This is the official Quetoo Online Manual.
Quetoo ("Q2") is a free first person shooter for Mac, PC and Linux, with roots steeped in the venerable Quake series. Our goal is to bring the fun of oldschool deathmatch to a new generation of gamers. We're pwning nubz, one rail slug at a time.
Quetoo is much of what you would expect from a from a first-person-shooter video game. Here are some of the things that set it apart:
Upon starting the game, you're presented with a menu. You can use the menu system to change your video and audio settings, player profile, and controls. There is also a a server browser and server creation menu.
Aside from the menus, the Quake console is the other portion of the game's user interface you'll encounter. Press the tilde (~) key to toggle the console at any point in time. There you may enter commands to configure your custom bindings, options, and See Client Configuration for more information on console commands.
To gain your bearings, try viewing a level offline. Go to Multiplayer -> Create
, select a map, and click Create
.
The default controls are W
, A
, S
, and D
, and the mouse for aim.
Quetoo's default settings will work fine for most players. Experienced players may wish to tweak key bindings and advanced preferences. Of course, there are a some settings that you'll need to adjust to suit your computer. Below are some of the more commonly changed client settings and commands. Type cvar_list
and cmd_list
at the console for a full listing.
0
through 3
are valid. Defaults to 0
(unfiltered).6000
(0.75 kB/s) through 25000
(3.125 kB/s) are valid. Defaults to 10000
.0
means disabled, 1
means enabled. Defaults to 1
.0
means disabled, 1
means enabled. Defaults to 1
.30
or greater are valid. Defaults to 0
(unlimited).Quetoo servers require relatively few resources in terms of CPU and RAM. However, you will likely find that bandwidth is critical. While small servers can be run over cable modems and fast DSL connections, large servers should be run from data centers witha fast connection.
1
to 256
are valid. Defaults to 1
for listen servers or 8
for dedicated servers.0
.rcon
. Defaults to "" (disabled).8
.0
(disabled).30
.0
(disabled).20.0
.status
.status
.Quetoo has multiple gameplay modes all centered around blasting your friends to bits. You'll have to frag your "enemies" and stay alive to be successful. Learn to use the map and the items available on it to your advantage. Stock up on weapons, ammo and armor like they're going out of style, and always know where the nearest health packs are.
Classic deathmatch. There's many players but no teams in this gamemode, so just shoot at everything that moves and expect others to do the same. The rough idea in this mode is to frag as many opponents as possible without getting yourself killed too often. The player who reaches the fraglimit first (fraglimit setting) or the player who has most frags when the timelimit is hit (timelimit setting) is the winner.
Teams-based deathmatch play is a long-standing favorite of all veteran Quake players. Up to four teams occupy the map: Red, Blue, Green, and Orange. Use the banner at the bottom of your screen and the scoreboard to know which team you're on, and go after the other teams. Communication is key in this gameplay mode, so you may want to setup some say_team
macros to help out. Friendly fire may or may not be enabled, so ask before your teammates become collateral damage.
Again multiple teams fight against each other in this mode. Each team has a base that holds its flag. The idea is to steal the enemy flag and take it back to your base. You can only score a capture if your own flag is still at your base, so make sure it is defended at all times. If a flag carrier is fragged they will drop the flag. Run over it to teleport it back to your base (if it's yours) or to pick it up (if it belongs to the other team). Captures, not frags, are the goal of this gameplay mode, so taking one for the team is sometimes wise.
In Rocket Arena mode, players spawn with full armor and most weapons and ammo (the BFG is not supplied), but that's all you get. No pickup items are available to replenish you. In addition, self-damage is disabled. This means that you can rocket jump and grenade jump and without taking damage. Use this to your advantage to out-maneuver your opponents and reign hell upon them.
Instagib is the low-pinging-bastard (LPB) game of choice. Players spawn with only the railgun and infinite slugs. Like Rocket Arena, no pickup items are available, so don't bother looking for them. Each rail shot is an instant kill, making this a very fast-paced gamemode. Point and click your way to victory in this fast-paced, reflex-rewarding gameplay mode.
