

Players take control of a lone marine (later known as "Bitterman"), whose drop pod crash-lands away from the staging area due to an E.M.P. In a desparate attempt to prevent the Strogg from invading Earth, the Terran Coalition of Man (TCM) stages a counter-attack against Stroggos known as "Operation Alien Overlord". The game's main campaign is set on the planet Stroggos, homeworld of the hostile bio-mechanical race known as the Strogg. It also includes a harder industrial-metal CD soundtrack, most of which are from the musician Sonic Mayhem (who previously did an alternate soundtrack for Quake). Along with being more mission-based (with different types of objectives), the game includes seamless levels that allow players to travel back-and-forth between them (which are required to complete certain objectives). It was originally planned to be an entirely unique IP, although its gameplay similarities allowed it to stick with the "Quake" name. The sequel to the 1996 game Quake, Quake II foregoes the Lovecraftian story and atmosphere in favor of a hard sci-fi aesthetic (while still retaining some of its grit).
#QUAKE II GUNS WINDOWS#
Quake II is a sci-fi horror first-person shooter developed by id and published by Activision for Windows PCs on December 9, 1997. You know, I never replied back then, but thanks for this, friend, it really helped once I figured out what I was doing.Overview Stroggos, the central location of Quake II Assuming you want to bind "q" to a specific weapon, where "q" is any key: To bind the guns manually to keys, here's the names. Originally posted by Phoenix:You can manually bind keys to use the guns, or write scripts to switch guns on a key. Here's my autoexec:Īlias mgun "bind 4 rifle use machinegun"Īlias hyper "bind 8 beam use hyperblaster"Īlias beam "bind 8 hyper use plasma beam" Here's an example of how I have some binds set up in my file. Just put the file in your quake2\rogue directory and your weapons will be functional. If you name the file autoexec.cfg then Quake 2 will load the file automatically. The best way to do this is write the commands in a. Then when you press 6 it will switch between the two weapons. To write an alias script where the 6 key toggles between the grenade and prox launcher, you would do this:Īlias prox "bind 6 gren use Prox Launcher"Īlias gren "bind 6 prox use Grenade Launcher" You can manually bind keys to use the guns, or write scripts to switch guns on a key. I could really use some advice, since I was looking forward to trying out the new guns.
#QUAKE II GUNS PATCH#
The *only* ways I can find to bring out the Prox Launcher are to scroll to it by rolling the mousewheel, which takes precious time you don't have in the middle of a firefight, or by manually selecting it from the inventory with the keys and hitting enter, which is just as bad, if not worse.ĭid they really not bind the new Ground Zero weapons to keys, or is there another button on the keyboard I didn't think to press? I should note, I do have the Ultimate Quake II Patch installed, so maybe that overwrote the new bindings, for all I know. The 1-0 keys are still bound to the weapons from the main campaign, and I tried hitting 6 twice, to see if I had to cycle through the existing weapons, but it just switched to the old Grenade Launcher and left it there.

I found one of the new weapons, the Prox Launcher, but I quickly realized I can't actually select it. I just finished Quake II for the first time (thought it was great, btw) and started Ground Zero.
