Quake II Release Notes This file contains notes on last minute information pertinent to Quake II. IMPORTANT NOTE: If you plan to install either "The Reckoning" or the "Ground Zero" Quake II mission packs after installing Quake II, YOU MUST run the Quake II patch program entitled q2-3.20-x86-full-ctf.exe. The q2-3.20-x86-full-ctf.exe patch can be found in the PATCH sub directory located on your Quake II CD. If you plan to install the "Extremities" mission pack after installing Quake II, YOU NEED NOT run the patch program at all. 3.20 Changes: - Fixed a network problem where and oversize packet could cause a client crash. - Fixed the long standing Quake2 bug of where you would occasionally spawn or teleport and find yourself either looking straight at the ceiling or down at the floor. - Changed it so that the function keys (F1 through F12) now get executed when depressed during demo playback or attract modes. This allows you to take screen shots (F12) during demos and other features. An example of other features is a fast forward for demos: alias +ff "timedemo 1" alias -ff "timedemo 0" bind f7 +ff This binding will cause the current demo playing to zip into timedemo mode while F7 is depressed, effectively acting like a fast forward key. - Wrong packaging of 3.19 patch. The Rogue CD has a 45k pak2 and vwep .md2 files in baseq2/players, but the 3.19 x86 patch we released has a 2.7MB pak2. 3.20 has a 45k pak2 and the vwep models go in baseq2/players. - VWep code has been added to Xatrix dll, new VWep models for the Xatrix specific weapons (Ion Ripper and Phalanx) have been included. - Rogue Linux game library was wrong version and had some unlinked symbols, this has been corrected. - Occasional error of: "D_SCAlloc: bad cache width 16384" in software renderer. This had to do with surfaces to SURF_FLOWING and were transparent. This has been fixed in the refs now so flowing transparent textures now works. - [Unix] Net_ErrorToString calls were wrong, was using %i and not %s resulting in random numbers being printed for error messages. - Color shell mixing restored to the same blends as previous versions. This was changed in 3.19 for the new color shells the Rogue mission pack introduced. - Fixed a possible server crash in the new "playerlist" command. - Fixed a case where a person joining a server could be invisible (left over setting of SVF_NOCLIENT from previous spectator). - Invalid pak files no longer cause a crash and are just ignored - Fixed a 3.19 bug where linked models (modelindex2) who's modelindex was greater than 0x7f causes the wrong model to be drawn (in some cases, the world would be drawn twice). This was the cause of many of the "extreme" frame lag people were seeing in 3.19 on servers using old-style VWep code. - Linux: Complete rewrite of the OpenGL library handling. This was needed to cleanly integrate OpenGL extension checking. Linux now supports extensions such as multitexture and better dynamic loading of libraries. It's cleaner now in that you don't have to preload hack stuff to use the 3DFX Miniport rather than libMesa3D. The Linux version now uses the gl_driver to specify the 3D library to dynamically load. For example, to use the lib3dfxgl.so miniport, one would now use: ./quake2 +set vid_ref gl +set gl_driver lib3dfxgl.so This change fixes several bugs that were apparant in the older method, such as a segfault occasionally when connecting to a server with a different game directory. The vid menu in the Linux version has been changed to reflect the new options, the current list of supported video drivers are now: software, software X11, Mesa 3-D 3DFX, 3DFXGL Miniport, OpenGL glX, and Mesa 3-D glX, - Railgun shots now go through gibs as well as other players. - New server variable, "needpass" that can been seen with server browser tools such as GameSpy. This variable indicates whether a password or spectator password is needed to get onto a server. Bit 0 is password and bit 1 is spectator password. - Quake2 will no longer look for gamex86.dll in the main Quake2 directory. It will always load out of the game directory first. - Players joining a server during an intermission are now moved to the intermission position. - The "logfile" cvar has been extended with the following values: 0 - don't log (default) 1 - overwrite qconsole.log and use buffered writes 2 - overwrite qconsole.log and flush write every line 3 - append to existing qconsole.log and flush write every line - Several minor bug fixes to the Rogue mission pack gamex86.dll - Linux: Rebuild of Rogue mission pack shared library to correct some dynamic symbol errors (is NAN errors). 3.14 Changes: Notes on the 'Co-op' feature: - Co-op games can have a maximum of four (4) players in them. This is due to the tremendous amount of data that has to be passed back and forth between the players and server, and thus would be too much data with more players. - All player statistics are preserved when saving a co-op game. However, since anyone, not just the original players, can join in when reloading a saved co-op game, the players spots will be assinged randomly. Because of this the players' weapons, ammo and health may differ from when the game was saved. Note on the 'Crosshair': - The crosshair is an approximation and thus may not always be accurate. However, it is consistent, so you should be able, with time, to learn to use this tool, just as you would learn to use any other tool. Using 'Lookspring' and Keyboard Looking: - If you use keys to '+lookup' and/or '+lookdown', lookspring does not work with these functions. If you want to center your view, use the '+centerview' command. Lookspring does work when Mouselooking. CD Audio: - You cannot enable CD Music once the game has been started with CD Music disabled. The player must enable CD music, then restart the game. Video Issues: - If you are experiencing a video problem, you will most likely be able to solve the problem by downloading the newest drivers from your card or chip manufacturers' website. If this does not work, you should attempt using the video drivers that are installed with DirectX 5 included on the CD. Please see the DirectX section of this document for frequently asked questions and installation instructions. - Rendition GL Support: For Rendition support you should select "Default OpenGL" in the Video menu. As of this release these drivers are in a beta state. Continue to check with your card manufacturer for updated drivers. - Riva128: Riva support is soon to be available using their Win95 OpenGL drivers. Periodically check with your card manufacturer or http://www.nvidia.com for updated drivers. - VooDoo Rush: Currently the Voodoo Rush chipset only supports OpenGL in Windows 95. Check your card/chipset manufacturer's website for updated drivers. - Diamond Stealth 64 DRAM: If you are currently experiencing problems with the Diamond Stealth 64 DRAM video card, you should attempt using the video drivers that are installed with DirectX 5 that is included on the CD. We have found that this will solve your video problems. Please see the DirectX section of this document for frequently asked questions and installation instructions. Sound Issues: - MWave: We have found that if you are using an MWave sound card, and are using the low quality game sounds in deathmatch, the right and left audio channels are reversed. This problem is solved by using the high quality game sounds. - Ensoniq: If you are running an Ensoniq Sound Scape or AudioPCI card, pull down the console by pressing the tilde key ( ~ ) or choose the "Go To Console" selection from the "Options" menu, and type 's_primary 0' and press ENTER. This setting will be saved when you properly exit the game. - Joysticks: To enable a joystick you must type in_joystick 1 from the console. To access the console, either press the tilde ( ~ ) key or choose the "Go To Console" selection from the "Options" menu.