home *** CD-ROM | disk | FTP | other *** search
- CONTENTS
-
- System Requirements
- Release Notes
-
- I. The Basics of Play
- A. Goal of the Game
- B. Skill
- C. Moving Around
- D. Exploring the World
- E. Environmental Hazards
- II. Controls
- A. Keyboard Commands
- B. Main Menu
- C. The Console
- III. The Game
- A. The Screen
- B. Firepower
- C. Special Items
- D. The Enemy
- E. Ending A Level
-
- FAQS
- Known Bugs
- Reporting Bugs
-
-
- SYSTEM REQUIREMENTS
-
- In order to play with Quake II Test you will need at least the following
- computer system:
-
- P90 w/16mb of RAM (P133 recommended)
- 24mb of RAM required when running GL
- 40mb of HD space
-
- Latest version of Glide (2.4x) required in order to use 3Dfx with this test.
- The Glide drivers can be found at www.3dfx.com
-
-
- RELEASE NOTES
-
- This demo is not intended to represent the final state of Quake 2, but to
- help us uncover architectural problems. There will be another demo available
- before the game hits store shelves that should be an accurate representation
- of the final product.
-
- Some of the significant issues with the current demo are:
-
- User control. Currently, the user input is only sampled at 10hz, which
- means that you can miss fast button presses, and it will generally feel a
- little sluggish. Movement underwater and on slopes is in a temporary state.
- There are also some problems with the player getting stuck in certain
- circumstances that need to be resolved.
-
- Gameplay tuning. Most of the work remaining to us is the fine tuning of
- weapons and monsters for best effect. The current state is not
- representative of the final state.
-
- Networking. Multiplayer games are disabled in this test. We have not
- finished the rules or compressed the communication.
-
- Optimization. We have a few more data and code optimizations to implement
- that will result in some speed ups. Probably about 5% to 10% during actual
- gameplay.
-
- Data. In the interest of keeping the demo download size reasonable, the
- high quality sound files and cinematics are not included for testing. The
- map files have some known T junctions in them, which can cause single pixel
- dots to show through in places until we fix that.
-
- User extensibility. This demo is explicitly NOT user extendable. There is
- still a little bit of cleanup to be done before we can release the game dll
- source code, and the retail game will be required to use modified data.
-
- Demo loading. When starting the game it may take a while for the demo to load.
- During this time you might suspect that you machine has hung. This is probably
- not the case.
-
- I. THE BASICS OF PLAY
-
- A. GOAL OF THE GAME
- The basic goal in Quake II is to stay alive and complete your missions.
- When entering a new level your personal computer (press F1) is updated
- with information about the tasks you must complete in order to progress
- through the game. You are presented with a mission objective and
- instructions on how to achieve your objective(s).
-
- You are also given counters for your KILLS, GOALS, and, SECRETS. These are
- displayed on the personal computer. Whenever new information is added an
- icon will appear at the bottom of the main screen.
-
- The overall goal for the Quake II test is to establish a communication
- uplink to your command ship. Your instructions on how to achieve this
- goal will change as you progress through the levels.
-
- B. SKILL
- Before starting the game you may select a difficulty level from the
- GAME menu.
-
- EASY: This is for those of you who are slow and inept.
- MEDIUM: For those of you who have it somewhat together.
- HARD: This is how we think you should play the game.
- NIGHTMARE: Designed to please the masochist in all of us.
-
- SKILL SETTINGS ARE NON-FUNCTIONAL IN THE QUAKE II TEST. THEY WILL BE
- AVAILABLE IN FUTURE RELEASES.
-
- C. MOVING AROUND
- The keys listed below can be changed in the Customize Controls Menu.
-
- Walking
- Use the four arrow keys or the mouse. To walk steadily forward,
- hold down the Forward key (up arrow or left button on the mouse). Turn
- left or right with the left or right arrow keys, or by sliding your mouse
- in the desired direction.
-
- Running
- Hold down the left Shift key to increase your speed. If you
- prefer to always run during the game, open the Main Menu, then the
- Controls menu, and select "Always Run".
