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Star Trek: Elite Force II

From PCGamingWiki, the wiki about fixing PC games
Star Trek: Elite Force II
Star Trek: Elite Force II cover
Developers
Ritual Entertainment
macOS (OS X) Westlake Interactive
Publishers
Activision
macOS (OS X) Aspyr Media
Engines
id Tech 3
Release dates
Windows June 20, 2003
macOS (OS X) November 2003
Reception
Metacritic 78
Taxonomy
Monetization One-time game purchase
Modes Singleplayer, Multiplayer
Pacing Real-time
Perspectives First-person
Controls Direct control
Genres FPS
Themes Sci-fi
Series Star Trek: Elite Force
Star Trek: Elite Force II on HowLongToBeat
Star Trek: Elite Force II on IGDB
Star Trek: Elite Force II guide on StrategyWiki
Star Trek: Elite Force II on MobyGames
Star Trek: Elite Force II on Wikipedia
Star Trek: Elite Force
Subseries of Star Trek
Star Trek: Voyager - Elite Force 2000
Star Trek: Elite Force II 2003

Warnings

The Mac OS X version of this game does not work on Mac OS X Lion (version 10.7) or later due to the removal of support for PowerPC apps.
GameSpy online services have been shut down (see Network for solutions).

Star Trek: Elite Force II is a singleplayer and multiplayer first-person FPS game in the Star Trek: Elite Force series.

The game received a single official patch post-release. It was the final Star Trek game published by Activision, which would enter a lawsuit with Star Trek rightsholder Paramount Pictures which would end the publishing contract a year earlier than it would have normally expired, affecting the game's shelf life. Like most games in the id Tech 3 engine, its source code was released to the public.

General information

Developer's forum
Memory Alpha - A massive wiki for Star Trek
GOG.com Community Discussions
GOG.com Support Page

Availability

Source DRM Notes Keys OS
Retail
Disc check (requires the CD/DVD in the drive to play)
CD key
Windows
macOS (OS X)
GOG.com
DRM-free
Windows
A free demo version is available from Archive.org (English), GameFront (English) and GameFront (German).

Essential improvements

Patches

  • v1.1 Patch updates the game to the latest version.

Skip intro videos

Use a modified movie package
  1. Download the package with blank movie files.
  2. Extract pak50SkipIntroMovies.pk3 to <path-to-game>\base.

Fix broken low-gravity areas

If the frame rate is too high (due to high com_maxfps combined with high refresh rate or Vsync off), the player will not drop to the ground after jumping in these areas.

Set max FPS to 80 or below
  1. Open <path-to-game>\base\<user-id>.cfg in a text editor.
  2. Add or change the line under the Cvars section: seta com_maxfps "80" // or below

Game data

Configuration file(s) location

System Location
Windows <path-to-game>\base\<user-id>.cfg[Note 1]
macOS (OS X)
Configuration file uses the Windows user name.

Save game data location

System Location
Windows <path-to-game>\base\save[Note 1]
macOS (OS X)

Save game cloud syncing

System Native Notes
GOG Galaxy

Video

General settings.
General settings.

Graphics feature State WSGF Notes
Widescreen resolution
See the WSGF entry.
Multi-monitor
See the WSGF entry.
Ultra-widescreen
See the WSGF entry.
4K Ultra HD
See the WSGF entry.
HUD does not scale to higher resolutions, and may be too small at resolutions higher than 640x480.[1]
Field of view (FOV)
Default is 80. See the WSGF entry.
Windowed
Borderless fullscreen windowed
See the glossary page for potential workarounds.
Anisotropic filtering (AF)
Low-quality; force through driver for much better quality.
Anti-aliasing (AA)
Both antialiasing options result in 2x MSAA; higher-quality antialiasing can be forced in GPU control panel.[2]
Vertical sync (Vsync)
Disabling it causes zero-gravity physics to break, with the player failing to descend correctly, unless FPS is capped at 80 or below.[citation needed]
60 FPS
120+ FPS
By default capped 85 fps. Set com_maxfps to desired value. More than 80 causes zero-gravity physics to break, with the player failing to descend correctly.
High dynamic range display (HDR)
See the glossary page for potential alternatives.
Like many id Tech 3 games, Elite Force 2's volumetric shadows cause unsightly glitching on self-shadowing character models.

