27 March 2008
The Very First QUAKE II Port
for S60 3rd Edition Phones
Another hot news comes up at our forum, Mr. Ohinkka, developer of the famous and the best Quake port for Symbian phones, has just released the very first Quake II port for the Symbian OS over at our forum section.
This time only for phones with FPU and he will consider doing one for phones without FPU in the future. Also N95-1 users can only use the software renderer as the OpenGL renderer will need more memory than it has. Needles to say, that you still need to update to firmware 2.x.x.x in order to play even with the software renderer.
Quake II, released on December 9, 1997, is a first person shooter computer 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 for Quake II was mainly provided by Sonic Mayhem, with some additional tracks by Bill Brown.
Quake II takes place in a science fiction environment. In the single-player game, the player assumes the role of a marine named 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, the Makron.
Quake popularized several major advances in the 3D game genre: it uses 3-dimensional models for players and monsters instead of 2-dimensional sprites; and the world in which play takes place is created as a true 3-dimensional space, rather than a 2-dimensional map with height information which is then rendered to 3D
Get it from Developer site or right here:
.:[ Quake II ]:.
.:[ Quake 2 Source]:.
.:[ Symbian P.I.P.S. C-Runtime library ]:.
If you have any problem with installation please don't be hesitate
to ask for support over at our forum section ;-)
If you really like/use this software, please visit http://koti.mbnet.fi/
and make a small donation there.
Quake II Installation
1. get hold of suitable datafile (original cd or shareware/demo)
1.1 if you have n95-1, update the firmware to atleast 2.x.x otherwise it does not have enough memory.
2. install P.I.P.S and the QuakeII engine. If the phone complains something about the certificate, check your settings in application manager. It should be configured to allow installation of all sis files.
3. install datafiles (using for example the usb-mass storage mode)
3.1 create "quake2" folder in the root folder of your memory card.
3.2 inside "quake2" folder, create another folder "baseq2"
3.3 now copy the pak file(s), video folder and players directory from the original cd to "baseq2" folder. If you have only the shareware file, put it to "baseq2" folder. NOTE: with shareware .pak, the screen will stay black for about 30 secs
4. (optional) install audio tracks
4.1 create "cdaudio" folder in "quake2" folder
4.2 copy exactly 10 audio tracks (mp3) to cdaudio folder and name them 1.mp3 through 10.mp3. If you don't have all the tracks correctly named there, cdaudio wont't play
5. command line parameters can be set through "cmdline.q2" file which should be placed to "quake2" folder. The file should be saved as ASCII, and only the 1024 first characters of the first line are read.
Generally, mods that should work. However, mods that require a separate game dll do not. Same applied to multiplayer games. The engine installation package contains ported versions of vanilla ctf, xatrix and rogue, so the official mission packs and ctf do work correctly. The installation procedure for mods is similar to the base package, but instead of putting files into "baseq2" you should put the into "modname" directory under "quake2". To start lets say xatrix, put "+set game xatrix" (without quotes) to "cmdline.q2" command line file. Needless to say, you need the datafiles for the mod to be present aswell.
Also, the opengl video driver behaves slightly differently with brightness settings. As it has coloured lighting, you need to use console/autoexec.cfg to change the "brighness".
example(in the console):
intensity 1.6 (the intensity of bright colors, higher numbers means more)
gl_modulate 1.4 (lower settings makes all shadows darker)
If anything goes wrong, you could try to look for "q2_log.txt" in the "quake2" folder in order to see what went wrong.
In the end, you should have similar directory/file structure as in these images (the phone seems to map itself as drive G: on my windows machine, you mileage may vary)
*click to enlarge