South Park Quake II

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Note: This is an unofficial/unlicensed conversion. This project should be considered the highest form of flattery for one of the greatest television programs of all time--Comedy Central's South Park.
 

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South Park Quake News
Send Questions/Comments to Scoots and Tharger. Please don't email us asking when SPQTC will be available. We'll post news of a release on all the major Q2 sites and mirror any downloads in several places. Please watch this space for updates.
 

9/6/1998
Quick Update
Howdy! Yeah, it's been a few months since an update... I just wanted to fill everyone in that's been checking this page on a daily basis on what's goin on. I soon plan to get back into the project and wrap up a few loose ends, and get a few other things done with it. I've been extremely busy this summer, getting married, building a new house, selling my house and moving to another house in the interim. Those things kinda take a priority, and thanks to those of you who understand. Once I'm settled in the new home in a few months you'll see a lot of things happening, so just hang tight. Thanks for all the kind words everyone has sent in, also.

We've had a lot of requests for a Linux port... As far as I know the code should compile perfectly under Gnu C, but I don't have access to a Linux box to do the dirty work. If anyone out there would like to give us a hand there, and will be around in a few months to recompile future builds, let me know.
 

7/21/98
New Tech Support Page
For those of you who are new to the world of TC's and Mod's for Quake/Quake II, I've added a help page. Check it out before emailing us, please.
 
7/20/98
Busy Server
If you're having problems getting through the Quake City FTP server, keep trying. I've had to cut down on the maximum FTP sessions to keep the box up and running with all the traffic today.
 
7/18/98
South Park TC Test Map
I've just up'd a test level, "level1", for the South Park Quake II TC, which features some of the weapons available in the TC. This .zip also contains some (not all) of the textures created to eventually generate maps for the TC. Just unzip the file into your SPQ2 directory (not your Quake2 directory!). This level also has a never-before seen surprise, if you try out a single player game.

We've become aware, since the TC's alpha release (story below) that there a few issues yet to be worked out.

  • Chainsaw is broken
  • Hunting Rifle's origin is whacked, so it appears very close to the ground, or in some cases its not even visible, and the center or it's rotation is off.
  • V-Gibs has a GL glitch and can cause crashes in some cases.
We're painfully aware of these issue, so don't bother e-mailing us about them. Watch for a patch for these issues sometime soon.

For those of you who've asked, Kenny does not have a weapon, nor can he pick one up, or steal one from someone else's uncle. Kill him, you lose a point, and he gets a point.
 

7/18/98
South Park Alpha Release
We've decided to release a preliminary version of the South Park TC. This build is about 5 months old, when we stopped work on the TC...it also doesn't have the maps or sounds. The highlights are new weapons (use "give (whatever) to get the stuff, which includes Mr Hanky, barf, hunting rifle, ike, and more), and viewable gibs, which means that people explode into little bits of themselves when they die. Entity names are in the readme, so we expect someone out there to start putting out maps (let us know if you do!). You can get the .zip on the downloads page.
 
7/3/98
Updated Model Pack Available
I've released an updated model pack, with the correct Chef skin... go grab it on downloads page.
 
6/24/1998
Quick Notes
Yes some of you have noticed that Chef shipped with an incomplete skin. This was an old skin that accidentally creeped into the pack. As soon as I recover the correct one, I'll post it.
6/23/1998
South Park Quake II TC Models Available
The R.O.T.T. development team has decided to release the models for the South Park Quake II Total Conversion. The zip doesn't include sound files, but those may be released at a later date.

Download them here (975k). Unzip them to your Quake2 directory. This file includes Cartman, Stan, Kenny, Kyle, Chef, Starvin' Marvin and a big brown cow.

