---------------------- Q U A K E R A L L Y ---------------------- presented by [ Impact Development Team ] -=> INTRODUCTION <=- Racing games have been among the most popular gaming genres since the earlly days of computer entertainment. From 'Pole Position' on the original Atari consoles right through to the state-of-art Sega arcade racers like 'Scud Race', gamers have been drawn to the adrenalin pumping exhilaration proved by racing at break neck speed where every split-second reaction can mean the difference between winning and loosing. There is only ever one winner. Quake Rally uses id Software's first-person action game, 'Quake', as the basis of some brain shaking racing and destruction. So slap on a helmet, strap on your seat-belt and GOOOOOOOOO.... Quake Rally offers the whole range of vehicle based gaming experiences; from racing with and without weapons, through a variety of non-racing styles, right through to the story based single player challege of 'Cult'. While the main focus is largely in multiplayer gaming (up to 8 players), single players aren't left out. Please note that some of the documented features, such as bots and certain map types, are not in the intitial Quake Rally released and will appear in later revisions. -=> INDEX <=- Introduction Index Overview Quick Start Game Basics In Depth Credits Quake Rally FAQ Bug List Copyright/Disclaimer/Rules of Use -=> Overview <=- Quake Rally is unlike any other racing game, but then no other racing game was built around Quake. Quake's ability to be moulded and shaped into a variety of play styles is really quite remarkable, although it's fair to say that a 'racing game' was possibly never even considered and so QR plays differently to regular racing games. Steering is the biggest learning hurdle to transverse, although once the concept is grasped, and you've put in some driving time behind the wheel, the steering system allows an amount of flexibility and control unmatched using regular methods. Steering:- By steering left or right, either by mouse or keys, you are not directly effecting the car, you are instead changing the camera view in relation to the vehicle. The driver of the car then corrects the steering to drive in the direction pointed at by the camera, so if the car slides out due to a sharp turn, the driver corrects himself. The difference is subtle, but can feel a bit unusual to new drivers. If you have the steering-wheel turned on, you can watch what the driver is doing in relation to your moves. The 'in car' view doesn't use this method - instead using a more traditional steering system - but as a result it is virtually un-usable in multiplayer games, and doesn't work in recorded demos. The QR driving code allows quite a high degree of tailoring the view and play style to individual preference and so it's worth sitting down earlly on and finding the view, distance and 'camera sway' that most suits your play style. You may even find you use a different setup for different maps. There are 3 distinct view types; near, far and incar. 'Near' provides what is probably the "classic" view for a racing game with the view focusing largely on the car and the road immediately around it. 'Far' is similar except that the focus is more on the road ahead than the car. 'Incar' gives a drivers eye view of the track which means if the car rolls, so do you (hence the need for a seat-belt). Although the In-Car ciew is only available in single player mode. 'Camera sway' varies how much the car swings to the side on a heavy corner relative to the camera view. There are 4 settings ranging from the "classic" tight style which keeps the car centered (F8), through varying degrees of loosness. The looser styles give the impression of a more "rally" style of gameplay but has the drawback on making it more difficult to line up with gates and kangaroos. The choice is yours. Quake Rally's driving code is unique in that it carefully blends together the best features of traditional racing games with the intense skill-based reactional gameplay of Quake. It's quite friendly to the driver allowing well controlled 'donuts', spins and slides resulting in more of an "arcade" gaming feel than a pure simulation approach. Keys/Impulses:- Quake Rally uses a large number of new impulses and keys to take full advantage of the driving simulations flexability. Many aren't necessary to play the game so you can jump straight into the action without worrying about what new keys you need. CONTROL KEYS CONSOLE/IMPULSE ------- ---- --------------- Turn Left left-arrow/mouse N/A Turn Right right-arrow/mouse N/A Accelerate up-arrow/RMB +accelerate Reverse down-arrow +reverse Turn Faster shift (& arrow key) +speed Fire ctrl/LMB +attack Camera View c (near/far) impulse 40 Camera Zoom s/x (zoom in/out) +zoomin/+zoomout Camera Sway F5-F8 (loose to tight) impulse 120 to 130 Change Car F9 impulse 201 In-Car i (toggle) impulse 43 Observer Cycle q/w (forward/backward) impulse 150-151 Horn space impulse 20 Notes: - RMB = Right Mouse Button, LMB = Left Mouse Button Weapons:- QR uses a mix of classic Quake weapons plus some slightly tweaked variants alongside a couple of new selections. WEAPON KEY NOTES ------ --- ----- None 1 Weapons in QR are visibile to the other players, so a switch to 'no weapon' can be a good ambush tactic. "come get me, I'm unarmed.. honest!". Repulsor 2 A non-recharable electric bar which surrounds the car protecting it from bump damange and giving 4x the damange to things you hit. Sprazer 3 A spread of bouncing lazer fire. Power and accuracy is lost with distance so it's best used close to the victim(s). SuperNailGun 4 The main QR weapon gives a good spray at a distance, and a strong focused burst close in. Detonator 5 A vertically firing weapon, they keep anyone driving behind you on their toes. Apon touching a car, they attach to the chassis, prime themselves, then explode 5 seconds later. A detonator can be disarmed by turning them on their side (ie. roll the car). Mine 6 A black spiked ball which explodes at the slightest touch. It fires in a "lob" motion so the skill is to have it land on your prey. Mines stay active for 3 seconds. They have the habit of occationally splitting into 3 shortly after launch. Rockets 7 The power weapon of QR, these rockets have the benefit of homing into prey by use of a motion detection system. They can be fooled by moving aside at the last minute, allowing them to pass you, and then by coming to a quick halt they can't find you. Vehicles:- Supplied for your driving pleasure is a range of 7 handcrafted vehicles of the four-wheel persuasion. All cars in Quake Rally control identically, so you can base your choice on style and stature rather than trying to work out which one is best for each map. Stock Car - 408 polygons Commodore - 408 polygons Magna - 346 polygons BMW Z3 - 346 polygons 4WD Hatchback - 325 polygons Triton - 296 polygons Hilux - 296 polygons Command Line Arguments:- Quake Rally can be started from the 'qrally.exe' front-end program, or via the command line ala Quake. There are some arguments available via the command line option which relate to Quake Rally in some way: +teamplay 11/12/13 - force a game type for a particular map instead of using the type present in the maps QR entity. teamplay 11 = force racing without weapons teamplay 12 = force racing with weapons teamplay 13 = force pure deathmatch +map - load up a particular map -particles 0-90000 - set the maximum number of particles the engine will draw. Default is 2048, so by setting it to 0 you can potentially speed the game up (QR tends to spray lots of particles around). -=> QUICK START <=- Rather than reading through pages of boring documentation first, you can jump straight into Quake Rally by: a) un-ZIPing the archive into your /Quake/ directory. Remember to keep the paths intact when extracting. b) run the 'qrally.exe' file which will now be in the Quake directory. This is a little front-end for the program which makes things easier. It assumes that you have all the QR stuff unarchived into /quake/rally. c) accept all defaults and click on GO. You'll now be in the start map, so drive around and find that 'Time Trial' entrance.. -=> GAME BASICS <=- Single Player:- In single player mode, QR opens in the 'start' map which gives access to vaious warper (finding the warpers is part of the fun, and also gives you a chance to get used to the controls). You can use the QR "frontend" to start Quake Rally in single player mode or use a Quake-like command line like: quake -game rally +map qrstart The "front end" launcher is the prefered method of running Quake Rally, and must be used if you want to set the config file propely. Many of the settings are the same as Quake while others are specific to Quake Rally (the QR ones are covered throughout this documentation). There are 3 options available to a single player; 'Time Trial', 'Time Trial: The Nightime Nightmare' and 'Practice'. TIME TRIAL ---------- The Time Trial provides a familar 'Sega Rally' gameplay variant with progression to the next track only being granted as you "win" the current one. To win a map requires beating the time limit to each check-point over a number of laps. Some maps also support bots to race against. The Time Trial game comes in two flavours, regular and nightmare. Regular Time Trial (the left hand warper) is played in a daylight setting whereas the Nightime Nightmare is played at midnight so you have just your headlights to navigate the tracks. (note: headlights are particular processor intensive so a fast machine is required for optimal speed) If you manage to complete all 4 maps, you come up against the grand finale "story map", CULT. -- CULT: THE ABANDONED FARMYARD -- (Note: Cult requires a fairly decent PC system to get full speed out of - sorry): Long time annoyed at being de-throwned as king of the first-person gaming genre, Duke Nukem took refuge in an abandoned farmyard