Customized Quake2 engine with Heretic2 code parts.
Heretic 2 SDK code based on Ht2Toolkit
Updated code based on Heretic 2 Reconstruction Project
Tested with Heretic 2 Loki release.
sed -i 's/[[:blank:]]*$//' */*.{c,h}Comments:
It's on really initial steps, it could be complied ;-), it runs mostly without crashes. That's all what is good.
Drawbacks, sorted by priority:
- remove client->playerinfo.c_mode hack,
- fix acrobatic,
- fix rope,
- fix puzzles,
- fix invisible FXSphereOfAnnihilation spell (bind 8),
- use zalloc instead resource_manager,
- implement
menu_helpto show level goals, - keep old mission goals if map is not provided new one, look to
trigger_mission_*, - game memory management, fix or replace singlelinkedlist,
- save code broken as not all callbacks registered
- effects is not started sometime,
- only gl1 has full support render
- need to rewrite RF_TRANS_ADD to use quake2 logic
- unsupported foodstep with unsupported player ground surface,
- third person code is different to quake 2,
- correctly implement misc_remote_camera.
- progress bars has custom implementation,
- color type/paticles/effects,
- get rid C++ code,
- other logic of animations, reuse jabots code or replace to more sync logic,
- huge amount of possibly dead code
- no menu implementations
- no books implementations
- code is little bit mess
- fix attack angle direction,
- no action on button press,
- broken jumps,
- effects protocol is different to quake 2,
- code use different angles values to quake2,
- ANGLE_1 usage in client code,
- different move code and noclip,
- implement books as sprite,
- Incorrect 16 bit frame flag unset,
- MAX_MODELS/MAX_SOUND define hardcode,
- soft,gl3,vk render has incorrect angles (used same angle in all renders).
Minimal file set from Loki release:
7f705e54da770186abd84f1a904faa28 baseq2/default.cfg
75cd6a0e878f24bb934e640b4d4dd18c baseq2/htic2-0.pak
d771f54be69f8fb9054c5a84a2b61dff baseq2/players/male/Corvus.m8
4633cc6801f36898f0d74ab136ce013e baseq2/players/male/tris.fm
b90b7cc08ec002297a320e06bae6a5eb baseq2/video/bumper.mpg
b92d295e769b2c5a94ee2dbf1bbe12e4 baseq2/video/intro.mpg
9c201601fdd82754068d02a5474a4e60 baseq2/video/outro.mpg
Maps checked:
| Name | map | Video |
|---|---|---|
| Silverspring Docks | ssdocks | ![]() |
| Silverspring Warehouses | sswarehouse | ![]() |
| The Town of Silverspring | sstown | ![]() |
| Silverspring Palace | sspalace | ![]() |
Code checked with:
map ssdocks
Goals:
- Implement minimal set required for single player,
- Multiplayer game or same protocol is not in priority,
- Raven code should be placed only in src/game or separate repository,
- All other code should be GPL or public domain,
- Minimal set of hacks over quake 2 engine.
This is an experimental fork of Yamagi Quake II with ongoing work to add support for Quake II Enhanced aka Q2 Remaster(ed). This enhanced version has a lot non trivial changes, adding support isn't easy and takes time. Feel free to try this code but you mileage may vary.
Have a look at the yquake2 repository for the "normal" Yamagi Quake II: https://github.com/yquake2/yquake2
- Alpha windows 64 bit binaries.
- Saves format is unstable and could change between alpha releases.
- MacOS build is only build tested and run is not checked.
Models support:
| Format | Original Game | Frame vertex | Meshes | Comments |
|---|---|---|---|---|
| mdl | Quake / Hexen 2 | 8 bit | Single | Unsupported grouped textures |
| mdl | Half-Life | float | Multiple | Unsupported animation |
| md2 | Quake 2 | 8 bit | Single | |
| mda | Anachronox | Part of md2 | Single | Unsupported skin pass combine |
| md2 | Anachronox | 8/10/16 bit | Single | Unchecked with game |
| mdx | Kingpin | 8 bit | Multiple | No sfx support, unchecked with game |
| fm | Heretic 2 | 8 bit | Multiple | Without skeletal animation |
| def | SiN | Part of sam | Multiple | Unchecked with game |
| dkm | Daikatana DKM1 | 8 bit | Multiple | Unchecked with game |
| dkm | Daikatana DKM2 | 10 bit | Multiple | Unchecked with game |
| md3 | Quake 3 | 16 bit | Multiple | No tags support |
| mdr | EliteForce | float | Multiple | No tags support. Uses first LOD only |
| md5 | Doom 3/Quake 4 | float | Multiple | Requires md2 for skins |
| sbm | SiN | Part of sam | Multiple | Unchecked with game |
| sam | SiN | 8 bit | Multiple | Unchecked with game |
All models support only single texture for all meshes and frames limit based on game protocol.