5/21/1998
Quick Update
No specific SPQ2 updates, but remember, to get the latest updates on South Park Quake, and other Quake and other gaming news, check out the main news page, or just go to quake2.scoots.com. It's tough to update two pages at once, so most updates will be seen there first--Scoots
 
5/11/1998
Refrigerator Magnets & Such
Heh, I looked at this page for the first time in awhile, and saw Tharger had made an update recently. No news on the SPQ2 front. A local music store has these *huge* South Park refrigerator magnets. Craziest thing.
 
5/08/1998
Checking in
Tharger here. Just to let you all know...we're STILL waiting for the final word. No, you can't download it yet. Yes, it's for Quake2, not Quake1. No, you can't have an "underground" copy. Yes, we know you're waiting. Oh, and I named my new tiger "Harry, the bagel eater".
 
4/04/1998
Update
Tharger, Yohann and I are in crunch mode. Work is progressing well (again, just because you don't see updates doesn't mean work doesn't continue). Oh, I've named my beagle puppy. Brueger. Brueger the Beagle. Cute, eh?
 
3/23/1998
Quick Update
I apologize to those of you on the mailing list--we haven't sent anything yet, mostly because the list has become so long I'm going to have to reserve some time late at night on one of my hosting servers (dual DS-3 connection), otherwise it might take a month to complete.
 
Sorry you haven't seen many updates recently, but things are still rolling. We're building up to a beta release soon. How soon is soon? (sounds like a Smiths song) Sometime in this millenium.
 
Details, Details
I've started to build replacement icons for our new weapons and other things on the status bar. Pixel-by-pixel editing is not my forte, nor my favorite thing to do, but they're coming along. I'm also working on the new conback.pcx, which is coming along well. I'm also continuing work on various textures for the levels. Big Gay Al's is coming along well (albeit slowly), and I think its going to be a fun level to DM on.
 
3/23/1998
SPQ2 Development Team Named!
The people behind the SPQ2 development team has finally dubbed themselves R.O.T.T. Development!
 
More Progress
There's been some progress lately, the rifle, AK-47, dual chainsaws, Mr. Hanky, Cheesy Poof Launcher, and Stan's puke weapon are all nearly done (models and code). Watch for some screenshots soon, and don't remember to check out the main QuakeCity.Net/Scoots Quake2 Zone news page for other Quake II related news and information; that page is updated more frequently than this one.
 
3/22/1998
South Park Quake II Banner Contest Winner
We have selected Gino Campise as the winner for the South Park Quake 2 banner and button contest. You can check out the banner here and the matching button here. We'll be adding the graphic to the site soon, and we also wanted to thank all the other participatants. You can check out all the submissions here.
 
3/18/1998
South Park Quake TC on Quake Cast
The South Park Quake conversion team will be interviewed on QuakeCast Thursday night, between 6 or 7 Central Standard time. Go download Real Audio and be ready!
 
Acclaim Announces South Park Game
Thanks for all the email letting us know about the press release from Acclaim and Comedy Central announcing an official South Park game, due in stores by the Holidays. What does this mean to the SPQ2 TC? Nothing right now. Bid'ness as usual.
 
Sorry we haven't updated much lately--hasn't been much to say. Tharger's been pushing on with the dll and weapon coding, but I've had many Real Life™ obligations. What does the announcement by Acclaim mean to us? Not much, really. We're doing this project for South Park and Quake II fans. We're not going to make a dime from it. I also don't feel it will affect sales of Acclaim's product in any way. Their target market will be much bigger, while ours is mostly limited to the Quakemunity.
 
While some at id Software may think people modify QII because we're not happy with their version of the game, I want to say that this is not the case for me. I've logged more hours playing unmodified Quake/QuakeII than any other game (I've been playing PC games since Dungeons of Doom was released for the TI/994a), and will continue to.
 
Mods/TC's are fun, but they are simply (for the most part) expanding on an already great game. If Quake II sucked we wouldn't want to modify it. Mods are a way for aspring game authors to feel like a part of something, and actually have their work played by thousands of people, something we couldn't do otherwise. I wasn't dying for Quake II to be released just so I could modify it--I wanted to play it. My opinion--nothing more, nothing less.
 
