Star Trek Elite Force Download

  1. Star Trek Elite Force Download Mac
  2. Star Trek Voyager Elite Force
  3. Star Trek Elite Force Download
Star Trek: Voyager - Elite Force
Developers
Mac OS (Classic)
Publishers
Mac OS
Engines
Release dates
WindowsSeptember 15, 2000
Mac OS (Classic)November 20, 2000
macOS (OS X)January 7, 2002

Star Trek: Elite Force 2 is a first-person shooter that fuses together some of the Star Trek storylines into one well-written game. The action in the demo is spot on, and as a head’s up, you should mind your ammo. Star Trek: Elite Force II runs a modified Quake III: Arena engine with increased environmental and character detail. In 2000, Raven Software surprised many gamers with Star Trek Voyager: Elite Force, an excellent first-person shooter with a killer single-player adventure and addictive multiplayer, all powered by the (then) cutting-edge Quake 3. Unlike the first game, Elite Force II is largely set onboard the USS Enterprise-E stationed in the Alpha Quadrant. The game's storyline is a semi-sequel to the movie Star Trek Nemesis, and the end of Star Trek: Voyager series. Star Trek: Voyager - Elite Force is a video game published in 2000 on Windows by Activision Publishing, Inc. It's an action game, set in a sci-fi / futuristic.

  • 1Availability
  • 2Essential improvements
  • 3Game data
  • 4Video settings
  • 5Input settings
  • 6Audio settings
  • 8Network
  • 9Issues fixed
  • 10Other information
Star Trek: Elite Force
Subseries of Star Trek
Star Trek: Voyager - Elite Force2000
Star Trek: Elite Force II2003

Key points

For Seven of Nine to be voiced by Jeri Ryan (who played the character in the TV series), you must install the official 1.2 patch.

General information

Memory Alpha - A massive wiki for Star Trek

Availability[edit]

SourceDRMNotesKeysOS
Retail
The game is unavailable on any platform of digital distribution. Only second hand copies available.

DLC and expansion packs

NameNotes
Expansion Pack

Demos[edit]

Essential improvements[edit]

Patches[edit]

  • Mac OS - Install this before the Holomatch patch
May run into Insufficient Disk Space Error while installing patch. Just click Ignore and the patch will install without incident.

Source ports[edit]

  • Lilium Voyager is a fork of ioquake3 for running Star Trek Voyager: Elite Force Holomatch (multiplayer). It is based on Thilo Schulz' ioEF engine (also known as iostvoyHM).

Game data[edit]

Configuration file(s) location[edit]

SystemLocation
Windows <path-to-game>BaseEFefconfig.cfg[Note 1]
Mac OS (Classic)
Holomatch multiplayer settings are stored in <path-to-game>BaseEFhmconfig.cfg

Save game data location[edit]

SystemLocation
Windows <path-to-game>BaseEFsaves[Note 1]
Mac OS (Classic)

Video settings[edit]

Video settings.
Graphics featureStateWSGFNotes
Widescreen resolution See Widescreen resolution.
Multi-monitor See Widescreen resolution.
Ultra-widescreen See Widescreen resolution.
4K Ultra HD See Widescreen resolution.
Field of view (FOV)Default is 80. Use cg_fov X to change it.
Windowed
Borderless fullscreen windowedSee the glossary page for potential workarounds.
Anisotropic filtering (AF)
Anti-aliasing (AA)See the glossary page for potential workarounds.
Vertical sync (Vsync)r_swapinterval
60 FPS
120+ FPSBy default capped 91 fps.Use com_maxfps to desired value

Widescreen resolution[edit]

Custom resolutions can be set in efconfig.cfg. Image is Vert-, gameplay FOV can be increased in efconfig.cfg to compensate, but cutscenes and weapon models have incorrect FOV. An external fix can be downloaded for this.
Running the game in widescreen resolution[1]
  1. See the WSGF entry and download a Hor+ solution.
  2. Open the archive and extract the folder with the resolution you want.
  3. Copy the files in the extracted folder to <path-to-game>BaseEF and replace the existing files.
Archive only works on Windows; Use listed old fix for Mac version.
The com_hunkmegs error is likely to occur when playing on a high custom resolution, see that section for a fix.

