© 1998 Richard "Sat" Connery. All rights reserved.
There is no native Modem-to-Modem or Serial play. Since QuakeWorld technology is getting better, a simple (not perfect, but easier) solution if you want to play a friend like this is to just both jump on a close server and play. With the Plus! pack for Win95, you can use its included Dial Up Server utility to have two modems connect and then simulate an IPX LAN over it. This makes Quake II modem-to-modem playable, but the problem is that one player would still be the server, the other would still be the client, and the one who is the client is going to have about some lag while the server has zero lag. This makes for a very unfair (for whoever the client is) game and is not likely to be a whole lot of fun. The best solution is likely still going to be playing via the Internet where two modem players are fairly equally lagged. You don't need Plus! though, here's Microsoft's DUN.
Anyway, I removed the steps to connect using DUN since several ppl reported it to be inaccurate. If you wish to setup a Modem-to-modem game check either this one or this one.
Check out this clever trick submitted by Jonathan Ritchie: If the server starts up Eraser Bots and does not add any bots then a second player can connect to the server via modem in the normal way. Then you have 1 on 1 as normal but the Eraser Patch allows the use of the set lag <integer> command on the server so the host can give himself a lag equivalent to the client connecting via modem. No bots need be involved. It does work - I have tried it - and it does give fair modem to modem games with both players having equal lags.
No IPX, just TCP/IP. John Cash is apparently working on IPX support. Nevertheless I got word that Quake II v3.10 is indeed capable of IPX networking; apparently Quake II will use TCP/IP but if you uninstall it and leave IPX Quake II will use it. Again, I've not tested this and the person who told me this isn't capable of writing a "how-to" setup an IPX game like the one below for TCP/IP because of the language barrier. Anyway Stefan Norman told me that v3.10 IPX is indeed ok to use as a protocol for LAN multiplayer. Apparently, there is no special thing you need to do to get it running. Just start a server on one of the machines and the others just do a search.
Ron Stockwell: For a straight Windows 95 peer to peer network with more than two PC's, go get yourself a cheapy little 8 port 10baseT ethernet hub. They can be found for less than $100 bucks if you look hard enough, or buy one of the kits that comes with 2 LAN Cards and some wire, also for under $100. Install an ethernet card in each PC you want to hook up to your LAN. They run the gambit; you can find generic ones for $20 or brand names like Intel or 3Com for about $100.
Let Windows detect and setup your ethernet card. Once you have that done, be sure to go into Control Panel -> System, and make sure it installed properly; i.e. there shouldn't be any conflicts or yellow "!"' by the ethernet board in the Device Manager.
Now, in Control Panel, pick Network, to open up your Network settings. Since you're already using Dial-up Networking, you will have the Microsoft TCP/IP protocol already installed. What you will have to do is click on Add, then add it again. This time, it will bind to your ethernet card also. Click on the File and Print Sharing... button, check the I want to Share my Files box, and click OK. If during the card detection by Windows, it automatically installed IPX and a client for Novell networks, you may remove these because they won't do anything.
When you're done, you should have the following list in your Network dialog box:
Client for
Micosoft Networks
Dial-Up Adapter
Your Ethernet Card
TCP/IP -> Dial-Up Adapter
TCP/IP -> Your Ethernet Card
File and printer sharing for Micorsoft Networks
Go into the Identification Tab. Type in a unique name for your computer. It must be different on every Win95 machine you hook up. Set the Workgroup name to "WORKGROUP" The description doesn't matter. Click OK.
Click the Access control tab. Make sure Share level access control is checked. Click OK.
Go back to the Configuration tab. Click on the "TCP/IP .> Your Ethernet Card" line and then click on Properties. Click the IP Address tab. Click on Specify on IP Address.
The address I used was 125.0.0.1 for my fast PC that will act as the server. I just incremented the last number by one on each subsequent PC (125.0.0.2) (125.0.0.3) etc. In the Subnet mask, type in 255.255.255.0 Click OK. Click OK to save these changes in the Network Dialog box.
That's it. Re-boot the computers, start Quake2 on the server, and then start Quake and join from the other PC's. They should see the local Server without having to do anything with the address book.
