of the knowledge of the distributor;
  44. (f) the distributed form is electronic.
  45.  
  46. You may not distribute this work by any non-electronic media,
  47. including but not limited to books, newsletters, magazines, manuals,
  48. catalogs, and speech. You may not distribute this work in electronic
  49. magazines or within computer software without prior written explicit
  50. permission. These rights are temporary and revocable upon written, oral,
  51. or other notice by Nicolas Bougaieff. These copyright laws shall be governed
  52. by the province of Quebec, Canada.
  53.  
  54. If you would like additional rights beyond those granted above,
  55. write to the author at "bougaief@uqtr.uquebec.ca" on the Internet.
  56.  
  57.  
  58. [1] Introduction
  59. [1-1] About the author & CREDITS
  60. [1-2] What is Quake?
  61. [1-3] Where can I get Quake, when is it being released?
  62. [1-4] What is this BETA3 I've been hearing about?
  63. [2] Playing Quake
  64. [2-1] How will Quake run on my computer?
  65. [2-2] How can I play Quake on the Internet?
  66. [2-2-1] Playing Quake over the Internet on a direct link.
  67. [2-2-2] Playing Quake over the Internet on a modem link.
  68. [2-3] How can I play Quake against my buddys over the modem?
  69. [2-3-1] The COMx command-line arguments
  70. [2-3-2] How do I use the COMx command to play?
  71. [2-4] How can I play Quake against a buddy over null-modem link?
  72. [2-5] About Init Strings.
  73. [2-6] Why does the Client ALWAYS play worse than the server?
  74. [3] Tips and secrets
  75. [3-1] What are the console commands?
  76. [3-2] What are the cheat codes?
  77. [3-3] What is this Dopefish?
  78. [3-4] What is this Well of Wishes?
  79. [3-5] Where is the Nightmare difficulty level?
  80. [4] Miscellaneous information
  81. [4-1] Bugs fixed in version 0.92
  82.  
  83. [1] INTRODUCTION
  84.  
  85. [1-1] About the author & CREDITS
  86.  
  87. The author of this faq is Nicolas Bougaieff a.k.a. Demerzel on the Effnet IRC.
  88. You can email me at bougaief@uqtr.uquebec.ca All emails about this FAQ are
  89. WELCOME! Praises, flames, further questions, more elaborate answers to already
  90. existing questions are ALL WELCOME. I will be gone from June 30th 1996 to
  91. August 11th 1996. Work on this FAQ WILL resume then. Please do not steal this
  92. work, or if you do, give me credit in your own text.
  93.  
  94. All aspects of playing, netplay under Windows 95 have NOT been done. Please
  95. email me any information, q&a's you might have about this. Especially
  96. about playing inet multiplayer games.
  97.  
  98. CREDITS:
  99.  
  100. I would like to thank TimeLapse (lucenkiw@icenter.net) for his excellent
  101. work on the cheats section.
  102.  
  103. I would also like to thank Silly_H2H for his ENOURMOUS contributions on
  104. the modem how-to section.
  105.  
  106. [1-2] What is Quake?
  107.  
  108. Quake is the latest game from id Software, the creators of the hit game Doom.
  109. It is the latest in 3D game technology, using light sourcing, texture mapped
  110. 3D enemies, and walls, ceilings and floors that can be constructed in
  111. virtually every direction. Unlike it's predessecor Doom, sectors can be
  112. constructed one over another, i.e. you can have several floors in a building,
  113. one over another. Quake also features an excellent physics engine. This means
  114. there is gravity in Quake.
  115.  
  116. [1-3] Where can I get Quake, when is it being released?
  117.  
  118. You can download a shareware version of Quake, containing only the first
  119. episode of the game. You can get the shareware version of Quake at id
  120. Software's World Wide Web site, http://www.idsoftware.com. You can also
  121. download Quake from id's anonymous ftp site at ftp.idsoftware.com in the
  122. directory /idstuff/quake Quake is also available through numerous mirrors,
  123. listed here:
  124.  
  125. Official id Software mirrors
  126.  
  127. ftp://quake.best.com/pub/idsoftware
  128. ftp://ftp.netural.com/pub/idsoftware
  129. ftp://ftp.cdrom.com/pub/idgames/idstuff
  130. ftp://ftp.connectnet.com/pub/idstuff
  131. ftp://uss-hood.starfleet.com/pub/idstuff
  132. ftp://ftp.stomped.com/idstuff
  133.  
  134. Canada
  135. ftp://ftp.islandnet.com/mirrors/idsoftware
  136.  
  137. Belgium
  138. ftp://ftp.netvision.be/pub/idstuff
  139.  
  140. Holland
  141. ftp://ftp.nijenrode.nl/pub/idstuff
  142.  
  143. Italy
  144. ftp://ftp.flashnet.it/pub/ftp.idsoftware.com
  145.  
  146. Hungary
  147. ftp://garfield.sch.bme.hu/pub/idstuff
  148.  
  149. Australia
  150. ftp://hyperactive.com.au/pub/games/idstuff
  151.  
  152. United Kingdom
  153. ftp://rajah.trin.cam.ac.uk/pub/idstuff
  154. ftp://ftp.gamesdomain.co.uk/pub/idsoftware
  155. ftp://src.doc.ic.ac.uk/packages/idgames/idstuff
  156.  
  157. Sweden
  158. ftp://ftp.passagen.se/pub/idstuff
  159.  
