This package is the Version 0.92 of HyperTMG's (www.hypertmg.com) Quake WIII Mod.
Files included:
<> quake3.exe - Game executable
<> Start Quake Wiii - short cut pointing to c:\quake\quake.exe with all
neccessary parameters to start the mod properly.
<> cgamex86.dll - game library
<> qagamex86.dll - game library
<> uix86.dll - game library
<> Quake III Readme.txt - this file
<> Release Notes.txt
This Quake III mod requires a valid copy of Quake III to play. If you don't own Quake III,
we recommend you buy quake from steam (http://www.steampowered.com) since you can get the
Quake back catalog for about $30, which includes Quake II the next engine we plan to mod.
How to install:
*** This a Quake III arena mod... Do not use the Quake III Team Arena content
*** This mod requires .Net 3.5 to be installed (get it here: http://www.microsoft.com/downloads/details.aspx?FamilyID=333325FD-AE52-4E35-B531-508D977D32A6&displaylang=en
or windows update)
1. Unzip all the files into c:\quake or a directory of your choice. If you don't use the
c:\quake directory you will need to modify the shortcut appropriately. This mod is a binary
compiled mod and will confuse the virtual machine, causing wierd display issues if not started properly.
2. Copy over the baseq directory (This contains all the quake content and license key) from your existing
quake game. If you bought Quake off of steam, you must first download it, afterwards the baseq directory
can be found most likely at: C:\Program Files\Valve\Steam\SteamApps\common\quake 3 arena
How to Play:
1. Connect a wiimote to your PC. A good place to start is: http://www.wiili.org/index.php/How_To:_BlueSoleil
(This can be tricky depending on your hardware combination. If need some help check out our Forum at
http://www.hypertmg.com/Community/Forums/tabid/77/Default.aspx or our FAQ
at http://www.hypertmg.com/Support/FAQ/tabid/109/Default.aspx for more information and trouble shooting tips.
As well as )
2. Start Quake using the Quake 3 Arena shortcut provided.
3. Go to the controller options and setup the wiimote and nunchuk buttons to the actions you want.
4. Frag, Frag, Frag....
Configuring the Wiimote:
Under setup a section called Wiimote has been added where you can configure the following:
<> use wiimote - if turned off all wiimote/nunchuk input will be ignored if it is connected
<> Pitch/Roll Mode - Values (off/axis/button)
off will ignore input from the wiimote or nunchuk if set.
axis mode will allow you to choose turning or looking for an axis. The more you tilt the faster you turn or look.
(uses dead zone and sensitivity)
button mode treats the tilt of the wiimote/nunchuk as a button hit (uses deadzone)
<> Pitch/Roll Deadzone - sets the angle(degrees) at which the axis/button becomes effective.
<> Pitch/Roll Setting - Sets the axis to Turn, Look, or Look Inverted. The more you tilt the faster you turn or look.
<> Pitch/Roll Sensitivity - The rate of change while in the active part of the axis mode (Deadzone - Range)
Aiming Configuration:
<> Aim Mode - Normal, Free and Hybrid
Normal is typical quake aiming where the crosshair is locked to the center of the player view.
Free allows the crosshair to float free in the view and the weapon to fire where the crosshair is located.
Hybrid also allows the crosshair to float free, but when it hits the edge of the screen the player view shifts
in that direction.
<> Look Sensitivity - determines how fast the view shifts (look/turn) when the crosshair hits the edge of
the screen in Hybrid mode.
The wiimote setup menu has 3 sections wiimote, nunchuk and Aiming. At the bottom of each section for Wiimote and Nunchuk is a
bindable action item that will say X00 or X00 this is a dummy bind for a button hit where you can test the deadzone
setting without having to go to the controls page.
Trouble Shooting:
Sometimes the wiimote will get confused and not send all the reporting data. A good tool for helping trouble shoot the
issues is the demo program that comes with the WiiYourself! library. get it here: http://wiiyourself.gl.tter.org/
Currently you must have a nunchuk and wiimote to use the mod, the reporting mode with just the wiimote is not being picked
up and is being investigated.
If you are using the mod with a gun holder with a pass thru connecter to the nunchuk make sure the nunchuk is connected to
the gun before inserting the wiimote, other wise there's a good chance the wiimote reporting with get messed up. It is a
good idea to use the WiiYourself! demo to verify the wiimote and nunchuk are operating normally before starting the game.