Tharger Completes Rifle and Shotgun Models
Tharger has sent me his completed rifle and shotgun models--I'll try to get some screenshots up tonight.
 
3/13/1998
Lost mail
My mail file just bombed today--2 1/2 years of mail down the tubes--I have a backup somewhere but haven't found it yet. If you were interested in doing a preview or interview concerning the South Park Quake TC, please email me (again). This mail file was also how I was tracking people who had entered the Banner/Button contest, so when we pick a winner, if I don't have a copy of the email on my home system, somebody will have to step forward and claim the spotlight--Scoots
 
3/12/1998
FAQ Fixed
For those of you who had problems viewing the Frequently Asked Questions page, it has been fixed.
 
3/11/1998
Site Updates
I've updated the team page.
 
3/10/1998
New SPQ2 Screenshots Some screenshotsfrom last week that never made it to the site:


 
FAQ Page
I've added a SPQ2 Frequently Asked Questions page. Please refer to this before emailing us any questions.
 
3/08/1998
Stuff
Just checking in to let you all know that we are still alive, and working on the TC, which is why the page isn't being updated all that often. Writing to us and telling us to update the page is neither needed nor appreciated...we've got enough things on the to-do list already. --Tharger
 
Question for any mod authors out there
Consider this the trivia question of the day...does anyone out there know how to query the model that the player is using? Not ent->model or s.modelindex, since those give stock answers. If you know the answer, mail Tharger.
 
3/05/1998
Tharger's Here!
Hello, folks, I'm going to be one of the people updating the news around here from now on...so you can get stuff straight from the other horses mouth. In other news, Chef is all finished, and I've moved on to working on the code. You might see some screen shots in the next couple days, or you might not.
 
Source Code Released
That's right, the 3.14 source code has been released on id Software's FTP site, so we can really get cooking on the conversion now.
 
3/02/1998
Misc Updates
Wow. March already. February always messes up my sense of time. Tharger has nearly completed the Chef model, and that will likely wrap up our models for the beta relase. We may have more models animated by then, but we'll need to add all the character-specific items like weapons, powerups, sounds, etc. These first six are the ones we hope to complete every aspect of by the beta. Things are going well, except I burned the whole weekend working on the func_train (see below). Hopefully the 3.13 source won't require a re-write of too many things we've already worked out.
 
Banner Contest Submission Period Ends
The time for submitting banners and buttons has ended. I want to thank everyone for their submissions; we were overwhelmed by the response. All of the submissions were great. We'll be trying to pick a winner in the next few days, and post it as soon as we do.
 
Trivia Question
Easy one--In the hilarious movie "The Wedding Singer", what song by The Cure (and Rrrrrrrrrrrobert Smeeeeeeeeth, Rrrrrrrrrrrobert Smeeeeeeeeth) was in playing in the background while Adam Sandler lamented in his basement bedroom? Send your answers to Scoots.
 
Big Gay Al's Big Gay Boat Ride
I've got the code working for the boat ride (and maybe another surpise or two)-- I added a few new procedures to id's existing func_train, allowing the platform group to turn (I only implemented YAW) towards its next destination before moving towards it. Whew. I haven't seen this before in a TC, but it's a very useful piece of code--now trains don't have to be simple platforms that always face the same direction. Get ready for some boat ride shots coming soon!

 
2/27/1998
First Daily Triva Question Hyper Viper was the first to answer today's trivia question--wasn't really expecting an answer to it ;) The song I was parody'ing was Big in Japan, by Alphaville, one of my favorite CD's from the 80's. WTG, Hyper!
 
Big in Australia
No, I'm not misquoting an alternative 80's song (anyone know which one I'm talking about? There's today's trivia question for ya.) Last night I was interviewed on-line by the Sydney Morning Herald, the Australia equivalent of the New York Times. The interview wound up being quite long, as ICQ was not happy about a connection spanning half the globe. There were some excellent questions, and I look forward to receiving my copy in the mail. They also run an on-line version of the paper at this address.
 
Cheesy Poof Launcher Underway
I began work on Cartman's standard weapon last night (what exactly does a Cheesy Poof Launcher look like anyway?) This should be a fun gun to use--we're hoping all of the default player weapons will be 'usable' weapons. Maybe because we're putting a lot of time into them.
 
Purple Mountains Majesty
Some of you have noticed the purple mountains in the background of some of the gl shots. These are the current 24bit env textures, the 8 bits aren't done yet (they look terrible). I have a screenshot of what I thought was an actual episode from SP, but since I found that I've never seen any purple mountains in SP. They'll be green soon, so don't bother emailing me to ask what's up with the purple mountains ;)
 
No New Screenshots!
Read my lips--I don't have any new screenshots for ya today. I'm taking the night off tonight but you should see some major progress tomorrow and Sunday. We're getting there. Lots of little detail work needs done, but we're on schedule and things are going well.
 
VooDoo2 in Stores
I hate to plug any single department store, but I saw the first VooDoo2, the Creative Labs 12mb version, on a shelf at Best Buy here in Omaha yesterday. No software bundle, apparently. I was okay. I was fine. Collected myself and walked briskly out of the store before I did anything compulsive. Think I'll go back today and pick one up.

 
2/26/1998
New shots of Chef's Double Chainsaw Weapon
We've begun work on the double chainsaw weapon for Chef, which may be available to other characters as a single saw, and an early shot of the typical South Park style "blast effect" with the rifle. Some of these screenshots are from software mode, to give those of you without a 3d card what you can expect to see:




 
Starvin Marvin Complete!
Screenshots of the fully animated Starvin' Marvin, with his turkey leg (also including a slightly tweaked hunting rifle). What's next, you ask? Watch soon for screenshots of Big Gay Al's, an expanded Downtown map, Chef, new weapons, all by this weekend!


 
2/24/1998
New Weapon, Cheesy Poof Powerup Model
Here's a late screenshot of the fully animated shotgun (general weapon available to all), and a box of Cheesy Poofs, which will be Cartman's powerup item.


 
2/23/1998
New Models Underway
Starvin' Marvin and Chef:
I've shipped Chef and Starvin' Marvin to Tharger (so he can fix everything I did wrong) and begin animation.


 
Mr. Hanky Player Weapon Model/Animation Complete
Tharger has done a kick-butt job on the Mr. Hanky player weapon model (click on them to see the full screenhot). Look at the range on that sucka! Please excuse the incomplete level shown in the screenshots.


 


 
SPQ2 Briefs
Sorry I haven't posted an update for a few days--we've been very busy (and my Real Life has been, too).
  • Tharger has tweaked several of the animations for kids 1-4, some new entity models, a new weapon model is near completion (watch for screenshots soon), and a few new character models are underway, including Chef. For those who keep asking, we plan to do as many characters as we can from the show, but keep in mind each new character will back off the release if they have any custom weapons/powerups/etc.

  •  
  • We're dying for the source release of the point. 'Nuf said there.

  •  
  • I'm going to attempt to make a detailed outline the character weapons/abilities, general weapons and some other gameplay info and more tonight, and probably post most of it here, except for a few "easter eggs" we're hiding--"Don't ask, I'm not gonna tell!"

  •  
  • The second level (figured out which one it is yet?) is going well now, after several false starts. I have a lot of texture work to do, and need to mod the func_train (another hint?) code a bit (which again will be a purely academic excercise until the point src is available). That mod'd piece of code will allow another feature I'd love to do in the first level, South Park, which will include a small residential section, City Hall (thanks to my girlfriend for making some great sketches so I don't have to run back and forth to the TV a hundred times), the South Park Mall, Main Street, and the infamous place where the kids wait for the bus.

  •  
  • Yohann has started ripping apart sound bytes and creating samples for the characters. There's a lot of work to be done here, and I don't envy him that task. I've temporarily mod'd the code to allow unique sound f/x per model for testing, although I'm sure it's going to be part of the point.

  •  
  • Banner Contest
    Keep sending in your banners--I've still got several new ones to post (dont' bother re-sending any you sent this weekend, I simply haven't had time to add them yet). Note: Please do not take graphics which are clearly original from other banners for use in your own. I've had a few complaints about this, and if you feel some of your work has been lifted, please let me know and I'll remove the infringing submission if I feel appropriate-Scoots

  •  
  • We've decided to try to stick to the first season story line/characters. If we try to add all the great new characters introduced in each new episode (Robert Smith is our saviour and Disintegration is the greatest album of all time), we'd never finish this project. If Tharger can stand me that long, and if people still want more, we may have a few add-ons after our release, but it depends on the success of SPQ2. Otherwise, we'll probably all persue new projects.
     
  • Watch for new screenshots tonight/tomorrow

  •  
  • Whew!

  •  

 
2/19/1998
SPQTC Screen Shot of the Day
Here's a single shot of the kids gettin' down from the next level under development for the South Park Quake conversion.

 
2/18/1998
South Park Quake II Banner/Button Contest!
I'm happy to announce a contest for all of you dying to make SPQTC buttons/banners. View the requirements here. There are basically no rules, just keep file sizes down to a respectable level, and email your submissions to Scoots. We'll announce a winner after probably two weeks. The winning banner will be used at the top of the SPQTC home page. Good Luck!

 
2/17/1998
First Map Nearing Completion!
The first map for the project will be the South Park Main Street level, an outdoors DM arena (as seen in screenshots below). I have just a few more textures to create and some optimizing and detailing, and it should be wrapped up. The next map I want to work on I wish to keep a surpise until I get some screenshots, but let me say we've finally found a use for pulsating, moving, colored lights (think real hard), in conjunction with some great "ambient" sound f/x!
 
All Initial Models Complete
Tharger shipped me a final copy of Kyle (with Ike at his feet) tonight, wrapping up the first four models and their animation. Tharger has done an incredible job animating these guys, including facial expressions and more, and I think everyone is going to be more than satisfied with them! Great job, Tharg!

 
2/16/1998
New Screenshots!
Some of these may seem repetative, but they show the changing facial expressions while the characters are mulling about.
 

 
Kyle Ready for Animation
The Kyle model has been tweeked and Tharger is ready to begin the animation. The next character is a surprise--the first map should be completed in the next couple of evenings.

 
2/14/1998
scoots.com Up and Running Again
Sorry for all of you who tried to get in last night--server went off-line around 11:00pm. Everything should be back to normal.
 
Stan Complete--Kyle on his way
Tharger has finished animating Stan, and I'm almost done building Kyle. You should see some new screenshots in the next day or so.

 
2/11/1998
Quick Update
I've added a team page. Hope I didn't leave anything out.
 
I heard on irc.planetquake.com last night that the point release won't be available until April. Can anyone confirm/correct this information? Contact me.
 
Tharger recieved a message extending an offer (from a well-known member of the Quake community) to us for an introductory demo movie. Tharger, Yohann and I need to discuss it and decide upon a theme and some other details. More info will be posted when we know for sure what we're gonna do with it.
 
Tharger has cleaned up Stan model I sent him and is ready to start animation frames. I'm going to start putting Kyle together over the next few days (tonight I actually get to spend with my very neglected girlfriend, Jamie. Hope she likes Harrison Ford movies! (heh) I plan to finish the first map this weekend (did I said that last week?)

 
2/9/1998
Progress Update
Tharger has almost completed the Stan model, and I've made some progress with the first level. Kyle is obviously next and hopefully we'll have a full-size, playable level by this weekend. (Hurry up Activision with the point release already). Tharger is also ready to start modelling Mr. Hanky for our first weapon.

 
2/8/1998
Stan Model Underway

 

 
Cartman is Done!
Tharger has completed the Cartman animation frames, including taunts! It looks great. On to the rest of the models (I think Tharger had way too much fun animating Cartman). Some screen shots will follow later today.
 

 
2/7/1998
More SPQ2TC Progress
More progress on env textures and the Cartman model (Tharger is almost done animating the model).
 


 
2/6/1998
7:02pm--New Cartman
Tharger's models kick ass. He's going to use some tricks to get some great facial expressions out of the characters--it will be a lot of work, but he's pounding this stuff out pretty fast.
 


 
5:32pm--More Progress
Tharger has sent me an updated, cleaned up initial frame from Cartman--should look much better than the previous one. I plan on building some more of the town tonight, and tomorrow I want to finish the Stan model and skin. Should have shots of Stan up tonight or tomorrow. I think I've figured out a way to have a relatively large outdoor map without overloading the engine, yet maintaining an outdoor feel throughout. I also plan to model some other outdoor objects this weekend, and start laying out the school/playground. Lots to do!

 
2/5/1998
11:39pm--More Screen Shots
I worked a bit on some texture and standard architectural models for the conversion...
 


 
Next is the sky texture (the background).
 
Okay, this isn't a screen shot, but my parents just gave me a Polaroid (don't ask) and I discovered a good use for it!
 


 
Yohann hard at work, learning the nuances of QE Radiant.
 
1:30am--New Screen Shot
Together, for the first time ever in a Q2 deathmatch...
 
(image moved to screenshots page)

 

 
2/4/1998
6:45 am--Welcome Tharger; New Kenny Model; Misc Updates
Tharger has officially joined the effort (welcome!) with his modelling skills (and C--bonus!), and has sent me an updated Kenny with a higher poly count than his previous model. I'll get some screen shots posted today, and we're working on the rest of the characters.
 
I'm going to work tonight also on digging through the code and adding the pieces we need to allow the models to sit under the players/player dir, and therefore show up under multiplayer setup. I'm weighing that against displaying a menu of selections upon joining. After that, with the rough Cartman model already playable, we'll have a functional deathmatch mod, and we'll be adding weapons/related projectile entities.

 
2/3/1998
7:15am--Hell, Yeah, I want Cheesy Poofs!
Whew! Almost 5,000 hits yesterday. Thanks for the support everyone. My email is swamped, and I barely have time to read the email I normally get. I've zipped up a working copy of the mod with sound, textures and models for Yohann to play with. I've also been joined byoffered the famous "Kenny" model which has been circulating the Quake community for awhile by Tharger, and I've extended him an offer to join the effort. (First official invite). Also, thanks for Steve for pointing out an error I had in the character info. (oops).
 
1:14am--Cartman Sound Effects Working
I've added sampled sound f/x for jumping, pain, and death. I also decided to gib the models when they die, because there's no reasonable way to get some of these guys to lie down and not look terrible. (Cartman on his site looks more like a small forign car or something). Time for bed--I hope to get Stan and Kyle's models framed tomorrow or the next night (have to have a life sometime!)--Scoots
 

 
2/2/1998
8:32pm--More Cartman Work
Here's some new screenshots of Cartman and a SP sign model:
(moved to the Screen Shots page.)
 
6:15pm--Work Continuing
There's quite alot of cleaning up to do on the skin, and tons of animation yet, but it's coming. Thanks for all you supportive emails--I'm overwhelmed. I'm still sorting through all of the suggestions and offers for help, so if I don't get back to you soon, doesn't mean I won't. I'll also be posting credit for any ideas people send me when I get a chance...Again, thanks people.
 
7:05am--Initial Cartman Frame "Roughed Out"
Finished a rough initial frame for Cartman, and got some of his sound effect in .wav format. Spent forever trying to find a decent md2 editor. Plan on doing Kenny next. I'm probably going to do initial frames for all the models before additional animation frames so I can make sure I've got the scale down right.