  160. Quake only mirrors
  161. ftp://linux.mit.edu/pub/games/quake
  162. ftp://isengard.stanford.edu/pub/quake
  163. ftp://ftp.LAME.org/pub/quake
  164. ftp://sparc2.umeres.maine.edu/pub/quake
  165. ftp://ftp.kendall.mdcc.edu/pub/games
  166. ftp://proto.math.ucdavis.edu/pub/quake
  167.  
  168. Canada
  169. ftp://ftp.island.net:/pub/games/quake
  170.  
  171. United Kingdom
  172. ftp://rajah.trin.cam.ac.uk/pub/quake
  173.  
  174. Finnland
  175. ftp://ftp.otol.fi/pub/pc/msdos/games/quake
  176.  
  177. Australia
  178. ftp://ftp.dstc.edu.au/pub/quake
  179.  
  180. [1-4] What is this BETA3 I've been hearing about?
  181.  
  182. Quake Beta 3 was a pre-test release that got leaked out. It was illegal, and
  183. spoiled the fun in the real quake. If you somehow obtained, or used, this
  184. illegal pre-test release, be aware that you might be one of the reasons why
  185. Quake was released so slowly. This was not an offical release, although it
  186. had the majority of the changes the final Shareware version did. In the words
  187. of id software, if you downloaded, played, copied or distributed this beta
  188. version of Quake and you are not a member of id Software, You Are Bad.
  189.  
  190. [2] PLAYING QUAKE
  191.  
  192. [2-1] How will Quake run on my computer?
  193.  
  194. This is one of the most frequently asked question, but also one of the hardest
  195. to answer because the answer differs from person to person. First of all, you
  196. *MUST* have a Pentium processor to play Quake. You will also need a minimum of
  197. eight megabytes of RAM. Sixteen megs and a fast video card are strongly
  198. recommended. On a Pentium 75 you can expect around 30 fps (frames per second)
  199. in 320x200 (vid_mode 0) and full screen. Faster CPUs will get you better
  200. frame-rates.
  201.  
  202. [2-2] How can I play Quake on the Internet?
  203.  
  204. Before going on, you must know if you have a modem connection (usually 14.4k
  205. or 28.8k), or a 'direct' connection (Ethernet, T1, T3). If you have a 'direct'
  206. connection, go to section [2-2-1]. On the other hand, if you have a modem
  207. connection, skip to section [2-2-2].
  208.  
  209. [2-2-1] Playing Quake on the Internet over a direct link.
  210.  
  211. If you have a direct connection, you should know all about IPX drivers and the
  212. such, so only Quake server/clients will be covered here. If you need help
  213. concerning IPX or TCP/IP drivers, contact your local guru and/or system
  214. administrator. Playing Quake on the Internet, if you have a direct link is very
  215. simple. First of all, you must find some players. The best place for this would
  216. be the Internet Relay Chat (IRC). When you have enough players to your liking,
  217. somebody must start the Quake server. There are now two ways for you to start
  218. playing, your being a Quake server, or your being a client. Choosing who will
  219. be the server in a multiplayer Internet game is usually determined by who has
  220. the fastest computer. If you want to be the server, you must go tell all the
  221. other people your IP first. You should know your IP. Then you go launch Quake
  222. (finally!). Launching a Quake server is simple. You type (from the MS-DOS
  223. command prompt) QUAKE -LISTEN x +MAP EyMz (where x is the number of players,
  224. from 2 to 16, y is the episode number and z is the mission number).
  225.  
  226. Now, if somebody else is the server, to play you must be a client and connect
  227. to his server. This person must tell you his IP, or else you won't be able to
  228. connect. To connect to somebody else's server, you must type (from the MS-DOS
  229. command prompt) QUAKE +CONNECT xxx.xxx.xxx.xxx (where xxx.xxx.xxx.xxx is the
  230. IP address of the server).
  231.  
  232. [2-2-2] Playing Quake over the Internet on a modem link.
  233.  
  234. Playing Quake over the Internet on a modem link is a bit more complicated, a
  235. lot slower than a direct link, but it is still possible under some conditions.
  236. Although Quake will technically play on a 14.4k modem, it is highly
  237. recommended that you get a 28.8k modem. Gameplay on a 14.4k modem will be
  238. EXTREMELY slow, 'lagged' and basically not a lot of fun. You can get some
  239. very decent games over 28.8k.
  240.  
  241. You must first go download the PPP drivers if you do not already have them.
  242. They are available in a neat little package called QuakePPP, which is now
  243. available as version 2.0. You can go get QuakePPP at
  244. http://www.webnetdesign.com After downloading qppp200.exe, you must create
  245. a \QUAKEPPP directory on your hard drive, move qppp200.exe to C:\QUAKEPPP
  246. and execute it. It is a self-extracting file and will create a lots of utils
  247. and texts in \QUAKEPPP. Read the file QUAKEPPP.TXT on how to install and
  248. setup QuakePPP. Instructions on how to lay ARE covered in QuakePPP but I
  249. will repeat them here.
  250.  
  251. 1. Run CONNECT.BAT
  252. 2. When you get to the PPPMENU main menu:
  253.  
  254. - Select TERMINAL MODE
  255. - Type these commands:
  256.  
  257. Try an INIT STRING which disables EC/DC (A DOOM init)
  258. (AT&F&D2&C1&M0&K0 is a good one)
  259. ATZ may also work, try both, find out what works best.
  260. ATDTxxx-xxxx (The number of your provider goes here)
  261. (For DMO members it is 986-8558)
  262.  
  263. - Now log in using your PPP name and Password.
  264.  
