Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- QFAQ004.ZIP P--- 17060 29.06.96 The Unofficial Quake FAQ v0.04
- The Unofficial Quake FAQ (Frequently Asked Questions)
- Revision 0.04 06/25/96
- Written by Nicolas Bougaieff a.k.a. Demerzel
- ----------
- DISCLAIMER
- ----------
- This FAQ is to aid in informing the public about the game QUAKE by id
- Software. In no way should this promote your killing yourself, killing others,
- or killing in any other fashion. Additionally, Nicolas Bougaieff claims NO
- responsibility regarding ANY illegal activity concerning this FAQ, or indirectly
- related to this FAQ. The information contained in this FAQ only reflects id
- Software indirectly, and questioning id Software regarding any information in
- this FAQ is not recommended.
- ----------------
- COPYRIGHT NOTICE
- ----------------
- This article is Copyright 1996 by Nicolas Bougaieff. All rights reserved.
- You are granted the following rights:
- I. To make copies of this work in original form, so long as
- (a) the copies are exact and complete;
- (b) the copies include the copyright notice and these paragraphs
- in their entirety;
- (c) the copies give obvious credit to the author, Nicolas Bougaieff;
- (d) the copies are in electronic form.
- II. To distribute this work, or copies made under the provisions
- above, so long as
- (a) this is the original work and not a derivative form;
- (b) you do not charge a fee for copying or for distribution;
- (c) you ensure that the distributed form includes the copyright
- notice, this paragraph, the disclaimer of warranty in
- their entirety and credit to the author;
- (d) the distributed form is not in an electronic magazine or
- within computer software (prior explicit permission may be
- obtained from Nicolas Bougaieff);
- (e) the distributed form is the NEWEST version of the article to
- the best of the knowledge of the distributor;
- (f) the distributed form is electronic.
- You may not distribute this work by any non-electronic media,
- including but not limited to books, newsletters, magazines, manuals,
- catalogs, and speech. You may not distribute this work in electronic
- magazines or within computer software without prior written explicit
- permission. These rights are temporary and revocable upon written, oral,
- or other notice by Nicolas Bougaieff. These copyright laws shall be governed
- by the province of Quebec, Canada.
- If you would like additional rights beyond those granted above,
- write to the author at "bougaief@uqtr.uquebec.ca" on the Internet.
- [1] Introduction
- [1-1] About the author & CREDITS
- [1-2] What is Quake?
- [1-3] Where can I get Quake, when is it being released?
- [1-4] What is this BETA3 I've been hearing about?
- [2] Playing Quake
- [2-1] How will Quake run on my computer?
- [2-2] How can I play Quake on the Internet?
- [2-2-1] Playing Quake over the Internet on a direct link.
- [2-2-2] Playing Quake over the Internet on a modem link.
- [2-3] How can I play Quake against my buddys over the modem?
- [2-3-1] The COMx command-line arguments
- [2-3-2] How do I use the COMx command to play?
- [2-4] How can I play Quake against a buddy over null-modem link?
- [2-5] About Init Strings.
- [2-6] Why does the Client ALWAYS play worse than the server?
- [3] Tips and secrets
- [3-1] What are the console commands?
- [3-2] What are the cheat codes?
- [3-3] What is this Dopefish?
- [3-4] What is this Well of Wishes?
- [3-5] Where is the Nightmare difficulty level?
- [4] Miscellaneous information
- [4-1] Bugs fixed in version 0.92
- [1] INTRODUCTION
- [1-1] About the author & CREDITS
- The author of this faq is Nicolas Bougaieff a.k.a. Demerzel on the Effnet IRC.
- You can email me at bougaief@uqtr.uquebec.ca All emails about this FAQ are
- WELCOME! Praises, flames, further questions, more elaborate answers to already
- existing questions are ALL WELCOME. I will be gone from June 30th 1996 to
- August 11th 1996. Work on this FAQ WILL resume then. Please do not steal this
- work, or if you do, give me credit in your own text.
