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Quake 2 Modifications Modifications are what make Quake great. There’s no question about it! For me, Team Fortress set Quake 1 apart from the crowd, and now Action Quake does the same for Quake 2. Luckily for us, while Logicware was portin’, mod makers were codin’. There are tons of mods, and by following these directions for Action Quake, you should be ready to install most any client-side Quake 2 mod. Enter Action Quake Nobody complains much that marines in Quake 1 could single-handedly carry enough weaponry to outfit a regiment. Nor do people whine about the ability of the marines to point a rocket-launcher at his feet, fire a rocket, jump, and not die but instead access new areas of maps, completely changing the delicate balance of a game of capture the flag. Carrying one hundred shotgun shells isn’t a problem and neither is feeding them into a double barrel at the blink of an eye. It’s just ludicrous. Now I’m not asking for an end to this madness, but I have a great alternative: Action Quake. Picture this: You throw your Hechler and Koch MP5 to the ground, your last clip emptied just seconds after you started pulling the trigger. Cursing your now worthless machine gun, you check the clip in your pistol while hiding crouched behind a trash dumpster. Just five rounds left, and the red laser site of the sniper on the roof a block and a half away has you pinned. After you finish dressing a wound in your arm, you tighten the strap on your Kevlar vest and get ready to make a break for a nearby building, gunfire resonating through the air. No rocket jumping up three stories, no shrugging the shot off to the head without stopping. It ain’t going to be pretty. That’s Action Quake, and PC users have been playing for ages. Finally it’s our turn. We’re going to need a few items before we start playing:
Installation First head on over to the Action Quake site and download Action Quake and the updates. Make sure you grab the .zip files and not the .exe files. The .exe files are "executables", and are made to be run on a Windows PC. If you do download the .exe’s, you actually can unzip them with Stuffit Expander, but I’d suggest using the .zips. Use Stuffit Expander to extract the Action Quake files from the. zip’s that you downloaded. Place the "Action" Folder in your Quake 2 folder with the baseq2 folder that was installed with Quake 2 (as pictured below). If you’d like, you can throw away the "action.dll" file. This is an essential file for Action Quake servers, but isn’t a file your Mac understands. Make double sure you’ve downloaded both updates to Action Quake: 1cCLfix.zip and vwepfix.zip Maps Technically you’re already ready to play, but before you start you’re going to need some maps. For these, we’re going to head over to the Action Quake Map Depot. Grab the .zip files, and use Expander to extract them. Place the maps (each map should follow the format "mapname.bsp") into a folder inside Action called "Maps". If you don’t have one, just make a new folder with the name "Maps". One of the biggest hassles of playing a mod is the amount of time it takes to download maps, especially when it’s impossible to tell which maps are worth a rip before you play them. Luckily the AQ Map Depot reviews some popular maps, and I’ve got a few I can recommend. Here are the four I enjoy the most (clicking on the names will bring up a new browser window. Clicking on another map will send the new map info to the same browser window):
You’ll probably also want to grab the urban levels, which are pretty popular but for handcannon specialists like me, not all that enjoyable. Urban levels tend to favor snipers perched atop skyscrapers to the detriment of eye to eye combat. Two quick maps notes: You can download the "map paks" if you’d like, which include several groups of popular maps rolled into one file. For a while, servers would take these paks and run through the maps in one particular pak in succession over and over so that the one download would provide for a good deal of play time. Unfortunately the map paks that are up at AQMD are getting a bit old, and most servers are playing other maps. Do note that Stuffit Expander can unzip .exe files. You will have to place the maps and/or paks in their proper places (the Action folder for .paks and the Maps folder for separate maps), but other than that think of .exe’s as .zip files. Secondly, it is possible to download the maps from some of the Action Quake servers after you connect. This is a tedious and slow process, and often once you’ve finished your download, the map that’s being played has changed. It’s best to spend some time on the AQMD up front. You’ll spend more time playing this way. Config files One more thing we need to do in our set-up before we start trying to play, and that’s set up our config file. You’ll need to open up your autoexec.cfg file. You’ll find one (or should) in each Quake 2 game folder (examples of game folders are baseq2, ctf, and action). This file is read by the Quake 2 application each time you start a game that maps to the folder in which the autoexec.cfg file lives. The config will set up which keys on your keyboard do what… what causes your player to move forward, shoot, jump, crouch, etc. Lucky for us non-machine language reading types, the config files are all text! Open one up in SimpleText or preferably BBEdit Lite and start hacking. I could spend quite a while telling you how to make the perfect config, but for now what’s most important is that you map some Action Quake specific commands to keys in your config file. Here they are, in no particular order (NOTE: Make sure you edit the autoexec.cfg file in your Action folder. If you modify the one in another folder, the changes won’t necessarily happen when you play AQ. By the same token, bandaging in vanilla Quake 2 deathmatch isn’t a very efficient use of time ;):
Just to make things easier, and because I'm in such a giving mood, here's an example binding of these functions from my Action config. Notice the grenade bind. You can switch to grenades as a seperate weapon, but with this bind you can be nasty to several people much quicker... bind x "drop item" bind g "bandage" bind mouse2 "reload" bind o "opendoor" bind mwheeldown "use M26 Fragmentation Grenade" bind z "drop weapon" bind mwheelup weapnext bind y weapon Welp, that’s going to have to be it for today. You're ready to play deathmatch Action Quake, but not quite ready for Team Action Quake. For that you're going to need to download some skins so that you can tell who's on your team and who isn't (right now everyone will look like a "Reservoir Dawg"). If you're ready for team play and can't stand to wait on me, head on over to the Actor's Guild and pick up skins and models for playing Action Quake. In the next installment, I'll go over some of the popular skins, and what different models mean to you in Quake 2 (remember that we only needed skins in Quake 1; now the frame for the skin can change as well!). I’ll also explain server browsing on the web for those of you who haven’t yet gotten used to that, as well as explain some of the "finer" points of Action Quake. Until then, feel free to bug me with any questions, and happy fraggin’!
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