  265. - Now hit ALT-S to begin PPP negotiation.
  266.  
  267. 3. Now you should get back to another menu, select the last option: EXIT
  268. and answer YES.
  269.  
  270. 4. Now go run QUAKE
  271.  
  272. 5. Once in QUAKE, type CONNECT xxx.xxx.xxx.xxx
  273. (Where xxx is replaced by the QUAKE SERVER IP ADDRESS)
  274.  
  275. *NOTE: If you are playing on through a modem, you do NOT want to BE a server.
  276. You should ALWAYS be a client, NEVER a server. That means you should
  277. never launch with a -LISTEN argument.
  278.  
  279. [2-3] How can I play Quake against my buddys over the modem?
  280.  
  281. [2-3-1] The COMx command-line arguments
  282.  
  283. Quake's COMx can take several parameters after it. These parameters are
  284. used to tell Quake about your modem. They are:
  285.  
  286. PORT : This command uses used to to tell quake what UART
  287. address your modem uses. The default UART address for
  288. com1: through com8: are:
  289.  
  290. COM1: 0x3F8 COM2: 0x2F8
  291. COM3: 0x3E8 COM4: 0x2E8
  292. COM5: 0x4220 COM6: 0x4228
  293. COM7: 0x5220 COM8: 0x5228
  294.  
  295. Notice that the address are entered in the 0x hex format.
  296. Also, you could reconfigure COM1 or COM2 in Quake to
  297. actually reflect another comport in your computer, by
  298. redefining COM1 or COM2's port to the port you actually
  299. want to use.
  300.  
  301. IRQ : Quake also needs to know what IRQ your modem uses.
  302. The default IRQ's for com1: through com8: are:
  303.  
  304. COM1: 4 COM2: 3
  305. COM3: 4 COM4: 3
  306. COM5: 3 COM6: 3
  307. COM7: 3 COM8: 3
  308.  
  309.  
  310. BAUD : Baud tells Quake at what speed you should open your
  311. com port at. I strongly suggest using 19200 for both
  312. 14.4 and 28.8 modems. If you are playing on a 9600
  313. baud modem, set your baud to 9600. I have noticed
  314. that setting this to 14400 sometimes work better.
  315.  
  316. MODEM/DIRECT : Only one of these 2 commands can be included. They
  317. tell quake wether your going to play by Modem or play
  318. by null-modem cable. You MUST have one of these
  319. in your command line. Quake seems to have a value
  320. that's not initialized properly at startup.
  321.  
  322. STARTUP : This command can only be included if you used the
  323. Modem command above. It takes the format:
  324.  
  325. STARTUP <initstring>
  326.  
  327. Note: Your init string CANNOT have spaces in it.
  328.  
  329.  
  330. SHUTDOWN : This command takes the same format as STARTUP above.
  331. It is sent out when Quake hangs up the modem.
  332.  
  333.  
  334. ENABLE/DISABLE : These are two very important commands. Enable will tell
  335. Quake to start watching the COMx port specified. Disable
  336. will shut quake's modem support. Disable must be used
  337. from the console (press ``' while in the game) before you
  338. can change any settings. You must ALWAYS put in enable
  339. when you want to start a modem game.
  340.  
  341. Now this is the order for the arguments for the COMx command:
  342.  
  343. COMx port <value> irq <value> baud <value> modem startup <initstring> enable
  344.  
  345. For Null-modem or already connected play
  346.  
  347. COMx port <value> irq <value> baud <value> direct enable
  348.  
  349.  
  350. For example,
  351.  
  352. The command to setup a modem game on COM2 at 19200 on a
  353. USR Sportster 28.8 modem would be:
  354. COM2 port 0x2F8 irq 3 baud 19200 modem startup AT&F1&H0&I0&K0&M0 enable
  355.  
  356. The command for setting up a nullmodem game using COM1 would be:
  357. COM1 port 0x3F8 irq 3 baud 57600 direct enable
  358.  
  359.  
  360. [2-3-2] How do I use the COMx command to play?
  361.  
  362. You can add the COMx command in 3 different places. The command line, a
  363. config file, or at the console.
  364.  
  365. To add the COMx command at the Quake command line, you need to keep 2
  366. things in mind. First, you must proceed the COMx with a `+'. To use the
  367. modem example you would type:
  368.  
  369. QUAKE +COM2 port 0x2F8 irq 3 baud 19200 modem startup AT&F1&H0&I0&K0&M0 enable
  370.  
  371. I have also found that if you do not place the modem setup on the command line
  372. BEFORE any connect commands, it will not work. With this in mind, you should
  373. always have the +COMx before anything else. I.E. you put the +CONNECT command
  374. AFTER the +COMx command with all it's arguments.
  375.  
  376. To use the COMx in a config file, or from the console, just type the command in
  377. without the `+'.
  378.  
  379. If you type `COMx' from the console, it will give you a list of the current settings.
  380. For example, typing "COM2" at the console will show you how Quake's COM2
  381. structure is setup: (from the USR modem example found above)
  382.  
  383. Settings for COM2:
  384. Enabled: TRUE
  385. UART: AUTO
  386. Port: 2F8
  387. IRQ: 3
  388. Baud: 19200
  389. CTS: Ignored
  390. DSR: Ignored
  391. CD: Ignored
  392. Type: Modem
  393. Startup: AT&F1&H0&I0&K0&M0
  394. Shutdown: ATH0
  395.  