-
- Shooting
- Tap the CTRL key or the RIGHT mouse button to fire. Hold shoot
- down to keep firing.
-
- Jumping
- Tap the SPACE bar to jump. You jump farther if you're moving
- forward at the same time, and you jump higher if you're moving up a slope
- at the same time. You'll be surprised at the spots you can reach in a
- jump. You can even avoid some attacks this way.
-
- Ducking
- Press and hold down the "C" key to duck and crawl ("C" while
- moving forward). When you release the "C" key, you will return to an
- upright position. It is also possible to avoid rockets in this manner.
-
- Climbing Ladders
- When you encounter a ladder press and hold down the jump key (SPACE bar)
- to climb.
-
- Swimming
- While underwater, aim yourself in the direction you wish to go
- and press the forward key to go in that direction. Unfortunately, as in
- real life, you may lose your bearing while underwater. Use the jump key
- (SPACE bar) to kick straight up towards the surface. Once on the surface,
- tread water by holding down jump. To get out of the drink, swim toward the
- shore and you can either jump up onto the land or walk straight out if it
- is shallow enough. There is always a way out but you may have to submerge
- even deeper in order to find it.
-
- Looking Up and Down
- The letters "A" and "Z" allow you to look up and down, respectively.
-
- Strafing
- Hold down either "Alt" key while the left or right arrow key
- is pressed and you will side-step in that particular direction. This
- is perfect for avoiding incoming missiles, rockets or gun blasts from
- enemy Strogg.
-
- Picking Up Objects
- To pick up items, weapons, and power-ups, simply walk
- over them. If you are unable to pick something up, it means you already
- have the maximum possible for that object.
-
- Selecting Items in Inventory
- Hit the TAB key to access your inventory
- display. Use the square "[ ]" bracket keys to cycle through items in your
- inventory. Press the Enter key to use a highlighted item.
-
- D. EXPLORING THE WORLD
-
- Buttons and Floorplates
- Buttons on walls or posts will activate with a
- touch, and floorplates must be stepped on. Use your discretion - if
- you see a distinctive-looking button in a spot you cannot reach, it's
- probably a shootable one - fire at it to activate.
-
- Doors
- As with most places on Earth, the majority of doors here open at
- your approach. If one doesn't, then seek a button, floorplate, or key.
-
- Secret Doors
- Some doors are camouflaged. Almost all secret doors open
- when they are shot, so keep an eye out for these. The rest are opened
- by hidden pressure plates, buttons, or levers.
-
- Platforms
- Most platforms only go up and down, while some follow
- tracks around rooms or levels (i.e. horizontally). Normally, when
- you step onto a platform it rises to its full height and lowers when
- you step off (and watch your head going up!). Some platforms drop when
- you step atop them, and some don't work until you activate them via a
- button, pressure plate, or shootable target.
-
- Pressure Plates and Motion Detectors
- These can be invisible or
- visible sensors which open doors, unleash traps, warn monsters,
- and so forth.
-
- Uncovering Secrets
- Secret areas on Stroggos are hidden in various
- ways (those aliens are sneaky MF'ers). In order to uncover these,
- you might need to shoot a button, kill a cyborg, walk through a secret
- motion detector, etc. All secrets are indicated by clues, so don't
- waste your time hacking on every wall or shooting every object in the
- room. Use your brain, your eyes, and your ears for something oddàthen
- act on it.
-
- E. ENVIRONMENTAL HAZARDS
-
- Explosions
- Harmful radioactive containers are scattered throughout some military
- bases so watch your gunfire near these. Also, make sure you're not
- leaning up against one during a bullet exchange with the enemy or you
- may end up in 46 little body bags. Keen Marines know when to use these
- explosives to their advantage - aim for one when aliens are around them,
- or a radioactive container may blow open a hole in the wall or floor
- as an escape route.
-
- Water
- The water on Stroggos is safe enough to enter without needing a
- bio-suit, but remember to come up for air periodically for a deep
- breath.
-
- Slime
- Toxic waste will harm you instantly and keeps on tearing at your flesh
- the longer you stay submerged. Unless you have a bio-suit, stay clear
- from the slime.