Input settings[edit]

Keyboard and mouseStateNotes
Remapping
Mouse accelerationSee Mouse acceleration.
Mouse sensitivity
Mouse input in menus
Mouse Y-axis inversion
Controller
Controller supportSupports Joystick only.
Full controller support
Controller remapping
Controller sensitivity
Controller Y-axis inversion
Additional information
Controller hotplugging
Haptic feedback
Simultaneous controller+KB/M

Mouse acceleration[edit]

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 settings[edit]

Audio featureStateNotes
Separate volume controls
Surround sound
SubtitlesUnder Game Options.
Closed captions
Mute on focus lostCan not be disabled.
EAX supportA3D 3.0 & EAX 2[2]
The expansion pack and/or the 1.2 patch could cause problems[3]

Localizations

VR support[edit]

3D modesNative Notes
vorpXG3D, DirectVR
Officially supported game, see official vorpx game list.

Network[edit]

Multiplayer types

TypeNativePlayersNotes
LAN play64
Online play64

Connection types

TypeNativeNotes
Matchmaking
Peer-to-peer
Dedicated
Self-hosting
Direct IP

Ports

ProtocolPort(s) and/or port range(s)
UDP26000, 27500, 27910, 27960
Universal Plug and Play (UPnP) support status is unknown.

Issues fixed[edit]

Installation on Windows 10[edit]

Intallation steps[citation needed]
To install the game on 64-bit systems use installer located in: SetupSetup.exe on the CD (installer may take a while to fully load) Make sure to run it as administrator!
For Windows 10 v 2004 after you started setup.exe nothing will happen -> it is necessary to
  1. Open task manager
  2. Switch to advanced mode
  3. Select the Details tab
  4. Find setup.exe and right-click and select 'analyze wait chain'
  5. You will find another process which setup is waiting for. Select it and click on the end task.
  6. This should trigger the setup to actually start. Follow the installer.
ALSO, install the v1.2 patch, otherwise, the main game won't start.

Low framerate / stuttering[edit]

Rename EXE file[citation needed]
  1. Go to <path-to-game>.
  2. Rename EF.exe to Quake3.exe.

Notes

Make sure to update your shortcuts.
This will break loading mods via in-game menu.

'com_hunkmegs' error when playing on a custom resolution or after installing custom content[edit]

If playing at a custom modern resolution, or when using custom content, the game may crash to the main menu with a com_hunkmegs error listed in the console.
Allocate more memory[4]
  1. Open the config file or launch the game and open the console.
  2. Find com_hunkmegs value in config file and increase its value or type /seta com_hunkmegs x in the console, where x is a larger value than the default one. Default is usually 36Mb, setting to 72Mb seems to also solve the issue with the game resetting back to the main menu when a new area is loaded.
Delete obsolete PK3s or backup rarely used ones[citation needed]

AMD/ATI graphics issues[edit]

Bypass splash screen[5]

Launch the game directly with STVOY.EXE for Single Player, or STVOYHM.EXE for multiplayer.

Use Mesa3D to force software OpenGL
  • Download Mesa3D for Windows (Version 17.3.7 recommended)
  • Create 2 folders called stvoy.exe.local and stvoyHM.exe.local where the game's exe files are located
  • Copy opengl32.dll from Mesa3D into these 2 folders

Says 'please insert the CD' when it is in the drive already or crashes on launch with expansion CD in drive (Mac)[edit]

Replace Bink Carbon Library[6]
  1. Obtain Bink Carbon Library 1.5b from Neverwinter Nights demo and replace the included version with it.
  2. Turn off R_SMP (multiprocessing) in config files.

Buggy Shadows[edit]

Open the console (~) and type the following command cg_shadows 0

Other information[edit]

API[edit]

Technical specsSupportedNotes
OpenGL1.1
ExecutablePPC32-bit64-bitNotes
WindowsHolomatch for 64-bit requires a source port. Single player is 32-bit only.
macOS (OS X)Holomatch for Intel requires a source port. Single player is PowerPC only.
LinuxRequires a source port.[7]

System requirements[edit]

Windows
Minimum
Operating system (OS)95, 98, 2000, NT 4.0
Processor (CPU)Intel Pentium II
AMD K6-2 233 MHz
System memory (RAM)64 MB
Hard disk drive (HDD)720 MB
Video card (GPU) OpenGL compatible
8 MB of VRAM

