         /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
         | S T A R  T R E K : T H E  Q U A K E  S I M U L A T I O N |
         |                       Release 1.2                        |
         |                                                          |
         |     F r e q u e n t l y  A s k e d  Q u e s t i o n s    |
         |                                                          |
         |       Homepage:  http://members.aol.com/stquakesim       |
         \__________________________________________________________/


Contents
--------
1. Introduction
2. Installing the simulation
3. Multiplayer games
3. General questions
4. Legal information

Introduction
------------
Do you want to know exactly how to install ST:TQS? Have you got any other
nagging questions? Take a look at these frequently asked questions and you
may just find the answer. If not, my e-mail address is andywyllie@aol.com
but please only mail me if you've read all the relevant documentation first
and you still can't find the answer you're looking for.


Installing the simulation
-------------------------
This section covers installation with Windows 95, Windows 3.1, DOS and OS/2.

-----------------------------------------------------------------------------
If you are installing over a previous release of this level, please delete
the older release first by deleting the Startrek folder in your Quake folder.
-----------------------------------------------------------------------------

Question: How, exactly, do I install the simulation with Windows 95?

Answer: First you need to get a copy of a Zip file extraction program, such as
WinZip. You'll find a shareware version of WinZip on most magazine cover
CD-ROMs and it is readily available on-line. Once you have installed WinZip,
navigate to the directory where you have stored the ncc1701d.zip file (you can
use Windows Explorer for this task) and double click on the file. WinZip
should open, click on 'I agree' and then choose Extract. Select 'All files'
and 'Use folder names' then find and double-click on your Quake directory.
Then click on Extract and you're ready to go!


Question: Now how, exactly, do I use the simulation with Windows 95?

Answer: Open Windows Explorer and find your Quake directory, then look for a
file called 'startrek        Shortcut to MS-DOS...' and double click that.
Enjoy!


Question: How do I install and run the simulation with Windows 3.1?

Answer: You can still use WinZip to extract the files, but you'll need to get
the Windows 3.1 (16-bit) version since the Windows 95 version won't work on
your system. Once you've got WinZip installed, open the File Manager and find
the directory where you stored the ncc1701d.zip file and double-click on the
file. Choose 'I agree' and then Extract. Select 'All files' and 'Use folder
names' then find and double-click on your Quake directory. Then click on
Extract and you're ready to go!

Remember the name of your Quake directory and exit Windows.
e.g. If your Quake directory is D:\GAMES\QUAKE type the following:
D:
CD \GAMES\QUAKE
STARTREK
(pressing enter after each line)
Enjoy!


Question: How do I install the simulation from DOS?

Answer: Only use this method if you don't have Windows (unless you prefer
working with DOS). You'll need PKUnZip for DOS. It's available on-line and is
still on some magazine cover CD-ROMs. Copy pkunzip.exe to your C:\DOS
directory and then CD to your Quake directory.
e.g. If the ncc1701d.zip file is in C:\DOWNLOAD and Quake is in D:\GAMES\QUAKE
type the following:
D:
CD \GAMES\QUAKE
PKUNZIP -d C:\DOWNLOAD\NCC1701D.ZIP
(pressing enter after each line)
Congratulations, you've now installed the simulation.

To run it, CD to your Quake directory (if you're not already there) and type:
STARTREK
(press enter after that line)
Enjoy!


Question: How do I install this simulation from OS/2?

Answer: As an OS/2 user you have the choice of using the Windows 3.1 method
or the DOS method of installation. To use the game create a program object
for startrek.bat in your Quake directory. Warp 4 allows you to do this from
the right-mouse-click menu of the file. Users of older versions can drag a
program template from their templates folder to the desktop and enter the
details from there. Make sure you set the program to run in a full-screen DOS
session (for best performance and higher resolutions). A word about DOS
settings: Make sure the DPMI_MEMORY_LIMIT setting is set to at least 8-16Mb.
Don't set it any higher than 3/4 of your total system memory. You should also
disable EMS and XMS memory so that more memory remains for use by Quake.