-
- Traps
- The Strogg may be ugly as sin, but they are not a stupid race. Their
- planet is full of traps, so be on the look-out for laser shooters,
- aliens in ambush, trapdoors, and so forth. Don't be paranoid - just
- be aware of their existence.
-
- II. CONTROLS
- A. KEYBOARD COMMANDS
- You can use the key configuration option from the Controls Menu
- (Press F4) to customize the keyboard however you like, except for
- the Function Keys, Escape Key, and the ~ (tidle) Key.
-
- FUNCTION KEYS
- Personal Computer F1
- Save Game F2
- Load Game F3
- Key Config Menu F4
- Multiplayer Menu F5
- Quick Save F6
- Quick Load F9
- Quit To Operating System F10
- Screenshot F12
-
- WEAPONS
- Blaster 1
- Shotgun 2
- Super Shotgun 3
- Machine Gun 4
- Chaingun 5 NOT IN DEMO
- Grenade Launcher 6
- Rocket Launcher 7
- Hyper Blaster 8 NOT IN DEMO
- Rail Gun 9 NOT IN DEMO
- BFG 0 NOT IN DEMO
-
- ITEMS
- Hand Grenade g
- Quad Damage q
- Rebreather b
- Silencer s NOT IN DEMO
- Environment Suit e
- Invulnerability i NOT IN DEMO
-
- MOVEMENT
- Move / Turn Arrow Keys
- Jump / Swim Space Bar
- Run SHIFT
- Strafe Left , or <
- Strafe Right . or >
- Strafe * ALT
- Crouch C
-
- OTHER CONTROLS
- Inventory TAB
- Main Menu ESC
- Console ~ (tilde)
- Look Up A or Page Up
- Look Down Z or Page Down
-
- B. THE MAIN MENU
- Hit the ESC key to bring up the Main Menu. While in the menu, the game
- is paused. Use the arrow keys to move the Quake II icon up and down the
- menu. Place the icon at the desired option and hit the Enter Key. To
- return to a previous menu, hit the ESC key again. To exit back to
- the game from the Main Menu, hit ESC.
-
- GAME
- Allows you to set difficulty, start a new game, load a previously
- saved game, save the current game, and start or join a network
- game.
-
- DIFFICULTY
- Allows you to choose EASY, MEDIUM, HARD or NIGHTMARE skill level.
- THIS FEATURE IS DISABLED IN THE DEMO.
-
- START GAME
- Starts a new game on the first level.
-
- LOAD
- This will bring up a list of currently saved game. Highlight
- the game you wish to play and hit the ENTER key.
-
- SAVE
- This will bring up a list of currently saved games. Highlight a
- slot and hit the ENTER key. Your game will be saved into this
- slot. You cannot save your game if you are dead.
-
- NETWORK OPTIONS ARE DISABLED IN THE QUAKE II TEST. THEY WILL BE AVAILABLE
- IN FUTURE RELEASES.
-
- VIDEO
-
- DRIVER
- The video menu currently allows you to select one of four
- rendering subsystems: software, system OpenGL, 3Dfx OpenGL,
- and PowerVR OpenGL. The software driver is available on all
- systems. The system OpenGL driver allows Quake2 to render
- scenes using the default OpenGL driver installed in the system.
- Typically this will be selected under Windows NT when using a
- 2D/3D accelerator such as an Intergraph Realizm or accelerators
- based on the Nvidia RIVA128, ATI Rage Pro, and Rendition V2200.
- It is not recommended to use the OpenGL subsystem on systems
- that do not have hardware acceleration of OpenGL installed.
- The 3Dfx OpenGL driver should be used on systems that possess a
- 3Dfx Voodoo and Voodoo Rush accelerator, including the Canopus
- Pure3D, Diamond Monster3D, Orchid Righteous 3D, and the Hercules
- Stingray 128. The PowerVR OpenGL subsystem should be used on
- those systems that are running Win95 with a PowerVR PCX2 board
- installed, such as the Matrox M3D.
-
- Future versions of Quake2 may support other rendering subsystems.
