Release Notes

 

Incompatibilities and Troubleshooting

    FUZZY DESKTOP UPON QUITING GAME IN 3DFX OPENGL MODE

    If you quit Quake Mission Pack and your Windows desktop becomes fuzzy or out of sync (fuzzy, horizontal lines), try restarting the computer and go to your monitor settings (in Windows Display Properties) and set your monitor refresh rate to match that of your 3Dfx Voodoo Graphics card (usually 60hz vertical).

    FUZZY / SCRATCHY AUDIO DURING CINEMATICS

    If your audio skips or is scratchy during cinematics, then try using a lower video resolution (accessed from the Video options in the game). When this occurs, it tends to happen on slower systems running resolutions of 400x300 or greater.

    LOSS OF SOUND WHILE CHANGING MAPS

    Older audio drivers may have issues with Quake II. If you lose your audio / joystick support while changing maps, then contact your audio hardware manufacturer to obtain updated drivers for your card. In the event that no updated drivers are available, then audio can be restored by going to the Quake II console and typing:

    snd_restart

    CHOPPY FRAMERATE WHEN TURNING OR STRAFING

    If you experience choppy framerate or jittery screen updates when strafing and turning at the same time (or just turning in general), try going to the console (hit the ~ key ) and enabling mouse filtering by typing:

    m_filter 1

    USING QUAKE II 3DFX ON A SYSTEM WITH BOTH VOODOO RUSH AND VOODOO 2 INSTALLED

    If you are experiencing difficulties trying to use your Voodoo2 with Quake (i.e. Quake II is defaulting to your Voodoo Rush accelerator) the following tips should prove useful in making this configuration work with Quake II.

    1) Upon successfully replacing your Voodoo Rush drivers with the AT3D drivers, click on Start > Find > Files or Folders > and search for ‘GLIDE*.*’. This will search the computer system for all Glide related files. Delete these files from the system to ensure that there will be no version conflicts between Glide ( note: the Voodoo Rush uses Glide v2.43 while the Voodoo2 uses Glide v2.5 and later ).

    2) Upon successfully removing the Glide drivers, remove your Voodoo2 card from Device Manager and restart the computer. Upon reboot, Windows 95 will redetect the Voodoo2 card and reinstall the proper drivers (Glide v2.5 and Direct3D drivers). Note: You may need your Voodoo2 manufacturer's driver CD-ROM to complete this process.

    3) Using the 3dfx tab in your Display Properties (Click on Start > Settings > Control Panels > Display) ensure that the Voodoo2 card is functioning properly and that the diagnostics for the Voodoo2 card verifies that Glide v2.5 or later has been installed, if not, then reinstall the drivers from the manufacturer's CD-ROM drivers disc.

    4) Start Quake II and select 3dfx OpenGL from the menu settings, then hit the ESC key to accept the settings. Quake II should now be utilizing your Voodoo2 over the Voodoo Rush.

    PROBLEMS SWITCHING VIDEO MODES IN WINDOWS NT WITH A HERCULES STINGRAY 128/3D.

    When running Windows NT with a Hercules Stingray 128/3D, we have occasionally experienced a crash when attempting to switch to 3Dfx OpenGL in the video menu, after starting the mission pack from the Compatibility Mode Shortcut. Please continue to check the Hercules web site (www.hercules.com) for updated drivers.

 

Server Configuration and New Options

    DEATHMATCH FLAGS

    Quake II Mission Pack: Ground Zero is a simple add-on to the server. All of the normal/original deathmatch options apply, with the following additional flags:

    Deathmatch Flag Value Description
    DF_NO_MINES 131072 This removes A-M Bombs, Teslas, and Prox. Mines.
    DF_NO_STACK_DOUBLE 262144 This keeps players from adding Quad-damage and
    Double-damage to get 8X damage.
    DF_NO_NUKES 524288 This removes A-M Bombs.
    DF_NO_SPHERES 1048576 This removes spheres from play.

    The following is a list of the recognized deathmatch flags including the four mentioned above.

    DF_NO_HEALTH 1
    DF_NO_ITEMS 2
    DF_WEAPONS_STAY 4
    DF_NO_FALLING 8
    DF_INSTANT_ITEMS 16
    DF_SAME_LEVEL 32
    DF_SKINTEAMS 64
    DF_MODELTEAMS 128
    DF_NO_FRIENDLY_FIRE 256
    DF_SPAWN_FARTHEST 512
    DF_FORCE_RESPAWN 1024
    DF_NO_ARMOR 2048
    DF_ALLOW_EXIT 4096
    DF_INFINITE_AMMO 8192
    DF_QUAD_DROP 16384
    DF_FIXED_FOV 32768
    DF_NO_MINES 131072 Quake II Mission Pack: Ground Zero Only
    DF_NO_STACK_DOUBLE 262144 Quake II Mission Pack: Ground Zero Only
    DF_NO_NUKES 524288 Quake II Mission Pack: Ground Zero Only
    DF_NO_SPHERES 1048576 Quake II Mission Pack: Ground Zero Only
    DF_DUALFIRE_DROP 65536 Quake II Mission Pack: The Reckoning Only

    ADDITIONAL CVARS

    CVar Default Value Description
    huntercam Default ON(1) This toggles ON/OFF the Hunter Sphere chase camera
    strong_mines Default OFF(0) This lets "quad" and "double" mines last the full time period.
    randomrespawn Default OFF (0) This makes deathmatch items respawn randomly within a group (i.e. health stays health, ammo stays ammor, etc.).
    gamerules 2 N/A Sets the deathmatch game for TAG.

