Quake Wiii Mod
Thanks to Johnny Lee's inspiration we have taken the Quake III engine and begun integrating Wiimote Functionality.  Currently the integration is of Movement, buttons and basic aiming features.  However we are planing to integrate Head Tracking as demostrated by J.L. in the coming month, as well we are developing a IR headset for those of us without the means or time to build our own.   The IR Headset is available for pre-sale in our store and will begin shipping in may.
Quake Wiii Demo

See more videos/tutorials in our video section.

Quake III is a Trademark of Id Software.

Quake II Mod
After we have finished integrating Wiimote movement and aiming Functionality into Quake III we will be adding it to Quake II as well.  We are also planing to integrate Head Tracking as demostrated by J.L. into Quake II after Quake III has been completed. We are developing an IR headset for those of us without the means or time to build our own.   The IR Headset is available for pre-sale in our store and will begin shipping late april.
If you want some Quake II action now you can download the Light Gun Mod that glitter has updated to use the WiiYourself Library they developed.
Quake II is a Trademark of Id Software.

Freespace Open
Freespace Open is a great platform and we are looking forward to the day we can expand it with Wiimote functionality. In the mean time if you are a Battlestar fan we suggest you check out the Beyond the Red Line Mod. Those guys are doing some fantastic work.
 
Half-life 2
Well we won't forget about our other favourite game. So many engines, so little time...
Halflife 2 is a Trademark of Valve Software.
Play Quake III with a Wiimote
  • Current: 0.92
  • Phase 3- Head Tracking
What Do I Need?

 

Our Version of Quake III is based on the .net Managed C++ port by Greg Dolley and the WiiYourself! c++ Library by gl.tter.
Minimum Requirements:
  • Windows XP or Vista (Hopefully linux and mac in the future)
  • .Net 2.0
  • .Net 3.5
  • BlueTooth Adapter - you can buy one in our products section if you don't have it.
  • Wiimote
  • Sensor Bar
  • Quake III - since the engine is currently a Mod, you must own Quake III in order to play Quake III content. If you need to purchase it we recommend buying it from Steam (Valve) since they are currently selling the Quake back catalog for about $30. (BTW we intend to integrate all these features into Quake II when we are done with Quake III.
  • Our Quake III binaries which can be downloaded from here.

Recomended from our Products Section:
  • Gun attachment for wiimote
  • IR HeadSet (available for pre-sale right now)
  • Wireless Sensor Bar
What Do I Need?
You need to get over to the BTRL Site and download it now!
  • Current: None
  • Once we finish integrating head tracking in Quake Wiii we will retro-fit all the functionality to Quake II as well
What Do I Need?

 

Our Version of Quake II will be based on the .net Managed C++ port by Greg Dolley and the WiiYourself! c++ Library by gl.tter.
Minimum Requirements:
  • Windows XP or Vista (Hopefully linux and mac in the future)
  • BlueTooth Adapter - you can buy one here if you don't have it.
  • Wiimote
  • Sensor Bar
  • Quake II - since the engine is currently a Mod, you must own Quake II in order to play Quake II content. If you need to purchase it we recommend buying it from Steam (Valve) since they are currently selling the Quake back catalog for about $30.
  • Our Quake II binaries which will be available for downloaded here.

Recomended:

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.

Features
Current
  • Wiimote and nunchuk integration
  • Wiimote and nunchuk button mapping
  • Wiimote and nunchuk pitch/roll to button mapping
  • Wiimote and nunchuk pitch/roll to axis to turn and look mapping
  • Wiimote and nunchuk Dead zone configuration
  • Wiimote and nunchuk configuration menu
  • Multiple Aiming Settings including Free Floating Crosshair
  • Basic Wiimote pointing
Planned
  • Wiimote/IR Headset Head Tracking
Features
Current
  • Coming Soon
Planned
  • Wiimote/IR Headset Head Tracking
  • Wiimote and nunchuk integration
  • Wiimote and nunchuk button mapping
  • Wiimote and nunchuk pitch/yaw/roll mapping
  • Wiimote pointing
  • Wiimote and nunchuk Dead zone configuration
  • Distance sensitive nunchuk thumbstick for movement
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