deep in the Australian outback. Over the period of a year, Duke collected together like-minded comrades from around the world to form the 'Duke Cult' - their intention was to somehow take revenge on the Quake soldiers of the world, and regain the position he should never have lost. They devised a cunning plan.. The cults solution was simple; resurrect the first episode Quake boss. The giant red demon was the only beast to really bring fear to the hearts of Quake soldiers, yet this time around they would need to be careful not to place him near any electrical equipment.. The plan was perfect. As a cult, and being a game plot, they were easily able to summon the demon back into living form - located this time in a much safer place - then they would lay low long enough to allow the demon to regain the strength he lost being motionless in the death void for a year. *cue spooky music* -- Quake Headquarters operatives become aware of Dukes hideous plans after hearing bizarre stories about kangaroo populations in central Australia dropping considerably. There had also been numerous sightings of "an obnoxious blond guy" in the otherwise quiet outback towns. Reconnaissance proved the fears of an attempted Duke revival to be true! Time was of uttermost importance - whatever the cults plan was, there was no way to tell how far evolved it was. With just 5 specialised Quake Soldiers stationed across outback Australia, the mission was going to be a tough one. The soldiers were oredered to immediately travel to the abandoned farmyard and engage the enemy on arrival. Intelligence showed 20 cult members stationed at the farm, although it was impossible to identify which member was Duke himself. The mission: arrest Duke at all costs. -- END CULT PLOT -- In gaming terms, you have to arrest Duke Nukem, but if that comes down to having to kill all 20 cult members then so be it.. If you shoot a kangaroo (don't do this at home kids.. go to your neigbours place instead) he drops a supply of ammo for the nail gun. If you can drive over the roos instead, you'll not only get the nails, but a BONUS; 3 extra rockets, invulnerability for 30 seconds or super-traction. Quake HQ are not exactly sure how the roos came into possession of such items, but the current theory suggests alien involvement with links to cattle mutilation.. Hint: don't let them Dukes get the missile launcher if you can help it, or you'll be sooorry. PRACTICE -------- The 'start' map provides a good opportunity to learn the controls, but in the practice area you can go straight to any of the Quake Rally maps for some carefree driving. You do need to learn the maps or you won't stand a chance against seasoned players. If you find yourself getting a bit lost, each map comes with a small demo lap which can be played by bringing down the console and typing 'playdemo {mapname}'. For example: playdemo qrally03 Multiplayer:- Quake Rally supports up to 8 players with the server cycling through the multiplayer maps. Each racing map starts with a 10 second pause which gives time for new players to join in the game. Players joining mid-game go into "observer mode" which allows them to view the race from pre-positioned cameras although they can't take part in the current map. During the pause, players can choose vehicles, colours and read the aim of the map about to be played. Once the player has started their engine, they cannot change vehicles. There are five map types in Quake Rally, each giving a slightly different style of gameplay. Racing maps are based on a set number of laps and once one player finishes the race the other players are given just 20 more seconds to finish the race before the map is finished. First, second and third place get trophies. w00! Non-racing maps require the server to set the TIMELIMIT console variable for the maps to cycle correctly. This works the same as normal quake, the map will end after the TIMIELIMIT value has been elapsed in minutes. The 5 map types are: Pure Racing ----------- Pure racing maps are long circuits with the aim being simply to be the first driver to do the required number of laps. No weapons are present, but often health supplies are dotted around to counter the constant beating the cars take. Pure Deathmatch --------------- Enclosed arena areas with lots of weapons and no circuit to worry about. The aim is to destroy other cars. Racing+Dealthmatch ------------------ Finely balanced, and somewhat "open" circuit tracks which allow for both circuit racing and weapon based ass-kicking. Bonus points are awarded for passing through all checkpoints in the map, but it's not that easy if the cars behind you have weapons.. Gib the Duke ------------ Note: no maps of this type reached completion in time for Quake Rally's initial release, we hope to be able to provide this game mode in a later release of Quake Rally. With most Duke-Cult members holed up in a secret farmyard somewhere, they rely on their field members to gain information for their cause. 