- All aspects of playing, netplay under Windows 95 have NOT been done. Please
- email me any information, q&a's you might have about this. Especially
- about playing inet multiplayer games.
- CREDITS:
- I would like to thank TimeLapse (lucenkiw@icenter.net) for his excellent
- work on the cheats section.
- I would also like to thank Silly_H2H for his ENOURMOUS contributions on
- the modem how-to section.
- [1-2] What is Quake?
- Quake is the latest game from id Software, the creators of the hit game Doom.
- It is the latest in 3D game technology, using light sourcing, texture mapped
- 3D enemies, and walls, ceilings and floors that can be constructed in
- virtually every direction. Unlike it's predessecor Doom, sectors can be
- constructed one over another, i.e. you can have several floors in a building,
- one over another. Quake also features an excellent physics engine. This means
- there is gravity in Quake.
- [1-3] Where can I get Quake, when is it being released?
- You can download a shareware version of Quake, containing only the first
- episode of the game. You can get the shareware version of Quake at id
- Software's World Wide Web site, http://www.idsoftware.com. You can also
- download Quake from id's anonymous ftp site at ftp.idsoftware.com in the
- directory /idstuff/quake Quake is also available through numerous mirrors,
- listed here:
- Official id Software mirrors
- ftp://quake.best.com/pub/idsoftware
- ftp://ftp.netural.com/pub/idsoftware
- ftp://ftp.cdrom.com/pub/idgames/idstuff
- ftp://ftp.connectnet.com/pub/idstuff
- ftp://uss-hood.starfleet.com/pub/idstuff
- ftp://ftp.stomped.com/idstuff
- Canada
- ftp://ftp.islandnet.com/mirrors/idsoftware
- Belgium
- ftp://ftp.netvision.be/pub/idstuff
- Holland
- ftp://ftp.nijenrode.nl/pub/idstuff
- Italy
- ftp://ftp.flashnet.it/pub/ftp.idsoftware.com
- Hungary
- ftp://garfield.sch.bme.hu/pub/idstuff
- Australia
- ftp://hyperactive.com.au/pub/games/idstuff
- United Kingdom
- ftp://rajah.trin.cam.ac.uk/pub/idstuff
- ftp://ftp.gamesdomain.co.uk/pub/idsoftware
- ftp://src.doc.ic.ac.uk/packages/idgames/idstuff
- Sweden
- ftp://ftp.passagen.se/pub/idstuff
- Quake only mirrors
- ftp://linux.mit.edu/pub/games/quake
- ftp://isengard.stanford.edu/pub/quake
- ftp://ftp.LAME.org/pub/quake
- ftp://sparc2.umeres.maine.edu/pub/quake
- ftp://ftp.kendall.mdcc.edu/pub/games
- ftp://proto.math.ucdavis.edu/pub/quake
- Canada
- ftp://ftp.island.net:/pub/games/quake
- United Kingdom
- ftp://rajah.trin.cam.ac.uk/pub/quake
- Finnland
- ftp://ftp.otol.fi/pub/pc/msdos/games/quake
- Australia
- ftp://ftp.dstc.edu.au/pub/quake
- [1-4] What is this BETA3 I've been hearing about?
- Quake Beta 3 was a pre-test release that got leaked out. It was illegal, and
- spoiled the fun in the real quake. If you somehow obtained, or used, this
- illegal pre-test release, be aware that you might be one of the reasons why
- Quake was released so slowly. This was not an offical release, although it
- had the majority of the changes the final Shareware version did. In the words
- of id software, if you downloaded, played, copied or distributed this beta
- version of Quake and you are not a member of id Software, You Are Bad.
- [2] PLAYING QUAKE
- [2-1] How will Quake run on my computer?
- This is one of the most frequently asked question, but also one of the hardest
- to answer because the answer differs from person to person. First of all, you
- *MUST* have a Pentium processor to play Quake. You will also need a minimum of
- eight megabytes of RAM. Sixteen megs and a fast video card are strongly
- recommended. On a Pentium 75 you can expect around 30 fps (frames per second)
- in 320x200 (vid_mode 0) and full screen. Faster CPUs will get you better
- frame-rates.
