If you're looking for visual effect updates and gimmick features, or a rich single-player experience, run something else. However, perhaps these things sound good to you:
- Dramatic performance increases through proper removal of dynamic lighting, polyblend and other "candy" features.
- Integrated video refresh and renderer core simplifies program design and execution.
- Protocol 35 support and Quetoo-specific protocol extensions to save bandwidth.
- Support for asynchronous video/sound/input and network framing: run at 90fps over a dialup connection.
- High color Targa (.tga) image support for all game media.
- Location (.loc) file support for alerting team members to your position.
- Mono (white) lightmap interpolation mode for neutral (non-colored) lighting.
- Bright player skins supported directly within the engine.
- Ability to disable ambient sounds and load wildcard pakfiles (*.pak).
- Vastly improved console with Bash-style tab completion, positioned editing, mwheel scrolling, etc..
- Optional deathmatch mod with frag logging and team play.
- GNU Autoconf/Automake build scripts and pure C source compiles cleanly with modern gcc.
The current stable release is 0.6.1.
Quetoo builds with GNU Automake. To build it, do the following:
Your Quake II game data should reside in $PREFIX/share/quake2. To specify an alternate path, use --datadir=/some/path. A quake2 directory is automatically appended to the path you provide. See ./configure --help for more information.
Quetoo can be executed from any path. To set your video mode, use vid_width, vid_height, and vid_fullscreen. You must issue vid_restart for your changes to take effect.
vid_width 1024; vid_height 768; vid_fullscreen 1; vid_restart
F11 toggles fullscreen quickly, for switching to other windows.
Mouse cvars are universally prefixed with "m_." So use m_sensitvity, m_invert, and m_filter to adjust your mouse.
To adjust brightness levels, use vid_gamma. You may also play with gl_modulate and gl_intensity, but you must issue gl_reload for these changes to take effect.
To change rail trail color, adjust cl_railtrailcolor. "Tan" and "blue" are recognized strings. Integers from 1-255 are also valid.
Use cl_showfps to view your framerate on screen, and cl_maxfps to cap it.
60 is a good number for LCD monitors, 124 provides optimal physics for jumping. You can also use cl_showspeed to view your player's horizontal velocity, which can be helpful for practicing jumps.
High color Targa (.tga) image support is available for textures, status bar pics, crosshairs, and model skins. You may wish to download our Retexture pak from http://jdolan.dyndns.org/trac/wiki/Retexture.
Location files (.loc) are fully supported, and should reside in your maps directory, alongside their respective .bsp file. e.g. baseq2/maps/q2dm1.loc.
You may create your own .loc files using the addloc and savelocs commands. The tokens $loc_here and $loc_there are expanded in your chat messages to your current location, and the location you're looking at, respectively.
Wildcard Pakfiles (*.pak) are also supported, so you're not limited to pak0-9.pak for your Pakfiles. Meaningful names like retexture.pak and qmass-sounds.pak will help keep your baseq2 folder organized.
There's quite a bit more to this engine. Cvarlist and cmdlist are your friends, so use them. You may also find the CHANGES section of this file interesting.