- At this time Quake2 does not support the Microsoft Direct3D
- proprietary API.
-
- VIDEO MODE
- Quake2 supports the following video modes:
-
- * 320x240
- * 400x300
- * 512x384
- * 640x480
- * 800x600
- * 960x720
- * 1024x768
- * 1152x864
- * 1280x960
- * 1600x1200
-
- Availability of video modes will be limited by the type of
- graphics adapter installed and available system and video RAM.
- For example, boards based on the 3Dfx Voodoo chipset typically
- only support video modes of 512x384 and 640x480.
-
- SCREEN SIZE
- The screen size slider controls the size of the visible area on
- the screen. Reducing the screen size will usually result in
- higher performance.
-
- BRIGHTNESS
- The brightness slider controls the brightness of the screen. Its
- effects are immediate in the software driver, but do not take
- effect until "Apply" is selected when using any of the OpenGL
- subsystems.
-
- FULLSCREEN
- This selects fullscreen vs. windowed rendering. On 3Dfx Voodoo
- graphics rendering to a window is not supported. Fullscreen mode
- availability is dependent upon the type of graphics adapter
- installed. On many graphics adapters, modes such as 400x300 and
- 512x384 are not available with fullscreen rendering. Fullscreen
- software rendering requires the presence of Microsoft DirectX.
- With the OpenGL subsystem fullscreen rendering will use whatever
- color depth the desktop is currently set to.
-
- TEXTURE QUALITY (OpenGL ONLY)
- The texture quality slider determines the overall crispness of
- textures with OpenGL renderers. Better quality often results
- in lower performance.
-
- 8-Bit TEXTURES (Open GL ONLY)
- Support for 8-bit paletted textures is available on some graphics
- chipsets such as the 3Dfx Voodoo. Enabling 8-bit textures results
- in a slight loss of visual quality in exchange for better overall
- performance.
-
- STIPPLE ALPHA (SOFTWARE ONLY)
- Enabling stipple alpha results in faster performance when
- rendering transparent surfaces such as windows, water, and
- lava, but also results in reduced image quality when rendering
- transparent surfaces.
-
- APPLY
- Selecting this option "applies" the given video configuration,
- which means that the selected options are made current if possible.
-
- A NOTE ABOUT VIDEO OPTIONS
- Some video options available in Quake II are not supported by your
- particular hardware. If you select an unsupported video option Quake
- II will return to the previous video settings or a default software
- mode and drop down the console to report the error.
-
-
- AUDIO
- This menu will allow you to adjust the volume of the in game
- sound effects, set the quality of the sound effects, and turn
- CD music on or off. THE QUAKE II DEMO DOES NOT INCLUDE HIGH
- QUALITY SOUNDS.
-
- CONTROLS
- Here you can adjust your mouse options, customize your keyboard
- settings, and restore all your control settings to their defaults.
-
- MOUSE SPEED
- Allows you to adjust your mouse movement speed. The higher you
- set this the faster your character will turn in relation to
- mouse movement.
-
- ALWAYS RUN
- You can set this to YES if you do not want to hold down the RUN
- button in order to move quickly.
-
- INVERT MOUSE
- This gives your mouse "airplane-style" controls. This means
- that pushing the mouse forward "noses down", and pulling it
- back "noses up". Some people prefer this control technique.
-
- LOOKSPRING
- Returns your view immediately to straight ahead when you
- release the look up / down key. Otherwise, you must move
- forward for a step or two before your view snaps back.
- Lookspring does not work while you are underwater.
-
- LOOKSTRAFE
- If you are using the look up / down key, then this option
- causes you to sidestep instead of turn when you try to move
- left or right.
-
- FREELOOK
- With this option enabled you no longer have to press the
- MLOOK key to look up and down while using the mouse.
-
- C. CONSOLE
- Tap the ~ (tilde) key to bring down the console. As with the Main
- Menu, when the console is down, a single player game is paused. A wide
- variety of esoteric commands can be entered at the console.
-
- III. THE GAME
- A. THE SCREEN
- The large top part of the screen is the view area, in which you see
- monsters and architecture. You can enlarge the viewing area by hitting
- the + key. The - key shrinks the view area.
-
- Health Display
- This displays the amount of life you have remaining. It also shows
- a picture of your face which can give you a rough idea of how much
- damage you have sustained. Your face can also indicate the direction
- from which damage is being inflicted.
-
- Ammo Display
- The type and amount of ammo remaining is displayed here.
-
- Armor Display
- The amount of armor you have remaining is displayed here. The armor
- type is represented by an icon to the side of this Display. If you are
- completely out of armor this display will disappear.
-
- Selected Item Display
- This displays the item that is ready to be used. Use the bracket keys
- to move through the list and press the ENTER key to activate it.
-
- Active Power Up Display
- If you select a power up that has a duration Quake II will display it
- on the screen with a count down to show the time remaining.
-
- Personal Computer
- When your personal computer receives new information an icon will
- appear at the bottom center of the game screen. Press the F1 key to
- pull up your personal computer. It will display your current mission
- objectives, secondary objective and your current kills, secrets, and
- objectives solved. Some levels will require you to leave and then
- re-enter in order to attain all kills, secrets, and goals.
-
- Inventory
- Press the tab key to pull down your inventory screen. Use the bracket
- keys to navigate through the list and press the ENTER key to active
- the currently selected item. The inventory displays the item name, the
- hot key for using it, and the amounts you have of each item.
-
- B. FIREPOWER
-
- Blaster
- The common rechargeable energy side-arm as used on Earth. As you know,
- the Blaster is not much, but it's good enough to gore a guard or
- tickle a tank.
-
- Shotgun
- This mighty sprayer carries a lot of ammo but is virtually useless at
- a distance. If possible, get in nice and close to use the Shotgun
- instead of your Blaster to add some lead freckles on the Strogg's ugly
- faces. Remember, it requires shells and takes some time to reload.
-
- Super Shotgun
- This is the uncompromising big brother to the Shotgun, intended for
- a close encounter of the dangerous kind. It eats more shells than the
- Shotgun, but the show is well worth the price of admission.
-
- Machine Gun
- Perfect for putting guards in their place - in hell. Although this
- effective weapon is easy to use, its light weight causes considerable
- kickback and it may force your gun up, ruining your aim.
-
- Grenade Launcher
- Fast, easy-to-aim explosives designed for long-range use in mind.
- Not recommended for smaller, confined areas or you may also blow
- up 'real good'.
-
- Hand Grenade
- Just twist open the cap and toss it. Treat this like a really
- dangerous baseball, and lob it in the direction you choose. Just
- remember to let go at some point. The longer you hold down the
- fire key, the further you will toss the grenade.
-
- Rocket Launcher
- A slow but deliciously lethal weapon of choice. Period.
-
- C. SPECIAL ITEMS
-
- Ammo
- There are four major ammo types: shells, bullets, grenades, and
- rockets. With the exception of the laser blaster, you must have
- ammunition to use a weapon. Each ammo type has a maximum you can
- carry.
-
- Armor
- There are three armor types: Flak Jacket, Combat Suit, and Body Armor.
- Each one provides a certain amount of protection against both normal
- attacks and energy weapon attacks. Your current armor type will be
- displayed on your status bar. If you take enough hits, your armor
- strength will deplete down to nothing, so seek out unused breast
- plates. If you pick up armor that is as good as or worse than your
- current armor, it is salvaged to improve your current armor level.
-
- Armor Shards
- Special remnant of armors, which add a bit more durability to your
- existing protection.
-
- Health
- There are two types of standard health kits to ingest: First Aid
- and Medkits.
-
- Stimpacks
- These provide an additional boost to your health.
-
- Bandolier
- Also increases potential inventory for each ammo type, except for
- explosives such as grenades and rockets.
-
- Underwater Breather
- Provides oxygen when submerged in liquids.
-
- Quad Damage
- Temporarily multiplies all your weapon's strengths by four times.
- Let the gibbing begin!
-
- Adrenaline Pack
- This adds an additional two health to your overall achievable health
- level.