Creating levels for Quetoo is not unlike creating levels for Quake 2 or Quake 3: Arena. We recommend that you use GtkRadiant 1.6.4 or later, as it includes support for Quetoo out of the box.
Download the latest stable release of GtkRadiant for your platform and start the application. When GtkRadiant first starts, it will prompt you to Configure Games. To configure it for Quetoo, there are two paths you must provide:
Quetoo\share
. For Mac users, it is Quetoo.app/Contents/Resources
. And for GNU / Linux users, it's quetoo/share
.quetoo
and, more importantly, quemap
. On Windows, this is Quetoo\bin
. On Mac, it's Quetoo.app/Contents/MacOS
. And on Linux, it's quetoo/bin
.The dialog should look something like this:
If you run into trouble, this video tutorial walks through setting up GtkRadiant 1.6.4 to map for Quetoo on Mac OS X:
If you are new to Quake 2 level editing, you should start with Game Design's Quake 2 Guide (thoughtfully archived by Panjoo), and return to this page once you've made your first simple level. Otherwise, please continue to one of the subsections below.
Quetoo supports all popular image formats for world textures: TGA, PNG, JPG, and even Quake 2's WAL format. All of the textures distributed with Quetoo may be reused in other levels, provided you pass along whatever documentation comes with them. Please avoid creating levels with textures that may not be freely distributed.
Here are some sites which provide excellent quality, legally distributable textures:
Quetoo's bump mapping (per-pixel lighting) uses a combination of deluxe mapping, dot3-bump mapping, and parallax mapping. This technique requires that you provide normalmap images for your world textures. Generally speaking, you'll want to provide a normalmap image for every visible world texture appearing in your level, except for liquids like water and lava. Materials textures like animations and pulses do not require normalmaps.
The standard convention is to name your normalmaps with the _nm
or _norm
suffix. For example, if your texture is named torn/floor1
, the corresponding normalmap image should be named torn/floor1_nm
or torn/floor1_norm
. For parallax mapping, include a heightmap in the alpha channel of your normalmap textures, or provide an additional heightmap image with the suffix _h
, e.g. torn/floor1_h
.
Creating proper normalmaps from diffuse textures can be difficult and tedious. We recommend that you elect to use textures specifically designed for this rendering technique, that should come with properly encoded normalmaps. Should you choose a texture set that does not, you might find this tutorial for creating normalmaps useful. There are several free tools available for creating and working with normalmaps:
The best way to create normalmaps is from 3D models:
Additionally, you should tune each texture's bump mapping properties via the materials system to achieve the best looking result.
Several surface flags are available in Quetoo that were not previously supported by Quake 2.
common/caulk
.The worldspawn entity is the core of the .map
file structure. All world brushes appear within the context of the worldspawn entity. Quetoo adds several new properties to the worldspawn entity which impact everything from atmospheric weather to gameplay modes to lightmap resolution.
The following worldspawn keys are resolved at runtime, and may be overridden at the server operator's discretion via maps.lst
.
^2S^7tress ^2F^7ractures by ^2J^7ester
. Color escape sequences are supported. Avoid newline characters.unit1_
, thundersky_
, etc..rain fog 1.0 0.9 0.8
. A fourth fog component will modify the dog density, e.g. rain fog 1.0 0.9 0.8 0.7
.800
.0
is off, 1
is on, and 2
tries to enforce balanced teams.0
is off, 1
is on, and 2
tries to enforce balanced teams.0
is off, 1
is on.rocket launcher, super shotgun
.The following worldspawn keys are resolved at compile time, and must be set before BSP compilation.