Input

Mouse acceleration

Both mouse acceleration and mouse smoothing are disabled by default. There is an option to enable mouse smoothing under "Game Options". Mouse acceleration can be activated using console command cl_mouseAccel 1.

Audio

Audio feature State Notes
Separate volume controls
Master, Music
Surround sound
With Creative ALchemy
Subtitles
Closed captions
Mute on focus lost
EAX support
A3D 3.0 & EAX 3[3]
Royalty free audio

Localizations

Language UI Audio Sub Notes
English
German
Retail only; download for GOG.com version.
Spanish
Partial fan translation download.

Network

Multiplayer types

Type Native Players Notes
LAN play
Online play
32 The official GameSpy service has been shut down; master server replacement available here.

Connection types

Type Native Notes
Matchmaking
Peer-to-peer
Dedicated
Self-hosting
Available for Windows (included with the game - install v1.1 Patch to update) and Linux.
Direct IP

Issues fixed

Buggy Shadows

Set Shadows to Simple

Stuttering

Edit the configuration file[4]
  1. Open <path-to-game>\base\<user-id>.cfg with a text editor.
  2. Add these lines under the Cvars section
seta r_primitives "2"
seta com_hunkMegs "72"

Notes:

seta com_hunkMegs may not be needed.
The r_primitives number can be changed to the following:
* -1 = skips drawing results in black screen
* 0 = uses glDrawElements if compiled vertex arrays are present, or strips of glArrayElement if not present
* 1 = forces strips
* 2 = forces drawElements
* 3 = path for non-vertex array testing

Other information

API

Technical specs Supported Notes
OpenGL 1.4 [5]
ExecutablePPC 32-bit 64-bit Notes
Windows
macOS (OS X)

Middleware

Middleware Notes
Input DirectInput
Multiplayer GameSpy

Modifications

System requirements

Windows
Minimum
Operating system (OS) 98, 98SE, ME, 2000, XP
Processor (CPU) Intel Pentium III or AMD Athlon, 600 MHz
System memory (RAM) 128 MB
Hard disk drive (HDD) 1.5 GB
Video card (GPU) 32 MB of VRAM
DirectX 9.0 compatible
Other 4X CD-ROM
macOS (OS X)
Minimum
Operating system (OS) 10.1.5
Processor (CPU) PowerPC 7xx
PowerPC G3
System memory (RAM) 256 MB
Hard disk drive (HDD)
Video card (GPU) 3D accelerator
Other 4x CD-ROM drive


Notes

  1. 1.0 1.1 When running this game without elevated privileges (Run as administrator option), write operations against a location below %PROGRAMFILES%, %PROGRAMDATA%, or %WINDIR% might be redirected to %LOCALAPPDATA%\VirtualStore on Windows Vista and later (more details).

References

  1. Verified by User:SirYodaJedi on 2022-11-25
    IMO, the HUD is too small even at 480p. The game uses IdTech 3, so it is probably possible to rectify this with a mod.
  2. Verified by User:SirYodaJedi on 2022-11-25
    Compared with AA forced via Nvidia Profile Inspector. The jaggies look identical regardless of "Nvidia AA" setting. Only geometric edges are antialiased, so the game uses MSAA, not FSAA, contrary to its label.
  3. Aureal A3D Central - 3D Sound Software list - last accessed on May 2023
  4. Star Trek Elite Force II GOG Community - last accessed on 2021-09-08
  5. Verified by User:Macgovern on 2024-04-04
    Confirmed using game's own initialization log.