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{{Infobox homebrew
| image = [[File:Q2CTFRev.IconQRevPAK.png]]
| title = Q2CTFRev
| type = game engine
| author = Izhido
| download = http://qrevpak.googlecode.com/files/Q2CTFRev.R1.zip| source = httphttps://code.googlegithub.com/pizhido/qrevpak/source/checkout
| peripherals = {{wiimote1}} {{Nunchuck}} {{SensorBar}} {{FrontSD}} {{FrontSDHC}} {{WiFi}} {{Internet}} {{GCNController}} {{ClassicController}} {{USBKeyboard}} {{USBMouse}}
| hbb = yes
Q2CTFRev: A port of the original id Tech 2 engine (Quake II) with ThreeWave's Capture-The-Flag module to the Nintendo Wii, compiled using devkitPPC / libogc.
* Release 1
----
The engine is (almost) feature-complete'''Q2CTFRev, as a standalone application, with sound & network playhas been deprecated. It is mainly intended for network play; while itnow part of [[QRevPAK|Quake Rev PAK]].'''s possible to play the single-player game with this engine, it becomes somewhat slow doing so.
'''IMPORTANT NOTICE''' : The only missing functionality is the ability Quake Rev PAK source code repository has been moved to play the original CD soundtrackGitHub, due to be implemented (if everything goes right) on Google Code project hosting being closed. Links for releases are ''no longer available'' until a further future date; for now, you can get the source code from [https://github.com/izhido/qrevpak https://github.com/izhido/qrevpak] to build your own release.
----
All features included in [[Q2Rev]], Release 2, have been included in this build.
The engine is feature-complete, with sound, network play (of course :) ), and CD Music track playback. It is mainly intended for network play; while it's possible to play single-player games with this engine, it becomes somewhat slow doing so.
The project is being hosted New features and changes since Release 4 of Quake Rev PAK: * ''New GX-accelerated build''! Runs smoothly at http://code60fps, and looks really nice.google* Lots of bug fixes, including an embarrasing one where left & right sound channels were inverted (oops!)* Starting from this release, it will be required that the game data folders be located inside a folder "Q2" at the engines folder level.com/p/qrevpak 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.
Any comments about the engine are welcome to heribertod@gmail.com.
If you want === Installation === In order to help support play Quake II - Threewave Capture The Flag with this projectengine, please consider donating follow these instructions:  # Download the QRevPAK.R*.zip to your computer# Copy the contents of the archive to ita folder called /apps/QRevPAK/ in your storage media (SD card or USB stick)# Create a new folder, /apps/QRevPAK/'''Q2'''/ , in your storage media# Copy the /baseq2 folder (shareware or full, bought, game), from your computer and, of course, the /ctf folder (if present), at the /apps/QRevPAK/Q2 folder. Visit http# OPTIONAL:Create a /cdtracks folder inside /dsotakubaseq2, and copy the Ogg Vorbis-encoded tracks from your original Quake II CD, sorted by name.drunkencodersNOTE: There is no need for a filler Track 1, so don't include one.com/ for more details# Start "Quake Rev PAK" on the Homebrew Channel (or any suitable app launcher).
| {{Wiimote2Button}} || || {{ClassicBButton}} || {{GCBButton}} || ESC
|-
| {{WiimotePlusButton}} || || {{ClassicXButton}} || {{GCXButton}} || 1 --> 2 --> 3 --> ... --> 8 --> 1 --> ...Next item in inventory
|-
| {{WiimoteMinusButton}} || || {{ClassicYButton}} || {{GCYButton}} || 8 --> 7 --> 6 --> ... --> 1 --> 8 --> ...Previous item in inventory
|-
| {{WiimoteBButton}} || || {{ClassicLTrigger}} || {{GCLTrigger}} || Left Mouse Button (Fire, usually)
| || || {{ClassicZLButton}} || || Enables or disables on-screen keyboard
|-
| || {{NunchukCButton}} || || || "c" key (Crouch, usually) / Enables or disables on-screen keyboard(if held less than 0.5 seconds)
|-
| {{WiimoteHomeButton}} || || {{ClassicHomeButton}} || {{GCStartButton}} || "F1" / "y" keys
| {{WiimoteDPadRight}} || || {{ClassicDPadRight}} || {{GCDPadRight}} || Use grapple
|}
 
 
=== 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).
Original source code (C) 1997-2001 Id Software, Inc.
Modifications (c) 2009-2010 2012 Heriberto Delgado.
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