0.07 0.06 0.06
. A small ambient factor is recommended for most levels.1.0
is default, all positive floating point values are valid.1.0
. Values significantly higher than 1.0
are not recommended..0625
(1/16). A value of 0.125
will produce sharper lightmaps, but will lengthen your static lighting compile times and increase the size of your BSP. For 0.25
scale diffuse textures, the default lightmap_scale
is recommended.1.0
. Values from 0.5
to 3.0
are most useful.1024
is recommended. Lower values may reduce artifacts, while higher values may reduce r_speeds
.-80 220
.1.0 0.9 0.8
.0
to 255
are valid, 40
to 150
typically produce best looking results.The misc_emit entity is a client-sided entity type used to enrich your levels with non-vital information such as static models, particle torches, flickering lights, and ambient sounds. This entity is highly customizable based on several key-value pairs.
Similar to Quake 2's spawnflags key-value pair, a set of flags exists for enabling certain misc_emit features. Whenever possible, these are automatically resolved by the game engine based on the key-value pairs you have set on the entity. Still, you will sometimes need to add these values to the flags key-value pair manually.
EMIT_LIGHT 1
EMIT_SPARKS 2
EMIT_STEAM 4
EMIT_FLAME 8
EMIT_CORONA 16
EMIT_SOUND 32
EMIT_MODEL 64
EMIT_SPARKS EMIT_MODEL
.EMIT_LIGHT EMIT_CORONA
.EMIT_SPARKS
. Default is 12
.0.0
and smaller than 5.0
are most useful. Applicable to EMIT_LIGHT EMIT_SPARKS EMIT_STEAM EMIT_FLAME EMIT_SOUND
. Default is 0.01
.EMIT_LIGHT EMIT_SPARKS EMIT_STEAM EMIT_FLAME EMIT_SOUND
. Use the drift
key to add variance. Sane defaults are used where possible.outpost/tree
. The model must be a static mesh (i.e. not animated). It will be positioned according to the angles key. Applicable only to EMIT_MODEL
, which is set when this key is present.EMIT_LIGHT EMIT_CORONA EMIT_FLAME
. Defaults are 1.5
, 12.0
and 1.0
respectively.aghast/drip
. When no hz
value is provided to emits which have a sound key, they are treated as looped ambient sounds. Applicable only to EMIT_SOUND
, which is set when this key is present.EMIT_STEAM
EMIT_SOUND
A torch flame, automatically accompanied by a crackling fire sound effect:
{
// entity 1
"classname" "misc_emit"
"origin" "-24 512 256"
"flags" "8"
}
An ambient drip:
{
// entity 2
"classname" "misc_emit"
"origin" "786 1284 16"
"sound" "aghast/drip"
}
A flickering light with sparks:
{
// entity 3
"classname" "misc_emit"
"origin" "-224 640 -64"
"angles" "0 270 0"
"flags" "3"
"color" "1.0 0.9 0.5"
"radius" "1.25"
"count" "20"
"hz" "0.25"
"drift" "0.5"
}
A steam emitter, pointing downward and slightly north-east, and automatically accompanied by a hissing sound effect:
{
// entity 4
"classname" "misc_emit"
"origin" "216 -48 512"
"flags" "4"
"velocity" "10 10 -40"
}
A static mesh tree:
{
// entity 5
"classname" "misc_emit"
"origin" "-1024 -42 168"
"model" "outpost/tree"
"angles" "4 270 0"
}
The vast majority of Quetoo entities are carryovers from Quake 2. You'll notice, however, that several items have been removed, and a few new ones are available. Also, some old items have new spawnflags to alter their behavior. They are as follows:
spawnflags
to 4
on any item to enable this behavior.spawnflags
to 2
for these entities will make them emit a "rising rings" effect to help them stand out.Lighting levels for Quetoo is very simple; easier than lighting them for Quake II. The BSP Compiler's lighting phase performs only direct lighting, without radiosity, but also calculates light direction values for per-pixel lighting. The following guidelines generally produce the best looking levels and the shortest BSP compile times:
Use a small ambient_light
value in your worldspawn entity. Values less than 0.15 0.15 0.15
are usually appropriate. Tune the value to reflect your sky environment color.
