home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Acorn User 4
/
AUCD4.iso
/
arcade
/
arcgames
/
arcquake
/
!ArcQuake
/
!Help
< prev
next >
Wrap
Text File
|
1998-07-27
|
6KB
|
180 lines
This is the Helpfile for the Strongarm RiscPC port of Quake.
It was made out of the source freely available from the internet.
Please handle it with respect, as it was not too easy and is
for free. And as it is often with free software, no warranty is
made or implied by ID Software or anyone else. Also no one is
allowed to take a charge for distributing this software.
You can use it with the original Quake PAK files from the PC
version. Copy them to the directory "!ArcQuake.ID1". You can get
for instance the Shareware PAK file from ID's homepage at
"http://www.idsoftware.com/". You could also buy the PC version
and use the PAK files from it to thank ID software for supplying
the source.
What to do if it simply won't run:
If ArcQuake installs properly on the iconbar, but crashes after
trying to start a game, it is certainly because something with
your network connection. Try disabling the network support from
the config menu. If it now runs fine, well. If not, I do not know
why. ArcQuake seems to have problems with modem connections,
ethernet cards should be no problem. If you have a modem
connection, be sure that you start ArcQuake only with enabled
TCP/IP support if you have a running modem connection!
If ArcQuake fails to detect your IP properly, make sure that
Inet$Hostname is set to your hostname, and that the Resolver
you use is able to get the IP from the hostname. If you use
Acorns TCP/IP stack, and have a ethernet card, there should be
a line in the file !Boot.Resources.!Internet.files.Hosts that
defines the IP of your hostname, for instance if your hostname
is "Sirius":
141.30.230.105 Sirius Sirius.wh1.tu-dresden.de
I do not know how it is with PPP, I think you get a dynamicalally
allocated IP there, so the above won't work for that. But if you
can type "ping yourhostname" and get a response, it should also
work with ArcQuake.
If all that does not help, I do not know further. Please keep
in mind, I know nothing about TCP/IP programming, I was only
able to implement it because it seems to be nearly no difference
between Acorns and the BSD API.
Console and Menus:
To bring down the console press "`" ("^" on german keyboards)
That is the key below "escape" and left from "1". To get into
the menu press "escape". For further information read the
files in the "!Quake.Docs" directory.
Additional features over the DOS version:
-click "Select" at the icon or select "Play Fullscreen" from
the menu to start a fullscreen game / to toggle from a windowed
game to a fullscreen game
-click "Adjust" at the icon or select "Play Windowed" from the
menu to start a game in a window
-console command "wimp" brings you back from fullscreen mode to
the wimp
-console command "full" brings you back from windowed mode to
fullscreen mode
-if you close the window the game is paused
How to build a serial null-modem cable to connect two computers
via the serial interface:
9 Pin 25 Pin 25 Pin 9 Pin
======================================================
GND-GND: 5 7 <----> 7 5
Send-Receive: 3 2 <----> 3 2
RTS-CTS: 7 4 <----> 5 8
DSR-DTR: 6 6 <----> 20 4
Receive-Send: 2 3 <----> 2 3
CTS-RTS: 8 5 <----> 4 7
DTR-DSR: 4 20 <----> 6 6
General Bug and Improvements Info:
1.00
This version of quake uses nearly no FP instructions, but some
special floating point routines that are about 2-7 times faster
than the FP emulator. It also uses fixed point arithmetics in
some important functions. So it gets about 10 fps in 320x256
and about 6 fps in 640x480 in timedemo 2. (Yes, timedemo works
now and you can also change the resolution if you want!)
Sound is played using the datavox module by P.R.Banks, so it
uses the 8 bit sound system.
Games via TCP/IP are also supported, but as I do not know how
to detect whether there is a running internet connection, it
hangs if you do not have one. If that occurs, please deselect
"TCP/IP support" from the "Configuration" window. If you have
no network connection, do not try to start a multiplayer game
as Quake will then hang.
Playing audio CDs is also implemented, if you want Quake to
check automatically for CD changes, please select this option
from the "Configuration" window.
There is also a new console command "wimp" implemented. As you
certainly guess, this interrupts your session and brings you
back to the wimp. You can return to Quake by clicking on the
icon.
If Quake hangs you can safely interrupt it by pressing "alt"+
"break". The exit handler should clean up all rubbish if it is
not too bad.
1.01
There is also a command line switch "-nowimp" that forces
ArcQuake to start immediately, without waiting for the user
to click on its icon. Of course you can still use the "wimp"
command.
1.02
The bug with specifying a certain amount of memory is now
removed (ArcQuake allocated the double amount, so user of
computers with less than 24-32 MB had problems).
The ArcQuake heap was moved to a dynamic area, this saves
about 2MB memory, though I do not know why.
1.03
Some changes proposed by Robin Watts:
Forced ArcQuake to use a fixed stack size, that makes a
speed increase by about 6%, several other improvements.
Compiled also a special version for Arm610/710.
1.04
Serial games are also supported now. I also removed a bug
introduced by ID that made it impossible to change baud
rates without quitting Quake. Quake now also does not hang
anymore if you select "Multiplayer" and have disabled all
network possibilities. Automatic CPU detection included.
1.05
Multitasking added. Moved interrupt functions into module
GameUtils. Slight speed improvements. Console command "full"
added for return to single task playing.
1.06
Slight spped improvements (own FP square root function).
Modem could work now, at least communication with modem
works. Window positioning bug should be removed. Option
to disable TCP/IP support removed as it should now
detect TCP/IP properly.
1.06a
Reintroduced option to disable TCP/IP support.
Enjoy it!