Version 3.21[]
- Support for GL_ARB_multitexture added. This supports the new multitexture extensions and deprecates GL_SGIS_multitexture.
- Linux OpenGL X11 handling completely rewritten. Support for XF86DGA Mouse and fullscreen resolution support added. Please see the README file for Linux about the new features of this handling.
Version 3.20[]
- 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) whose 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).
Version 3.19[]
- Updated VWEP models
- Fixed sound config strings getting out of sync on loadgame. This caused the wrong sound to be played.
- Fixed a bug in ref_soft that caused the menu system's bottom of screen help text not to be displayed
- Added a missing Rogue DM option
Version 3.18[]
- "Water surfing" that was present in 3.17 has been fixed (holding jump while on the surface of water let you swim at full speed).
- Environment maps (env) are now autodownloaded (if allow_download_maps is set).
- 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.
- The new spectator support requires a new game.dll and may not work for user mods until they update their code. The default game.dll that comes with 3.19 supports chasecam as well as the new included Xatrix game.dll.
- Fixed it so that when a model defaults to male/grunt (don't have the necessary model or skin for the player), VWep support is still enabled.
- 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: 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 cvar for the game.dll: maxspectators (defaults to 4). This value is not seperate from maxclients (a spectator is still a client).
- 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 "base1 q2dm1 q2dm3 fact3" will cause the server to rotate through those maps.
- This requires a game.dll update and will not work with user mods until they update their code.
- A new facility has been added to ClientConnect() in the game.dll to allow the game.dll to pass a message back to the user for the reason of disallowing a connection. It is done by setting a key of "rejmsg" in the passed userinfo. For example:
Info_SetValueforKey(userinfo, "rejmsg", "Password required or incorrect.");
- The server cvar, password, may be set to "none" to clear the password. This is needed because rcon can not set a blank password.
- 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.
- Fixed NoSuchFrame/BAD_MODELTYPE errors when doing a vid_restart while connected.
- NoSuchFrame errors now include model name to assist in debugging user mods.
- Fixed the remote status query response (ServerInfo) to not include error messages and be more consistent.
Version 3.17[]
- Fixed possible NAN resulting from handing zero to second arg of atan2
- Autodownloading is now DISABLED by DEFAULT. It must be enabled by typing 'allow_download 1' at the console, or using the download options menu in Multiplayer/PlayerSetup/Download Options
- Server demos now include a svc_serverdata block at the beginning with the attractloop byte set to '2' to indicate server demo (byte before gamedir in the svc_serverdata block). This allows easy identification of serverrecorded demos (serverrecord demos are only for demo editors, they can not be played back in Quake2 without being first edited).
- New options for setting texture formats in ref_gl:
gl_texturealphamode: default, GL_RGBA, GL_RGBA8, GL_RGB5_A1, GL_RGBA4, GL_RGBA2 gl_texturesolidmode: default, GL_RGB, GL_RGB8, GL_RGB5, GL_RGB4, GL_R3_G3_B2, GL_RGB2 (SGI only)
- Player movement during Air acceleration changed to reflect more real-world physics while airborne.
- Fixed a bug when riding trains that caused drift in a southwest direction (Thanks to Jim Dose at Ritual for pointing this one out).
- Linux: Now correctly reports out of memory rather than segfaulting (mmap returns (void *)-1 and not NULL on error).
- Fixed autodownloading to not create paths for files that can't be downloaded (this was creating many empty directories in baseq2/players).
- When downloading a file from a server that doesn't have it, the message is now "Server does not have this file" rather than "File not found."
- Fixed some coop keys in 3.15 weren't being handled correctly (pyramid key).
- Highbits are now stripped from console when using condump
- Restored support for gl_modulate in multiplayer play
- Fixed it so that players with a model/skin you don't have aren't checked for on disk more than once.
- Fixed it so sounds played for PPMs that default to male are only checked on disk once.
- Byte ordering/portability fixes in cinematics, PCX and other file handling.
- Client state during static image cinematic (PCX image) so that client can continue to next unit.
- Fixed it so that dedicated coop servers no longer get stuck at victory.pcx, if a server is in coop mode, hitting a button at the victory.pcx screen while cause the server to restart at base1
Version 3.16[]
- Fixed infinite grenade bug
- Fixed autodownloading to actually download sounds and console pics
- Fixed autodownload to not create empty directories for files not on the server.
