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📄 wqreadme.txt

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-novbeaf: WQ will not try to use VBE/AF 1.0 or later modes.

-startwindowed: WQ will come up in a windowed mode, without going
fullscreen even during initialization.

-noforcevga: normally, WQ uses VGA mode 0x13 for the default 320x200
mode, even if a DirectDraw or VESA 320x200 mode exists.  However,
DirectDraw and VESA modes can be considerably faster than mode 0x13,
because they can set up a linear framebuffer with higher memory
bandwidth.  If you specify -noforcevga, the default 320x200 mode in
the menu will be a DirectDraw or VESA mode if one exists.  This has no
effect on modes selected via the console variable vid_mode, and if
320x200 is already your video mode, -noforcevga doesn't do anything
until you use the menu to select another mode, then select 320x200
again.  (So if your default mode is 320x200 and you then specify
-noforcevga, switch away to some other mode and then back to 320x200
to get the potentially faster 320x200 mode.)  The downside to this
switch is that DirectDraw and VESA modes can cause problems in some
systems, due to driver bugs or hardware incompatibilities; if you
experience problems with this switch, don't use it.

-noautostretch: don't stretch windowed modes selected with
-startwindowed to double resolution.

-nofulldib: don't use fullscreen, borderless windows, even if there
are no DirectDraw or VESA modes available.

-allow360: allow listing of 360-wide modes in the video mode menu.
These are normally filtered out to make sure the menu doesn't get too
full, which could cause high-res modes not to be displayed.

-notriplebuf: prevent triple-buffered page flipping (rather than double-
buffered).  This may result in slower performance, but is a workaround
if you encounter problems with flicker or initialization failure, which
could possibly happen in some modes with some DirectDraw drivers.



----------------------------------
| A bit about how WQ sound works |
----------------------------------

WQ can use either DirectSound or Windows wave output to generate
sound.  If DirectSound is available, it is used; if not, if wave sound
is available it is used; and if neither is available, there is no
sound.  DirectSound results in the best sound quality, and also the
lowest-latency sound; use it if you can, because you will be happier
with the results.  (Note, though, that no NT sound drivers yet support
DirectSound.)  Wave sound will often have high latency, lagging the
events that generate sound by hundreds of milliseconds on some
machines.

You can tell what kind of sound WQ uses on your system by looking at
the startup portion of the console; you will see either "DirectSound
initialized" or "Wave sound initialized" (neither message is printed
if there's no sound).  Any sound failure messages will also be printed
in the startup portion of the console.

Note that WQ generates sound only when it is the active app, the one
with the input focus.



-------------------------------
| Sound command-line switches |
-------------------------------

The full list of sound-related command-line switches is:

-wavonly: don抰 use DirectSound, but use wave sound if available.
Note that wave sound is generally faster than DirectSound, but has
considerably greater latency.  This switch is redundant on NT, because
all sound output on current NT drivers is wave sound.

-nosound: don抰 output any sound.

-primarysound: use DirectSound primary buffer output.  This is
generally faster than normal secondary buffer output, but does not
work in some systems, and produces odd sound glitches on minimization
and focus switching in other systems.  Use it at your own risk, and
please do not report sound bugs if you're using this switch.

-snoforceformat: WQ will not try to force the sound hardware to 11
KHz, 16 bits per sample.  This may be useful if DirectSound is failing
for no apparent reason, but generally WQ will produce better sound and
better performance if this switch is not used.



-----------------------
| Notes on networking |
-----------------------

The winsock TCP/IP driver will not cause a dial-up internet connection
to automatically start up when Quake is started.  If you start Quake
with it inactive, the connection will be activated when you either try
to connect to a server or search for local servers.

The local IP address will not always be known at startup.  If it is
currently unknown the menu will display "INADDR_ANY".  This will be
replaced with the real address when it is known.  The IP address will
become known when you try to connect to a server, you search for local
servers, or you start a server.

For multi-homed machines (machines with more than one network adapter
and IP adress), you can force WinQuake to bind to a specific IP
address.  There is a command line option "-ip" that takes an IP
address as its parameter.



----------------------
| Notes on the mouse |
----------------------

If DirectInput is installed and functioning, WinQuake can use it for
mouse input, but does not do so automatically because DirectInput does
not work properly on all systems.  DirectInput can be enabled via the
command-line switch -dinput.  If DirectInput is not available or is
not enabled, WinQuake uses the normal Windows mouse APIs instead.
DirectInput provides slightly smoother motion; also, it tends to be
more responsive to fast spinning motions, and we recommend that you use
it if it works properly on your system.  You can determine if WQ uses
DirectInput on your system when you use -dinput by checking for
"DirectInput initialized" in the startup console text.  If not, you
might try installing DirectX 3 (note, though, that as I write this
there is no released DirectInput support for Windows NT, only Win95).