Use sun_angles
, sun_color
, and sun_light
for levels that have sky surfaces. Even if you have a night sky, a small amount of sun_light
gives you ambiance and atmosphere for free.
Use light-emitting surfaces (SURF_LIGHT
) sparingly. Point lights are much more efficient for the BSP compiler to process, and will generally produce equal or better looking results. A proper use case for SURF_LIGHT
is a long, thin strip of contiguous light sources.
Place lights only where you have actual light sources. Don't drop point lights in "mid air" where there is no light source. You're better off placing point lights as close to their actual light sources as possible, and making them very strong if you need to cast light on a floor that is far away.
Keep it simple and realistic! Fewer, stronger light sources will generally look much better than numerous, weak sources. Avoid adding more than one point light for each light source. Keep the point light close to the light source brush.
Quetoo provides its own cross-platform BSP compilation tool called quemap. The compiler is based on the original Quake 2 tools, but in addition offers the following:
In addition to these things, the quemap source code is Valgrind clean. The stock tools are riddled with dangerous instructions and memory leaks.
Invoking the compiler is simple and straightforward. You should consider running it via a command prompt or shell rather than through GtkRadiant's build menu.
Standard full compile:
quemap -bsp -vis -light maps/my.map
Fast vis, extra light, two threads:
quemap -t 2 -bsp -vis -fast -light -extra maps/my.map
Materials file generation:
quemap -mat maps/my.map
Pakfile generation (produces map-my.pk3):
quemap -zip maps/my.map
Only entities, no light or vis:
quemap -bsp -onlyents maps/my.map
The materials system provides a flexible framework to enhance your levels with animations, light flares, environment maps, terrain blending, and other effects. If you are familiar with Quake 3 Arena's "shaders" system, you'll be right at home with materials. If you're just curious about the basics, and using the in-game materials editor, then this video will get you started:
A material is a set of directives and parameters for an individual world texture. Each texture in your level can have zero or one material definition. Materials are defined in a plain text file called materials/mymap.mat
, where mymap
is the name of your .bsp
file. The BSP compiler can generate a default materials file for your level to get you started: q2wmap -mat maps/my.map
Materials are comprised of a material definition, and then zero or more layers called stages. Each stage can describe one or more effect, and each effect is blended with the result of the prior stages. The basic structure of a materials file is:
{
# Material definition
material path/to/texture1
parameters
{
# Stage definition
texture path/to/texture2
parameters
}
...
}
The material definition specifies the texture name and per-pixel lighting parameters.
${texture}_nm
and ${texture}_norm
. Typically, this directive is omitted. However, if you have several diffuse textures that differ only in color, you can save some texture memory by specifying the same normalmap map for each of them. See normalmaps and bump mapping${texture}_s
and ${texture}_gloss
. Typically, this directive is omitted. However, if you have several diffuse textures that differ only in color, you can save some texture memory by specifying the same glossmap for each of them. See normalmaps and bump mappingb
parameter is required, and must be a positive floating point value, or 0.0
. The default value is 1.0
.1.0
requires high-quality normalmaps, with properly encoded height values. The p
parameter is required, and must be a positive floating point value, or 0.0
. The default value is 1.0
.h
parameter is required, and must be a positive floating point value, or 0.0
. The default value is 1.0
.s
parameter is required, and must be a positive floating point value, or 0.0
. The default value is 1.0
.It is a best practice to define all material parameters for your opaque world surfaces, as they are eligible for per-pixel lighting. Quetoo provides safe defaults when you omit these parameters, but tuning them will often benefit the appearance of your level.
{
material evil6/stone_floor
bump 3.0
hardness 1.5
parallax 1.2
specular 3.0
}
Note that blended materials such as glass or foliage do not support per-pixel lighting, and so you may safely omit the material parameters for them.
{
material office/glass
{
envmap office/glass
}
}
There are four types of stages: texture envmap lightmap flare
. A stage must start with a type declaration, e.g. texture lunaran/pad1_fx
, envmap 0
, lightmap
, flare 1
, etc..