- Added customized client downloading. cvars are the same as the server side:
allow_download - global download on/off allow_download_players - players download on/off allow_download_models - models download on/off allow_download_sounds - sounds download on/off allow_download_maps - maps download on/off
They can also be (more easily) set with a new Download Options menu accessible in Multiplayer/Player Setup/Download Options
- Changed checksumming code to be more portable and faster. The checksum in 3.15 was seriously broken. This change makes 3.16 incompatible with previous servers.
- Fixed it so sounds played for PPMs that default to male are only checked on disk once.
- Fixed player 'warping' present in 3.15 (this was an artifact of the hyperblaster optimizations).
- Fixed the autodownload in 3.15 so that stuff like skins for models are downloaded as well as pics.
Version 3.15[]
- Added visible weapons support. This is precached with a special symbol, i.e. gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to the players current weapon model. Plug in player models can optionally support the visible weapons. Any that do not support it will use their default weapon.md2 files automatically. Visible weapons files for plug in player models are not downloaded automatically--only the default weapon.md2 (and skin) is. The Visible weapon models themselves are not included. They can be downloaded from http://www.telefragged.com/vwep/
- Rewrote the some of the net code to use optimized network packets for projectiles. This is transparent to the game code, but improves netplay substancially. The hyperblaster doesn't flood modem players anymore.
- Rewrote the packet checksum code to be more portable and defeat proxy bots yet again.
- Autodownload support is in. The following items will be automatcally downloaded as needed:
- world map (and textures)
- models
- sounds (precached ones)
- plug in player model, skin, skin_i and weapon.md2
downloads go to a temp file (maps/blah.tmp for example) and get renamed when done. autoresume is supported (if you lose connect during the download, just reconnect and resume). Server has fine control over the downloads with the following new cvars:
allow_download - global download on/off allow_download_players - players download on/off allow_download_models - models download on/off allow_download_sounds - sounds download on/off allow_download_maps - maps download on/off
Maps that are in pak files will not autodownload from the server, this is for copyright considerations.
- The QuakeWorld bug of the server map changing while download a map has been fixed.
- New option in the Multiplayer/Player Setup menu for setting your connection speed. This sets a default rate for the player and can improve net performance for modem connections.
- Rewrote some of the save game code to make it more portable. I wanted to completely rewrite the entire save game system and make it portable across versions and operating systems, but this would require an enormous amount of work.
- Added another 512 configure strings for general usage for mod makers. This gives lots of room for general string displays on the HUD and in other data.
- Player movement code re-written to be similiar to that of NetQuake and later versions of QuakeWorld. Player has more control in the air and gets a boost in vertical speed when jumping off the top of ramps.
- Fixed up serverrecord so that it works correctly with the later versions. serverrecord lets the server do a recording of the current game that demo editors can use to make demos from any PVS in the level. Server recorded demos are BIG. Will look at using delta compression in them to cut down the size.
- Copy protection CD check has been removed.
- Quake2 3.15 has changed the protocol (so old servers will not run) but all existing game dlls can run on the new version (albiet without the new features such as visible weapons).
- Added flood protection. Controlled from the following cvars:
flood_msgs - maximum number of messages allowed in the time period
specified by flood_persecond
flood_persecond - time period that a maximum of flood_msgs messages are
permitted
flood_waitdelay - amount of time a client gets muzzled for flooding
- Fixed it so blaster/hyperblaster shots aren't treated as solid when predicting--you aren't clipped against them now. (gamex86 DLL specific, the SVF_DEADMONSTER flag is set on projectiles)
- Gender support is now in. The userinfo cvar "gender" can be set to male/female/none (none for neutral messages). This doesn't affect sounds but does affect death messages in the game. The models male and cyborg default to gender male, and female and crackhor default to female. Everything else defaults to none, but you can set it by typing "gender male" or "gender female" as appropriate.
