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           The Unofficial Quake FAQ (Frequently Asked Questions)
                          Revision 0.5 06/26/96
              The first MAJOR revision...getting close to 1.0
                          Written by 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, the author 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 Demerzel.  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;
      (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);
      (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. 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.

[1] Introduction
        [1-1] About the author
                [1-1-2] About the revisions in the FAQ
        [1-2] Adding to the FAQ
        [1-3] Where to get this FAQ
        [1-4] Acknowledgements
[2] Preliminary Information
        [2-1] What is Quake?
        [2-2] Is Quake DOOM3?
        [2-3] What makes Quake different from DOOM?
                [2-3-1] Polygon characters
                [2-3-2] Sectors over sectors
                [2-3-3] Server/client multiplayer network code
                [2-3-4] Better AI (Artificial Intelligence)
                [2-3-5] The SuperVGA video modes
                [2-3-6] Light sourcing
        [2-4] Who made Quake?
        [2-5] Where can I get Quake, when is it being released?
        [2-6] What is this BETA3 I've been hearing about?
        [2-7] Where can i get more of Quake?
        [2-8] The 0.92 patch
[3] Playing Quake
        [3-1] The weapons
        [3-2] The monsters
        [3-3] The levels
        [3-4] How will Quake run on my computer?
        [3-5] I can't get any music/I got music!
        [3-6] How do you kill that badass at E1M7?
        [3-7] How come I can't use my Joystick in Quake?        
[4] Playing Multiplayer Quake        
        [4-1] How can I play Quake on the Internet?
                [4-1-1] Playing Quake over the Internet on a direct link.
                [4-1-2] Playing Quake over the Internet on a modem link.
                [4-1-3] Where can I get QuakePPP?
        [4-2] How can I play Quake against my buddys over the modem?
               [4-2-1] The COMx command-line arguments
               [4-2-2] How do I use the COMx command to play?
        [4-3] How can I play Quake against a buddy over null-modem link?
        [4-4] About Init Strings.
        [4-5] Why does the Client ALWAYS play worse than the server?
[5] Tips and secrets
        [5-1] What are the console commands?
        [5-2] What are the cheat codes?
        [5-3] What is this Dopefish?
        [5-4] What is this Well of Wishes?
        [5-5] Where is the Nightmare difficulty level?

================
[1] INTRODUCTION
================

----------------------
[1-1] About the author
----------------------

The author of this faq is Demerzel on the Effnet IRC.

[Name and e-email removed at author's request in 2013]

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.

---------------------------------------
[1-1-2] About the revisions in this FAQ
---------------------------------------

0.6 June 26th 1996
    Added monsters, weapons and levels list.

0.5 June 25th 1996
    Re-edited the ENTIRE thing. MUCH more legible now.
    Also added some network information.
    Added tons of console commands more to come.

0.4 June 25th 1996
    First public FAQ. Real small.

-----------------------
[1-2] Adding to the FAQ
-----------------------

If you have something you would like to add to this FAQ, send email. 
I will review it and will to decide to include it based on relevance, accuracy and pertinence. 

The author reserves the right to use the entire submission, parts of it or none
at all. All submissions become property of Demerzel.

---------------------------
[1-3] Where to get this FAQ
---------------------------

The only way to get this FAQ right now is on the IRC (Internet Relay Chat)
The Unofficial Quake FAQ will soon have it's own homepage on the World Wide 
Web so keep your eyes peeled.

----------------------
[1-4] Acknowledgements
----------------------

I would like to thank everybody at id Software for making such a great game!
I would also like to thanks those brave id people who came to IRC and shed a
little light on the mystery Quake has been for the past two years.

"Silly_H2H" (no email) - Thanks for the Quake modem FAQ
"TimeLapse" (lucenkiw@icenter.net) - Some help on the console cheats section

===========================
[2] Preliminary Information
===========================

--------------------
[2-1] 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.

-----------------------
[2-2] Is Quake DOOM3?
-----------------------

No! Quake is NOT DOOM3, nor will there ever be any other DOOM games for the
IBM PC or Mac computer. DOOM3 is rumored to be a special port just for the 
Nintendo 64, the new 64-bit video game system by Nintendo. 

---------------------------------------------
[2-3] What makes Quake different from DOOM?
---------------------------------------------

The code Quake uses to render the graphics of the environement and monsters 
(engine) is MUCH more powerful than DOOM's. Read the following topics for
more details.

--------------------------
[2-3-1] Polygon characters
--------------------------

Now practically everything in the game is polygon based. Unlike DOOM, where
you could only see the same monster, item, power-up or weapon from eight 
different angles, in Quake, you can see everything rotate 360 degrees. This
is because the monsters are all 3D models. They are textured polygons. Even the
torches in Quake are polygon based.

----------------------------
[2-3-2] Sectors over sectors
----------------------------

In DOOM, you could never have a sector directly over another sector. This means
that you couldn't design a level in which you would have, say, a twelve story
building. You COULDN'T have one floor over another. It was impossible to design
a level that way. In Quake now, you can design your walls, floors, however you
want. There is virtually no limit to the possibilities.

----------------------------------------------
[2-3-3] Server/client multiplayer network code
----------------------------------------------

Quake uses a powerful server/client based multiplayer engine. This means that
as long as the Quake server is running, Quake clients can jump in and out of
the game at will. This is a great improvement over DOOM, where all the players
had to be there to start the game, and nobody could join during the game.

-------------------------------------------
[2-3-4] Better AI (Artificial Intelligence)
-------------------------------------------

In DOOM the monsters were, well...dumb. Not anymore. id has worked on the AI
code and the monsters aren't as easy to beat. Although the old circle-strafe
trick will still work on most of them, they are a little trickier than in DOOM.

--------------------------------
[2-3-5] The SuperVGA video modes
--------------------------------

One of the true shining points in Quake. You can play the highest resolution
your computer can take. by typing vid_describemodes in the console, you'll get
a list of available video modes. Of course, the higher your video mode, the 
lower the frame rate. 

----------------------
[2-3-6] Light sourcing
----------------------

Unlike DOOM, where the lighting seems to come from nowhere at all, Quake has
light sources. If you look at the ground close to a torch, you will see that
that as you get farther from the torch, the darker it'll get. You can also get
a very good example of firing a rocket down a dark corridor. You'll see the 
corridor light up as the rocket races down.

---------------------
[2-4] Who made Quake?
---------------------

Quake is made by id Software, a killer computer and video games company based
in Mesquite, Texas. You can visit their World Wide Web page at 
http://www.idsoftware.com 

id Software is also the creator of world (?) famous game DOOM, the 3d first-
person view game that revolutionized the world of computer games.

-------------------------------------------------------
[2-5] 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

-------------------------------------------------
[2-6] 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.

------------------------------------
[2-7] Where can i get more of Quake?
------------------------------------

If you liked playing the first episode of Quake and want more, the only thing 
to do is registerering the game. You MUST do this for three reasons:

1. You can't play any addon levels with the ShareWare version.
2. It's only 45$ 
3. To save your soul

You can order Quake by calling id Software's toll-free number at 
1(800)IDGAMES or 1(800)434-2637

--------------------
[2-8] The 0.92 Patch
--------------------
The following is a list of bugs fixed by the 0.92 patch for Quake, available
on ftp.idsoftware.com and it's mirrors.

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.

=================
[3] PLAYING QUAKE
=================

-----------------
[3-1] The Weapons
-----------------

You can find eight weapons in the game. Here they are.   
   
   Axe
      The last resort. Face it  -- going toe-to-toe with the uglies in Quake
      demonstrates all the good sense of a man parachuting into an alligator 
      farm. 

   Shotgun
      The basic gun, to which all other guns compare favorably.

   Double-barrelled Shotgun
      A worthy weapon with three minor drawbacks: first, it uses up 2 shells 
      per blast; second, it's slow; third, its shot pattern is very loose at 
      long range. But in general, once you find this puppy, the other shotgun 
      starts rusting from disuse. 

   Nailgun
      A two-barrel dingus that prickles bad guys with armor-piercing darts, 
      technically termed "flechettes". 

