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----------------------
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 early 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 adrenaline pumping exhileration proved by racing at break-
neck speed where every split-second reaction can mean the difference
between winning and losing. 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 release 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
molded 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
than 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 affecting 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 unusable 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 early 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). 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 looseness. 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 simulation's flexibility.
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
Headlights h
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 visible 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-rechargable electric bar which
surrounds the car protecting it from
bump damange and giving 4x the damage
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 occasionally
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 <name> - 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) unZIPping 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 various warpers (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 preferred method of running
Quake Rally, and must be used if you want to set the config
file properly. 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 Nighttime 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 Nighttime Nightmare
is played at midnight so you have just your headlights to
navigate the tracks.
(note: headlights are particularly 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 dethroned 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 Duke's 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 cult's 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 neighbours 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 three map types in Quake Rally (two map types had to
be dropped for lack of maps), 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 30 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 3 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..
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. qrdm03 - Downtown
3. qrally02 - Mining Station
4. qrdm01 - The Bowl
5. qrally03 - Chasm
6. qrdm04 - Cliffside Carnage 3
7. qrdm02 - Interstate 95
8. 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. qrdm03 - Downtown
- Pure Deathmatch
A small enclosed city area ripe with weapons and ammo.
The missile launcher is in an easy to reach location,
although you open yourself up to attack; how bad do you
want it. HUH?
3. qrally02 - Mining Station
- Racing + Deathmatch
A futuristic city on an industrialized asteroid
being mined for minerals. Large tunnels that 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.
4. 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 just as
important as killing.
5. 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.
6. qrdm04 - Cliffside Carnage 3
- Pure Deathmatch
A DM map set around a rugged mountain circuit,
with a brief view of the waterfront. U-turning out
of trouble is difficult under these conditions,
so watch out.
7. 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.
8. 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 Quake's
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 surroundings 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 opposed
to tight corridors so build everything big. Remember
there could be a max of 8 cars racing around so allow
plenty of room (although occasional 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 done).
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.htm' for a full list.
The information present in that .htm file is as easy to
understand as we could make it so emailing us asking how
the entities work is unlikely to provide any answers.
-=> 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)
Jean-Ray "Jra" Arseneau - qrdm03 (Worldcraft)
Ryan "Stuffy" Dobson - qrdm04 (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 and Sumaleth.
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
BabelFish - proofreading
B-MonEy - LAN beta testers and additional drivers for
Boden the intro dem.
Sim-1
Ahau
Ca$hflow
Eye-Ronik
Jason
Jonny
Steve "Dipstick" Towle
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.apana.org.au
Brett "B-Money" McMahon - bmoney@merlin.net.au
Modesty - modesty@io.com
Jason "Patters" Patterson - patters@vistech.net
Eric "Bone" Lange - elange@neosoft.com
Jeremy "Terata" Statz - jeremys@binc.net
Brian "Wendigo" Hess - wendigo@virginia.edu
Jean-Ray "Jra" Arseneau - 709751@ican.net
Tom "Paradox" Mustaine - mustaine@ritual.com
Ryan "Stuffy" Dobson - ryan@microtech.com.au
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:-
Quake Rally homepage http://impact.frag.com/rally
Quess homepage http://impact.frag.com/quess
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 <insert car> 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
client's 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 guarantees. 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!
Editors note: Yes, what Ridah said too!
Q: How about adding <feature>?
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. Zoid and Morbid have been working on a new version of glQuake
which will fix most of the remaining problems, although the slowdown
around large areas of sky may be still apparent.
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 occasions.
B: In map <map name> 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 its 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 crappy.
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.