Texture stages are the most versatile and complex type, and must always declare a valid texture image, e.g. texture lunaran/pad1_fx
. The following listing describes the texture stage directives.
1
, e.g. lunaran/computer1
, with subsequent frames following in sequence. The frames
parameter specifies the number of textures which comprise the animation. The hz
parameter specifies the frequency of the effect. Both are required, and must be a positive integer and positive floating point number respectively.src
and dest
parameters are GL constants, e.g. blend GL_ONE GL_SRC_ALPHA
. The default blend function is GL_ONE GL_ONE_MINUS_SRC_ALPHA
.r g b
are each required, and must each be floating point numbers between 0.0
and 1.0
.hz
parameter specifies the frequency of the effect. It is required and must be a positive floating point number.hz
parameter specifies the speed of the rotation. It is required, and must be a positive floating point number.amp
parameter specifies the scale of the stretch, while hz
specifies the frequency. Both are required, and must be positive floating point numbers.ceil
and floor
parameters specify the highest and lowest Z-axis coordinates where blending will occur. At Z coordinates less than floor
, the base material texture will appear; at Z coordinates greater than ceil
, the stage texture will appear. Linear interpolation is used to blend the two textures at Z coordinates between ceil
and floor
. Both parameters are required, and must be floating point numbers.intensity
parameter specifies the overall amplification of the effect. It is required, and must be between 0.0
and 1.0
.Both terrain and dirtmap stages support per-pixel lighting, thus it is possible to create bumpmapped terrain. To do this, declare your terrain stage texture with a material definition prior to the base material.
{
material organics/grass
...
}
{
material organics/dirt
...
{
texture organics/grass
terrain 32.0 128.0
}
}
Environment map stages are used to simulate reflections on metal, water, glass, etc. For convenience, they may be declared with numeric values to take advantage of several built-in effect textures, e.g. envmap 0
. Alternatively, a unique texture can also be provided, e.g. envmap envmaps/my_envmap
.
Environment map stages do not currently support any unique directives, but do support blend color scroll.s scroll.t
, described above. If a color
is not provided to the stage definition, Quetoo automatically uses the surface's average static lighting color to shade the environment map.
{
material office/glass
{
envmap office/glass_envmap
blend GL_SRC_ALPHA GL_ONE
color 0.9 0.9 1.0
}
}
Lightmap stages are used to blend in statically computed lighting information. This is typically applied as the last drawn stage, and is useful for shading opaque or mostly opaque stages such as animations. Lightmap stages are declared by simply beginning the stage with the lightmap
type name. Lightmap stages do not support any unique directives.
{
material lunaran/computer0
...
{
anim 4 0.3
}
{
lightmap
}
}
Flare stages are used to add flares (coronas) to surfaces such as light fixtures. For convenience, flare stages may reference numeric values to take advantage of several built-in effect textures, e.g. flare 1
. Alternatively, a unique texture can also be provided, e.g. flare flares/my_flare
.
Flare stages do not currently support any unique directives, but do support color scale.s scale.t
described above. If a color
is not provided to the stage definition, Quetoo automatically uses the surface's average static lighting color to shade the flare. Either of the scale.s
or scale.t
directives can be used to influence the size of the flare produced by this stage.
{
material tech/small_light
...
{
flare tech/flare1
scale.s 1.5
}
}
The best way to learn the materials system is to study some of the materials files that come with Quetoo. These are conveniently available in the game data repository.
Coming soon.
Developing or modding Quetoo requires an understanding of the C programming language (specifically C99). To modify the rendering system, you should have some OpenGL 3.3 knowledge (See also the quick reference card and docs.gl). The following pages should get you started, but should you run into trouble, come find us on Discord.
The Quetoo source code is available via Github. Checkout the source code to a directory you you wish to setup as your working copy:
mkdir ~/Coding
cd ~/Coding
git clone https://github.com/jdolan/quetoo.git
git clone https://github.com/jdolan/quetoo-data.git --depth 1
Quetoo's user interface is built using Objectively and ObjectivelyMVC. These are relatively new libraries, and packaging for your operating system is not likely available. Unless otherwise written below, you should install these libraries from source by following the instructions on their respective Github project pages.
All dependencies, including Objectively and ObjectivelyMVC, are included in the packages or alongside the compiling instructions on the next page.
Ensure you have the following dependencies:
gcc, autoconf, automake, glib2, libcurl, libsdl2, libsdl2-image, libsdl2-mixer, libtool, Objectively, ObjectivelyMVC, physfs
Ubuntu 12.04:
sudo apt-get install autoconf automake libtool libcurl4-openssl-dev \
libphysfs-dev libsdl2-image-dev libsdl2-mixer-dev check
Fedora 18:
sudo yum -y groupinstall development
sudo yum -y install libcurl-devel libjpeg-devel physfs-devel \
SDL2-devel SDL2_image-devel SDL2_mixer-devel zlib-devel glib2-devel check
Install MacPorts by downloading the latest .dmg
file from the MacPorts site. Prerequisites for MacPorts include XCode and X11, and you should have both before proceeding.
Install Autotools, glib2
, libsdl2_image
, libsdl2_mixer
and physfs
through ports:
sudo port -d selfupdate
sudo port install autoconf automake glib2 libtool libsdl2_image libsdl2_mixer physfs pkgconfig check
With the dependencies installed, compiling Quetoo is very easy.
Create a blank folder, and inside that folder, checkout Objectively, ObjectivelyMVC and quetoo (optionally quetoo-data) into their own folders, with their respective names. The following batch file, ran inside an empty folder, will do this (leave the last one out if you don't want the data):
git clone https://github.com/jdolan/Objectively.git
git clone https://github.com/jdolan/ObjectivelyMVC.git
git clone https://github.com/jdolan/quetoo.git
git clone https://github.com/jdolan/quetoo-data.git --depth 1
After that, head to quetoo\Quetoo.vs15 and run SET_ENV.ps1. You will be prompted to enter a folder that you will store your output binaries into, such as C:\quetoo\
. This is where binaries will be automatically copied to on builds, and where debuggers will be by default set up to load from.
If you are checking out the data too, you should also run MAKE_DATA_JUNCTION.ps1 which will automatically set up a junction in c:\quetoo\share\default to the quetoo-data\target\ folder.
Open quetoo_all.sln, pick your Configuration/Platform, and build!
If you've compiled anything that uses Autotools, this will look familiar to you:
autoreconf -i
./configure [--with-tests] [--without-tools]
make -j5
sudo make install
If you also checked out the game data from Git, you may "install" it by simply creating a symlink to it:
ln -s ~/Coding/quetoo-data/target /usr/local/share/quetoo
And finally, you may run the game:
quetoo
We recommend using Eclipse or Xcode for hacking on Quetoo. Project files and formatting rules for C source code are maintained in Git.
To import your working copy into Eclipse, select Import Existing Projects into Workspace from the File and Import menus, and browse to the trunk folder. Similarly, you can import the Quetoo data working copy into Eclipse as well for convenient editing of material files and other scripts.
You may also wish to install the EGit team provider for Git integration, and the glshaders plugin for GLSL syntax highlighting.
Running and debugging Quetoo through Eclipse is possible and works quite well.
For debugging Quetoo , launch the game in gdb
either at the command line, or through Eclipse. Be sure that you start the game in windowed mode so that you can interact with gdb
when you reach a break-point.
If developing on OS X, open quetoo.xcworkspace
in Xcode, and run the game through Xcode. Xcode's lldb
debugger works wonderfully with Quetoo. OS X will correctly make Xcode the active window when breakpoints are hit, so you can debug the game while running it in fullscreen mode.
The Quetoo source code is licensed under the GNU General Public License Version 2.0. Artwork and media are provided under the Creative Commons Attribution-ShareAlike (CC-BY-SA) 4.0.
If you haven't found what you're looking for in our online documentation, the following resources are also available: