Quake II: Wikis

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Quake II
Quake2box.jpg
North American boxart, PC version
Developer(s) id Software
Raster Productions (N64)
Hammerhead (PS)
Logicware (Mac)
Publisher(s) Activision (Windows, PS, Mac, N64)
Hyperion Entertainment (Amiga)
Macmillan Digital Publishing (Linux)
Activision/Valve Corporation (Steam)
Engine Quake II
Version 3.20 (3.21 as source code)
Platform(s) Amiga (68k), AmigaOS 4 (PowerPC), Nintendo 64, Macintosh, BeOS, Linux, Windows, PlayStation, Zeebo
Release date(s) December 9, 1997 (NA) 1999, 2001, 2002
Genre(s) FPS
Mode(s) Single-player, multiplayer
Rating(s) ESRB: M (Mature)
OFLC: MA 15+
USK: 18
ELSPA: 15+
Media CD-ROM (1)
System requirements 90 MHz processor, 16 MB RAM
Input methods Keyboard, mouse, joysticks

Quake II, released on December 9, 1997, is a first-person shooter computer game developed by id Software and distributed by Activision. It is not a sequel to Quake; it merely uses the name of the former game due to id's difficulties in acquiring a trademark for alternative titles.[1] The soundtrack for Quake II was mainly provided by Sonic Mayhem, with some additional tracks by Bill Brown.

The next game released by id with the title Quake, Quake III Arena, is also not considered to be related to Quake and Quake II as it is multiplayer focused, and has a dissimilar storyline. A direct sequel, titled Quake 4, was released in October 2005 for the PC (Microsoft Windows and GNU/Linux), and later for the Xbox 360 (as part of Quake 4) and the Macintosh. A prequel to Quake II, Enemy Territory: Quake Wars, has been produced by Splash Damage.

Contents

Plot

Quake II takes place in a science fiction environment. In the single-player game, the player assumes the role of a Marine named Bitterman taking part in "Operation Alien Overlord", a desperate attempt to protect Earth from alien invasion by launching a counter-attack on the home planet of the hostile cybernetic Strogg civilization. Most of the other soldiers are captured or killed almost as soon as they enter the planet's atmosphere, so it falls upon the player to penetrate the Strogg capital city alone and ultimately to assassinate the Strogg leader, the Makron.

Gameplay

The game is played in general first-person shooter paradigms, in which the player shoots enemies from the perspective of the main character. The gameplay is very similar to that featured in Quake, in terms of movement and controls, although the player has been slowed down, and now has the ability to crouch. The game retained four of the original Quake's weapons (shotgun, super-shotgun, grenade-launcher and rocket launcher), although they were all completely redesigned and made to function in slightly different ways. The remainder of Quake's eight weapons (axe, nail-gun, super-nailgun and Thunderbolt) are gone. Newly introduced weapons are the blaster, machinegun, chaingun, hyperblaster, railgun and BFG10K. Some power-ups from Quake are still present, including quad damage.

Single-player game

The single-player game in Quake II often involves gun-battles with multiple enemies in large, outdoor areas.

The single-player game features a number of improvements over that of Quake. First, evident from the opening CGI introduction sequence, the game's plot is much more integrated into the action. The player is given mission-based objectives that correspond to the storyline. For example, the player carries out a wide range of activities, including stealing a tank commander's head to open a door, or calling down an air-strike on a bunker. CGI cut scenes are used to illustrate the player's progress through the various main objectives, although they are all essentially the same short piece of video, that shows a computerised image of the player as he/ she moves through game's levels.

Another addition is the inclusion of a non-hostile character type: the player's character's captured comrades. However, it is impossible to interact with such characters, because they have all been driven insane by their Strogg captors.

The game features much larger levels than Quake, with many more wide-open areas. There is also a hub system that allows the player to travel back and forth between levels. Indeed, this is sometimes necessary to complete certain objectives. There are some similarities to Quake in that some of the textures and symbols that appear in the game are very similar to some of those found in the original. The levels are now populated by a new set of enemies, including more recurring types than previously. Enemies now demonstrate visible wounds after they have taken damage.

Multiplayer game

The multiplayer game is similar to that in Quake. It can be played as a free-for-all deathmatch game, a cooperative version of the single-player game, or as a 1 vs 1 match that is used in official tournaments, like the Cyberathlete Professional League. It can also be played in Capture the Flag Mode (CTF). The deathmatch game benefited from the release of eight specifically-designed maps that id Software added after the game's initial release. They were introduced to the game via one of the early patches, that were released free of charge. Prior to the release of these maps, players were limited to playing multiplayer games on the single-player levels, which, while functional as multiplayer levels, were not designed with deathmatch gameplay specifically in mind.

As in Quake, it is possible to customize the way in which the player appears to other people in multiplayer games. However, whereas in Quake, the only option was to change the color of the player's uniform unless third party modifications were used, now the game comes with a selection of three different player models: a male marine, a female marine, and a male cyborg; choice of player model also affects the speech effects the player's character will make, such as exhaling in effort while jumping or groaning when injured. Each model can be customized from in the in-game menu via the selection of pre-drawn skins, which differ in many ways; for example, camouflage style, skin color and application of facepaint.

Reception

Quake II was extremely well-received, by reviewers and gamers alike. It sold over one million copies.[2] Quake II was the most popular online game for all of 1998.[3]

Custom content

As with Quake, the game was designed to allow players to easily create custom content. A large number of mods, maps, player models, skins and sound effects were created and distributed to others free of charge via the Internet. Popular sites such as PlanetQuake or Telefragged allowed players to gain access to this custom content.

Another improvement over Quake is that it is now much easier to select custom player models, skins and sound effects because they can be selected from the in-game menu.

Technical

Unlike its predecessor, Quake II's engine allows for sky-boxes and colored lighting effects.

Unlike Quake, where hardware accelerated graphics controllers were supported only with later patches, Quake II came with OpenGL support out of the box.

The latest version is 3.21. This update includes numerous bug fixes and new maps designed for multiple players deathmatch. Version 3.21, available as source code on id Software's FTP server, has no improved functionality over version 3.20 and is simply a slight modification to make compiling for Linux easier.

Quake II uses an improved client server network model introduced in Quake. The game code of Quake II, which defines all the functionality for weapons, entities and game mechanics, can be changed in any way because id Software published the source code of their own implementation that shipped with the game. Quake II uses the shared library functionality of the operating system to load the game library at run-time—this is how mod authors are able to alter the game and provide different gameplay mechanics, new weapons and much more.

The full source code to Quake II version 3.19 was released under the terms of the GPL on December 21, 2001. Version 3.21 followed later.

Since the release of the Quake II source code, several third-party update projects to the game engine have been created; the most prominent of these are projects focused on graphical enhancements to the game such as Quake2maX, EGL and Quake II Evolved. The source release also revealed numerous critical security flaws which can result in remote compromise of both the Quake II client and server. As id Software no longer maintains Quake II, most 3rd party engines include fixes for these bugs. The most popular server-side engine modification, R1Q2, is generally recommended as a replacement for the 3.20 release for both clients and servers. The most widely used engine modifications as of 2006 appear to be R1Q2, AprQ2 and EGL, with a large majority of users still using the original 3.20 release.

In July 2003, Vertigo Software released a port of Quake II for the Microsoft .NET platform, using Managed C++.[4] It became a poster application for the language, showcasing the powerful interoperability between .NET and standard C++ code. It remains one of the top downloads on the Visual C++ website.

In May 2004, Bytonic Software released a port of Quake II (called Jake 2) written in Java using JOGL.

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Quake II engine

The following games use modified versions of the Quake II engine:

Releases

Despite the title, Quake II is a sequel to the original Quake in name only. The scenario, enemies and theme are entirely separate and do not fall into the same continuity as Quake. id initially wanted to set it separately from Quake, but due to legal reasons (most of their suggested names were already taken), they decided to use the working title. Quake II was also adopted as a name to leverage the popularity of Quake.[5]

Quake II has been released on Steam, but this version does not include the soundtrack. It was also released on the bonus disc included with Quake 4 Special Edition for the PC, with both expansion packs. This version also lacks the soundtrack.

Ports

Ports of Quake II were released in 1999 on the Nintendo 64 (ported by Raster Productions) and PlayStation (ported by HammerHead) video game consoles. In both cases, the core gameplay was largely identical; however, changes were made to the game sequence and split-screen multiplayer replaced network or internet play.

A Macintosh port was developed by Logicware and released in 1999. The same year, the game was also ported to SGI workstations by Philip Nemec.

Quake II: Colossus (Quake II with both official addons) was ported to Linux by id Software and published by Macmillan Digital Publishing in 1999. Be Inc. officially ported Quake II: Colossus to the BeOS to test their OpenGL acceleration in 1999, and provided the game files for free download at a later date—a Windows, Macintosh or Linux install CD was required to install the game, with the official addons being optional.

An unofficial binary port was made for OS/2 in 1998 using the win32os2 project. The translator program converts both the executable format and system calls from win32 to OS/2-native format without access to original source code. The translated binaries run as native code. The resulting port could run in a window with a slight performance hit, or full-screen with either software or OpenGL rendering (for those with 3DFX Voodoo cards) at the same speed as on NT, with full sound and networking support. The Quake II conversion was one of the first major applications that could be fully translated as it used fewer win32 system calls than most desktop applications.

In 2002, Hyperion Entertainment used the GPL sources to port the game to the Amiga 68k and PowerPC platforms. There was also an unofficial port for the Dreamcast, another port to Xbox, named Quake2X, and an unfinished port to PlayStation 2 via homebrew coders.

PlayStation

Quake II on the PlayStation

For the PlayStation version, several of the original levels, including several complete sections and units were removed. Some enemy types were removed, as well as some scenery objects. A new enemy type, a human-spider cyborg with twin railgun arms, was added, and many short airlock-like corridors were added to maps to provide loading pauses inside what were contiguous areas in the PC version. Saving the game is only possible between units and at mid-level checkpoints, the majority of which lie in the aforementioned airlock-like corridors, while in the PC version the game could be saved and loaded anywhere. The game supports the PlayStation Mouse, to provide a greater parity with the PC version's gameplay.

The music of this port is a combination of the Quake II original music score and some tracks from the PC version's mission packs.

The PlayStation version is limited to a far lower resolution than the PC original, giving it a grainier look. Colored lights for levels and enemies, and yellow highlights for gunfire and explosions, are carried across from the PC version, with the addition of lens flare effects located around the light sources on the original lightmaps. There is no skybox; instead a flat Gouraud-textured purple sky is drawn around the top of the level. The PC version's software renderer originally used particles to render blood, debris and rail gun beams as trails of large, opaque coloured pixels. In the PlayStation version, the particles are circular and translucent, similar to the OpenGL driver given with the PC version.

There is also a split-screen multiplayer mode for 2-4 players. The only available player avatar is a modified version of the male player avatar from the PC version, the most noticeable difference being the addition of a helmet. Players can only customise the colour of their avatar's armour, and change their name. The multiplayer levels are unique to the PlayStation version, and none of the PC multiplayer maps are carried over.

Nintendo 64

The Nintendo 64 version, unlike the PlayStation version, had completely different levels and multiplayer maps. This version also had new lighting effects, mostly seen in gunfire, and also used the Expansion Pak for extra graphical detail.

Xbox

A port of Quake II was released for the original Xbox console; however, it was built using an unlicensed version of Microsoft's Xbox Development Kit, and as such there is no legal way to download and play it. In addition, it requires a modded Xbox to run.

Xbox 360

A ported version of Quake II was included in the box of Quake 4 for the Xbox 360, on a bonus disc. This is a direct port of the original game, and does not feature any graphical improvements. However it allows for System Link play for up to sixteen players, split-screen for four, and cooperative play in single-player for up to sixteen players or four with split-screen alone.

Zeebo

In 2009, Tectoy Digital ported Quake II to the Brazilian gaming console Zeebo. The game is available for free, but does not feature CG movies nor multiplayer support of any kind.

Expansions and modifications

There are three official expansions:

  • The Reckoning – released on May 30, 1998, developed by Xatrix Entertainment and published by Activision.
  • Ground Zero – released on August 31, 1998, developed by Rogue Entertainment and published by Activision.
  • Netpack I: Extremities – released on November 26, 1998 – a collection of some of the best custom maps, models, and mods developed by the online community, compiled by id Software and published by Activision.

Unofficial expansions include:

  • Juggernaut – released in 1998, developed by Canopy Games and published by HeadGames.
  • Zaero – released in 1998, developed by Team Evolve and published by Macmillan Digital Publishing.

Game mods

  • Action Quake 2
  • Rocket Arena
  • Weapons Factory
  • Vortex Quake 2 an FPS RPG mod featuring permanent characters, abilities, classes, leveling up, and many aspects of traditional RPG gaming.
  • [1]Expert Quake 2 featured an offhand grapple, accelerated speed of movement, respawn with all weapons, and regenerating ammunition.
  • [2] CleanCode Quake II, a project maintained to clean up and port the project to modern C++ while keeping backwards compatibility.

Spatial research using mice

Researchers at Princeton University, led by Dr David Tank, used a hacked version of Quake II to establish how the brain's hippocampus is used to create spatial awareness, by letting a mouse move around a virtual maze while running on a ball held aloft by air pressure, with the ball's movement read using sensors from a computer mouse.[6][7]

Modified engines

See also

References

External links


Strategy wiki

Up to date as of January 23, 2010

From StrategyWiki, the free strategy guide and walkthrough wiki

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Quake II
Box artwork for Quake II.
Developer(s) id Software
Publisher(s) Activision
Engine Id Tech 2
Release date(s)
Genre(s) FPS
System(s) Windows, Mac OS, Nintendo 64, PlayStation
Rating(s)
ESRB: Mature
Preceded by Quake
Followed by Quake III Arena
Series Quake

Quake II is a computer game created by id Software and published during 1997.

Table of Contents

Getting Started
  • Controls
Appendices
Walkthrough
Base Area
Bunker Area
  • Ammo Depot
  • Supply Station
  • Warehouse
Jail area
  • Main Gate
  • Detention Center
  • Security Complex
  • Torture Chambers
  • Guard House
  • Grid Control
Mines
  • Mine Entrance
  • Upper Mines
  • Bore Hole
  • Drilling Area
  • Lower Mines
Factory
  • Receiving Center
  • Processing Plant
  • Sudden Death
Reactor
  • Power Plant
  • The Reactor
  • Cooling Facility
  • Toxic Waste Dump
  • Pumping Station 1
  • Pumping Station 2
Planetary defense
  • Big Gun
City
  • Outer Hanger
  • Inner Hanger
  • Research Lab
  • Launch Command
  • Outlands
  • Comm Satellite
Palace Area
  • Outer Courts
  • Lower Palace
  • Upper Palace
  • Inner Chamber
  • Final Showdown

Gaming

Up to date as of February 01, 2010

From Wikia Gaming, your source for walkthroughs, games, guides, and more!

Quake II

Developer(s) id Software
Publisher(s) Activision
Engine Quake II
Release date November 30, 1997 (NA)
Genre FPS
Mode(s) Single player, Multiplayer
Age rating(s) ESRB: M
Platform(s) PC
Media CD
Input Keyboard, Mouse
System requirements 90Mhz processor, 16MB RAM
Credits | Soundtrack | Codes | Walkthrough


Quake II, released on November 30 1997, is a first person shooter game developed by id Software and distributed by Activision. It is, to an extent, a "sequel" to Quake. Background music was provided by Sonic Mayhem.

Contents

Overview

The action takes place in a sci-fi environment. In the single-player game, the player is a human soldier taking part in Operation Overlord, a desperate attempt to protect Earth from alien invasion by launching a counter-attack on the home planet of the hostile cybernetic Strogg civilization. Most of the other soldiers are captured or killed almost as soon as they enter the planet's atmosphere, so it falls upon the player to penetrate the Strogg capital city alone and ultimately to assassinate the Strogg leader, Makron.

Unlike Quake, where hardware accelerated graphics controllers were supported only with later patches, Quake II came with OpenGL support out of the box.

The latest version is 3.20. This update includes numerous bug fixes and new maps designed for multiple players deathmatch. Version 3.21, available on id Software's FTP server, has no improved functionality over version 3.20. It's simply a slight repackaging to make compiling for Linux easier.

Quake II uses an improved client/server network model introduced in Quake.

The game code of Quake II, which defines all the functionality for weapons, entities and game mechanics, can be changed in any way because id Software published the source code of their own implementation that shipped with the game. Quake II uses the shared library functionality of the operating system to load the game library at run-time - this is how mod authors are able to alter the game and provide different gameplay mechanics, new weapons and much more.

The full source code to Quake II was released under the terms of the GPL on December 21, 2001.