If you don't get the server to appear, open a dos box and type this on the command line: ping 125.0.0.1 (or whatever address you gave the server) You should get four lines of replies from that address (your server), in like 1 millisecond. It will time out if the PC's are not talking.
Also, to help in sending patches, add-ons, config files, etc. to the other PC's after you've spent all the time to download them from the internet, do this to make your life easier.
Open Windows Explorer. Right click on the C drive icon. Select Sharing. Click the Shared As button, and give the hard drive a unique name. Click the access setting to Full and click OK. You can use the password security if you like, but it really doesn't do much. Once you supply the password on the PC that will access this hard drive's files, it remembers it, and you never are prompted for it again. On the PC's you wish to copy files to, click the Network Neighborhood icon on your Desktop. You will get a list of all the PC's set up on your network with the Microsoft Clients. Double click on the PC you wish to access, then supply a password if you used that option, and do the rest just like copying or moving files in regular old Explorer. You can even run install executables from the other PC without copying the install files over to the destination. Pretty cool.
Novell IPX LAN users:
You can run Quake 2 on your LAN, under these conditions that I have tested. On a NetWare 4.1 LAN running Windows 95 on the workstations with Novell Client 32. The Client32 is version 4.11, the latest version. I would not suggest trying this stuff unless you are absolutely sure you can restore the Client32 system if something gets messed up. I can't stress this enough: Please know what you're doing before you start messing with your Netware LAN!
You can run Microsoft TCP/IP over the same LAN cards in your PC's that are currently using IPX with Client32 for Netware. In Control Panel -> Network -> Add -> Protocol-> Microsoft, just add TCP/IP and it will bind to your LAN card. You may need to do this even if you have TCP/IP for Dial Up Networking installed. Also, in the same dialog box, add the Client for Microsoft Networks. Select the Identification Tab, and make sure all the PC's you want to connect have the exact same Workgroup name. Select your LAN card and click on Properties. In the IP Address tab, give your LAN card an IP address, 125.0.0.1 for example, with a subnet mask of 255.255.255.0. Number each PC with a unique IP address, like 125.0.0.2, 125.0.0.3 and so on. MAKE SURE that the Novell Client 32 remains the Primary Network Login. Click File and Print Sharing and turn on the File Sharing, click OK, the OK one more time and reboot.
The first time rebooting, you may not get your normal Novell Login. All I had to do was shutdown once more, and reboot, and the system came back up just fine with the Novell Login. Now, this should work fine for the 4.11 version of (Intra)NetWare, especially if you're using TCP/IP instead of IPX for the protocol. But I wouldn't try it with either of the first 2 versions of Novell's Client 32 on any enterprise LAN. Those first 2 versions were buggy and very, very picky, and if everything wasn't done in the proper order, it didn't work (sometimes not even if you did it right). I know, I've been through the process of going from the DOS/Win3.1 Client all through the various versions of Client 32.
Also, if you're running the Network on a hub, be careful. You could cause a huge amount of traffic and slow down your LAN, and even cause excess collisions. If you're fortunate enough to have a Fast Ethernet switch, like the Cisco 1900, the traffic goes only to the destination PC, not EVERY PC on the LAN.
Hope these instructions help the needy Quakers out there!
Please remember that IP addresses with "0"s are for LAN only. Use 125.1.1.x to avoid problems. If you are using BNC (coax) cabling for your network and you want to connect more than 2 PCs be sure that the wire runs from PC to PC, not each to a "Y" type connector. This can cause termination problems. Although you may be able to "see" each other in Network Neighborhood, Quake II may not. Just make sure they are running in a series type setup. This is different than the Cat5 (10BaseT) wire I use, which runs fine in a "star" wiring setup with a Hub.
CTF is NOT included as standard on Quake II's first release; not enough time. The code was implemented by Dave "Zoid" Kirsch one of CTF's original programmers. Also, you are able to trade weapons and inventory items with your team mates.