- [2-2] How can I play Quake on the Internet?
- Before going on, you must know if you have a modem connection (usually 14.4k
- or 28.8k), or a 'direct' connection (Ethernet, T1, T3). If you have a 'direct'
- connection, go to section [2-2-1]. On the other hand, if you have a modem
- connection, skip to section [2-2-2].
- [2-2-1] Playing Quake on the Internet over a direct link.
- If you have a direct connection, you should know all about IPX drivers and the
- such, so only Quake server/clients will be covered here. If you need help
- concerning IPX or TCP/IP drivers, contact your local guru and/or system
- administrator. Playing Quake on the Internet, if you have a direct link is very
- simple. First of all, you must find some players. The best place for this would
- be the Internet Relay Chat (IRC). When you have enough players to your liking,
- somebody must start the Quake server. There are now two ways for you to start
- playing, your being a Quake server, or your being a client. Choosing who will
- be the server in a multiplayer Internet game is usually determined by who has
- the fastest computer. If you want to be the server, you must go tell all the
- other people your IP first. You should know your IP. Then you go launch Quake
- (finally!). Launching a Quake server is simple. You type (from the MS-DOS
- command prompt) QUAKE -LISTEN x +MAP EyMz (where x is the number of players,
- from 2 to 16, y is the episode number and z is the mission number).
- Now, if somebody else is the server, to play you must be a client and connect
- to his server. This person must tell you his IP, or else you won't be able to
- connect. To connect to somebody else's server, you must type (from the MS-DOS
- command prompt) QUAKE +CONNECT xxx.xxx.xxx.xxx (where xxx.xxx.xxx.xxx is the
- IP address of the server).
- [2-2-2] Playing Quake over the Internet on a modem link.
- Playing Quake over the Internet on a modem link is a bit more complicated, a
- lot slower than a direct link, but it is still possible under some conditions.
- Although Quake will technically play on a 14.4k modem, it is highly
- recommended that you get a 28.8k modem. Gameplay on a 14.4k modem will be
- EXTREMELY slow, 'lagged' and basically not a lot of fun. You can get some
- very decent games over 28.8k.
- You must first go download the PPP drivers if you do not already have them.
- They are available in a neat little package called QuakePPP, which is now
- available as version 2.0. You can go get QuakePPP at
- http://www.webnetdesign.com After downloading qppp200.exe, you must create
- a \QUAKEPPP directory on your hard drive, move qppp200.exe to C:\QUAKEPPP
- and execute it. It is a self-extracting file and will create a lots of utils
- and texts in \QUAKEPPP. Read the file QUAKEPPP.TXT on how to install and
- setup QuakePPP. Instructions on how to lay ARE covered in QuakePPP but I
- will repeat them here.
- 1. Run CONNECT.BAT
- 2. When you get to the PPPMENU main menu:
- - Select TERMINAL MODE
- - Type these commands:
- Try an INIT STRING which disables EC/DC (A DOOM init)
- (AT&F&D2&C1&M0&K0 is a good one)
- ATZ may also work, try both, find out what works best.
- ATDTxxx-xxxx (The number of your provider goes here)
- (For DMO members it is 986-8558)
- - Now log in using your PPP name and Password.
- - Now hit ALT-S to begin PPP negotiation.
- 3. Now you should get back to another menu, select the last option: EXIT
- and answer YES.
- 4. Now go run QUAKE
- 5. Once in QUAKE, type CONNECT xxx.xxx.xxx.xxx
- (Where xxx is replaced by the QUAKE SERVER IP ADDRESS)
- *NOTE: If you are playing on through a modem, you do NOT want to BE a server.
- You should ALWAYS be a client, NEVER a server. That means you should
- never launch with a -LISTEN argument.
- [2-3] How can I play Quake against my buddys over the modem?
- [2-3-1] The COMx command-line arguments
- Quake's COMx can take several parameters after it. These parameters are
- used to tell Quake about your modem. They are:
- PORT : This command uses used to to tell quake what UART
- address your modem uses. The default UART address for
- com1: through com8: are:
- COM1: 0x3F8 COM2: 0x2F8
- COM3: 0x3E8 COM4: 0x2E8
- COM5: 0x4220 COM6: 0x4228
- COM7: 0x5220 COM8: 0x5228
- Notice that the address are entered in the 0x hex format.
- Also, you could reconfigure COM1 or COM2 in Quake to
- actually reflect another comport in your computer, by
- redefining COM1 or COM2's port to the port you actually
- want to use.
- IRQ : Quake also needs to know what IRQ your modem uses.
- The default IRQ's for com1: through com8: are:
- COM1: 4 COM2: 3
- COM3: 4 COM4: 3
- COM5: 3 COM6: 3
- COM7: 3 COM8: 3
- BAUD : Baud tells Quake at what speed you should open your
- com port at. I strongly suggest using 19200 for both
- 14.4 and 28.8 modems. If you are playing on a 9600
- baud modem, set your baud to 9600. I have noticed
- that setting this to 14400 sometimes work better.
- MODEM/DIRECT : Only one of these 2 commands can be included. They
- tell quake wether your going to play by Modem or play
- by null-modem cable. You MUST have one of these
- in your command line. Quake seems to have a value
- that's not initialized properly at startup.
- STARTUP : This command can only be included if you used the
- Modem command above. It takes the format:
- STARTUP <initstring>
- Note: Your init string CANNOT have spaces in it.
- SHUTDOWN : This command takes the same format as STARTUP above.
- It is sent out when Quake hangs up the modem.
- ENABLE/DISABLE : These are two very important commands. Enable will tell
- Quake to start watching the COMx port specified. Disable
- will shut quake's modem support. Disable must be used
- from the console (press ``' while in the game) before you
- can change any settings. You must ALWAYS put in enable
- when you want to start a modem game.
- Now this is the order for the arguments for the COMx command:
- COMx port <value> irq <value> baud <value> modem startup <initstring> enable
- For Null-modem or already connected play
- COMx port <value> irq <value> baud <value> direct enable
- For example,
- The command to setup a modem game on COM2 at 19200 on a
- USR Sportster 28.8 modem would be:
- COM2 port 0x2F8 irq 3 baud 19200 modem startup AT&F1&H0&I0&K0&M0 enable
- The command for setting up a nullmodem game using COM1 would be:
- COM1 port 0x3F8 irq 3 baud 57600 direct enable
- [2-3-2] How do I use the COMx command to play?
- You can add the COMx command in 3 different places. The command line, a
- config file, or at the console.
- To add the COMx command at the Quake command line, you need to keep 2
- things in mind. First, you must proceed the COMx with a `+'. To use the
- modem example you would type:
- QUAKE +COM2 port 0x2F8 irq 3 baud 19200 modem startup AT&F1&H0&I0&K0&M0 enable
- I have also found that if you do not place the modem setup on the command line
- BEFORE any connect commands, it will not work. With this in mind, you should
- always have the +COMx before anything else. I.E. you put the +CONNECT command
- AFTER the +COMx command with all it's arguments.
- To use the COMx in a config file, or from the console, just type the command in
- without the `+'.
- If you type `COMx' from the console, it will give you a list of the current settings.
- For example, typing "COM2" at the console will show you how Quake's COM2
- structure is setup: (from the USR modem example found above)
- Settings for COM2:
- Enabled: TRUE
- UART: AUTO
- Port: 2F8
- IRQ: 3
- Baud: 19200
- CTS: Ignored
- DSR: Ignored
- CD: Ignored
- Type: Modem
- Startup: AT&F1&H0&I0&K0&M0
- Shutdown: ATH0
- In order to play Quake via modem, one person has to be a listen server, and the
- other has to be a client. The client will ALWAYS be the person who calls. The
- person answering must setup to be the server. There is no way to change this
- in quake. 3rd party utilities (like QD!) however correct this flaw. You can
- get QD! on http://soyabean's page. EMAIL me this soya!
- Setting up the Server (ie: answering the phone)
- The first thing you need to do is create your Quake COMx settings (see the
- section above). Once you know what those settings are going to be, you need
- to launch a listen server. I suggest setting everything up from the command
- line instead of launching the server then setting up the com support from the
- console. Although both work, it's just more convient.
- To setup the answering player from the command line, you need to create a
- command line as follows:
- +comx <com information> -listen +map <map_name>
- Taking our modem example above we would use the command line:
- +com2 port 0x2F8 irq 3 baud 19200 modem startup AT&F1&H0&I0&K0&M0 enable
- -listen +map E1M1
- This would start a listen server, and initialize the com system for com2 aand
- send out the init string.
- At this point, quake will initialize the modem, and you can keep playing. When
- quake detects a ring on the modem, it will automatically answer the phone and
- try to make a connection.
- Setting up the client
- Like setting up the server, the client can be initiated from the command line or
- from the console. Once again you will need your COMx settings from above.
- This time, you will need to add the connection information.
- To make Quake dial, you need to append the phone number to the end of the
- CONNECT command. For example, to call my friend I would use the conenct
- command:
- CONNECT 18005551212
- If you want to use the connect command from the command line, you must
- proceed it with a `+'. So for our example above, we would use the command
- line:
- +com2 port 0x2F8 irq 3 baud 19200 modem startup AT&F1&H0&I0&K0&M0 enable
- +connect 18005551212
- This would cause quake to come up, and then dial 1-800-555-1212 and wait for
- carrier. An important note on dialing in Quake! If quake cannot connect or
- doesn't get carrier, it will seem to hang the computer and freeze for up to 2
- minutes. This is an annoying design flaw in quake's modem code. You can get
- a patch to fix this and other things on ftp.idsoftware.com
- [2-4] How can I play Quake against a buddy over null-modem link?
- When playing quake while already connected, or via null-modem you must
- decide who will be the client and who will be the server. I suggest that since the
- server gets 2x the game player the client does (see why quake modem sucks
- below) I suggest that the slowest machine gets to play the server.
- When playing null-modem or already connected you must remember that the
- COMx command must use the DIRECT option, not the MODEM option. See
- above for more on this command.
- Setting up the Server for Null-modem/Already
- With the exception of the changes in the COMx command, this is exactly the
- same as setting up the server for modem.
- Setting up the Client for Null-modem/Already
- The only difference here, is in what needs to be in the connect command. To
- connect to a server via null-modem or when already connected you need to use
- the command:
- connect #
- This command specificlly tells quake to connect via null-modem. I have found
- that SLIST usually doesn't find a server that's connect if it's connected by
- null-modem and just typing connect doesn't seem to work.
- So, if you wanted to connect to a server over null-modem you would use the
- command line:
- +com2 port 0x2F8 irq 3 baud 19200 direct enable +connect #
- Again, +comx command is before the +connect command.
- [2-5] About Init Strings
- For best performance, you should use the same init string you used for DOOM.
- If you never played DOOM, or don't remember your init string, here are a few
- tips.
- Your init string should turn OFF the following features..
- COMPRESSION - Sometimes refered to as V42 bis, etc.
- ERROR CORRECTION - Sometimes refered to as ARQ.
- FLOW CONTROL - Both Hardware and Software flow control needs to
- be disabled
- V34 - This only effects 28.8 modems. The V34 protocol
- has latency built in and this will effect game play.
- Here are some init strings for some modems. Email me one for your own if it is
- not listed here and you have found a working one.
- *NOTE: When you enter these at the command prompt, you MUST write the string
- WITHOUT the spaces.
- 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
- PC Logic 144EX FaxModem:
- AT &F &C1 &D2 %M0 &K0 \N0
- 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
- *NOTE: When you enter these at the command prompt, you MUST write the string
- WITHOUT the spaces.
- [2-6] Why does the Client ALWAYS play worse than the server?