-
- D. THE ENEMY
-
- Name: Light Guard
- Description: Weakest of the three processed humans, armed solely with
- a simple blaster.
-
- Name: Shotgun Guard
- Description: These loyal troops are equipped with an automatic scatter gun
- prosthetic.
-
- Name: Machine-gun Guard
- Description: Bigger, meaner, and deadlier than aboveàwith a machine-gun
- for a right arm.
-
- Name: Enforcer
- Description: Strong, muscle-bound warrior who dishes out chain gun speed
- damage. If he gets close enough he will try to whack you over the head
- with his gun.
-
- Name: Gunner
- Description: The fighting elite for the Strogg, outfitted with a powerful
- machine gun and an automatic grenade launcher.
-
- Name: Berserker
- Description: He has a metal spike as one arm, a hammer as another, plus
- two crazy-fast legs.
-
- Name: Parasite
- Description: Four-legged beast with a weapon on its back. Once fired, it
- attaches itself and literally sucks the life from you.
-
- Name: Flyer
- Description: A small two-winged monster, comprised of a controlling brain
- and a cyborg body that allows it to levitate.
-
- Name: Tank
- Description: Tanks are armed with three weapons that they use at random:
- an arm-mounted machine gun, an arm-mounted laser blaster, a
- shoulder-mounted rocket launcher.
-
- E. ENDING A LEVEL
-
- Once you finish a level, you'll find an elevator or passageway that takes
- you to the next level. You start the next level with the same armor,
- ammo, health, and weapons you had at the end of the previous one. If you
- were using a power-up as you ended the previous level it will now be
- deactivated. In some cases you can return to a previous level.
-
- FAQs
-
- Q. I'm stuck. How do I get through the level?
- A. Take a stroll around and look for a place you haven't been yet. Sometimes
- you have to kill a particular monster in order to progress, so exterminate
- them all!
-
- Q. How can I find all the secrets?
- A. Don't worry about it. You never have to find a secret to finish a level.
- Also, some secrets are intentionally hard to find.
-
- Q. I've cleared out the whole level, but my monster kill score isn't 100%.
- Where are they hiding?
- A. Some monsters hide inside secrets, or are released by them. You won't be
- able to kill those monsters until you find their secrets. You also may have
- to leave the level and then return to release all the monsters.
-
- Q. Did I really see two monsters fighting each other?
- A. Probably. Some monsters hate one another almost as much as they hate you.
- You can use this to your advantage (exercise left up to the reader).
-
- KNOWN BUGS
-
- Occasionally your character may become stuck in a wall. Go to the console by
- hitting the ~ (tilde) key and type NOCLIP. Move away from the wall and type
- NOCLIP again.
-
- Monster AI is still in development. Some monsters may seem to be ignoring you
- until you actually shoot them. This is because as small aliens they refused
- to eat their humans and as a result suffered brain damage. We will be taking
- measures to ensure that all aliens receive a proper diet before the final
- release.
-
- Door and plat sounds may malfunction occasionally.
-
- Some areas may cause you to get a "packet overflow" message.
-
- Auto-restart load games sometimes load you one level back from the level
- you should be started on.
-
- A quick saved game can only be loaded from the quick load menu.
- A normal saved game can only be loaded from the normal load game menu.
-
- The in-game demo will only play one time and then end in an error.
-
- REPORTING BUGS
-
- Bug Reporting for Quake II Compatibility Test:
-
- We have prepared a form to make submitting bugs easy for the player. This
- will ensure that we get the information we need to accurately identify and
- fix these problems.
-
- To submit a bug report, just point your web browser to:
- http://www.idsoftware.com/contact/q2feedback.html or
- http://www.activision.com/games/action/quake2/q2feedback.html or
- http://www.stomped.com/q2feedback.html or
- http://www.bluesnews.com/ or
- http://www.gamecenter.com/Quake2/q2feedback.html
-
- Once there, all you have to do is fill in the blanks and hit the button at
- the bottom of the page to submit your report. Please be as thorough as
- possible in filling out the form. Also, please note that someone may contact
- you for more information if needed.
-
- Thanks for your help!
-
- id Software
-