📄 techinfo.txt
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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
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