- IP banning support ala QW. It's built into the game dll as 'sv' console commands. This list is:
sv addip <ip-mask> - adds an ip to the ban list sv listip <ip-mask> - removes an ip from the ban list sv writeip - writes the ban list to <gamedir>/listip.cfg. You can exec this on a server load to load the list on subsequent server runs. like so: quake2 +set dedicated 1 +exec listip.cfg sv removeip <ip-mask> - remove an ip from the list
The ip list is a simple mask system. Adding 192.168 to the list would block out everyone in the 192.168.*.* net block. You get 1024 bans, if you need more, recompile the game dll. :)
- A new cvar is also supported called 'filterban'. It defaults to one which means "allow everyone to connect _except_ those matching in the ban list." If you set it to zero, the meaning reverses like so, "don't allow anyone to connect unless they are in the list."
Version 3.14[]
------------------------------------------------
Mar.2.98 -- 11:45pm -- Changes from 3.13 to 3.14
------------------------------------------------
Fixed a problem with target_laser; this was braking the laser drill in mine4
Made it so most client commands are disabled during intermissions. Only say, say_team, help, score, and players are still allowed.
Fixed a problem with the bfg10k and power armor. If you fired the bfg and then took hits to the armor that reduced your cells below 50, the bfg still fired and you wound up with negative cells.
Stopped the player's weapon from drawing a really gross looking shadow
Fixed a case with the game cvar not getting reset properly
Fixed hitting water after a high fall with jump held caused falling damage as if you had hit solid ground.
Fixed the water warping effect in software was not being cleared whan a player was moved to the intermission spot.
Rewrote a portion of the mouse input code. Xian says it's smoother and more responsive now. Hopefully the m_filter people will be happier too.
Fixed the wrong sound was being played when you ran out of cells with power armor active
Fixed "give health <amount>"
Fixed "give armor" wasn't taking away lesser armor
Fixed "give all" was not giving a power screen
Added a cvar cl_minfps. The default value is 5. The game's simulation framerate is clamped at this on the low side.
Added some client side code to check for bad key bindings like "bind x +nosuchcommand" and not forward them to the server and spam everyone
Fixed a bug where if you get a weapons icon up and invuse it and then invdrop it before the current weapon has finished dropping, you can drop the weapon and still use it even though you don't have one in inventory anymore
Fixed binding to specific IP addresses was not working
Fixed typing pretty much anything at the console while connecting caused a crash
Removed a bad call (closing a findhandle that was not open) in the menu code for the models and skins
Fixed final drowning sound was not being played
Fixed a crash in ref_soft due to FOV > 90
By fixing some other problems, it is now possible to do a command line like "map base1; god" and have it do what you would expect
Fixed power armor was taking damage when DF_NO_ARMOR was set
Changed it so that whenever "game" is changed, the autoexec.cfg for that game will be executed if it exists.
Added more checks for the names and values of info cvars to prevent bad ones from exisiting
Added a cvar called sv_reconnect_limit to stop yet another lamer's idea of fun
Fixed a place in the client code where another client disconnecting was causing it to generate names for and try to find files that do not exist. This was harmless, but produced message if you had set developer 1.
Version 3.13[]
Quake II Point Release Notes
*** READ THIS BEFORE UPGRADING YOUR CURRENT VERSION OF QUAKE II ***
This file contains notes on last minute information pertinent to Quake II, and upgrading with the Point Release.
Quake II Version 3.13 Upgrade - February 25, 1998
Notes on the 'Point Release':
- Please note that by upgrading to version 3.13, you will NOT be able to load ANY existing save games you may have.
- You will NOT be able to connect into any other Quake II Servers that are running a version number previous to 3.12 (but most people will upgrade, so it really should NOT be an issue).
- We have included eight (8) new deathmatch specific levels in the Point Release; this should give you some more reasons to avoid doing your homework.
** The items listed below supercede the previous 'Release Notes' included on your Quake II CD-ROM. **
Notes on the 'Co-op' feature:
- Co-op games can have a maximum of four (4) 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 assigned randomly.
- Press the 'x' key while in a Co-op game to show the score board. You gain a point for each monster killed.
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. You must enable CD music, then restart the game if you wish to turn CD Music back on.
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 manufacturer's 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.
- Riva128: Riva support is now available using their Win95 OpenGL drivers available directly from http://www.nvidia.com.
- 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 whould 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.
Changes since v3.10
-------------------
NOTE: This information was not made previously available, and is included here to document modifications since v3.10
Fixed qhost support code. We were using the wrong threading API.
No longer report WSAEADDRNOTAVAIL on IP broadcasts since some PPP drivers will fail them with this error.
Added cvars gl_3dfx_no_gamma, gl_particle_min_size, gl_particle_max_size, gl_particle_size, gl_particle_att_a, gl_particle_att_b, gl_particle_att_c
Fixed a bug in Sys_Milliseconds that would cause what appeared to be a system freeze. It was really just frozen for 65 seconds.
Fixed a bug in Sys_ScanForCD due to NT and Win95 interpreting the parameters to GetDriveType differently.
Added Win95 specific screen saver detecion code
Changed the interface on the video menu a bit
Fixed a crash in ref_soft that happened when firing weapons under certain circumstances. For example, if you had r_drawentities set to 0.
Fixed a bug that caused clients to not be able connect sometimes when the server was changing levels.
Reimplemented macro expansion where appropriate
Fixed console redirection for rcon
Moved chat functionality in to the game dll
Added coop play including savegame support. This brought about a major rework of the savegame code.
Added code to make sure coop and deathmatch always have consistant values
Moved player model sounds in to the same directory as everything else so the models, sounds, and icons are all in one place now. The male sounds are used as a fallback if a model has no sounds of its own.
Added glquake type shadows. There are definitely issues with them, but some people really like it.
Removed duplicate copies of the vertex normals table.
Latched cvars are now changed immediatly if a server is not active.
The cvar game is now latched instead of write protected. We're treating it much like quakewold did to automatically set it when you connect to a CTF server. When it does change video and sound systems are restarted to flush the caches. It's fairly fast since you aren't in a game at the time.
Fixed so it will check for pak0 through pak9 instead of starting at pak0 and stopping when it gets a miss. This was keeping people who had done a minimum
install from seeing the pak1 for the DM levels.
Fixed an out of band message overflow crash.
Commented out printing of "using previous origin"
Game API changes required bumping version to 3.
Network protocol changes required bumping version to 31.
Added client side support for various mission pack #1 and CTF effects
Added ability for game dll to temporarily disable client prediction; used for grappling hook
Reworked sound code for model specific sound support.
Made key binding check on inventory screen case insensitive
Changed setenv command to let you see an environment variables value without changing it
Added code to clear all pallete effects when disconnected
Added fixedtime to the cheatvars list
Rewrote client side code for model and skin parsing so CTF can enforce team skins. No more cross dressers!
Added CTF scoreboard
Added an offset to client beams to make grapple work better
Added a slew of gross hacks to fix problems in various maps, mostly dealing with coop issues
Added fixed FOV support for those that consider it cheating (off by default)
Added quad dropping (like in QuakeWorld) to turn them into targets
Fixed monsters in coop ignoring the last player
Fixed mask for monsters checking for a clear shot to have windows block
Made sure everything in hard is in hard+ skill
Fixed insane guys getting mad at the player
Fixed team determination code
Added invnextw, invprevw, invnextp, and invprevp to allow cycling through only weapins or powerups
Fixed "give ammo #" to be absolute instead of addative
Fixed "give <item>" to work as if it has just been picked it up instead of
just stuffing it in the inventory
Enabled dropping for single player and coop
Added weaplast command to switch back to your previous weapon
Fixed it so you can only suicide once every 5 seconds
Added a "players" command that lists all the players in the game in the console
Added a "score" command to bring up the scoreboard. This was needed since in coop you have both help and a score. DM still shows the scores if you do help.
Limited max negative health to prevent wrapping and other printout oddities
Changed monster pain reaction code for coop so they don't cycle among multiple players shooting at them
Fixed a bug that let monsters run around with a ducked bounding box
Fixed teamplay scoring
Fixed a crash with teamed rotating doors
Fixed inadvertant weapon switch when picking up ammo
Resassigned sound channels for power armor sounds so they don't get lost
Preserved power armor state across levels
Fixed picking up power armor when you had active power armor was deactivating it
Reworked a bunch of code related to keys for coop
Replaced some hard numbers with defines so mod authors know what they are for
Fixed bad frame message; it was trying to animate dead bodies
Fixed monster combat points checking self instead of other when trying to not allow swimming and flying monsters from being held
Removed test code and variables that were unused and just taking up space
Stopped dead monsters from screaming in pain
Fixed a bug in testentity position that was not using the entities clip mask. This was allowing monsters to pass through objects sometimes.
