📄 readme.txt
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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.
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