CAVE QUAKE II 5.0 ----------------- 1) Edit run script to reflect the base directory of CAVE QUAKE II on your system. 2) For audio, edit .aud file in src/AUD to reflect the base directory. 3) For audio, run vss version 2.2 New for version 5.0: -------------------- 1) Support for door, platform, and rotating models. These make the maps a lot more interesting. In previous versions of CAVE QUAKE II, doors were removed and platforms did not move. 2) Collision detection is rock solid now. 3) Improved performance New for version 4.3: -------------------- 1) Ability to load custom maps. Put any Quake2 map in src/maps and name it custom.bsp (or make a soft link). In the run script, set the third commandline argument to 6. Uncomment the line with PFNFYLEVEL in it. This will let you know if any textures are missing when the map loads. If textures are missing, copy them to the appropriate directories (e1u1, e1u2, ...) 2) Added the Id deathmatch maps q2dm1 (The Edge) and q2dm8 (Warehouse) to the distribution. You can try one of these by setting the third commandline argument to 6. 2) Included Performer font with distribution. Before, systems without Performer wouldn't show stats since the font couldn't be loaded. New for version 4.2: -------------------- 1) Improved rendering of transparent objects. Water looks better and now there are windows! 2) Added visual pain cue. Screens flash red when you are hit. This is especially useful if you are running without audio. To disable: setenv CAVE_QUAKE_VPAIN off 3) Minor bug fix. Before, it was possible to get duplication of health and armor items. 4) Made it so that when you are in deathmatch mode, one of the players cannot go on to another level. 5) Less text output. Note: if CAVE QUAKE II is installed on your system and individual users want to customize their settings, they should copy the run script to their home directory and edit it. New for version 4.1: -------------------- 1) Fixed a deathmatch networking flaw. Before, if one system was significantly faster than the other it introduced some bad gameplay effects. Thanks to Kevin Curry for the deathmatch that revealed this problem. :) 2) Made it easier to start deathmatch. As soon as the second player connects the game automatically goes into deathmatch mode. 3) Reset button works properly in deathmatch now. 4) CAVE QUAKE II now cleans up its CAVERNsoft threads even if it exits abnormally. Thanks to Stuart Levy for the tip. 5) Added a navigation scheme for those that do not have a joystick on their wand. To enable this scheme, add this line to your run script: setenv CAVE_QUAKE_JOYSTICK off Navigation speed is based on the distance of the wand from your body. Rotation is based on wand orientation. When using this scheme, the regular navigation choice during the intro will be ignored. New for version 4.0: -------------------- 1) Reduced sound distortion. This used to happen frequently when many monsters were attacking you at once. 2) I've modified weapon damage, firing rates, and projectile speeds based on official Quake2 stats. 3) Added audio chat tool. The tool is based on CAVERNsoft and runs seperately from CAVE QUAKE II. Part of the reason is that I'm concerned about audio feedback. You may need to use a headset microphone. If you want to test it out, look in the chat directory. To run between two machines "foo" and "slop", type "runChat" on foo and "runChat foo" on slop. Make sure that both your input and output sample rates are the same as your vss2.2 server (usually 32kHz). Thanks to Jason Leigh and Nikita Sawant for this tool! 4) Added armor and health items! Health packs add 25 health points up to a maximum of 100 points. Armor adds 50 armor points up to a max of 100 points. When you have armor, 60% of damage is taken by the armor until it is depleted. 5) Respawn pads. Only used during deathmatch. Makes deathmatch a lot more interesting. When you die you reappear elsewhere in the level. 6) Implemented strafing. To Strafe, roll wand left or right past 30 degrees. Strafing allows you to move laterally while keeping your gun pointed at your opponent. This is key in deathmatch... Note: strafing speed ramps between 30 to 60 degrees. After 60 degrees, speed is at its max. To disable strafing, add this line to your run script(s): setenv CAVE_QUAKE_STRAFE off 7) You can now choose among 4 different characters to represent yourself in deathmatch. The character that you see during the intro is you. Press right button to switch between the different characters. In single-player mode, the only effect will be that different sound files are used. 8) Animated weapons. I got a lot of crap from people about the weapon not moving with the character during the intro. This also applies to your opponent during deathmatch. 9) Reset button. This was suggested by several people. If you find yourself in a bad situation :), hold all 3 wand buttons and you will go to the beginning of the current level. You can also use the 'r' key on the keyboard. New for version 3.2: -------------------- 1) Balanced the weapons by replacing the blaster with a hyper-blaster. 2) Brightened stats and improved frag counter. 3) Added two different ways to "salute" your opponent during deathmatch. For a "military" salute, bring the wand close to your glasses. For a rather rude salute, do the same while holding down the middle wand button. 4) Changed the "rotate by wand orientation" form of navigation. You rotate only when you are moving. This allows you to stand still and shoot off center without rotating. 5) Added two extra, 3rd party maps. These maps are numbered 4 and 5. They are primarily intended for deathmatch but they can also be used in single-player mode. Map 4 is a wide open area and map 5 is a more confined space. Both maps are less detailed than the 3 base maps and so there's better performance. Neither is connected to any other map, so to get to one of these maps, you must specify it on the commandline. NOTE: for deathmatch, make sure you and your opponent are on the same map! New for version 3.1: -------------------- Thanks CAVE QUAKE II 3.0 users for your feedback. The new features are: 1) Found a way to brighten the maps without washing out the detail by applying a gamma correction to the textures but leaving the lightmaps alone. Makes a huge difference! You can vary the gamma correction using a commandline argument. 2) Improved collision detection. 3) Deathmatch improvements including audio cue to signal that somebody has connected to you for DM and a frag counter. Frag counter displays when you die. Also, opponent's gun is no longer completely independent of his body. He faces the direction in which he is shooting for a more realistic look. Before, he could appear to be looking away but have his gun pointing at you. New for version 3.0: -------------------- Uses CAVERNsoft 2.3 (sproc version) for deathmatch. No more pthread problems! If you still have problems or want to disable deathmatch alltogether, add this line to the run scripts: setenv CAVE_QUAKE_DM off Uses CAVE Library Version 2.6g with NCSA extensions. These extensions include support for the SpaceTec Space Orb. This is useful if you do not have a CAVE wand or similar input device. The Space Orb is a 6 DOF game controller that costs only about $40! Go here for more information: http://www.spaceorb.com/ To enable the Space Orb you will need to edit your CAVE config file. If you want to use it simply as a replacement for the wand (and put a tracker sensor on it), add the following lines: wand spaceorb controllerport /dev/ttyd2 controllerbaud 9600 If you want to use the spaceOrb as both a wand and tracker, add these lines as well: trackertype spaceorb trackerport /dev/ttyd2 trackerbaud 9600 sixDOFmode 196 sixdofrotsensitivity 24.2 sixdoftranssensitivity 20. sixdofvalsensitivity 1.2 serialtracking y Using the spaceOrb for tracking can be very useful with the CAVE simulator. Projectiles! As a result there are two new weapons: the blaster and the rocket launcher. Machine gun and shotgun bullets are still invisible because they move so fast. Improved monster behavior including a couple of suprises for those that have played earlier versions of CAVE QUAKE II. Overall, it's definitely a more intense experience! Deathmatch: ----------- Start CAVE QUAKE II on one machine and connect to it from another machine. For instance, if you have two machines foo and slop, you can type "run" or "run_static" on foo and then type "run foo" or "run_static foo" on slop. Deathmatch can be stopped at any time by pressing 'q' and restarted by pressing 'd'. If restarting does not work then that means that the other client probably went down for some reason. Note: if you get completely lost, either kill yourself with the rocket launcher to respawn elsewhere or use the reset button ('r' on keyboard or hold all three buttons at once). IMPORTANT: Deathmatch assumes that players are on the same map. If not, it won't make much sense... Hints: ------ When playing, you may occasionally get stuck in some area where you can't get out. Holding down button2 with your other hand will let you go through walls. Click button2 to switch guns. Right now there is a blaster, a rocket launcher, a machine gun and a shotgun. There are two forms of navigation: rotate by joystick and rotate by wand orientation. When rotating by joystick, point the wand in the direction you want to go and push forward on the joystick. Push left or right on the joystick to reorient the CAVE. When rotating by wand orientation, you should always face the front wall otherwise you will spin around in circles. Generally, rotating by joystick is better in the CAVE and rotating by wand orientation is better with an Idesk or InfinityWall. Lifts do not move. Walk towards the back of the lift and you will be instantly transported to the top of the lift. This doesn't work in reverse, so just jump down to the bottom. Certain lifts will take you between maps. When theme music starts playing, this means that a new map is loading. To turn off the theme music, add this line to your run scripts: setenv CAVE_QUAKE_THEME off I sometimes do this. I then run vss2.2 at a sample rate of 44.1kHz: vss2.2 -srate 44100 & and play different music using an mp3 player. In fact, you can find most of the Quake2 music on the web in mp3 format. Doors have been removed from the maps. A closed door is most likely a door to the next map. Get close to the door and you will go to that map. For fun, instead of just killing the monsters, let them chase you around. The best way is to walk backwards so that they are in front of you. For instance, you can get them to jump out the window in the first map! One of the best things about the CAVE demo verses the game is that the gun follows the wand. Hold it straight out in front of you to see the gun better. You can even "roll" the gun. Note: ----- This demo is still under development. Check back with me often! http://brighton.ncsa.uiuc.edu/~prajlich/caveQuake/ Enjoy! -Paul prajlich@ncsa.uiuc.edu