'GtD' is based in a town containing the following main sectors: Harbour Park Factory Car park Shopping area When a Duke-cult member is spotted around the town, a message is sent out to all the vehicle based patrols in the town pinpointing his general location. Whoever takes him down is awared the points (running over him instead of using weapons reaps a bigger bonus). The plague kangaroos also provide supplementary points. The winner is the driver with the most points at the end of the day. Last One Alive -------------- Note: no maps of this type reached completion in time for Quake Rally's initial release, plus it's not fully supported in code yet. These deathmatch arenas have a healthy compliment of weapons and ammo, and as with 'pure DM', the aim is to destroy enemy cars. Unlike 'pure DM', however, you don't regenerate once you die, so there is equal emphasis on surviving as well as killing. If you die, you get to watch the remaining cars as a spectator until the final winner is found. These maps are designed for QUICK matches. Also see the 'Cycle Observer' keys. The Maps:- The Multiplayer side of Quake Rally contains several maps designed to be played on cycle, although they can all be played individually if prefered. At the start of each racing map, there is a 10 second wait allowing other people to join in or leave and to get a quick brief on the aim of the map. The maps, in order of play, are: 1. qrally01 - The Franklin Project 2. qrally02 - Mining Station 3. qrdm01 - The Bowl 4. qrally03 - Chasm 5. qrdm02 - Interstate 95 6. qrally04 - Industrial Wastelands 1. qrally01 - The Franklin Project - Pure Racing Is located around a valley being made ready for damming. The contractors have all pulled out leaving the perfect environment for some rally action. 2. qrally02 - Mining Station - Racing + Deathmatch A futuristic city on an industrialized asteroid being mined for minerals. Large tunnels have been drilled clean through large areas of rock were later used as roads connecting the various bases. To get the weapons on this map requires some skillfull driving if you are to keep up with the pack, and be careful around the angled ground. 3. qrdm01 - The Bowl - Pure Deathmatch Somewhere, dug deep into the desert, this basin of carnage plays host to one of the messiest car based sports in history. Weapons and ammo aplenty adorn this large area of angles, ramps and tunnels where staying alive is jusy as important as killing. 4. qrally03 - Chasm - Pure Racing This old coal mine, recently abandoned due to volcanic activity, is one of the toughest driving tracks of the set. Careful timing of every move and turn you make is vitally important if you hope to cross the finish line first. 5. qrdm02 - Interstate 95 - Pure Deathmatch A scenic ocean view and lush countryside provide the perfect setting for fast deathmatching action. Suspension gets a full workout which some large jumps scattered around. 6. qrally04 - Industrial Wastelands (coming soon!) - Pure Racing The heavily industrialised backlot of an old pioneer township provides the backdrop for high speed racing action. There's some tricky areas to negotiate (yes, you might need to ease off on the acceleration from time to time) and the night setting may make vision difficult. We'd like to apologize to MUMS Freighting for any damage caused. Server/client Setup:- Normal Quake (and our previous project, Quess) can be played using either -listen or -dedicated servers, but it's important to note that in multiplayer play with more than 2 cars, Quake Rally almost certainly requires it's own -dedicated server. But by all means, feel free to try it if in doubt.. Multiplayer games are initiated by first starting a machine as the server: Via Launcher Quake Rally comes complete with a "front end" launcher program which aids immensely in setting up both multiplayer and single player games, and dealing with all the hotkeys and setting that Quake Rally used. This launcher is Win95 specific, and is fairly self explanatory. Using the launcher is the preferred means of starting a game of Quake Rally (at any level) because it writes out a config file. Once the config file is setup, QR can be started from a DOS shell and it will use the correct config settings. The launcher can be found in the quake directory; just double click on the file named 'qrally.exe'. Via Command Line winquake -game rally -dedicated 8 +map qrally01 (prefered) winquake -game rally -listen 2 +map qrally01 (good luck) QR allows a maximum of 8 players. Once the server is running, people can join with: winquake -game rally +connect *.*.*.* The *.*.*.