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-
-
-
- QDM - Quake Deathmatch Manager version 2.0
- ───────────────────────────────────────────────────────────────────────
- ───────────────────────────────────────────────────────────────────────
- (c) 1996 Simply Silly Software
-
-
-
-
- ┌───────────┐
- │What is QDM│
- └───────────┘
-
- QDM is an add-on utility for id Software's Quake that makes setting up
- and playing multiplayer Deathmatch quick and easy. Although Quake
- already has menus that allow you to setup a multiplayer game, they do
- not touch the depth that QDM offers.
-
- QDM supports all types of multiplayer play in Quake. Modem to Modem,
- Null-Modem, IPX Network and TCP/IP Network. QDM includes a database to
- store other players' phone numbers and the IP addresses of Quake
- servers found on the Internet.
-
- When working under Microsoft's Win95 or with the add-on QDMPPP, QDM has
- the ability to ping TCP/IP based servers, plus it has plug-in support
- for an IRC client.
-
- ┌──────────────┐
- │Installing QDM│
- └──────────────┘
-
- Installing QDM is simple. Unzip the QDM.ZIP file in to your QUAKE
- directory. Then run QDM to begin the customization process.
-
- ┌───────────┐
- │Running QDM│
- └───────────┘
-
- Once QDM is installed in to your Quake directory, type "QDM" at the DOS
- prompt to load the program. If this is your first time running QDM,
- you will be told you need to customize to your system. This includes
- finding your modem and setting up any external links.
-
- ┌───────────────┐
- │Customizing QDM│
- └───────────────┘
-
- If this is the first time you are using QDM, you will need to configure
- it so it will work with your computer. Some of this process is
- automatic, while some requires input from you.
-
- :: MODEM DETECTION ::
-
- The first thing QDM will try to do is detect where on your computer
- your modem is located. Although QDM's detection routine is very
- good, it does have limitations. If your modem is on a non-standard
- UART port, or uses a non-standard IRQ (like some COM5: cards) then
- you will need to enter some of the information by hand.
-
- When you are prompted by the modem detection dialogue, select Detect
- Modem (either by moving the mouse over the option and clicking the
- left button or by pressing ENTER). QDM will now scan your COM system
- looking for a modem.
-
- If QDM finds a modem on your computer, it will fill in the UART
- address and the IRQ fields for you. If, however, it does not, you
- will need to furnish that information.
-
- Once the automatic modem detection is finished, QDM will bring you to
- the OPTIONS menu.
-
- ┌────────────────┐
- │The Options Menu│
- └────────────────┘
-
- To get to this menu, press ALT-O or click on the OPTIONS button from
- the main menu (if this is your first time running QDM, you will end up
- here automatically after the modem detection phase). This menu allows
- you to customize QDM for your computer. Notice that there is a 1 line
- help message that changes at the bottom of the screen as you move
- through the menus. You have the following options:
-
- :: UART Address ::
-
- This is one of the 2 most important options if you plan on playing
- Quake over the modem or by null-serial. Quake needs to know what i/o
- port your modem is hooked to. If QDM auto-detected your modem, this
- field will automatically be filled out with the right value.
-
- If QDM did not detect a modem, you will need to enter it. All
- entries in this field need to be in hexidecimal format. For example,
- COM1 uses the i/o port 02F8. Unlike the Quake command line (which
- uses 'C' hexidecimal format) you do not need the 0x proceeding the
- value.
-
- :: IRQ Number ::
-
- This value is as important as UART Address above. Quake needs to
- know what IRQ interrupt your modem uses. Like UART Address above,
- if QDM auto-detected your modem, this field will automatically be
- filled out. If not, you will need to enter the correct value. Once
- again please make all entries in hexidecimal format.
-
- :: Baud Rate ::
-
- Also known as port rate, QDM needs to know how fast your modem will
- talk to your computer. This is not the same as connect rate.
- Typically, a modem will connect at a lower baud rate then the port
- rate, but never a higher rate.
-
- For Quake, we suggest using a 28.8 modem with the Baud Rate set to
- 38400 (for 486's and P60) or 57600 (for P90's and above). If you set
- the port rate too fast, you may risk losing data do to your system
- not being able to keep up (called a Uart Overrun).
-
- :: Init String ::
-
- Your init string is an important part of any ON-LINE gaming
- experience. Without a proper init string your game may play slow,
- lagged, or not at all.