   Supernailgun 
      The great equalizer. Four cyclic barrels that hose out spikes like 
      crazy.Pro: foes drop like flies. Con: eats ammo like popcorn. 

   Grenade Launcher
      Thumps neat exploding bombs into the air. You can even bounce a grenade
      off the wall or floor.. When a grenade hits someone, it explodes. 
      If it misses, the bomb sits on the floor for a moment, then explodes. 
      Even though I sometimes bounce grenades into myself, this gun's still 
      my favorite. 

   Rocket Launcher
      For when a grenade positively, absolutely, has to be there on time. 

   Thunderbolt  
      Try it. You'll like it. Use the same technique as watering your 
      rosebush.

------------------   
[3-2] The monsters   
------------------      
   
   Rottweiler
      Bad, bad doggie! Play dead! -- blam! -- yipe! Good  dog!

   Grunt 
      Goons with probes inserted into their pleasure centers; wired up so 
      when they kill someone, they get paroxysms of ecstasy. In essence, 
      customized serial killers. Easy to kill, and they tote shotgun shells. 
      It's like a little Christmas each time you blow a Grunt away!

   Enforcer (registered only) 
      Grunt, Mark Two. Recruits who are surlier and beefier than the rest get 
      outfitted in combat armor and built-in blasters. 

   Knight 
      Canned meat. Open 'er up and see if it's still fresh. 

   Death Knight (registered only) 
      This particular canned meat tends to open you up instead. 

   Rotfish (registered only) 
      Disgusting little critters who dish it out, but can't take it.

   Zombie
      Thou canst not kill that which doth not live. But you can blast it 
      into chunky kibbles. 

   Scrag 
      floats like a butterfly, stings like a bee. Ugly as hell. They're not 
      real tough, but like to bushwhack you. 

   Ogre 
      What's  worse than a cannibal monster eight feet tall? One with a 
      chainsaw. And a sack of grenades.

   Spawn (registered) 
      A merrily bouncing blob as dangerous to kill as to ignore. Blech.

   Fiend 
      In essence, organic buzzsaws, rife with pummeling power! 

   Vore (registered) 
      A spideresque hybrid horror. Keep your eye on the energy pod he hurls. 

   Shambler 
      Even other monsters fear him, so expect a clobbering. He shrugs off 
      explosions. Good luck. 

----------------
[3-3] The levels
----------------

***************************************
The Beginning
start -- Welcome to Quake -- by John Romero
***************************************
Dimension of the Doomed (shareware episode)
e1m1: Slipgate Complex -- by John Romero
e1m2: Castle of the Damned -- by Tim Willits
e1m3: The Necropolis -- by Tim Willits
e1m4: The Grisly Grotto -- by Tim Willits
e1m5: Gloom Keep -- by Tim Willits
e1m6: The Door To Chthon -- by American McGee
e1m7: The House of Chthon -- by American McGee
***************************************
Realm of Black Magic
e2m1: The Installation -- by John Romero
e2m2: Ogre Citadel -- by John Romero
e2m3: Crypt of Decay -- by John Romero
e2m4: The Ebon Fortress  -- by John Romero
e2m5: The Wizard's Manse -- by John Romero
e2m6: The Dismal Oubliette -- by John Romero
***************************************
Netherworld
e3m1: Termination Central -- by John Romero
e3m2: The Vaults of Zin -- by American McGee
e3m3: The Tomb of Terror -- by American McGee
e3m4: Satan's Dark Delight -- by American McGee
e3m5: Wind Tunnels --by Tim Willits
e3m6: Chambers of Torment -- by American McGee & Tim Willits
***************************************
The Elder World
e4m1: The Sewage System -- by Tim Willits
e4m2: The Tower of Despair --by Sandy Petersen
e4m3: The Elder God Shrine --by Sandy Petersen
e4m4: The Palace of Hate --by Sandy Petersen
e4m5: Hell's Atrium --by Sandy Petersen
e4m6: The Pain Maze --by Sandy Petersen
e4m7: Azure Agony --by Sandy Petersen
***************************************
The End
end: Shub-Niggurath's Pit --by John Romero
***************************************
The Deathmatch Arenas
dm1: Place of Two Deaths --by Tim Willits
dm2: Claustrophobopolis --by American McGee
dm3: The Abandoned Base --by John Romero
dm4: The Bad Place --by American McGee
dm5: The Cistern --by Tim Willits
dm6: The Dark Zone --by Tim Willits
***************************************
???
Ziggurat Vertigo --by American McGee
Underearth --by Tim Willits
The Haunted Halls -- by American McGee
The Nameless City -- by Sandy Petersen
***************************************

----------------------------------------
[3-4] 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.