* is where you type in the IP address of the server which was started in the previous step. The server might be a LAN machine name or a full IP number/address located on the internet somewhere. These examples use winquake for simplicity (you could use any networkable version of Quake) and show the command line way of running it - if you use the QR "frontend" program then everything can be setup with simple mouse clicks. -=> QUAKE RALLY TECH STUFF <=- Quake Rally was created by modifying Quake, and to a slightly lesser extent you can even produce mods for Quake Rally. Map design in QR tends to play a MUCH larger part in directly affecting gameplay than in Quake. In QR, every angle, distance and width directly affects how the car controls, and how a group of cars will be work when driving through areas together. Examining the maps present in the QR package will show exactly what ideas work best (and probably point out some things which don't work quite so well). Brushes:- One important thing to remember when creating QR maps is to avoid using angles of more than around 30 degrees for any large distance (ie. the car doesn't like travelling up sharp angles). Angle changes also work a lot better if the change is progressive rather than, for example, going straight from flat to 30 degrees. The car sizes in QR are quite small in relation to Quakes scale (cars are around half as tall as the Quake player) so the surroundings need to be scaled down appropriately. The relative scale of the surrounding is also largely dependent on how close to the car the camera is; with the camera in close everything looks quite large, but if you zoom out you'll see the car is actually quite small. QR is actually doing many more calculations per frame for each car as compared to the Quake player, and so to compensate the slowdown, r_speeds (or r_numsurf) needs to be somewhat lower than Quake. Quake averages around 450, and so we aimed for maxes of around 400 for maps that would have multiple players plus weapons. Since some of QR's maps are devoid of weaponry, we could actually be quite a bit more relaxed on this figure for those maps. The cars work a LOT better in wide open areas as apposed to tight corridors so build everything big. Remember there could be a max of 8 cars racing around so allow plenty of room (although occational tight spots are good to make being in the lead that much more important). Cluttered landscapes are annoying too, so a simple yet elegant design in maps is recommended. Always try to find a balance between requiring skill and having fun. It's also important to avoid using low sloped roofs which would touch the bounding box of a car because the car doesn't like it (possibly the car is ticklish, although no studies have been made). Included on the Quake Rally web page, and not as part of the main distribution, is the qrally.wad file containing all the new textures created for Quake Rally. You are free to make use of these textures so long as they are ONLY used for Quake Rally maps, and that they are not included on any CD-Roms. You should also make these clear in the readme file if you have made use of these textures. Check out the copyright section of this documentation for the formal rules. Cars that touch lava die instantly, and if they become -fully- submerged in water the same fate awaits them. Shallow water hazards only cause a slight slow down. Entities:- There are quite a few special entities for Quake Rally; some represent physical objects like barracades, and others are for the circuit setup itself. See the separate file 'QRentities.txt' for a full list. -=> IN DEPTH <=- From humble beginnings - an experiment in 3D mathematics - Quake Rally turned into the mother of all projects. Not because of the size of the project - other Quake conversions like Shrak probably have more work - but because the Quake engine was not designed with racing games in mind and so Quake Rally was a journey into new territory. Quake Rally cannot compete with commercial games of the same genre nor was it designed to do so. In using Quake as the basis for the game, there were several rather major drawbacks which restricted QR from being a serious threat to commercial games, but by the same token, Quake technology has MANY benefits which we were able to make use of. Hopefully the benefits have outweighed any shortfalls, and at the very least, QR is rather unique entry in the racing genre. The drawbacks were things like non-rotating bounding boxes (which limits angles the car can drive on before looking funny, and also causes the car to stick into walls), through to limitations in map sizes and polygon count (the latter being more a problem of machine power rather than Quake itself). The benefits of using Quake's engine were numerous, including having probably the best multiplayer code built into the system, and things like the great tried-and-tested weapons base to work from. If we were to start again right now and redo the whole thing from scratch with the knowledge and experience we've gained in the last 7 months, we could quite easily make it at least five times better. And once Quake2 technology is released, we may just do that. -=> CREDITS <=- Quake Rally is the work of the 'Impact Development Team', (who also released the Quake chess game, "Quess") along with a small army of talented recruits. Ryan Feltrin - concept, code, maps, models, main design Rowan Crawford - mdls, skins, textures, maps, docs, dems, main design Brett McMahon - skins, mdl, design Modesty - textures Jason Pattersen - skins, menu pointer Eric Lange - skin, "Impact" web logo Brian Hess - skin (also see below) The Map Team:- Jeremy "Terata" Statz - qrally03 qrdm01 (Quest) Brian "Wendigo" Hess - qrally02 qrdm02 (Worldcraft) Rowan "Sumaleth" Crawford - start qrally01 (Worldcraft) Ryan "Ridah" Feltrin - cult qrally04 (Worldcraft) Note: qrally04 was a co-op map between Ridah (outdoor stuff) and Sumaleth (underground bits). The joining was surgeoned by Ridah. Additional DEM team:- Virgill - promo music Process - sound effects Ray Loggins - sound effects Rodney Cliffton - extra human driver (also check the LAN beta team below) David "crt" Wright - KeyGrip author Chris "Drastic_Man" Sykes - KeyGrip author Tom "PharCyde" Vykruta - DEMentED author Dan "Bane" Schoenblum - DEMentED author Anthony Bailey - ReMaic author Uwe Girlich - LMPC author Helios Software Studios - authors of TextPad A really big thanks must go to the 'KeyGrip' guys who troubleshooted a lot of the major DEM problems (and there were quite a few) specific to Quake Rally dems. Also, a big thanks to the 'DEMentED' team for adding many features specific to the needs of Quake Rally, and also to the author of 'ReMaic' who helped with some problems. Sumaleth also wrote two TSCH scripts (Demer and Fixtime) to do some things that the dem editors did't. All shots containing more than 2 cars were done with the Quake Rally bots except the last two scenes which were recorded at one of the LAN tests. Additional Thanks:- Railed - conversion utils DaKiller - playtesting, design and host of our web page Sknny - playtesting Dru - playtesting Veldrin - test maps [JD] - test maps Jonathon Roy - author of fastQCC B-MonEy - LAN beta testers and additional drivers for Boden the intro dem. Sim-1 Ahau Ca$hflow Eye-Ronik Jason Jonny id Software - for Quake, without which Quake Rally would not exist. We lub yu guys. Contact:- If you wish to contact us about Quake Rally, please carefully choose the correct person to send the mail to. For example, questions about coding go to Ridah, and questions about the Mod* textures go to Modesty. Either of the top two names can help with general questions. (these email addresses were correct at time of writing). Ryan "Ridah" Feltrin - ridah@frag.com Rowan "Sumaleth" Crawford - sumaleth@starfury.apan.org.au Brett "B-Money" McMahon - bmoney@merlin.net.au Modesty - modesty@io.com Jason "Patter" Patterson - patters@vistech.net Eric "Bone" Lange - elange@neosoft.com Jeremy "Terata" Statz - jeremys@binc.net Brian "Wendigo" Hess - wendigo@virginia.edu Tom "Paradox" Mustaine - mustaine@ritual.com Jonathon Roy - roy@atlantic.net Dan "Bane" Schoenblum - bane@jhu.edu Tom "PharCyde" Vykruta - pharcyde@direct.ca David "crt" Wright - wgwright@mail1.mnsinc.com Anthony Bailey - baileya@cs.man.ac.uk WEB Pages of choice:- Impact Development Team: http://impact.frag.com Frag.com http://www.frag.com -=> QUAKE RALLY FAQ <=- Q: Why can't you run around as the Quake guy then jump into the cars? A: There are a few reasons for this, but the main reason is that QR from the start was designed to be vehicular gaming only, and would now require a major rewrite to accomodate two completely different main-player control types. Q: Why do all the cars handle identically? A: The reasoning behind the varied vehicles was purely for variety so that everyone would be happy choosing a different car from one another rather than choosing the one that works best on each level, much like the skins in QuakeWorld add variety and a sense of personality. Also, the amount of testing involved would have been way out of hand for what was supposed to be a "simple" project. And besides, it's often more annoying having to choose between 'good-speed/bad- handling' and 'bad-speed/good-handling' when you really want both to be the best they can be. Q: Will there be a QuakeWorld version of Quake Rally? A: No. Quake Rally was made possible only by breaking almost all of the rules which allow QW to do what it does. Q: Why isn't there a in the vehicle selection? A: Quake Rally was not designed as a "commercial" product and so the design process for the most part was based almost entirely on having fun making it rather than putting any serious thought into the best vehicles to choose to make everyone happy and cover a wide range of styles. Q: Why not sell Quake Rally commercially instead of releasing it free? A: Good question! Hmm.. To make it commercially viable would have required at least another 4 months work on top of the ~7 months work spent on it to this point. Since it was not designed as a commercial project from the start, if we were to actually start again from stratch we could easily make a much better game, and so we felt the extra work would