-
- For Quake, we suggest using an init string that does the following:
-
- Turns off All Flow Control (at the moment, Quake does not use flow
- control)
-
- Turns off Data Compression (there isn't much in Quake's packets to
- compress)
-
- Turns on ARQ (also known as error-correction, all 28.8 modems really
- need this on to operate above 14.4 without linenoise. Quake needs
- 28.8).
-
- For example, the perfect USR Sportster 28.8/Courier 28.8 init is:
-
- AT &F1 &K0 S11=32
-
- :: Dial String ::
-
- This option currently isn't used. Quake version 0.91 and 0.92 do not
- allow you to add a different dial string. Quake version 0.94 does
- seem to. However, I do not yet know the command line parameter to do
- so. Once this is known, this string will have some use.
-
- :: Hangup String ::
-
- All modems have a command that needs to be sent out when it's time to
- hang up. You want to enter that command here. Usually that command
- is:
-
- AT H0
-
- :: Activate Setmouse ::
-
- Setmouse is a popular Simply Silly Software utility that allows you
- to tweak the sensitivity levels of your mouse. It can be used to
- turn off forward/backward movement on the mouse or make it hyper
- sensitive. QDM has setmouse built in to it and all you need to do to
- turn it on is to select this option.
-
- :: Horz ::
-
- This option works in conjunction with Activate Setmouse. This
- defines the horizontal sensitivity of your mouse. It ranges in
- values for 0 to 100 with 0 meaning no movement.
-
- :: Vert ::
-
- Same as Horz, only it affects the vertical movement of the mouse.
-
- :: Path to Win95 IRC ::
-
- QDM needs to know where to find an IRC client to use when connected
- to the Internet under Win95. I suggest using MIRC by Khaled Mardam-
- Bey. It's available on most simtel mirrors.
-
- :: Extra Quake Commands ::
-
- If you need to use any extra command line parameters when loading
- Quake (I use the -nojoy parameter) then you want to add them here.
-
- :: Keep Changes ::
-
- Click on this button and QDM will write your changes to disk, and
- exit to the main menu.
-
- :: Ignore Changes ::
-
- Click on this button and QDM will lose all of the changes you have
- made and reload the previous settings from disk.
-
- If this is the first time you have run QDM, clicking on this button
- will abort the initial configuration setup and return you to DOS.
-
- :: Detect Modem ::
-
- If at some time you move your modem (or buy a new one, etc.) you may
- need QDM to try and detect the change. Click on this button to re-
- run the modem auto-detection routine.
-
- ┌─────────────┐
- │The Main Menu│
- └─────────────┘
-
- Once QDM is configured properly, you will be taken to the Main Menu.
- This is the guts of QDM. It's from here where you setup who and what
- you want to do. To exit QDM, all you have to do is press ALT-X from
- the main menu. You have the following options:
-
- :: Player Name ::
-
- This is the name that you will be using while playing Quake. It
- should be unique so that others know when you enter a game or get
- killed.
-
- :: Custom .CFG ::
-
- If you load a custom .CFG file (that has your kb layout, etc.) then
- you want to enter the filename here. This file MUST be located in
- the QUAKE\ID1 directory. This is a Quake limitation, not QDM's!
-
- At no time will QDM alter your custom .CFG file (or any of Quake's
- .CFG files). Anytime QDM needs to use a .CFG file, it will make a
- copy of it.
-
- :: Shirt Color ::
-
- What color do you want your shirt to be. Quake uses color values of
- 0 to 13. They represent:
-
- 0 : White 1 : Tan 2 : Lt. Blue
- 3 : Green 4 : Red 5 : Lt. Green
- 6 : Red+Yellow 7 : Cream 8 : Grey
- 9 : Pink 10 : Bright White 11 : Teal
- 12 : Yellow 13 : Blue
-
- :: Pants Color ::
-
- The field represents what color you want your pants to be. It uses
- the same color values as Shirt Color above.
-
- Pants Color also defines which TEAM you are on in Team Play (See the
- Team Play option under Server Settings).
-
- :: Phone / IP ::
-
- In order to connect to somewhere other than an IPX game, QDM needs to
- know either the phone number (for modem games) or the IP address (for
- Internet games). This is where you put it in. IP addresses must be
- entered in numerical format (ie: 194.72.76.106).
-
- You can use the ADD button (see below) to add a phone number or IP
- address to your database.
-
- :: Name ::
-
- This field is to allow you to add a description for the previous
- Phone / IP when you add it to your database.
-
- :: Add ::
-
- Click on this button (or press ALT-A) to add the current phone/ip to
- your database.
-
- :: Delete ::
-
- Click on this button (or press ALT-E) to delete the currently
- highlighted entry in your database. The highlighted entry will be
- GREEN instead of white.
-
- Once you delete an entry, it is gone.
-
- :: The Database Listing ::
-
- QDM has the ability to keep track of servers you call. The big
- scroll list in the center of the menu lists all of the servers in
- your database.
-
- To scroll through the list, use the cursor keys, or click on the
- scroll arrows. If you click on the list itself, QDM will select that
- entry and copy its data to the Phone/IP and Name fields.
-
- :: PING ::
-
- If you are setup to connect to an Internet based server, you can ping
- that server to check its status. This is usefull for two reasons.
- First off, the ping will give you an idea of how good your connection
- to the server is. For any type of playability at 28.8, we suggest a
- ping time of at MOST 200ms.
-
- In DOS, ping requires QDMPPP to be installed. In Win95, ping
- requires that you use the Win95 dial-up networking options.
-
- :: UPDATE ::
-
- If you have QDMPPP installed, you can click on this button and QDM
- will connect to a Quake Server Tracker and automatically download a
- list of Quake servers that are up and functioning.
-
- QDM will then temporarily add these servers to your database. If you
- want to permanently add one of the server to your database, just
- select the server (double click on it) and then click on ADD. This
- server will then always be available.
-
- :: IRC! ::
-
- QDM has the ability to connect to an irc server. For this to work,
- you must have QDMPPP installed (for DOS) or a Win95 IRC client (such
- as MIRC) must be setup in the options.
-
- When you click on this, you will be transferred to your IRC client.
- You can use this to jump on the irc and find an active Quake server.
- Go to #Quake to find out where the hottest servers are.
-
- ┌──────────────┐
- │JOINING A GAME│
- └──────────────┘
-
- The next 4 buttons are used to join a game that's already in progress.
- You can join a game 4 different ways...
-
- :: Dial ::
-
- You can connect to a server via modem. This is typically how a two
- player game of Quake works. One person answers (Starts a New Game)
- and the other Dials (joins the game).
-
- For Dial to work, fill out the Phone/IP field, and click on this
- button (or press ALT-D). QDM will then transfer to Quake and Quake
- will call the server.
-
- :: Already ::
-
- If you're already connected, or you are connecting via a null-modem
- cable, then click on this button.
-
- :: IPX ::
-
- If you have an IPX network installed, click on this button to connect
- to the network and play Quake. Your IPX drivers MUST be loaded in
- order for this to work.
-
- :: Internet ::
-
- If you want to play over the Internet, click on this button. QDM
- will determine if you're running under Win95 (and thus use QLAUNCH)
- or under DOS and QDMPPP.
-
- :: Term ::
-
- QDM has a built in Terminal. This was added at the last minute to
- fix the bug in Quake 1.0 where it didn't initialize the modem. You
- can now use QDM to pre-establish the connection with the other player
- before starting quake.
-
- This feature also allows you to decide who will be the server AFTER
- you connect instead of the id method of He who answers is the server.
-
- QDM will determine whether to make the call (dial) or to answer
- depending on what's in the PHONE NUMBER/IP field. If you have a
- phone number in that field, QDM will call it, if not, QDM will wait
- for a call.
-
- Once connected, the person who will be the server needs to press ALT-
- S to enter the Server Options Menu. From there they can setup the
- game.
-
- The person being the client needs to just sit there waiting for the
- server to send out a sequence that pulls him in to the game.
-
- ┌──────────────────────────┐
- │I want to start a new game│
- └──────────────────────────┘
-
- When you start a new game, you in effect host that game (ie: you're the
- server). As the server, you answer the incoming call as if playing via
- modem.
-
- When you click on the SERVER button (or press ALT-S), you will be
- transferred to the server settings menu (see below). Here you will
- setup all the different parameters for Quake.
-
- ┌───────────────┐
- │Server Settings│
- └───────────────┘
-
- This menu allows you to select and setup many of the different
- environment options for Quake. If you are running under Win95, you
- will get a warning that QDM has disabled TCP/IP support. In testing we
- have found problems with Mpaths tunnel driver when not playing over the
- Internet. Until this problem is resolved this option will always
- switch itself off (You can turn it back on).
-
- You can change the following options:
-
- :: Server Host Name ::
-
- This is the name of the game. When someone does an SLIST, this is
- the name they will see.
-
- :: Pausable ::
-
- If this is off, no one will be able to pause during a game. I
- suggest leaving this off. Just click on it to turn it on (or tab to
- it and press ENTER or SPACE).
-
- :: SYS_TICRATE ::
-
- Notice this entry (and several others) have both a check box and an
- entry field. If the check box is checked, then the value in the
- entry field will be passed to Quake.
-
- SYS_TICRATE is a very important command. Unfortunately, it only
- seems to work with dedicated servers (more on the 2 different server
- types later). SYS_TICRATE is the TICDUP of Quake. You use this game
- to smooth out a high latency game of Quake (like over the net). The
- default is 0.05 and the closer you get to 1.0, the more packets get
- dropped.
-
- The down side to SYS_TICRATE is that you lose some measure of
- control. Of course, if your connect is lagged enough to need it..
- you won't be able to tell anyway :)
-
- :: SV_ACCELERATE ::
-
- This command tells Quake how quick a player goes from standing still
- to full speed. The higher the number, the better.
-
- :: SV_AIM ::
-
- You can turn auto-aiming off, on or anywhere in between. 0 = off,
- 1 = on, you figure the rest.
-
- :: SV_FRICTION ::
-
- Ever wonder what it would be like playing on ice? Now you can find
- out. Set this to 0 and you will move until you hit something (like
- in space). Set it to 1000 and you can't move.
-
- :: SV_GRAVITY ::
-
- Hmm.. I wonder.... :) The lower the #, the less gravity.
-
- :: SV_MAXSPEED ::
-
- This entry affects the maximum speed the players can run.
-
- :: SV_MAXVELOCITY ::
-
- SV_MAXVELOCTIY is much like SV_Accelerate in that it affects how
- quickly you get moving.
-
- :: SV_STOPSPEED ::
-
- This entry affects how quickly you can stop moving.
-
- :: Max Players ::
-
- This option allows you to set the maximum # of players who can enter
- a game.
-
- :: Frag Limit ::
-
- If this option is selected, Quake will end the game when XXX number
- of frags has been scored by 1 person or team.
-
- :: Time Limit ::
-
- If this option is selected, Quake will end a game after XXX minutes.
-
- :: DM PLAY and COOP PLAY ::
-
- These two options are mutually exclusive. In DM, you all fight each
- other, in COOP you fight the original monsters. WARNING!! 14.4
- modems cannot really handle COOP Play. They don't have the
- bandwidth. Don't say we didn't warn you.
-
- :: Team Play ::
-
- If this option is on, you do not take damage from anyone on your
- team. The Pant's color (See main menu) is used to determine which
- team you are on. So everyone with blue pants can shoot each other,
- everyone with red pants can too.
-
- However, if Team mode is on, your teammate does lose armour points.
-
- :: Skill Level ::
-
- This option is only for COOP play. It determines which skill level
- you want to play on.
-
- :: MAP ::
-
- Enter the name of the map you want to play here. Quake currently
- supports maps E1M1 through E1M8. More maps will be available in the
- registered version.
-
- ┌─────────────┐
- │Allow Options│
- └─────────────┘
-
- The next 3 options tell Quake what types of connections to allow in
- your game. They are...
-
- :: Allow Modem/Serial ::
-
- If you want people to be able to connect via modem or null-modem then
- you must have this option turned on. If, however, you are connected
- to the internet via modem (ie: dial-up PPP, Win95 Dial-up networking)
- then you may want to turn this option off. We have tested it both
- ways and it doesn't seem to conflict with TCP/IP play, but if it does
- for you, turn it off.
-
- :: Allow IPX ::
-
- If you want people to connect via an IPX network, leave this option
- on. In fact, you can probably always leave this option on.
-
- :: Allow TCP/IP ::
-
- If you want to allow people to connect via the Internet, or your
- network uses TCP/IP as its protocol, check this option.
-
- WARNING #1:
-
- TCP/IP and Modem Serial can in theory conflict since most of the time
- they both use the modem. We have tested it and it doesn't seem to
- crash, but the option to turn them off is there for safty.
-
- WARNING #2:
-
- If you're running QDM under Win95, QDM will launch QLAUNCH.EXE
- instead of QUAKE.EXE if Allow TCP/IP is checked. This can cause
- problems and has been reported to lock up. We strongly suggest
- leaving this off unless you actually are going to have someone
- connect from the net.
-
- ┌────────────────────┐
- │Listen vs. Dedicated│
- └────────────────────┘
-
- Quake Supports 2 different types of servers.
-
- :: Listen Server ::
-
- When you select this button, Quake will be launched as a listen
- server. This means not only will you host a game, but you will be
- able to play in that game as well. If you are trying to play 2
- people via modem, you will always want to launch a listen server.
-
- :: Dedicated Server ::
-
- The dedicated server is usually only used via IPX or the Internet.
- Computers running a dedicated server DO NOT get to play Quake, they
- only get to host the game for all other players. However, this
- speeds up the overall game play.
-
- When you click on this button, QDM will launch a dedicated server.
-
-
- ┌──────────────┐
- │What is QDMPPP│
- └──────────────┘
-
- QDMPPP is a collection of all the different utilites that are needed to
- play Quake via the Internet. All of the necessary utilities for using
- QDMPPP are installed when you install QDM.
-
- However, in order to finish the installation of QDMPPP and to play
- Quake over the Internet, you will need either Beame and Whiteside's
- TCP/IP for DOS (version 3.2 preferred) or Microsoft's Windows 95 with
- dial-up networking enabled.
-
- Because both of these program are commerical and cannot be included
- with QDM, you will need to install them yourself. QDMPPP does install
- the necessary support files such as the KLOS PPP terminal software and
- drivers.
-
- If you are using B&W TCP/IP you should ONLY load the ETHDEV.SYS and
- TCPIP.SYS driver files in your CONFIG.SYS. You MUST use the QDMPPP.BAT
- file that will be located in your Quake directory. This file loads all
- the necessary support files and will connect you to your ISP using the
- KLOS dialer. It's very important that you run QDMPPP.BAT instead of
- some other start file.
-
- If you are using Windows 95 to connect to the Internet, just connect as
- you usually would, and run QDM from a DOS session (either windowed or
- full screen).
-
- ┌──────────┐
- │Known Bugs│
- └──────────┘
-
- The only known bug is that QDMPPP may give you an error message about
- running out of enviroment space while loading. QDMPPP needs to setup
- some information to the DOS enviroment to make QDM and other support
- utilities work. If you get this message, increase your enviroment
- space in DOS. Refer to your DOS manual for information on how to do
- this.
-
- ┌───────────────┐
- │Reporting a Bug│
- └───────────────┘
-
- If you find a bug in QDM, you can report it by sending email to
- QDM@head2head.com. Please include your system configuration and what
- type of game you were trying to play.
-
- ┌───────────────────┐
- │What if I need help│
- └───────────────────┘
-
- Read this manual again. There is no tech support for QDM. It's
- freeware and we don't have the resources to support it 100%.
- Everything has been tested on several machines and checks out ok. If
- you're having problems using QDM ask in the newsgroups. DO NOT SEND
- EMAIL TO QDM@HEAD2HEAD.COM as it will be returned with a MEAN MESSAGE.
- Actually.. it will just get deleted as I don't have the time to respond
- to all the requests. But then.. this isn't that hard.
-
- ┌─────────────────┐
- │License Agreement│
- └─────────────────┘
-
- QDM is freeware and may be distributed freely for non-commerical usage.
-
- QDM is copyright 1996 by Simply Silly Software and The Head-to-Head
- Gaming Network, Inc. It may not be used for any commerical venture.
- QDM may not be distributed by any commerical organization without
- written permission nor may it be distributed by any person connected to
- a commerical organization with intent to support that organization.
- This includes distribution on a CDROM compilation, distribution over an
- on-line service (including BBS systems) or distribution on a WEB based
- system controlled by a commerical organization. In other words, if
- your not giving QDM to your friend so you can DM against each other,
- you can't give out QDM... it's that simple. Violation of this license
- agreement will not be tollerated.
-
- If you seek to obtain commerical license to QDM, please contact
- jwilcox@head2head.com and licensing information will be forwarded to
- you.
-
- If you wish to distribute QDM on your WEB site, we ask that you add
- a link on your page to http://www.head2head.com!
-
- ┌────────────────┐
- │About the Author│
- └────────────────┘
-
- Joe Wilcox is best known for D! and Doom/Master for Doom, Doom 2,
- Heretic and Hexen. He is the creator of the D!ZONE series of CDROMS
- published by Wizardworks. Currently, Joe is Vice President of Software
- Development at the Head-to-Head Gaming Network and is helping bring the
- greatest on-line game service to life.
-
- You can sometimes find him in an idle moment on #Quake!
-
- ┌─────────┐
- │About H2H│
- └─────────┘
-
- The Head-to-Head Gaming Network is a new on-line game service in
- development. Frankly we blow the doors off of everyone else. Check us
- out at WWW.HEAD2HEAD.COM
-