  396. In order to play Quake via modem, one person has to be a listen server, and the
  397. other has to be a client. The client will ALWAYS be the person who calls. The
  398. person answering must setup to be the server. There is no way to change this
  399. in quake. 3rd party utilities (like QD!) however correct this flaw. You can
  400. get QD! on http://soyabean's page. EMAIL me this soya!
  401.  
  402. Setting up the Server (ie: answering the phone)
  403.  
  404. The first thing you need to do is create your Quake COMx settings (see the
  405. section above). Once you know what those settings are going to be, you need
  406. to launch a listen server. I suggest setting everything up from the command
  407. line instead of launching the server then setting up the com support from the
  408. console. Although both work, it's just more convient.
  409.  
  410. To setup the answering player from the command line, you need to create a
  411. command line as follows:
  412.  
  413. +comx <com information> -listen +map <map_name>
  414.  
  415. Taking our modem example above we would use the command line:
  416.  
  417. +com2 port 0x2F8 irq 3 baud 19200 modem startup AT&F1&H0&I0&K0&M0 enable
  418. -listen +map E1M1
  419.  
  420. This would start a listen server, and initialize the com system for com2 aand
  421. send out the init string.
  422.  
  423. At this point, quake will initialize the modem, and you can keep playing. When
  424. quake detects a ring on the modem, it will automatically answer the phone and
  425. try to make a connection.
  426.  
  427. Setting up the client
  428.  
  429. Like setting up the server, the client can be initiated from the command line or
  430. from the console. Once again you will need your COMx settings from above.
  431. This time, you will need to add the connection information.
  432.  
  433. To make Quake dial, you need to append the phone number to the end of the
  434. CONNECT command. For example, to call my friend I would use the conenct
  435. command:
  436.  
  437. CONNECT 18005551212
  438.  
  439. If you want to use the connect command from the command line, you must
  440. proceed it with a `+'. So for our example above, we would use the command
  441. line:
  442.  
  443. +com2 port 0x2F8 irq 3 baud 19200 modem startup AT&F1&H0&I0&K0&M0 enable
  444. +connect 18005551212
  445.  
  446. This would cause quake to come up, and then dial 1-800-555-1212 and wait for
  447. carrier. An important note on dialing in Quake! If quake cannot connect or
  448. doesn't get carrier, it will seem to hang the computer and freeze for up to 2
  449. minutes. This is an annoying design flaw in quake's modem code. You can get
  450. a patch to fix this and other things on ftp.idsoftware.com
  451.  
  452. [2-4] How can I play Quake against a buddy over null-modem link?
  453.  
  454. When playing quake while already connected, or via null-modem you must
  455. decide who will be the client and who will be the server. I suggest that since the
  456. server gets 2x the game player the client does (see why quake modem sucks
  457. below) I suggest that the slowest machine gets to play the server.
  458.  
  459. When playing null-modem or already connected you must remember that the
  460. COMx command must use the DIRECT option, not the MODEM option. See
  461. above for more on this command.
  462.  
  463. Setting up the Server for Null-modem/Already
  464.  
  465. With the exception of the changes in the COMx command, this is exactly the
  466. same as setting up the server for modem.
  467.  
  468. Setting up the Client for Null-modem/Already
  469.  
  470. The only difference here, is in what needs to be in the connect command. To
  471. connect to a server via null-modem or when already connected you need to use
  472. the command:
  473.  
  474. connect #
  475.  
  476. This command specificlly tells quake to connect via null-modem. I have found
  477. that SLIST usually doesn't find a server that's connect if it's connected by
  478. null-modem and just typing connect doesn't seem to work.
  479.  
  480. So, if you wanted to connect to a server over null-modem you would use the
  481. command line:
  482.  
  483. +com2 port 0x2F8 irq 3 baud 19200 direct enable +connect #
  484.  
  485. Again, +comx command is before the +connect command.
  486.  
  487. [2-5] About Init Strings
  488.  
  489. For best performance, you should use the same init string you used for DOOM.
  490. If you never played DOOM, or don't remember your init string, here are a few
  491. tips.
  492.  
  493. Your init string should turn OFF the following features..
  494.  
  495. COMPRESSION - Sometimes refered to as V42 bis, etc.
  496. ERROR CORRECTION - Sometimes refered to as ARQ.
  497. FLOW CONTROL - Both Hardware and Software flow control needs to
  498. be disabled
  499. V34 - This only effects 28.8 modems. The V34 protocol
  500. has latency built in and this will effect game play.
  501.  
  502. Here are some init strings for some modems. Email me one for your own if it is
  503. not listed here and you have found a working one.
  504.  
  505. *NOTE: When you enter these at the command prompt, you MUST write the string
  506. WITHOUT the spaces.
  507.  
  508. Boca M1440i (internal):
  509. ATS48=0S37=9S46=136%C0%E0%M0&K0&Q0&R1&C1&D2\G0\N1N0
  510.  
  511. Boca 14.4k (internal):
  512. AT&C0N0S37=9&K0W0&Q0S36=3S48=128%C0
  513.  
  514. Boca 14.4 Fax/Modem
  515. AT S46=0 S37=9 N0 &Q0 &D2 &K4
  516.  
  517. Boca 14.4k (external):
  518. AT &F S0=1 S36=0 &K0 &Q6N0S37=9 &D2
  519.  
  520. Boca 14.4k:
  521. AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
  522.  
  523. Cardinal 14.4k v.32bis, v.42bis Fax/Modem:
  524. AT &F N0 S37=9 &Q0 &D2 \N1
  525.  