-----------------------------------
| Log of changes to documentation |
-----------------------------------

*** WinQuake 0.994 ***

Fixed bug where in some cases involving IPX, whenever a new person
entered the game, a current player got dumped.

Added DirectInput mouse support, and the -dinput command-line to
enable it.

Added -notriplebuf to disable triple buffering to work around
possible problems with some modes on some DirectDraw drivers.

Added remembering last window position, and restoring that, rather
than centering the window, whenever WinQuake runs in a window.
Can be reset with the -resetwinpos command-line switch.

Added the vid_minimize command, which minimizes WinQuake if and only
if the current mode is windowed.

Made it so WinQuake no longer gets suspended when Alt-Tab is used to
switch away from a fullscreen session.  The means you can Alt-Tab
away from fullscreen WinQuake without losing a connection to a
Quake server.

Added vid_nopageflip console variable to turn off page flipping, and
documented page flipping problems this can be used to work around.

Documented that Del-Ctrl-Alt (in that order) causes WinQuake to
fault on Win95.

Fixed the winsock TCP/IP driver so it will not cause a dial-up
internet connection to automatically start up when Quake is started.
If you start Quake with the internet connection already active, there
will be no difference.  If you start Quake with it inactive, the
connection will be activated when you either try to connect to a
server or search for local servers.

The local IP address will not always be known at startup now.  If it
is currently unknown the menu will display "INADDR_ANY".  This
will be replaced with the real address when it is known.  The IP
address will become known when: you try to connect to a server,
you search for local servers, or you start a server.

For multi-homed machines (machines with more than one network
adapter and IP adress), you can now force WinQuake to bind to a
specific IP adress.  There is a new command line option "-ip" that
takes an IP address as its parameter.

Added vid_fullscreen_mode and ability to select that mode by
clicking on the maximize button.  Added two commands:
vid_fullscreen to switch to vid_fullscreen_mode, and
vid_windowed to switch to vid_windowed mode.

Changed joystick default to disabled; now it only works if the
joystick cvar is set to 1; however, this setting now remains in
effect permanently.  Added joystick documentation below.

Documented dprint only works if developer set to 1.

Documented scrunching of MS-DOS windows on Alt-Tab.

Documented that NT versions earlier to 4.0 are not supported.

Added DirectInput support for devices such as First Person
Gaming's Assassin controller.  All buttons should now
be configurable in WinQuake.

Fixed bug where when low-res fullscreen DIB modes selected from
the menu sometimes ran very slowly or produced garbled displays.

Fixed bug where 1.06 and earlier save files couldn't be loaded
by WinQuake.

Removed "Net play pauses every few seconds" bug; it was determined
not to be a bug, just an artifact of network play.

Noted that even when BIOSes do have VESA 2.0 built-in, it's often
so buggy that WinQuake crashes in faster configurations, and that
SciTech Display Doctor is the easiest way to get reliable VESA
support.

Added note on Alt-Tab only working if Tab released first.


*** WinQuake 0.992 ***

Implemented force_centerview.

Fixed backspace bug in dedicated console.

Made "player entering game" messages and "say" messages visible
in dedicated console.

Added description of -heapsize (how to change default memory
allocation).

Added description of "net play pauses every few seconds" bug.

Added description of "playdemo fails across multiple levels" bug.

Added hooks for QHost; however, WinQuake won't work with QHost
until a new version of QHost 3.0, which uses the hooks, is
released.  QHost 3.0 will not work with WinQuake.

Fixed bug where savegame descriptions weren't always terminated
properly.

Fixed bug where running -dedicated reset part of config.cfg to
defaults.


*** WinQuake 0.991 ***

Fixed problem with pre-1.07 (DOS) clients connecting to WinQuake.

Got rid of "Starting Quake..." dialog when running -dedicated.

Added -novbeaf switch to turn off VBE/AF support in case of problems,
and updated documentation.

Corrected SciTech's U.S. Mail address in documentation.

Added joystick bug decriptions and workarounds.



------------------
| Special thanks |
------------------

Special thanks for help with WinQuake to:

James Barnes
Kendall Bennett
Raymond Chen
John Colleran
Andrew Goossen
Mike Harrington
Chris Hecker
Todd Laney
Scott Ludwig
...and all the beta testers!

======================================================================
End of Document 3/21/97
======================================================================

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