- It's because of the way Quake's multiplayer code was designed. Quake uses a
- Server/Client system, even in a 2 player game. What happens in 2 players is
- that one person (the server) routes packets to himself with 0 latency and 0
- bandwidth restraints. The client however has at least 60ms of latency (30 per
- modem with a perfect init string) and is restrained by the bandwidth of his
- modem.
- [3] TIPS & SECRETS
- [3-1] What are the console commands?
- Here is a partial (?) list of the console commands up to now. Please email
- me if you find/know of one/many not listed here. I would appreciate some
- info on the colors used in the 'color x y' command. A list of the available
- colors would be nice.
- The console is accessible by pressing '~' (without the commas) in the game.
- You will be presented with a prompt where you may enter different commands,
- listed here.
- 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
- 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.
- 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
- timerefresh
- Will tell you the number of frames per second
- soundinfo
- 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
- Stops all further sound, including currently playing sounds.
- sbinfo
- 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. If less, then it is
- probably a Sound Blaster or Sound Blaster Pro or compatible.
- If the version is 3, then it will be reported as 2. This is
- a hack that may be fixed later. 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 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.
- bgmvolume
- The background music volume. Valid values are 0.0 though 1.0. Changes
- will normally be made using the options menu.
- 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".
- net_speeds
- Setting this variable to 1 will cause diagnostic network information
- to be displayed once per second.
- 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.
- 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).
- comx
- Must be followed by arguments in the order below. Where x is 1 or 2.
- 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.
- 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.
- 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.
- startup
- shutdown
- This allows you to specify the 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". Most people will not
- need to change these values. The default is to honor all 3 lines.
- 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.
- *NOTE*: 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.
- 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.
- 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)
- gamma .8
- Sets Gamma Correction to .8 (<1=Lighter, 1=normal and >1=darker)
- viewsize 70
- Sets the Screen View size to 70 degrees
- color 3 4
- Makes Uniform Top green and Pants Red for Net play
- [3-2] What are the cheat codes?
- The known cheat codes in version 0.91 of Quake (official shareware release)
- are listed here. They must be entered from the console (The console is
- accessible by typing '~' in the game)
- *NOTE*: These cheat codes do NOT work in multiplayer games, in case you were
- wondering.
- fly - Makes you fly directly up
- god - God-Mode, you are invulnerable to gun-shots
- impulse 9 - Gives you all the weapons.
- impulse 255 - Gives you Quad Power -> Your shots cause four times the
- damage.
- noclip - No Clipping -> You can walk through walls.
- notrack - Enemies don't see you anymore. Hard to explain. Try it.
- give x y - Gives you the ammo you want, where x is the weapon, y the
- ammount of ammo.
- give health x - Gives you whatever amount of health x you specify
- map ExMy - Warp to map Episode X, Mission Y
- Thanks go to Timelapse (lucenkiw@icenter.net) for the GIVE and GIVE HEALTH
- cheats.
- [3-3] What is this Dopefish?
- The dopefish is a drawing of a funny looking fish done by Tom Hall, an artist
- at Apogee Software.
- [3-4] What is this Well of Wishes?
- The Well of Wishes is a secret level found on Episode 2 of Quake.
- [3-5] Where is the Nightmare difficulty level?
- To play at Nightmare level, follow these easy steps. First, start a new game.
- Then, go down any hall (Easy, Normal or Hard). Then once you cross the
- SlipGate, you will be in a room with one hall in the west wall, two halls in
- the north wall and one hall in the east hall. Go through the hall in the east
- hall. You should come to some water. Do a 180 degree turn so you are back to
- the water. Back up slowly. As soon as you fall in the water, you will be
- facing a wall. As you sink lower, move forward so you are stuck to the wall.
- Wait a few seconds now and you will fall through the water. With any kind of
- luck, you should now be standing on a narrow beam. Follow the beam to an
- entrance in the wall. It is not very far. Now just follow the hall and you
- will find yourself facing a SlipGate with NIGHTMARE written around it. Go
- through it and you are now back in the room with the four halls where you can
- now choose which episode to go play in NIGHTMARE level.
- [4-1] Bugs fixed in version 0.92
- 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.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement