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Quake II

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Quake II, released on December 6 1997, is a first person shooter game developed by id Software and distributed by Activision. It is not a sequel to Quake; it merely uses the name of the former game for commercial purposes. The soundtrack was provided by Sonic Mayhem, with some additional tracks by Bill Brown.

Overview

The action takes place in a science-fiction environment. In the single-player game, the player is a human soldier (known only by his alias, 'Bitterman') taking part in 'Operation Alien Overlord', a desperate attempt to protect Earth from alien invasion by launching a counter-attack on the home planet of the hostile cybernetic Strogg civilization. Most of the other soldiers are captured or killed almost as soon as they enter the planet's atmosphere, so it falls upon the player to penetrate the Strogg capital city alone and ultimately to assassinate the Strogg leader, Makron.

Unlike Quake, where hardware accelerated graphics controllers were supported only with later patches, Quake II came with OpenGL support out of the box.

The latest version is 3.20. This update includes numerous bug fixes and new maps designed for multiple players deathmatch. Version 3.21, available on id Software's FTP server, has no improved functionality over version 3.20. It is simply a slight repackaging to make compiling for Linux easier.

Quake II uses an improved client server network model introduced in Quake.

Open source

The game code of Quake II, which defines all the functionality for weapons, entities and game mechanics, can be changed in any way because id Software published the source code of their own implementation that shipped with the game. Quake II uses the shared library functionality of the operating system to load the game library at run-time - this is how mod authors are able to alter the game and provide different gameplay mechanics, new weapons and much more.

The full source code to Quake II version 3.19 was released under the terms of the GPL on December 21 2001. Version 3.21 followed later.

Since the release of the Quake II source code, several Third-party update projects to the game engine have been created; the most prominent of these are projects focused on graphical enhancements to the game such as Quake2maX, EGL and Quake II Evolved. The source release also revealed [numerous critical security flaws] which can result in remote compromise of both the Quake II client and server. As id Software no longer maintains Quake II, most 3rd party engines include fixes for these bugs. The most popular server-side engine modification, R1Q2, is generally recommended as a replacement for the 3.20 release for both clients and servers. The most widely used engine modifications as of 2006 appear to be R1Q2, AprQ2 and EGL, with a large majority of users still using the original 3.20 release.

In July, 2003, Vertigo Software released a port of Quake II for the Microsoft .NET platform, using Managed C++ [link]. It became a poster application for the language, showcasing the powerful interoperability between .NET and unmanaged C++ code. It remains one of the top downloads on the Visual C++ website.

Missions for PC version of Quake 2

The player takes on the role of a Marine known only as 'Bitterman'. The game is composed of nine units, each with its own set of objectives. Within each unit, players may be required to move back and forth between individual levels.

Expansions

There are three official expansions: Unofficial expansions include:

Not a true sequel

Despite the title, Quake II is a sequel to the original Quake by name only. Aside from somewhat similar weapons and items (notably the Quad Damage pickup), the scenario, enemies and theme is entirely separate and as of this time does not fall into continuity with Quake. id had initially wanted to set it separately from Quake, but due to legal reasons (most of their suggested names were already taken), they were forced to stick with the working title. Quake II was also adopted as a name to leverage the popularity of Quake. Paul Jaquays, as quoted from [PlanetQuake's Quake II FAQ], puts it as such:

"OK, now WHY are we calling it Quake 2, when it's not really a sequel to Quake? Several reasons. Trademarking. The names we were going for, the ones that to our thinking, really expressed the concept and theme of the game were owned by someone else (when it appears that you may have money to actually cover real or imagined damages, "foxxing" really gets ugly. They don't just tell you to cease and desist). We kept putting forward names to our copyright attorneys and they kept telling us "You're not safe from liability with that one." The deadline for having our real and true name in time for E3 came, and our hands weren't grasping that one great name. And there it was waiting for us like an old lover ... our working title ... Quake 2. It knew we'd come home to it at last. It should have been obvious. We've built up a great deal of name recognition with Quake. We shouldn't just throw that away."

Ports

Ports of Quake II were released in 1999 on the Nintendo 64 (ported by Raster Productions L.L.C. ) and PlayStation (ported by HammerHead Ltd.) console platforms. In both cases, the core gameplay was largely identical; however, changes were made to the game sequence, and split-screen multiplayer replaced network or internet play. In 2002, the game was ported to the Amiga PowerPC platform by Hyperion Entertainment. There was also an unofficial port for the Sega Dreamcast, another port to Xbox,named Quake2X, and an unfinished port to Playstation 2 via homebrew coders.

Quake II: Colossus (Quake II with both official addons) was also ported to Linux by id Software and published by Macmillan Computer Publishing in 1999. Be Incorporated officially ported Quake II: Colossus to the BeOS to test their OpenGL acceleration in 1999, and provided the game files for free download at a later date - a Windows, Macintosh or Linux install CD was required to install the game, with the official addons being optional.

PlayStation version

Several of the PC version's objective-based levels (units) were omitted, as well as a handful of enemy types. A new enemy (a gigantic human-spider cyborg with twin railgun arms) was added, and many short air lock-like corridors were added to maps to provide loading pauses inside what were contiguous areas in the PC version. An advantage over other console ports is that it used the PlayStation mouse option, making the gameplay closer to the PC version.

The music of this port is a combination of the Quake II Original music score and some tracks from the PC version's mission pack.

The PlayStation version is limited to a far a lower resolution than the PC original giving it grainier look. Coloured lightmaps for levels and enemies, and yellow highlights for gunfire and explosions, are carried across from the PC version, with the addition of (somewhat excessive) lens flare effects located around the light sources on the original lightmaps. There is no skybox; instead a flat gourad-textured purple sky is drawn around the top of the level.

Nintendo 64 version

This version, unlike the PlayStation version, had completely different levels and multiplayer maps which had never been seen before. This version also had new lighting effects, mostly seen on gun fire, and also used the expansion pack to offer extra graphical detail.

Xbox 360 Version

A ported version of Quake II was included in the box of Quake IV for the Xbox 360, on a bonus disc. This is a direct port of the original game, and doesn't include any graphical improvements, other than it may render in 480p and 720p. However it does allow for system link play for up to 16 player, split screen for 4, and an un-precedented for the series co-op in single player for up to 4 players or 16 with split screen. Also any level can be played at any time in Co-op as well as the availibility of all single player levels as maps for multiplayer.

See also

External links

Official websites

Information

User Created Maps

Game Archive and Review sites

Game mods

Modified engines

 


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