Question: How do I start the game without using batch files or shortcuts?

Answer: The game can be started by entering the following:
quake -game startrek +map ncc1701d
Type this from a command prompt after changing to your Quake directory.


Multiplayer games
-----------------

Question: How do I play serial games with this level?

Answer: It's actually very simple. Start the level as you would normally do
for a single player game (see above for details) on each computer. Then on
one computer start a serial game with the 'START' or 'DM1' level. When it
has loaded, bring down the Quake console (accessible from the options menu)
and enter: map ncc1701d On the other computer select join serial game - it
will automatically join the level and you can play to your heart's content.


Question: How do I play modem games with this level?

Answer: Follow the above instructions for a serial game but choose 'modem'
instead of 'serial' and enter all the relevant modem details when asked
(you may not need to change much).


Question: How do I play IPX network games with this level?

Answer: Again, follow the above instructions for a serial game but choose
'IPX' instead of 'serial'. If you want more than 4 players, you'll need to
start the game with the -listen x parameter where x is the maximum number of
players to allow in the game. From your Quake directory in DOS you would type:
startrek -listen 9
This would allow up to 9 players in the game (including the server). The
absolute maximum is 16. And yes, there are enough start positions in the map
for 16 players.

Windows 95 users who want more than 4 players should edit the startrek.pif
file ('startrek   Shortcut to MS-DOS...' in Windows Explorer) in their Quake
directory and add -listen x (where x is the maximum number of players to allow
in the game) to the end of the command line entry, on the Program page of the
file's properties.


Question: How do I play TCP/IP network games with this level?

Answer: Exactly the same procedure applies for TCP/IP games as for IPX games,
given above, including provision for more than 4 players. Simply choose
'TCP/IP' instead of 'IPX' in the multiplayer menu.


Question: How do I set up a dedicated server with this level?

Answer: First of all you should check that you know how to set up a dedicated
server for normal Quake levels. However, the procedure is normally pretty
simple. Just add -dedicated x to the command-line you use for starting the
game, where x is the maximum number of players to allow in the game. If you
use DOS, this means you would type:
startrek -dedicated 16
for a game with a maximum of 16 players.
Using Windows 95, you should create a copy of the shortcut called startrek
('startrek    Shortcut to MS-DOS...' in Windows Explorer) which is in your
Quake directory and add -dedicated x to the command line (on the Program page
of the file's properties), where x is the maximum number of players to allow
in the game.


General questions
-----------------

Question: What is the main web site for Star Trek:The Quake Simulation?

Answer: Go straight to http://members.aol.com/stquakesim for the latest info
and downloads.


Question: Are you working on any new features at the moment?

Answer: For the most current information go to the following web address:
http://members.aol.com/stquakesim and check out the "Coming Soon" and
"Captain's log" sections.


Question: Is there any possibility of a future release with a different set of
weapons, for instance a Romulan Disruptor?

Answer: That would mean getting rid of at least one of the current weapons.
Of course, it's pretty hard to call the communicator badge a "weapon" so it
could maybe be replaced. However, as I have said before, I would need some
decent pictures of any weapon I was to add and I would need to hear a lot of
people asking for a particular weapon before adding it. Besides, I'm not
unhappy with the weapons as they are.


Question: Why can't I find any servers on the net which host this level?

Answer: This is a common problem, and indeed I don't know if anyone has ever
found a server which hosts this level. Whether or not any servers do exist,
I haven't been contacted by anyone to tell me that they are hosting my level.
Try posting a question to the rec.games.quake newsgroup and see if anyone
owns up to hosting this level on their server ;-)


Question: Why are the Jefferies tubes so hard to get out of?

Answer: The tubes were always going to be a tight fit, but the sensitivity of
Quake's Fly-mode (that's how you don't fall down the tubes) makes things even
worse. Without a doubt a slow connection or a low frame rate make things even
worse. I'm considering the options open to me and I may find a better way of
doing it.