 

Other new CVars

Spectator support added. A new cvar is built into the client, "spectator."  Setting it to value other than "0" will allow you join a game as a spectator.  While in spectator mode, you can press the attack button to enter a chasecam mode and follow other players. Using the inventory keys (by default the left and right square brackets) you can switch between players in the game while using the chasecam.  You may enter and leave spectator mode while connected. Doing so resets your score to zero.

New cvar for the game.dll: spectator_password. If set to a value (other than "none"), users must set their spectator variable to this value in order to join the server as a spectator. This password is independant of the normal user password.

New console command for players, "playerlist". This will cause the server to give you a text list of the players on the server, including their connect time, score, ping and spectator status. This is handy if not everyone fits on the scoreboard on busy servers.

New cvar for the game.dll: sv_maplist. This can be set to a list of map names that the server should autorotate through, rather than using the nextmap set in the actual map files themselves.  For example: set sv_maplist "rdm1 rdm3 rdm14 rdm5" will cause the server to rotate through those maps.

New server cvar: sv_airaccelerate. This controls the optional air acceleration facility. The default value is 0, which disables air control.   The usual value to replicate the air control seen in the original Quake and later versions of Quakeworld is 10. 10 allows for much more air control (as was seen in 3.15). This value is ignored in single player and coop.

    AUTOMATIC DOWNLOADING OF CUSTOM SKINS AND MODELS AND MAPS.

    The 3.19 update to Quake II (included with this mission pack) allows for the automatic downloading of a servers custom player models/skins, player sounds, and custom maps when you join a network game. This process will occur during the loading of a new level if Quake II detects that the server has a player model/skin, sound, or map that you don’t have.

    Automatically downloaded player models and skins will be placed in your quake2\baseq2\players directory. Automatically downloaded maps will be placed in your quake2\baseq2\maps directory.

    THESE DOWNLOADS DO USE YOUR HARD-DRIVE SPACE.

    THE SERVER can choose to turn these downloads ON and OFF by typing the following commands at the console, which can be pulled down by tapping the tilde (~) key.

    Type this command: To do the following:
    ALLOW_DOWNLOAD_MODELS 0 DISABLE downloading of custom player models/skins
    ALLOW_DOWNLOAD_SOUNDS 0 DISABLE downloading of custom player sounds
    ALLOW_DOWNLOAD_MAPS 0 DISABLE downloading of custom maps
    ALLOW_DOWNLOAD_PLAYERS 0 DISABLE downloading of custom players
    ALLOW_DOWNLOAD_MODELS 1 ENABLE downloading of custom player models/skins
    ALLOW_DOWNLOAD_SOUNDS 1 ENABLE downloading of custom player sounds
    ALLOW_DOWNLOAD_MAPS 1 ENABLE downloading of custom maps
    ALLOW_DOWNLOAD_PLAYERS 1 ENABLE downloading of custom players

    *Important note: Custom models/skins, maps and sounds are NOT created by id Software, Rogue Entertainment, or Activision, and we are therefore not be responsible for the quality of those items and can NOT offer customer support for those items.

    CONNECTION SPEED

    This is a new option in the latest versions of Quake II.   Make sure that this option is set to your current internet connection speed. If this option is not set correctly you may experience unnecessary lag.

Saving and Loading Co-op Games

As much as we tried, this feature has never really been stable. There are a million technical reasons why, but we ultimately decided to put the feature in as-is due to popular demand. Multiplayer Save & Load is very delicate, so you need to follow some simple rules:

  1. Have the server load a saved game.
  2. Everyone else search for the server or connect manually; once the server has loaded the saved game, it will be visible.
  3. Everyone else join in--preferably in the original order.
  4. You should be good to go.

* The Server must completely load a map and be in the game before the clients can load their maps. Consequently, the client may appear to do nothing for quite some time--especially if the server is on a slow machine.

* If you follow the rules, your game will be fine. If you're experiencing very strange problems like spawning in dead or wicked VIS problems, it's probably because you're not doing something right. Go back, and follow steps 1-4 again. Patience will be rewarded...

SAVE COOPERATIVE GAME
If you are running a listen server, you can save your current game as you would any single player game. Simply access the Save Menu under the Game option in the menu system to save a game. NOTE: Only the server can save a cooperative multiplayer game; players attached to the server will not be able to access the save option.

LOADING A COOPERATIVE GAME
Pay special attention to the order in which specific players join the game. The server saved game remembers this order and repeats it when clients connect back into the restarted game. In order to retain the same weapons and inventory items, a client must join the restarted game in the same order as he or she did when the game was originally started.

 

Level List

File Name: Map Name:
rmine1 Lower Mines
rlava1 Thaelite Mines
rlava2 Tectonic Stabilizer
rmine2 Mine Engineering
rware1 Eastern Warehouse
rware2 Waterfront Storage
rbase1 Logistics Complex
rbase2 Tactical Command
rhangar1 Research Hangar
rsewer1 Waste Processing
rsewer2 Waste Disposal
rhangar2 Maintenance Hangars
rammo1 Munitions Plant
rammo2 Ammo Dump
rboss Widow's Lair
File Name: Map Name:
rdm1 The Low Road
rdm2 High Road
rdm3 Boxed In
rdm4 Razor Close
rdm5 Stone Hinge
rdm6 Nexus
rdm7 Sewer Citadel
rdm8 Styx & Stones
rdm9 Scenic Overlook
rdm10 Great Divide
rdm11 Dish It Out
rdm12 Fall From Grace
rdm13 Roads to Nowhere
rdm14 Rogue's Edge

© MMIX.