  526. Digicom Systems (DSI) (softmodem):
  527. AT Z \N0 &D2 &K0 S48=48
  528.  
  529. Digicom Systems Scout Plus:
  530. ATZ*E0*N3*M0*S0*F0&D2
  531.  
  532. Gateway Telepath:
  533. AT &F S37=9 %C0 &K0 &Q6 \G0
  534.  
  535. Gateway Telepath 14.4k:
  536. AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
  537.  
  538. Gateway Telepath I:
  539. AT S0=1 &N6 &K0 &M0
  540.  
  541. Gateway Telepath II:
  542. AT S0=1 S37=9 %C0 &Q0 &K0
  543.  
  544. Generic v.32bis 14.4k Fax/Modem:
  545. AT \N0 %C0 B8
  546.  
  547. Generic 14.4k Fax/Modem:
  548. AT S46=0 S37=9 N0 &Q0 &D2 %C0 \G0 &K0
  549.  
  550. GVC 14.4k (internal):
  551. AT &F B8 \Q0
  552.  
  553. Hayes 28.8k V.FAST Modem:
  554. AT &Q6 &K S37=9 N %C0 \N0
  555.  
  556. Infotel 144I:
  557. AT&Q0 S37=9 N0 &D2
  558.  
  559. Infotel 14.4:
  560. &F0 \N1 &D2 S37=F8
  561.  
  562. Intel 14.4k:
  563. AT \N0 %C0 \Q0 B8
  564.  
  565. Intel 14.4k (internal):
  566. AT Z B8 Q1 \C0 \N1 %C0 \V "H
  567.  
  568. Linelink 144e:
  569. AT &F &D1 &K0 &Q6 S36=3 S46=136 %C0
  570. 19200
  571.  
  572. Microcom AX:
  573. &F \N1 \Q0 &D2
  574.  
  575. Microcom QX/4232bis:
  576. AT %C0 \N0
  577.  
  578. Netcomm M7F:
  579. AT &E &K0 B0 \V0 X4 &D2 \N1 \Q0 #J0 #Q9 %C0
  580.  
  581. Nokia ECM 4896M Trellis V.32:
  582. AT Z %C0 /N0
  583.  
  584. Nuvotel IFX 14.4 (internal):
  585. &F \N1 &D2
  586.  
  587. PC Logic 144EX FaxModem:
  588. AT &F &C1 &D2 %M0 &K0 \N0
  589.  
  590. Practical Peripherals 14400FX v.32bis:
  591. AT Z S46=0 &Q0 &D2
  592.  
  593. Practical Peripherals 14400FX v.32bis:
  594. AT S46=0 &Q0 &K0 &D2
  595.  
  596. Supra:
  597. AT &F0 S46=136 %C0
  598.  
  599. Supra (external):
  600. AT &K &Q &D \N1
  601.  
  602. Supra 14.4k v.32bis:
  603. AT &F S46=136 &Q0 &D2
  604.  
  605. Supra 14.4k v.32bis:
  606. AT &K &Q &D \N1
  607.  
  608. Supra Fax Modem 14.4K v.32 bis
  609. AT &F %C0 S48=7 Q0 V1 W1
  610.  
  611. Telepath 14.4k:
  612. AT &F&M0&K0&N6&H0 S0=1
  613.  
  614. Twincomm DFi 14.4:
  615. AT&F &Q0 %C0 S37=9 &D2
  616.  
  617. UDS V.3223:
  618. &F \N1 \Q &D2
  619.  
  620. UDS Fastalk 32BX:
  621. &F0 \N1 &D2
  622.  
  623. USR Courier v.32bis:
  624. ATS0=1 S7=60 E1 Q0 V1 &C1 &D2 &H0 &K0 &M0 &N6 &A3
  625.  
  626. USR Courier HST/DS 16.8k:
  627. First reset the modem in a communication program with AT&F&W
  628. AT X4 B0 &A0 &B0 &H2 &I0 &K0 &M0 &N6a
  629.  
  630. USR DS v.32bis v.42bis (external):
  631. AT&m0&n6&a0&r1&h0&k0&i0&s0&b1x1
  632.  
  633. USR Sporster 9600:
  634. AT&M0&K0&N6
  635.  
  636. USR Sportster V.34 28.8 (note: works best at 19200 baud):
  637. AT &F &M0 &I0 &K0 &B0 &N0
  638.  
  639. USR Sportster 14.4k Fax/Modem USING ERROR CORRECTION:
  640. AT S0=1 S7=60 E1 QO V1 &C1 &D2 &K0 &N6 &A3
  641.  
  642. USR Sportster 14.4k Fax/Modem (internal):
  643. AT &F&M0&K0&N6&H0
  644.  
  645. USR Sportster 14.4k (internal):
  646. AT &F &B1 &H0 &I0 &K0 &M0 &N6 &R1
  647.  
  648. USR Sportster 14.4k:
  649. ATS0=1S7=60E1Q0V1&C1&D2&K0&N6&A3
  650.  
  651. USR Sportster 14.4k:
  652. AT &F0 &K0 &M0 &N6 &H0 &I0 &B1 &R1
  653.  
  654. USR Sportster 14,000 Fax Modem:
  655. AT S0=2 &N6 &K0 &M0 &I0 &H0 &R1 &A0 V1 X4
  656.  
  657. USR 14.4k:
  658. AT &F&A0&K0&M0
  659.  
  660. USR 14.4k
  661. AT &K0 &H0 &D0 &I0 &R1
  662.  