have been largely wasted. Plus, we suspect most people would be happier to see it as a free addon. Q: Why remove all the Quake baddies? A: Originally for QuakeC space, but the monsters are not in the same scale as the Quake Rally "world" so we would need to scale them all. Also, they don't tend to fit the theme too well. Q: Why doesn't the in-car view work in multiplayer games or in .dems? A: This is a Quake engine networking issue. The QC code that makes the in-car view possible uses network calls which have to be sent out to the clients on every frame (frame being a screen redraw for the client). Since the clients frame rate is often much faster than the server, these messages get out of synch, and therefore the screen becomes jerky. This is one of the reasons the In-Car view is not officially supported, we provide it as-is, and with no guarantee's. Please do not email us regarding any problems concerning the in-car view. Q: Why can't I use the Quake Rally textures in non-Quake Rally maps? A: As mentioned in the copyright section below, the qrally.wad textures are only to be used in maps for Quake Rally. The textures took a LOT of time and work to create, with the aim of giving QR a "unique" visual appeal, and so by keeping their usage limited to QR maps, we save the "look" for QR. Also, we didn't spend 7 months work on QR to see the work go into other peoples projects. (if you were paying for QR then this situation may have been different) Q: Why no gears? A: Never got around to it. May have taken away from the arcade'y feel of the game too, although it leaves possibilities open for the future. Ridah's note: In Deathmatch, you don't wanna be frigging around with no gears! Q: How about adding ? A: We have enough ideas for at least two more full revisions of Quake Rally, plus since there are 15+ years of racing games available for reference, ideas are an easy commodity to find. However, if you are running a permanent Quake Rally server and would like some additions to make things easier to admin, we may be able to help out. See the contact section. Q: Why don't the cars travel a lot faster? A: We tried a range of speeds and the one we ended up with gave the best balance between gameplay, map-size and apparent speed. To have Sega Rally type speeds would require some huge maps. Q: Where are these bots that keep being mentioned? A: They were still in production at time of release. -=> KNOWN BUGS <=- Yes, there are some bugs in Quake Rally. Please read this list before mailing us with any problems. B: There are problems when playing QR with glQuake. E: We're aware that glQuake does some strange things and one "fix" which might help is to delete your /id1/glquake directory and see if that helps. Future versions of glQuake will hopefully have these problems removed. B: The cars don't look like they are sitting on the ground sometimes. E: Bounding boxes in Quake don't rotate with the mdl, so when the car is on big angled surfaces it can hover a bit on occations. B: In map there are places where the car slows down/stops. E: These are just QBSP errors. Think of them as pot-holes and try to avoid them each lap :). B: The little Quake version number on the console background is a weird yellow mess. E: This is printed by Quake itself and it works out it's colours by rotating the palette of the console font. Since our font is a different colour than the old Quake one, it looks a bit crap. B: The car colours in the intro demo don't match from shot to shot. E: The bots aren't considered "player" entities meaning that they don't have skin (shirt/pants) information which meant there wasn't the ability to match 1:1 all the colours. B: The cars in the intro demo sometimes stop. E: The bots were recorded early in production and so being early versions of the bot code they don't have all the fine tuning of the finished ones. -=> DISCLAIMER/COPYRIGHT/RULES OF USE <=- Quake Rally is provided as-is with no implied guarantee of anything apart from being an addon for Quake. Every effort has been made to make QR as enjoyable and bug-free as possible. Honest. ****IMPORTANT**** Quake Rally may NOT be sold. Quake Rally may NOT be included on any CD-ROMs (magazines, compilations or other), unless express permittion is granted by us, the Impact Team. ****IMPORTANT**** All work present in Quake Rally which wasn't part of the original Quake package is copyright of the respective authors. No elements may be used in any other products (free or otherwise) without consent from the author. All textures, models and other graphical elements may only be used in Quake Rally products - ie. you cannot use the textures in non-Quake Rally maps or sprites/mdls in other projects. Breaking of any of these rules will be taken very seriously. Enjoyment MUST be obtained when playing Quake Rally. See your doctor if enjoyment resists. Quake and a good chunk of stuff present in Quake Rally is copyright Id Software. Duke Nukem is copyright of 3DRealms.