Since the release of the Quake II source code, several 3rd party update projects to the game engine have begun; the most prominent of these is known as Quake2maX, followed in popularity -- if not improved features -- by Quake II Evolved. Generally, such source upgrades improve things like the maximum resolution the game may be run at, the quality of the lighting engine, adding things like shaders or decals in order to generally update the look of the game and prolong its lifetime. The source release also revealed several critical security flaws which can result in remote compromise of both the Quake II client and server. As id Software no longer maintains Quake II the use of a modified engine such as R1Q2 is recommended over the 3.20 release.

Addons

There are two official Addons:

  • The Reckoning - released on May 31, 1998, developed by Xatrix Entertainment
  • Ground Zero - released on October 31, 1998, developed by Rogue Entertainment

Why Quake II is not a true "sequel"

Despite the title, Quake II is a sequel to the original Quake by name only. Aside from somewhat similar weapons and items (notably the Quad Damage pickup), the scenario, enemies and theme is entirely separate and as of this time does not fall into continuity with the prequel. id had initially wanted to set it separately from Quake, but due to legal reasons (most of their suggested names were already taken), they were forced to stick with the working title.

Paul Jaquays, as quoted from PlanetQuake's Quake II FAQ, puts it as such:

"I've had a request (which means that there's a lot more of you out there who don't write) to explain why I'm saying that Quake II is not a sequel to Quake. The word 'sequel' implies a continuation of what has gone before. In this case, a continuation of the battle against Quake, the mythical overlord of evil, by soldiers fighting in an undefined army in undefined places. Although many of the features of Quake II will be similar to Quake players (such as a 3D environment, some weapons that function similar to those of Quake, lava, slime and use of game's logo in certain special game powerups), it is not a continuation of the Quake story.
"With Quake II, id has chosen to follow a different story line (and they did this before I got here). Instead of a vague 'Kill the minions of Quake' sort of imperative, we have created a brand new story with a solid, homogeneous, entirely futuristic, totally militaristic story line. In Quake II, you are a soldier in the TCM (Terran Confederation of Man) army, a combined force put together from the surviving armies of nations on the planet Earth and those of Earth's colonies on the Moon and the new independent nation of Ares on the planet Mars. Humanity is committed to what we hope will be the terminal battle of an ongoing war to not only repel alien invaders from our system, but to destroy their ability to make war of any kind. The battle (in this episode) takes place on the planet Stroggos, the alien homeworld, the core of their barbaric "civilization." Levels are designed to be played in a logical, sequential progression. And here, your mission doesn't end until the big guy, the core of the problem goes down for the long dirtnap.
"OK, now WHY are we calling it Quake II, when it's not really a sequel to Quake? Several reasons. Trademarking. The names we were going for, the ones that to our thinking, really expressed the concept and theme of the game were owned by someone else (when it appears that you may have money to actually cover real or imagined damages, 'foxxing' really gets ugly. They don't just tell you to cease and desist). We kept putting forward names to our copyright attorneys and they kept telling us 'You're not safe from liability with that one.' The deadline for having our real and true name in time for E3 came, and our hands weren't grasping that one great name. And there it was waiting for us like an old lover ... our working title ... Quake II. It knew we'd come home to it at last. It should have been obvious. We've built up a great deal of name recognition with Quake. We shouldn't just throw that away."

PlayStation Version

Several of the PC version's objective-based levels (units) were omitted, as well as a handful of enemy types. A new enemy (a gigantic human-spider cyborg with twin railgun arms) was added, and many short air lock-like corridors were added to maps to provide loading pauses inside what were continuous areas in the PC version.

The music of this port is a combination of the Quake II Original music score and some tracks from the PC version's mission pack.

An advantage over other console ports is that it used the PlayStation mouse option, making the gameplay closer to the PC version.

External links

Game Mods

  • Action Quake 2
  • Awakening
  • Awakening II: The Resurrection
  • Chaotic Dreams
  • D-Day: Normandy
  • Dirty
  • Gloom
  • Jailbreak
  • Lithium
  • NightHunters
  • Railwarz
  • Rocket Arena
  • Superheroes II

Modified Engines

  • EGL
  • Icculus.org/Quake2
  • NoCheat
  • Q2Pro
  • Quake2maX
  • Quake II Evolved
  • R1Q2


Quake Series
Games:
Quake | Quake World | Quake II | Quake III Arena | Quake 4 | Quake Wars
Equipment:
Items and powerups | Weapons
Misc
Quake Engine | Quake II Engine |Quake III Engine | QuakeC

This article uses material from the "Quake II" article on the Gaming wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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