Notes

  1. 1.01.1When 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. Star Trek: Voyager Elite Force | WSGF
  2. Aureal A3D Central - 3D Sound Software list
  3. Voyager: Elite Force - VOGONS forums
  4. http://www.valiant-clan.at/forum/m/25009240/viewthread/14007792-star-trek-elite-force-12-trouble-shooting
  5. http://gaming.trekcore.com/eliteforce/support.html
  6. http://www.insidemacgames.com/forum/index.php?showtopic=33679
  7. Phoronix - List of commercial Linux PPC, Sparc and Alpha games - last accessed on 2019-11-24

Call Me a purist, but there was something very wrong about the best Star Trek game available being based on one of its weakest TV incarnations. Voyager - Elite Force might have surpassed the plethora of mediocre-to-atrocious Trek games we'vthad to put up with in the past, but that doesn't excuse having to listen to Captain Janeway between missions. So when it was announced that the sequel would cast off its matronly-skippered guise and settle instead on the glowing baldness of one Captain Picard, the world cheered with enthusiasm. Well, I did anyway.

The only cause for concern might have been the more dubious move from developer Raven to Ritual Entertainment, a company that hasn't produced much of interest since the ancient Sin. The use of the increasingly dated Quake III Arena engine was another area of worry. Having played the game to completion in its Beta form though, we can already confirm that Elite Force II is every bit as good as Raven's effort, and in some ways a whole lot better.

Borg Standard

In fact, the first thing that strikes you when you first play it, is just how similar to the first game this is, with all the small refinements and improvements you expect from a sequel. As before, youcommand the elite Hazard Team, sent out to do all the violent, dirty jobs those alien-hugging Federation officers won't touch. The first mission works as a transition between ships, set as it is in the Borg sphere seen in the very last episode of Voyager before they finally reach Earth. Unfortunately, the inside of a Borg ship isn't the best place to start a game: very small corridors, identical looks to the original (it almost feels like a cut and paste job) and enemies that have been so overused you can't be bothered to shoot them any more.

Things improve almost immediately though, as the story element kicks in and you find yourself consigned to a teaching job at the Starfleet Academy, a beautifully realised campus that you can explore at your leisure before being spotted by the eagle-eyed Picard. It's a shame more of the game doesn't take place here, as the outside locations under a pleasant blue sky would make an excellent - and different - arena for repelling alien invaders.

Free Enterprise

Nevertheless, the move to the Enterprise continues the feeling of freedom and exploration, although, like Voyager before it, it's a shame so much of it is reduced to corridors with doors that don't open. Despite the real voice of Patrick Stewart as Picard (listen out too for Dwight Murdock Schultz reprising his Barclay role as well as the great Jeffrey Combs), it doesn't really feel quite as it should, partly because Voyager's irritating Tuvok is the only other major character (taking a temporary post here now that Voyager has disbanded), and because the Enterprise we all know from the TV series was destroyed a few films ago.

Still, your first mission inside Federation space puts you in classic episode territory: exploring a friendly vessel discovered drifting in space, with its crew either missing or dead. It's not quite System Shock 2, but the atmosphere builds up nicely as you discover bodies floating in the zero gravity and catch glimpses of whatever did the damage fleeing just out of the corner of your eye.

But elsewhere, atmosphere usually takes a backseat to pure action. Whether it's crawling alien creatures, Romulans, Klingons or some of the other species (details of which we're forbidden to divulge), the job is to blast (or, even better, vaporise) them out of existence.

The action takes place in several locations, expanding the original game's scope to include more away missions and outside settings. The best parts though, are the ones in familiar surroundings: battling some intruders on the bridge of the Enterprise with Picard by your side and taking a zero gravity spin on the outside of the ship's hull.

Tricordered

But while the whole thing is much longer than the first game, it doesn't often degenerate into non-stop mouse-button bashing, preferring instead to develop the story, add a few twists and generally keep you on your toes in more than the action department.

Not that there's anything approaching a proper, meaty puzzle (what game has anything like that these days?), but much of your time is spent exploring alternative routes and finding ways to take down force shields. Because of this, the tricorder plays a much more prominent part, providing information on anything you want to scan, detecting trip-wires and cloaks and pointing you in the direction of the next objective.