Added password so you can have a private server again
Added a server command interface; see the game dll source for details
Fixed help computer for coop
Fixed target_changelevel allowing being activated when the player is dead in single player
Fixed target_changelevel was checking other instead of activator in DM
Fixed switched lasers that had been off were not causing damage
Fixed crash in the body que code
Fixed some sounds that were sent to PVS instead of PHS
Fixed monsters were becoming non-solid at the wrong time
Fixed monsters don't go into pain in skill 3.
Fixed soldiers were playing wrong pain sounds
Added death messages (obituaries). This was done the right way; it always knows what killed you (directly killed you). There are even some fun sub-cases tracked like a direct rocket hit vs a near miss. I'm tracking 32 distinct causes of death right now as well as if it was due to friendly fire.
The messages are gender correct too. I didn't do anything to modify them for powerups.
Made dead players gibbable
Added a hook in the game dll for IP banning.
cleaned up comments to help mod authors know what's going on a little better
Fixed help computer to show when skill is 3
Stopped armor number from flashing when in god mode or invulnerable
Stopped player playing pain sounds when in god mode or invulnerable
Fixed falling damage so you are no longer saved by steep slopes
Stopped switching to a weapon when you already have one in inventory
Stopped switching to super shotgun or bfg10k when you don't have enough ammo
Version 3.12[]
Quake II Point Release Notes
*** READ THIS BEFORE UPGRADING YOUR CURRENT VERSION OF QUAKE II ***
Press 'Yes to All' when the installer asks 'Do you if you wish to overwrite this file ?'
This file contains notes on last minute information pertinent to Quake II, and upgrading with the Point Release.
Quake II Version 3.12 Upgrade - February 19, 1998
Notes on the 'Point Release':
- Please note that by upgrading to version 3.12, you will NOT be able to load ANY existing save games you may have.
- You will NOT be able to connect into any other Quake II Servers that are running a version number
previous to 3.12 (but most people will upgrade, so it really should NOT be an issue).
- We have included eight (8) new deathmatch specific levels in the Point Release; this should give you some more reasons to avoid doing your homework.
** The items listed below supercede the previous 'Release Notes' included on your Quake II CD-ROM. **
Notes on the 'Co-op' feature:
- Co-op games can have a maximum of four (4) 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 assigned randomly.
- Press the 'x' key while in a Co-op game to show the score board. You gain a point for each monster killed.
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. You must enable CD music, then restart the game if you wish to turn CD Music back on.
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 manufacturer's 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.
- Riva128: Riva support is now available using their Win95 OpenGL drivers available directly from http://www.nvidia.com.
- 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 whould 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.
Version 3.10[]
1/3/97 Quake 2 v3.10 patch release notes:
After aplying this patch, your savegames from previous versions will not work, and you will not be able to connect to multiplayer servers that are
not upgraded.
This patch can be aplied to any released version of quake 2, from 3.05 (on the CD), to 3.09.
There are four files that must be replaced to upgrade:
in the main quake2 directory:
quake2.exe
ref_soft.dll
ref_gl.dll
and in the quake2/baseq2 directory:
gamex86.dll
You MUST NOT have a gamex86.dll in your quake2 directory.
If you installed quake2 over q2test without deleting it, there may be an old version of gamex86.dll still there.
Version 3.09[]
Version 3.08[]
Version 3.07[]
12/27/97 Quake 2 v3.07 patch release notes:
This is an interim release that fixes the most serious problems with the initial release of Quake 2.
There are four files that must be replaced to upgrade to 3.07:
in the main quake2 directory:
quake2.exe
ref_soft.dll
ref_gl.dll
and in the quake2/baseq2 directory:
gamex86.dll
Version 3.06[]
Version 3.05[]
- Release: November 28, 1997 as said in the Release.txt file.
Quake II Release Notes This file contains notes on last minute information pertinent to Quake II. Quake II Version 3.05 - November 28, 1997 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. IPX Network Protocol Support: - There is no IPX network support. To run Quake II on your LAN, install the TCP/IP Protocol. 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: Unfortunately due to time constraints there will not be support for Rendition OpenGL. We hope to support in a subsequent patch as soon as possible. Please visit our web site at http://www.idsoftware.com/ for the latest patches and updates. - Riva128: Currently the Riva128 chipset only supports OpenGL on Windows NT machines. Check your card/chipset manufacturer's website 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.