Quake II Evolved Manual Navigation: Installation System Requirements New To This Release Change Log Shader Manual
Quake II Evolved Manual Navigation: Installation System Requirements New To This Release Change Log Shader Manual
Quake II Evolved Manual Navigation: Installation System Requirements New To This Release Change Log Shader Manual
Introduction
Installation
System Requirements
New to this release
Change Log
Shader Manual
Contacts
Credits
Introduction
Quake II Evolved was started late 2002 by Nicolas Flekenstein and Gavin Stevens as a quick mod that would improve a
few areas of Quake II. Soon after that we decided to add a new menu and from then on the features just kept rolling in.
Quake II Evolved is now a 32bit source modification for Quake II that makes full use of TGA and JPEG textures. It also
supports pk2 compressed archives for files and even Quake III Arena style shaders for textures and skins. We have
come a long way since September 2002, and we hope to go a lot further.
Installation
NOTICE: Before you can install Quake II Evolved, you must first remove any previous release that you have installed.
To do this, go to your baseq2 directory under Quake 2, and remove the file "q2e_pak0.pk2", and also any additional
.pk2 files that came with your release. Next, remove the file "q2econfig.cfg". And finally, go to your Quake 2 directory
and delete the file "q2e.exe". Once you have deleted these 3 files, you are good to go!
Installing Quake II Evolved couldn't be easier. First off all, download the latest file to a temporary location. This file can
be deleted if you wish later on or stored in another location.
For this next part, you will need an unzipping utility, such as WinZip, or WinRar. (For this tutorial, we will assume you
have downloaded and are using WinZip). Once you have Winzip, double click the Q2E icon and the main window
should pop up. Ignore the files in the background and just click the "Extract" button.
Once you click the extract button, a smaller window will pop up. Simply point the files to your Quake 2 directory and hit
extract! NOTE: You must make sure that "Use Folder Names" is on, or else the files will be extracted to the wrong
directories.
And that's it! Quake II Evolved should now be installed! Simply go to your Quake 2 directory and double-click the
Q2E.exe icon (NOT the Quake 2 one) and Q2E should load! You should be greeted with the new Q2E menu screen if
everything went correctly.
If you do experience problems with the installation of Quake II Evolved, please feel free to contact either of the team
using the channels provided.
System Requirements
MINIMUM SYSTEM REQUIREMENTS:
3D hardware accelerator with full OpenGL support (software rendering is not supported)
Intel Pentium 200MHz MMX or AMD 200MHz K6 processor with a 4 MB video card
32 MB RAM
RECOMMENDED SETUP:
Intel Pentium III 800MHz or AMD Athlon 800MHz processor with a 32 MB video card
128 MB RAM
- Surface subdivision now works for any kind of surface with the tessSize shader command set (not limited to
SURF_WARP only)
- Lightmaps are now generated for any kind of surface with a $lightmap shader stage. However, certain surfaces (the
ones flagged with SURF_WARP) will have a fullbright lightmap that will only change its color when a dynamic light lits
the surface (this is because QRAD3 doesn't generate lighting information for them).
- File system is now restarted during server initialization to make sure that the game DLL will be loaded from the
appropriate directory
- Added sprite entities (SP2 sprite models are still there for compatibility)
- Fixed lagometer drawing wrong in resolutions lower than 1024x768 due to scaling
tableDef
surfaceparm: lightmap, warp, trans33, trans66, flowing
sort: sky, decal, seethrough, banner, underwater, nearest
noShadows
deformVertexes: autoSprite, autoSprite2
animClampMap
videoMap
tcMod: translate, warp
alphaGen: dot, oneMinusDot
- Added RoQ video support to both the client ("cinematic" command) and the renderer ("videoMap" shaders)
- Fixed shader loading for world surfaces that reference the same texture but use different drawing parameters
- Made sure cheating cvars are forced off before loading a map, so the subsystems initialize with the proper settings
- Attempted to reduce map loading times and fixed some loading problems
- Fixed sounds/graphics not being properly reloaded after a snd_restart/vid_restart while in game
- Fixed some problems displaying the main menu when a cinematic is finished
- Laser beams get their texture coordinates scaled so that scrolling and other effects work properly
- Rewrote memory manager to be more like Quake and Quake 3 (com_zoneMegs and com_hunkMegs cvars specify
how much memory to use)
- Fixed a bug where mouse input was delayed a frame (DirectInput only)
- Added decals
- Reduced maps and models memory usage (thanks to Vic for suggestion)
Change Log
VERSION 0.17g (BETA)
- Fixed crash when entering "DM Options" menu
- Fixed bug where Q2E loaded pack files with invalid extensions
- Fixed HOM effect after initialization when an invalid command is executed from the Q2E command line
- Fixed "Save Game" menu not saving games
- Fixed bug where invalid skins and icons were used if you don't have the custom skins referenced by the server. Now
reverts back to male/grunt like Q2 did
- Fixed wrong text in loading screen when downloading files from servers
- Fixed 3D armor icon on HUD from being drawn behind some weapons (like HyperBlaster)
- Made "set" console command backwards compatible. This fixes "Usage: set <variable> <value>" messages for some
users
- Fixed "Address Book" menu not saving servers unless hitting ESCAPE
- Made Q2E config file save on game change, not only on exit
- Fixed some "Z_Malloc: could not allocate 0 bytes" errors. Now, in most cases, invalid allocations are avoided (usually
giving a warning)
- Made TAB key cycle through available commands in the console (if more than one match is found). Hitting another
key will stop the cycling.
- Made new HUD scriptable. This allows us to have multiple HUD layouts that you can choose using cl_newHUD, as
well as allowing users to create their own customized HUD layouts.
Contacts
If you have any trouble at all with aything Q2E related, please feel free to contact either Berserk or o'dium.
Berserk - [email protected]
o'dium - [email protected]
Credits
QUAKE II EVOLVED BY TEAM BLUR
www.planetquake.com/blur
PROGRAMMING
Nicolas "BERSERK" Flekenstein
ART/SKINS
Gavin "o'dium" Stevens
Main menu background by "snak9"
Various glow skins by KMan
MODELS
Gavin "o'dium" Stevens
KarmaCop
SPECIAL THANKS
id Software for making Quake II and
then releasing its source code.
CODE
Vic, MrG, Psychospaz, Heffo, Discoloda,
Knightmare, Stephen Taylor, Tim Ferguson
If you experience any problems or have any trouble with Quake II Evovled, please visit www.planetquake.com/blur for
more information