  663. USR 14.4k Dual Standard
  664. ATB0&R1&B1&N6Q0X4&A0&D2&H0&I0&K0&M0M1
  665.  
  666. USR (model?):
  667. &F E1 V1 X4 &C1 &D2 &N0
  668.  
  669. ViVa 14.4k:
  670. AT&F&Q6\N0%C0&D2N0S37=9
  671.  
  672. ViVa modem (internal):
  673. &F&Q6\N0%C0&D2N0S37=9
  674.  
  675. Zoltrix model 14/14 VE:
  676. AT S0=Q0 V1 &C1 &D2 W2 &Q0
  677.  
  678. Zoom 14.4k VFX:
  679. AT&Q6S37=9N0%C\N0
  680.  
  681. Zoom 14.4k VFX:
  682. AT&Q6S37=11N0%C&K0
  683.  
  684. Zoom OEM Modem:
  685. AT&Q6S37=9N0&K0
  686.  
  687. Zyxel U-1496E:
  688. AT Z &N4 &K0
  689.  
  690. *NOTE: When you enter these at the command prompt, you MUST write the string
  691. WITHOUT the spaces.
  692.  
  693. [2-6] Why does the Client ALWAYS play worse than the server?
  694.  
  695. It's because of the way Quake's multiplayer code was designed. Quake uses a
  696. Server/Client system, even in a 2 player game. What happens in 2 players is
  697. that one person (the server) routes packets to himself with 0 latency and 0
  698. bandwidth restraints. The client however has at least 60ms of latency (30 per
  699. modem with a perfect init string) and is restrained by the bandwidth of his
  700. modem.
  701.  
  702. [3] TIPS & SECRETS
  703.  
  704. [3-1] What are the console commands?
  705.  
  706. Here is a partial (?) list of the console commands up to now. Please email
  707. me if you find/know of one/many not listed here. I would appreciate some
  708. info on the colors used in the 'color x y' command. A list of the available
  709. colors would be nice.
  710.  
  711. The console is accessible by pressing '~' (without the commas) in the game.
  712. You will be presented with a prompt where you may enter different commands,
  713. listed here.
  714.  
  715. vid_describecurrentmode
  716. lists the description for the current video mode.
  717.  
  718. vid_describemode <mode #>
  719. lists the description for the specified video mode, where <mode #> is as
  720. reported by vid_describemodes.
  721.  
  722. vid_describemodes
  723. lists descriptions for all available video modes.
  724.  
  725. vid_mode <mode #>
  726. sets the display to the specified mode, where <mode #> is as reported by
  727. vid_describemodes.
  728.  
  729. vid_nopageflip
  730. when set to 1, VESA mode sets will always select non-page-flipped
  731. operation. When set to 0, VESA mode sets will select page-flipped
  732. operation whenever possible. All non-VESA modes are always
  733. non-page-flipped.
  734.  
  735. vid_nummodes
  736. reports the total number of modes available.
  737.  
  738. vid_testmode <mode #>
  739. tries to switch Quake to the specified mode, then returns to the current
  740. mode after 5 seconds. This allows you to try an untested mode without
  741. ending up with a black screen if, for example, the monitor can't display
  742. the mode properly. There may still be instances in which, due to VESA
  743. driver or hardware bugs, the machine will hang in certain modes;
  744. vid_testmode can't recover from these situations, but it can recover
  745. from a blank or scrambled screen.
  746.  
  747. vid_wait <wait type>
  748. sets the type of waiting that the video adapter should do, as follows:
  749. 0: no waiting
  750. 1: wait for vertical sync active
  751. 2: wait for display enable active
  752.  
  753. timerefresh
  754. Will tell you the number of frames per second
  755.  
  756. soundinfo
  757. This prints the "portable" information on your current
  758. audio hardware setting in the game. It specifies whether there is
  759. stereo output (0 or 1), the number of samples in the DMA buffer, the
  760. current sample position (changes each time you run SOUNDINFO and
  761. ranges from 0 to the number of samples), the number of sample bits,
  762. the submission chunk (1 in DOS or Linux w/ mmaped sound, larger in
  763. Linux w/o mmaped sound), playback speed in Hz, the DMA buffer address
  764. in hexadecimal (usually 8 digits after the 0x, starting with 0xf00..
  765. in DOS, starting with 0x400.. in Linux, and less than 8 digits if the
  766. hardware was not initialized successfully), and the number of
  767. channels mixed in software (8 by default, changeable w/NUMCHANNELS
  768. command).
  769.  
  770. stopsounds
  771. Stops all further sound, including currently playing sounds.
  772.  
  773. sbinfo
  774. This will print information on the Sound Blaster card
  775. in the system. If the version is 4 or greater, then it is some
  776. kind of Sound Blaster 16 or compatible. If less, then it is
  777. probably a Sound Blaster or Sound Blaster Pro or compatible.
  778. If the version is 3, then it will be reported as 2. This is
  779. a hack that may be fixed later. The port is the I/O port
  780. sensed from the A variable in the BLASTER environment variable.
  781. The DMA is the DMA channel and is confirmed in hardware if the
  782. card is version 4 or higher. The mixer port can be ignored.
  783.  
  784. cd on
  785. Re-enables the CD audio system after a "cd off" command.
  786.  
  787. cd off
  788. Shuts down the CD audio system. No more music will be played unless it
  789. is re-enabled.
  790.  
  791. cd reset
  792. Causes the CD audio to re-initialize. This is useful if you change
  793. CDs or insert the CD after you've already run Quake.
  794.  