Question: Why no monsters, exits or any other single-player aspects?

Answer: There are few monsters because I thought they would get in the way in
deathmatch and especially while exploring the ship. Also it was meant to be
as "realistic" as possible (considering it's a fictional ship!) so I didn't
want hundreds of dogs, knights, shamblers, etc running about and it couldn't
be challenging enough to get to the exit (kill a few enemies, get in the
turbolift and hey-presto you're there!).


Question: Can I use any bots patches (such as ReaperBots) with your level?

Answer: Unfortunately not, as both the bots and this level nead their own
customized progs.dat file. The only way to get bots in this level is for me
to write a bots patch which is integrated with this level. Until that happens
(if it ever does) you'll just need to play against some fellow humans, or go
back to regular Quake to use your bots patch. By the way, the ReaperBots patch
is excellent even on simple levels such as DM1 - if you're interested you'll
find ReaperBots somewhere in ftp://ftp.cdrom.com/pub/idgames2


Question: Are you going to write a bots patch for this level?

Answer: It's possible, but with Quake 2 out it's not very likely to be for
Quake.


Question: I've got a really good idea. How about you make a Romulan Warbird,
Klingon Bird of Prey, etc a let people beam between the ships?

Answer: I've heard this suggestion *so* many times and unfortunately the
explanation doesn't get any easier. There's simply no room in the level for
other ships - you name the limit in Quake and I'm just inches short of it!
You could suggest splitting it into other levels. Well, that wouldn't work
because you'd keep getting separated from the other players in deathmatch and
it'd essentially just be separate levels. I hear that Quake 2 will have a more
dynamic level structure (as Hexen did, going back and forward through
different levels to solve a puzzle) so maybe a Quake 2 version could improve
on this. However, the same level size restriction (8000x8000x8000 cube for
level) is reportedly still there, and possibly the limit on the number of
dynamic entities and models is as well.


Question: Why is more of the ship not included?

Answer: When you realise that the level already takes >24 hours to compile at
the moment and that this seems to rise exponentially with the size of the
level, there's no practical way of including more of the ship. Frame rate also
suffers as the size of the level increases. And I am at about 90% of Quake's
limits on the number of entities and models...


Question: Are you planning any other themed levels?

Answer: I would like to do Deep Space 9 or Voyager if I had the blueprints for
them (as I do for The Next Generation), but I haven't come across any yet. I
may also convert this level to Quake 2.


Question: What would be so good about a Quake 2 version?

Answer: The first thing that springs to mind (mine anyway) is rotating BSP
models. What makes this important is that it would allow me to make the
turbolifts exactly like the "real" thing. They would turn to face the doorway
and you would hardly even notice. Since Quake 2 will allow proper C code to
be used instead of QuakeC it will also be possible to customise the game in
many more ways. The new lighting effects would also be very good, but you need
a 3D card for those (you might have guessed I don't have one!). I don't know
but Id might have made some improvements in compile times as well so I might
even manage to add another area or two of the ship, but that's maybe just
wishful thinking.


Question: Can you join my TC team?

Answer: Unlikely with my once-a-week connection to the Internet and 28.8K
modem. If I had a free 24 hour T3 connection I might consider it, but I'd
probably have too much work then to get anything done...


Legal information
-----------------
This document is copyright Andrew Wyllie 1997. All rights reserved.
Star Trek, The Next Generation, Deep Space 9, Voyager, NCC-1701-D and all
other relevant trademarks are the property of Paramount Pictures.
Quake is a trademark of Id Software.

The author, Andrew Wyllie, will not accept any responsibility for any
inaccuracies in this document, whether explicit or implied. The author will
also not accept any responsibility for any damages caused as a result of the
misuse or inability to use the information contained in this document.

This document is distributed without any guarantees or warranties. The author
makes no claims as to its fitness for a purpose.