The Internet code in Quake II is pretty much like QuakeWorld (client prediction is in as well). Still, the point release will be made available to improve network play. Each server can host a maximum of 200 players if the system is capable of it however 64 players is the recommended maximum. Servers won't be dynamically linked, meaning you can't jump from server to server through slipgates, etc.
Regarding Client Side Prediction:
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Brian Hook: As far as I know CSP can be disabled at will. No, the number of polygons won't cause more lag, but it may reduce framerate. There are issues with uploadable models that we haven't addressed yet (e.g. really small models that would be impossible to see, etc.), but these are handily addressed by simply disabling custom models on the client side. We'll try and come up with other workarounds too to prevent models that are too small. |
Matt Lazarowitz reports: Here is just some info dealing with servers and clients I found out the hard way. Having a linux server and a windows client with windows server code for the mod running is not a good idea. Unclear? Let me try and explain a little better. Recently, I finally got may free time project up and running, a linux box. Knowing a bit about linux and how fast linux is compaired to Windows, I decided to make this machine a dedicated Q2 server. I then got together with my brother and some friends for some Rocket Arena. Well, some of us could move, adn some of us could not. After my brother reinstalled Q2, and copied my RA directory he still had problems. So he re-downloaded the RA client pack. Magically the game was working OK. After a little more digging, someone deleted their game86.dll file from the RA directory (some of us had the server and client packs so we could practice). His problems cleared up. So we all tried renaming or deleting out game86.dll file (if present) in Rocket Arena's directory. The problem went away, and we were fragging happily one again. Lesson to be learned, cross platform server packs do not mix. If you have a server pack for a mod, and you intend to be a client instead of a server, rename the game86.dll, or the linux/spark *.so files. It will save alot of headaches.
Carey Evans reports: When setting up a local TCP/IP network, you shouldn't just choose a number at random. 125.0.0.0 doesn't seem to be used ATM, but there's no reason to expect it'll stay that way. There are three ranges of addresses that will never be used on the Internet, and are safe to use. These are defined in RFC 1597:
Section 3: Private Address Space
The Internet Assigned Numbers Authority (IANA) has reserved the following three blocks of the IP address space for private networks:
10.0.0.0 -
10.255.255.255
172.16.0.0 - 172.31.255.255
192.168.0.0 - 192.168.255.255
Unless you know what you're doing, the best choice is to use addresses like 192.168.x.y, where x is the same number on all the machines, and y is different on each machine. The netmask should be 255.255.255.0. x and y should be from 1 to 254 inclusive.
For example, I would call my machines 192.168.1.1, 192.168.1.2, 192.168.1.3, etc. Also, another useful way to check the setup is to go Start->Run and type "winipcfg".
Finally, make sure there is no binding from the Microsoft Network client or sharing to the Dial-Up adapter, or anyone on the Internet can read and delete all your files if you've given full access. Even with no access at all, they can still crash your PC. I don't have any PCs running Win95 here, so I'm afraid I can't be more specific.
When you connect to a server, no matter how near it is, your commands (like firing, moving, etc...) take some time to arrive there. Then the server's response will take the same time to arrive at your comp. This is unnoticeable on LAN games since the computers are too close. Over the Internet, however, lag is the player's worst nightmare. :)
QuakeWorld manages to reduce lag in half because it doesn't need confirmation from servers for movements - client prediction. Firing still requires confirmation though so it's not a smooth ride altogether. Here is what John has to say about Multicast IP:
Are you thinking of using ip multicast (igmp) in your quake server at some point? I'm sure many routers do not yet support this, but at some point it will be a perfect way to propagate game status information at a reduced bandwith.
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John Carmack: Actually, multicast won't help. Each client gets a specifically tailored stream of packets with only the bare minimum information they need. No two clients get the same info, so multicast isn't usable. |
Robert McMillan reports: I was getting ping times for Quake II ranging from 350 to 8000. (It was totally unplayable) I then discovered the following sites and I now get ping times in the low 200's. I think it would be a tremendous service to include this info or links in the multiplayer section of the FAQ. A headline on Quake2.com with an overview might be nice too. http://dspace.dial.pipex.com/mreeves/tips.htm
Note this site recommends installing a Unimodem Driver update. The self extract needs to be unzipped in the windows\system dir and should not be applied if IE 4.x is installed. If you have OSR 2, you probably don't need the update anyway. I'm not sure if it really did anything for me...
A freeware program to give easy access to the TCP/IP registry variables is at this URL: http://www.mjs.u-net.com/mtuspeed/mtuspeed.htm
The beauty of DeathMatch is that instead of wiping out brainless foes (the enemy) you have the opportunity to take out intelligent ppl as bot like artificial intelligence is still far away for single player (perhaps in Unreal). I strongly advise you to finish Quake II without cheating and, at least, in normal as codes will not work in DM. This will give you some knowledge of enemy standard attacks, ammo management and, of course, knowledge about the levels themselves. Like I said earlier, your enemies will be intelligent and won't just charge mindlessly to their DOOM =) so the usual "strafe 'n' fire" will no longer work, as they will run hide from you, try to surround you, jump small gaps and will be carrying the same weaponry as you! Ever wanted to know how a BFG shot feels like?
A good control system (i.e. config.cfg) can sometimes give you that extra edge. Instead of pasting any "perfect" config.cfg I will mention some things that you may test and, if you feel confortable with, use them in your configuration. You have several configuration files from the "pros" inside pak0.pak. You can take a look to see if you're missing something but like the saying goes: "The best config, is the home-brewed one."
Here are a few general advices on how to improve your gameplayship. Some of you may already follow these guidelines unconsciously but I felt a written approach would make them more obvious to you.
I'll give you the low-down on the weapons first and ways to defend from them:
Capture The Flag is without a doubt the most popular addon for Quake thus id Software hired Dave "Zoid" Kirsh to work, amongst other things, on a Quake II version of CTF. But what is CTF anyway? Well, picture two teams each with the same goal: capture the enemy flag and return it to its own flag. Sounds simple? Well, most of the time when you arrive at your base with the enemy's flag you find your own flag taken and this is where the fun begins...
Readme: Attack the enemy base, grab their flag, then take it back to your base. In this variation you must touch your base flag when carrying the enemy flag in order to score - if your flag isn't at your base when you return, you or your team must get it back to gain points and captures.
Included in CTF is a new weapon, the Grappling Hook. This tool is not effective as an attack weapon, but is excellent in increasing your mobility. In order to use it, you must bind a key or mouse button to "use grapple". It works like any other weapon: just point and shoot. The difference is, as long as you hold the fire button down, you will be pulled to the point where the grapple connected to. Release the fire button to let go and disengage from the grapple. With it you can access any area of the level or you can just attach yourself to the ceiling waiting for targets.
Along with the standard DM artifacts there are now four new ones with special properties and are called Tech Powerups, spinning rings with symbols inside them. They are:
The command "drop tech" in the console will cause you to drop the tech you are currently carrying, to pass it to a teammate or to pick up another one. You cannot pick up the tech that you have just dropped.
If you haven't read the above section Deathmatch then please do as almost all the advices for DM are applicable in CTF. Right after you join a server you'll be given the option (or not, depending on the server settings) to choose your team: Red or Blue. And as in all team games cooperation is imperative thus I recommend you play with friends on your team, blindly jumping to a server will not provide a pleasant CTF experience as everyone on a team has (or should have) its position and this leads me to my next piece of advice:
The number of positions is obviously dependent of the number of players a team has but generaly a 3 player team is regarded as the minimum to have a fun evening of CTF so I'll describe a three player team with more players obviously sharing tasks or helping out where needed.
There should be a leader on the team which is NOT the Flag Carrier. Leaders can not be concentrated on such a specific task because they will be shouting orders all the time. If you're an escort then you'll die a lot but don't be concerned as individual kills are not the goal of CTF, helping your team score is.
Here is a listing of all the Quake II aware level editors at this time of writing; sorted alphabetically:
After saving your map you'll need to compile it before testing it. Here are all the compiling utilities needed:
Related websites:
Here are some utilities to help you create/edit your textures and / or skins:
Related websites:
Coming soon.
