Q2Rev

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Q2Rev (now part of Quake Rev PAK)
QRevPAK.png
General
Author(s)Izhido
TypeGame engine
Links
Source
Downloadable via the Homebrew Browser
Peripherals
Wiimote1.svg Nunchuck alternative.svg SensorBar.svg Loads files from the Front SD slot Loads files from SDHC cards in the Front SD slot Local WiFi Internet GameCube Controller ClassicController.svg USB Keyboard USB Mouse

A port of the original id Tech 2 engine (Quake II) to the Nintendo Wii, compiled using devkitPPC / libogc.



Q2Rev, as a standalone application, has been deprecated. It is now part of Quake Rev PAK.

IMPORTANT NOTICE : The Quake Rev PAK source code repository has been moved to GitHub, due to Google Code project hosting being closed. Links for releases are no longer available until a future date; for now, you can get the source code from https://github.com/izhido/qrevpak to build your own release.



The engine is feature-complete, with sound, network play, and CD music track playback. For technical reasons, the Capture The Flag module is not included in this engine; you will need to play Q2CTFRev for that purpose.


New features and changes since Release 4 of Quake Rev PAK:

  • New GX-accelerated build! Runs smoothly at 60fps, and looks really nice.
  • Support for the official Quake II Mission Packs, now available in the Quake Rev PAK launcher.
  • Lots of bug fixes, including an embarrasing one where left & right sound channels were inverted (oops!)
  • Fixed a problem with savegame files from this engine, which were not compatible between releases. Starting from Release 4, all new savegame files will work as expected.
  • Also starting from this release, it will be required that the game data folders be located inside a folder "Q2" at the engines folder level. This will help having game data separated for each of the Quake and Quake II games, and thus be able to play the "rogue" Mission Pack for this engine.


NOTICE: The config.cfg data generated by previous releases of Q2Rev might contain invalid data. It is recommended that you delete it before playing the Quake II games. The engine will recreate the config.cfg file if it weren't found.


Any comments about the engine are welcome to heribertod@gmail.com.


Installation

In order to play Quake II with this engine, please follow these instructions:


  1. Download the QRevPAK.R*.zip to your computer
  2. Copy the contents of the archive to a folder called /apps/QRevPAK/ in your storage media (SD card or USB stick)
  3. Create a new folder, /apps/QRevPAK/Q2/ , in your storage media
  4. Copy the /baseq2 folder (shareware or full, bought, game), from your computer, at the /apps/QRevPAK/Q2/ folder.
  5. OPTIONAL: For the official Mission Packs, copy the /xatrix and /rogue folders from your computer, also at the /apps/QRevPAK/Q2/ folder.
  6. OPTIONAL: Create a /cdtracks folder inside /baseq2, and copy the Ogg Vorbis-encoded tracks from your original Quake II and Mission Packs CD, sorted by name. NOTE: There is no need for a filler Track 1 for any of them, so don't include them.
  7. Start "Quake Rev PAK" on the Homebrew Channel (or any suitable app launcher).


Controls

Wiimote.svg Nunchuck alternative.svg ClassicController.svg GameCube Controller Action
Wii Remote Aim +/- Wiimote A Button Classic Right Control Stick Gamecube C Control Stick Free Look mode
Nunchuck Control Stick Classic Left Control Stick GameCube Control Stick Walk / Sidestep
Wiimote D-Pad Classic D-Pad GameCube D-Pad Arrow Keys
Wiimote 1 Button Classic a Button Gamecube A Button ENTER
Wiimote 2 Button Classic b Button Gamecube B Button ESC
Wiimote + Button Classic x Button Gamecube X Button Next item in inventory
Wiimote - Button Classic y Button Gamecube Y Button Previous item in inventory
Wiimote B Button Classic L Trigger GameCube L Trigger Left Mouse Button (Fire, usually)
Nunchuck Z Button Classic R Trigger GameCube R Trigger Space Bar (Jump, usually)
Classic ZR Button GameCube Z Button "c" key (Crouch, usually)
Classic ZL Button Enables or disables on-screen keyboard
Nunchuck C Button "c" key (Crouch, usually) / Enables or disables on-screen keyboard (if held less than 0.5 seconds)
Wiimote HOME Button Classic HOME Button GameCube START Button "F1" / "y" keys


Gameplay

Walk / Sidestep:

Either the joystick of the Nunchuck expansion or the Left stick of the Classic Controller connected to the Wii Remote #1, as well as the Main analog stick of the Gamecube controller, can be used to walk forward / backwards and sidestep to the left / right. This is independent of any 'bind' assignments made to the arrow keys on config.cfg.


Wii Remote Look Mode:

Point your Wii Remote to the screen. You will see a small dotted circle, a guide showing where your Wii Remote is pointing to.

Now, enter the game, then press and hold 'A' while pointing to the screen. The guide will disappear, and the camera (the direction you're looking) will start responding to your movements with the Wii Remote, relative to whether the guide was just before disappearing.

Release 'A'. The camera will stay exactly where you left it, and then the guide will reappear.

Feel free to use this control scheme when playing the game. Again, this is independent of any bindings to the arrow keys.

If you feel the camera movement is not reaching far enough, increase the new "Wii Remote Speed" setting on the "Options" menu (or the "wmotespeed" setting on your config.cfg file).

NOTE: If you do not want to press [A] to move the camera, go to Menu - Options, and check the "Invert Wiimote look bt" option. The Wii Remote will start responding immediately to your movements, until you press [A] (effectively "inverting" the look mode schema).

IMPORTANT: The camera will not move as long as you have the on-screen keyboard enabled (see below).


Free Look mode:

The Left stick of the Classic Controller connected to the Wii Remote #1, or the C-stick of the Gamecube controller #1, can be used to move your camera (the direction you're looking) mostly anywhere. Just move the stick in the direction you want to look; the camera will stay there until you move the stick again.


On-Screen Keyboard:

Press and release [C] on the Nunchuck, for less than 0.5 seconds, or [ZL] in the Classic Controller. You will see a white, transparent keyboard covering most of the screen. Move your Wii Remote guide (the dotted circle) over it. You will see keys on the keyboard being selected. By pressing [A] on the Wiimote, the selected key will be "pressed" and sent to the engine as a normal key press. Release [A], and the key will also be "released" on screen as well as a normal key "release" from an actual keyboard. Press [C] again on the Nunchuk (or [ZL] on the Classic controller) to hide the on-screen keyboard. NOTE: if you exit your game while the on-screen keyboard is enabled, you will see it again next time you play.


'c' key:

Press [C] on the Nunchuk (yes, it's the same key as the On-Screen Keyboard), the [Z] button on the Gamecube controller, or the [ZR] button on the Classic controller to make the player 'crouch'. As long as any of these keys are held, the player will be down; release it and it will go up again. If you pressed [C] on the Nunchuk, releasing the key (if done in less than 0.5 seconds) will also bring the on-screen keyboard up. Just press [C] again to hide the keyboard & continue playing.


Home / Start-Select button:

When pressed, any of them will generate simultaneously "F1" and "y" keys for the engine. F1 brings up the mission brief window during gameplay; if you're on the "Quit" screen of the Main Menu, pressing these keys will end the game (because of the "y" key).


License

Original source code (C) 1997-2001 Id Software, Inc.

Modifications (c) 2009-2012 Heriberto Delgado.


This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.


All trademarks or registered trademarks used are properties of their respective owners.