If You Hit Him Go To Page...

One of the best features in the first Elite Force (and one not all players realised was there) was the way certain actions forked the story slightly in two directions. So, for example, in one mission I was meant to rescue a fellow officer. I failed and received a bollocking from Tuvok, as well as reproaches from my teammates for the rest of the game. I thought it was just scripted to happen that way and that the rescue was in fact impossible. It wasn't until I went back much later that I realised it was possible, and that the outcome changed people's reactions from then on.

For a while I thought this had been removed from the sequel - after failing to rescue someone in the first mission it was game over. But in fact, the device had been developed even further, with certain key moments offering a choice of dialogue responses that shape your relationship with other characters.

The Light Fantastic

It's subtle things like that - and the addition of some diverting sub-games - that make Elite Force II a bit more than another licensed hack job. However, these are the kind of details that will only be noticed by those looking for them. For the rest, Elite Force II is likely to be seen primarily as a straightforward, if enjoyable, shooter, with the small difference of sci-fi weaponry rather than the conventional machine-gun arsenal. This is quite a big difference you might think, especially when you consider that laser blasters, phasers and other futuristic arms (including those in Voyager and the Jedi Knight titles) are often deeply unsatisfying. How can you compare the sense of realism you get when a solid piece of metal thunders out of your gun barrel and ricochets off a wall into an enemy's yielding flesh with a bright beam of light that resembles nothing more a powerful torch beam?

Luckily, this is something Ritual has obviously taken into consideration, and the weapons in Elite Force II are by far the best of their type, beefed up for a greater feeling of solidity. Apart from the usual phaser and compression rifle, you get to play with an assault rifle (which has the nice punch of a shotgun to it), infinity modulator (the weapon from the first game that no Borg-fighter can do without), sniper rifle, grenade launcher, lightning gun (not only fires bolts of electricity, its secondary fire lets out a stream of gas that can be ignited for maximum burn value), quantum burst torpedo (a rocket launcher that can be guided) and radiation gun (the ultimate weapon here).

While there's plenty that will appeal to the general shooter audience - and not just a hardcore sci-fi fanbase - it's issues like these than make Elite Force Il's battle against its rivals more of a struggle. After all, how can a game that uses the Quake III engine and is closely modelled on the first Voyager outing compete with giants like Doom III and Half-Life 2? The answer, of course, is that it doesn't even try. Ritual hasn't set out to change the face of the action genre or introduce any groundbreaking gameplay concepts. All it wants is to create a solid and enjoyable experience, with enough violence to keep shooters happy and enough story and details to keep Trek fans the same way (most will be content with the moment when you can ring Picard's door and hear the familiar shout of Come!).

In that respect it looks like the developers are on course to achieve their target and, if the almost complete build we played is anything to go by, the June release date looks a dead certainty. There's a playable demo floating around the Internet so download that and decide for yourselves.

This Is A Man's World

But It Don't Mean Nothing Without...

Star Trek Elite Force Download Mac

Voyager- Elite Force not only had a Margaret Thatcher helming your ship, it also offered you the chance to play as a male or female character, both called Alex Munro. This was really only an aesthetic choice, but it's still sad to see the option absent this time round. It's a lazy mistake, since it was definitely much more fun playing as a girl, especially when you got to 9ee yourself in the mirror. Surely another skin and a different set of voice recordings would have been a small price to pay to keep her alive. Still, it does mean that Ritual has been able to develop your relationship with the other members of the Hazard Team without any gender misunderstandings.

Hologram Mayhem

Star Trek Voyager Elite Force

Trek

Multiplayer Stays In The Holodeck

Star Trek Elite Force Download

Although it would have been nice to see the online side of Elite Force II move on from what was essentially a Quake III mod, there are at least some new modes to look forward to. The main one is the Bomb Disposal one, which is basically a plant the bomb scenario, though here both teams have a device to plant. There is a Modifier in which the job of the other team is simply to defuse though. Other Modifiers include Disintegration (aka instagib). Control Points, Elimination and Specialities, in which runes collected give you a specific character class (infiltrator, medic, technician, demolitionist, heavy weapons or sniper). Other than that there is the usual assortment of deathmatches and capture the flags.