  795. cd play <track number>
  796. Plays the specified track one time.
  797.  
  798. cd loop <track number>
  799. Plays the specified track. It will be repeated until either it is
  800. manually stopped or another track is started.
  801.  
  802. cd stop
  803. Stops the currently playing track.
  804.  
  805. cd resume
  806. Will resume playback of a stopped track.
  807.  
  808. cd eject
  809. This is for CD players that do not have a manual eject button.
  810.  
  811. cd remap <track1> <track2> <track3> ...
  812. Allows you to switch what tracks are played. This is especially useful
  813. if you want to play music other than that on the Quake CD. If the CD
  814. audio system is told to play track 1, it will instead play the 1st
  815. track you specified. For example: assuming a CD with 1 data track and
  816. 8 music tracks, the command "cd remap 1 9 8 7 6 5 4 3 2" would leave
  817. the data alone and play the audio tracks as if they had been placed on
  818. the CD in the opposite order.
  819.  
  820. cd info
  821. Reports information such as the number and types of tracks on the current
  822. CD, what track (if any) is currently playing, and the playback volume.
  823.  
  824. bgmvolume
  825. The background music volume. Valid values are 0.0 though 1.0. Changes
  826. will normally be made using the options menu.
  827.  
  828. net_messagetimeout
  829. Specifies how long Quake should wait for a message to arrive before
  830. deciding the connection has died. The default is 3 minutes. For
  831. reference, messages usually arrive at the rate of about 20 per second.
  832.  
  833. hostname
  834. This is the name for your server that will show up on an slist
  835. (see below). The default value is "unnamed".
  836.  
  837. net_speeds
  838. Setting this variable to 1 will cause diagnostic network information
  839. to be displayed once per second.
  840.  
  841. sys_ticrate
  842. Only used by dedicated servers. This determines the rate at which the
  843. server will send out updates to the clients. The default value is 0.05
  844. (20 updatesper second). For servers where bandwidth is limited, using
  845. modems or the internet for example, it is advisable to lower this value
  846. to 0.1 (10 updates per second). This will have a very minor effect on
  847. responsiveness, but will half to outbound bandwitdh required making the
  848. modem players a lot happier.
  849.  
  850. net_stats
  851. This is for debugging. It displays various network statistics.
  852.  
  853. slist
  854. Looks for Quake servers on a local LAN (or over a null modem
  855. cable). This will NOT go outside the local LAN (will not cross
  856. routers).
  857.  
  858.  
  859. comx
  860. Must be followed by arguments in the order below. Where x is 1 or 2.
  861.  
  862. baud <n>
  863. Sets the baud rate. Valid values for <n> are: 9600, 14400,
  864. 28800, 57600, and 115200. 57600 is the default. Please note that
  865. this is the baud rate used for the uart, not your modem. It is
  866. perfectly valid to use 57600 on a COM port that is connected to a
  867. 28.8 modem.
  868.  
  869. modem | direct
  870. Use one of these two to let Quake know if you are using a modem or a
  871. direct connection (also called a null modem). Quake uses this to know
  872. if it needs to handles modem initialization strings, dialing sequences,
  873. and hangup procedures.
  874.  
  875. reset
  876. This will reset the COM port to its default settings and state.
  877.  
  878. port <n>
  879.  
  880. irq <n>
  881. These are used to set the I/O Port and IRQ that your serial port uses.
  882. The default values are: port=3f8 irq=4 for COM1 and port=2f8 irq=3 for
  883. COM2. Note that the port number is displayed in hexadecimal; to enter
  884. it you would use something like "COM2 port 0x2f8"; the "0x" preceding
  885. the "2f8" indicates that you are giving the value in hexadecimal
  886. otherwise decimal is assumed.
  887.  
  888. 8250 | 16550
  889. Specifies the type of uart chip in your system. Normally this is
  890. automatically detected, one of these need only be used if your chip
  891. is incorrectly detected.
  892.  
  893. startup
  894. shutdown
  895. This allows you to specify the startup and shutdown strings needed for
  896. a modem for playing Quake. If you've found values that previously worked
  897. with Doom, use them here. If you are playing over a null modem cable,
  898. leave these blank.
  899.  
  900. -cts | +cts
  901. -dsr | +dsr
  902. -cd | +cd
  903. These determine if certain serial control lines should be honored or
  904. ignored. The "-" means you want that line ignored, the "+" means to honor
  905. it. "cts" is an abbreviation for "clear to send", "dsr" for
  906. "data set ready", and "cd" for "carrier detect". Most people will not
  907. need to change these values. The default is to honor all 3 lines.
  908.  
  909. enable | disable
  910. "enable" means that your configuration is complete and you want to use
  911. the COM port. "disable" is used to turn off a COM port, usually to
  912. change its settings. The default (initial) state is disabled.
  913.  
  914. *NOTE*: Quake always uses no parity, 8 data bits, and 1 stop bit; these
  915. values can not be changed. The baud, port, irq, and uart type can
  916. not be changed on an enabled port, you must disable it first.
  917.  
  918. bind <key> <command>
  919. Where <key> is a valid key control and <command> is a valid quake command.
  920. Example:
  921. To bind the j key to the 'jump' command, you would type:
  922. bind j +jump
  923. and press enter.
  924.  
  925. name player1
  926. Sets player name to player1 (lets your opponent know who fragged them)
  927.  
  928. sensitivity 4
  929. Sets the mouse sensitivity to 4
  930.  
  931. scr_conspeed 5000
  932. Sets the console raise/lower speed
  933.  