----------------------------------------
[3-5] I can't get any music/I got music!
----------------------------------------

If you don't get any music, that is very normal. The music will only be on the
Quake CD-ROM. It will consist of nine audio tracks. The music is done by Trent
Reznor and his band Nine Inch Nails. 

If you have music, there is only one explanation. Since the Quake CD-ROM is not
out yet, you must have an Audio CD in your CD-ROM drive. Remove it and see if 
you still get music. You shouldn't.

------------------------------------------
[3-6] How do you kill that badass at E1M7?
------------------------------------------

First off, his name is CHTHON. Now don't panic. Go get the rune and run 
backwards out of the little alcove where the rune was. Go right or left to run 
AROUND the pool of lava. There is a stone path on both sides. When you get to 
the other side, there should be an elevator. Get on it. Now, you should be on 
a ledge going around the lava pit. Go left or right and run around the pit, but 
make sure you don't fall down. Stay on that ledge high up. As you go around, 
you should hit a touchplate on each side of the pit, to the left and right of 
CHTHON. This should make two big blocks of stone descend and stop in mid-air
to the right and left of CHTHON. Now go back to where the elevator took you.
Here you should find a third touchplate. Walk over it and watch CHTHON get 
fried. Congrats, you just finished the first episode. This will have open a 
small patch across the lava. Go on it and you'll find a sort of mine shaft that
goes straight down. Jump down and there is the Slipgate. Go through it. You're
done, huzzah.

------------------------------------------------
[3-7] How come I can't use my Joystick in Quake?        
------------------------------------------------

You need the 0.92 patch. Go get it.

=====================
[4] Multiplayer Quake
=====================

-------------------------------------------
[4-1] 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 [4-1-1]. On the other hand, if you have a modem
connection, skip to section [4-1-2].

---------------------------------------------------------
[4-1-1] 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).

--------------------------------------------------------
[4-1-2] 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.

---------------------------------
[4-1-3] Where can I get QuakePPP?
---------------------------------

http://www.webnetdesign.com

------------------------------------------------------------
[4-2] How can I play Quake against my buddys over the modem?
------------------------------------------------------------

You must read [4-2-1] to learn how to setup your modem properly and [4-2-2] to 
learn how to make a proper connection with somebody else.

---------------------------------------
[4-2-1] 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 

                   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  irq  baud  modem startup  enable

For Null-modem or already connected play

COMx port  irq  baud  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

----------------------------------------------
[4-2-2] 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  -listen +map 

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

----------------------------------------------------------------
[4-3] 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.

------------------------
[4-4] 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.

-----------------------------------------------------------
[4-5] 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.

==================
[5] TIPS & SECRETS
==================

------------------------------------
[5-1] 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 
   lists the description for the specified video mode, where  is as
   reported by vid_describemodes.

vid_describemodes
   lists descriptions for all available video modes.

vid_mode 
   sets the display to the specified mode, where  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 
   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 
  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 
  Plays the specified track one time.

cd loop 
  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    ...
  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 
  Sets the baud rate.  Valid values for  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 

irq 
  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  
  Where  is a valid key control and  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

-------------------------------
[5-2] 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

----------------------------
[5-3] What is this Dopefish?
----------------------------

The dopefish is a drawing of a funny looking fish done by Tom Hall, an artist
at Apogee Software.

----------------------------------
[5-4] What is this Well of Wishes?
----------------------------------

The Well of Wishes is a secret level found on Episode 2 of Quake.

----------------------------------------------
[5-5] 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.