0.6.1 GPL (GNU General Public License)    
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Quetoo is a Quake 2 compatible game engine optimized for speed.





Quetoo is a Quake 2 compatible game engine optimized for speed.

It's focus is simplicity, security, stability, and speed. It contains critical security updates for both clients and servers, bandwidth saving network protocol enhancements, an improved console, and some major speed increases. Quetoo is up to 140% faster than stock Quake2.

If you're looking for visual effect updates and gimmick features, run something else.

Here are some key features of "Quetoo":

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.
R1Q2 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.
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 MySQL frag logging and team play.
GNU Autoconf/Automake build scripts and pure C source compiles cleanly with modern gcc.


Quetoo builds with GNU Automake. To build it, do the following:

./configure && sudo make install

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. Enjoy.
Last updated on January 17th, 2007

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