Let's you edit the Quake II .PAK file or create your own. Extract or Import files from / into .PAK files:
Utilities that let you create your own cutscenes:
Needed to create your own mods:
Related websites:
List of websites which host / review single player and / or DM user levels:
This section was created to list the most popular Quake II multiplayer mods so please don't ask me to link to your mod. Sorted by name.
For all the mods you need visit PlanetQuake's Mod of the Week section.
Only released TC/PCs are listed here with a small description:
There is already an official mission pack out for Quake II. Being distributed by Activision Quake II Mission Pack: The Reckoning, developed by Xatrix Entertainment and published by id Software. The mission pack will provide extra levels plus specific DM ones that allow at least 32 players. Also, new weapons and enemies are said to be included. You can get more information and five screenshots here.
The second mission pack is being developed by Rogue Entertainment, makers of Dissolution of Eternity: Quake Mission Pack #2. There is not much information out except that you play the role of the marine that clipped the other marine's pod on the way down and actually makes it to the landing zone.
Question: Quake II starts up my
dial up acount and I don't want to play online. I'm using
Artisoft's iShare software, does that help?
Answer: Change the iShare client settings to 'Dial Only When
Needed' using the check box.
Question: Can I take screenshots
while playing the game?
Answer: Yes, press F12.
Question: Does Quake II take
advantage of multiple processors for faster rendering?
Answer: No, not at this time of writing.
Question: How can I find out at
how many fps Quake II runs?
Answer: With the console command "timedemo 1" and then
"demomap demo1.dm2" or "demomap demo2.dm2".
Question: Where can I see if my
framerate is any good for my system?
Answer: This
is a good place to start.
Question: Is there anyway to get
the Quake II console font?
Answer: No. That font is a set of graphics and not a true type
font or whatever.
Question: Can I play single player
Quake II without the CD when I max install?
Answer: You can now if you have v3.15 or above.
Question: How can I dload custom
skins so I can see them while playing? Is there any command?
Answer: You can now if you have v3.15 or above.
Question: How can I find servers
on the Internet?
Answer: Download www.gamespy.com or visit some of the server pages like this one.
Question: I'm new to the Quake
community and / or Quake II. Should I kill myself?
Answer: Too messy. Visit the Quake Newbie Guide on Blue's
News.
Question: What's this clan stuff?
Where can I find them?
Answer: Visit the Wireplay Clanring.
Question: I'd like to start my own
server; do you have any info for me?
Answer: Get the Quake II Server Frontend.
Question: When I connect to a
server it says I have the wrong version. What's up?
Answer: Check II.7 for
information on patches.
Question: Where is the -dinput
command in Quake II?
Answer: Gone.
Question: While installing Quake
II it says I have the wrong language OS. It's not true so how do
I install it?
Answer: Go to the regional settings and change to either English
US or UK or whatever language your Quake II version supports.
Question: My sound is all jumpy,
what can I do to fix it?
Answer: Install the latest patch.
Question: I can't connect to
servers / have tons of difficulties. Btw, I use AOL...
Answer: Don't use AOL.
Question: How come my guns don't
show up when I play DM?
Answer: Check your character settings and set the handling to
either left or right but not center. Or revert the FOV back to
90.
Question: Is there a Quake II Name
Maker?
Answer: Yes, check Telefragged.
Question: How do you change the
position of your status bar?
Answer: You can't change it.
Question: I installed a patch but
I want to return to the original version; how do I do that?
Answer: You'll need to uninstall and re-install Quake II.
Question: I had a mod that worked
fine until I installed the latest patch. How do I fix it?
Answer: You can't. You need to wait for the author to release a
version compatible with the latest Quake II version.
Question: I'm having some problems
with my mouse. Can you help?
Answer: Check this
page.
Question: Wasn't id Software going
to release their own Quake II Mission Pack?
Answer: Not any more. Please read The Unofficial Quake Arena FAQ.
Question: What are bots?
Answer: Bots are computer controlled DM opponents that simulate
DM against your buddies. It's good to practice your skills or
just play the old game with a twist.
You should also read Mini-FAQ if you're having problems installing/running.
The End