  934. lookspring 0
  935. Sets Mouse Look Spring to 0 (0=keep looking, 1=spring back, when mouse
  936. button is released)
  937.  
  938. gamma .8
  939. Sets Gamma Correction to .8 (<1=Lighter, 1=normal and >1=darker)
  940.  
  941. viewsize 70
  942. Sets the Screen View size to 70 degrees
  943.  
  944. color 3 4
  945. Makes Uniform Top green and Pants Red for Net play
  946.  
  947. [3-2] What are the cheat codes?
  948.  
  949. The known cheat codes in version 0.91 of Quake (official shareware release)
  950. are listed here. They must be entered from the console (The console is
  951. accessible by typing '~' in the game)
  952.  
  953. *NOTE*: These cheat codes do NOT work in multiplayer games, in case you were
  954. wondering.
  955.  
  956. fly - Makes you fly directly up
  957. god - God-Mode, you are invulnerable to gun-shots
  958. impulse 9 - Gives you all the weapons.
  959. impulse 255 - Gives you Quad Power -> Your shots cause four times the
  960. damage.
  961. noclip - No Clipping -> You can walk through walls.
  962. notrack - Enemies don't see you anymore. Hard to explain. Try it.
  963. give x y - Gives you the ammo you want, where x is the weapon, y the
  964. ammount of ammo.
  965. give health x - Gives you whatever amount of health x you specify
  966. map ExMy - Warp to map Episode X, Mission Y
  967.  
  968. Thanks go to Timelapse (lucenkiw@icenter.net) for the GIVE and GIVE HEALTH
  969. cheats.
  970.  
  971. [3-3] What is this Dopefish?
  972.  
  973. The dopefish is a drawing of a funny looking fish done by Tom Hall, an artist
  974. at Apogee Software.
  975.  
  976. [3-4] What is this Well of Wishes?
  977.  
  978. The Well of Wishes is a secret level found on Episode 2 of Quake.
  979.  
  980. [3-5] Where is the Nightmare difficulty level?
  981.  
  982. To play at Nightmare level, follow these easy steps. First, start a new game.
  983. Then, go down any hall (Easy, Normal or Hard). Then once you cross the
  984. SlipGate, you will be in a room with one hall in the west wall, two halls in
  985. the north wall and one hall in the east hall. Go through the hall in the east
  986. hall. You should come to some water. Do a 180 degree turn so you are back to
  987. the water. Back up slowly. As soon as you fall in the water, you will be
  988. facing a wall. As you sink lower, move forward so you are stuck to the wall.
  989. Wait a few seconds now and you will fall through the water. With any kind of
  990. luck, you should now be standing on a narrow beam. Follow the beam to an
  991. entrance in the wall. It is not very far. Now just follow the hall and you
  992. will find yourself facing a SlipGate with NIGHTMARE written around it. Go
  993. through it and you are now back in the room with the four halls where you can
  994. now choose which episode to go play in NIGHTMARE level.
  995.  
  996. [4-1] Bugs fixed in version 0.92
  997.  
  998. Typing long strings in the hostname or modem init field in the menus caused
  999. crashes.
  1000.  
  1001. Under Win95 IPX was detected but not functional, resulting in the game
  1002. exiting to DOS.
  1003.  
  1004. If -nosound, got "S_LocalSound: can't cache" on every keypress in the menu.
  1005.  
  1006. When vid_nopageflip was set to 1 in VESA modes, going underwater resulted in
  1007. only the upper left corner of the drawing area being updated.
  1008.  
  1009. The single player scoreboard (tab) printed text incorrectly in all modes
  1010. greater than 320 pixels wide.
  1011.  
  1012. On network connections that dropped packets, the reliable message stream
  1013. could get stopped up, resulting in frag counts and talk messages no longer
  1014. being delivered, although game movement continued.
  1015.  
  1016. The com port settings from the menu were getting saved & restored but
  1017. not used.
  1018.  
  1019. Direct serial connections did not work with slist.
  1020.  
  1021. Quake now checks the vesa information for hardware incabable of page-flipping.
  1022.  
  1023. Menu sound sometimes didn't play.
  1024.  
  1025. Q95 (qlaunch.exe) frequently failed to execute on the first attempt.
  1026.  
  1027. Q95 (quakeudp.dll) was running out of buffers when running a server.
  1028.  
  1029. Teams were not being set according to pants colors.
  1030.  
  1031.  
  1032. Joystick notes
  1033. --------------
  1034. Your joystick must be plugged in when Quake is launched.
  1035.  
  1036. If you have a joystick plugged in, but don't want to use it in Quake
  1037. (it slows the game down a few percent), or you have weird hardware that
  1038. doesn't like being tested as a joystick add "-nojoy" to your Quake
  1039. command line.
  1040.  
  1041. You can turn off joystick reading during the game by typing "joystick 0" at
  1042. the Quake command console.
  1043.  
  1044. You MUST configure your buttons from the configure keys menu before they will
  1045. work. There is no default configuration.
  1046.  
  1047. If your joystick or interface card improperly sets the third or fourth
  1048. joystick buttons, type "joybuttons 2" at the quake console or in your
  1049. .CFG file.
  1050.  
  1051. The "mlook" button command now lets the joystick as well as the mouse control
  1052. pitch angles.
  1053.  
  1054. The "sidestep" buttom command works on joysticks as with mice and keyboard
  1055. movement.
  1056.  
  1057. The "invert mouse up/down" menu option also inverts the joystick pitch
  1058. direction.
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