Texture support:
| Format | Original Game | Comments |
|---|---|---|
| wal | Quake 2 | 8 bit |
| wal | Daikatana | 8 bit |
| swl | SiN | 8 bit |
| m8 | Heretic 2 | 8 bit |
| m32 | Heretic 2 | 24 bit |
| pcx | Quake2 | 24 bit |
| tga | Quake2 | 24 bit |
| png | retexturing | 24 bit |
| jpg | retexturing | 24 bit |
| bmp | Daikatana | 24 bit |
Sprites support:
| Format | Original Game | Comments |
|---|---|---|
| bk | Heretic 2 | Combine frames to single one, converted to sp2 |
| spr | Quake | Unsupported grouped textures, converted to sp2 |
| sp2 | Quake 2 | |
| atd | Anachronox | Convert first frame to wall surface texture |
| png | Convert to sp2 | |
| tga | ReRelease | Convert to sp2 |
Maps support:
| Format | Version | Game |
|---|---|---|
| IBSP | 29 | Quake 1 / Hexen II (unfinished) |
| IBSP | 30 | Half Life 1 (unfinished) |
| IBSP | 38 | Quake 2 / Anachronox / Kingpin / Heretic 2 |
| IBSP | 41 | Daikatana / SIN |
| IBSP | 46 | Quake 3 (broken) |
| RBSP | 1 | SIN |
| QBSP | 38 | Quake 2 ReRelease |
| BSPX | 38 | Quake 2 ReRelease (Extension to IBSP) |
Sound support:
| Format | Music | Effects |
|---|---|---|
| wav | No | Yes |
| ogg | Yes | Yes |
| mp3 | No | Yes |
Package file support:
| Format | Description |
|---|---|
| dat | Anachronox |
| pak | Quake, Quake 2, Daikatana, Kingpin |
| sin | SiN |
| wad | Doom, Doom 2 |
| pk2 | Quake 2 Mods |
| pk3 | Quake 2 Mods, Quake 3 |
| pkz | Quake 2 Mods |
| zip | Quake 2 Mods |
Note:
- Non Quake 2 maps are limited mostly view only, and could have issues with tranparency or some animations flags and properties.
- If you like support some other maps type, create pull request for Mod_Load2QBSP function and provide a link to demo maps.
Dynamic frame names:
| group | monster | player | description |
|---|---|---|---|
| attack | Y | Y | |
| break | N | N | |
| crattak | N | Y | Crouch attack |
| crdeath | N | Y | Crouch death |
| crpain | N | Y | Crouch pain |
| crstnd | N | Y | Crouch stand |
| crwalk | N | Y | Crouch walk |
| death | Y | Y | |
| dodge | Y | ||
| drain | N | N | |
| duck | Y | ||
| fly | Y | ||
| flip | N | Y | |
| jump | N | Y | |
| hover | Y | ||
| idle | Y | ||
| melee | Y | ||
| pain | Y | Y | |
| point | N | Y | |
| run | Y | Y | |
| runs | N | N | Run and shoot |
| salute | N | Y | |
| stand | Y | Y | |
| swim | Y | ||
| taunt | N | Y | |
| wave | N | Y | |
| walk | Y |
Games:
- Quake 2 ReRelease:
- Anachronox:
- Kingpin:
- Daikatana:
- Heretic 2:
- SiN:
- Dawn of Darkness:
- JaBot:
- Additional maps used for check maps support:
- PSX: https://www.moddb.com/mods/quake-ii-psx/downloads/quake-ii-psx-10
- ReRelease N64 Jam: https://www.moddb.com/games/quake-2/addons/quake-2-re-release-n64-sp-map-jam
- ReRelease Basic Jam: https://www.moddb.com/games/quake-2/addons/quake-2-re-release-back-to-baseq2ics-jam-1
- ReRelease PSX Jam: https://www.moddb.com/mods/psx-jam-1/downloads/quake-2-re-release-psx-jam-1
Games check videos:
- 8.61RR13+:
- 8.61RR13:
- 8.52RR13+:
- 8.52RR12+:
- 8.52RR12:
- 8.51RR12:
- 8.42RR12+:
- 8.42RR11:
- 8.42RR10:
- 8.42RR9:
- 8.42RR8:
- 8.31RR7:
Goals, fully finished goals could be checked in here:
- soft: fix crash with md5 models in player model select and ASAN=1
- soft: q64/outpost scale textures unsupported,
- soft: broken wall light and wall glitch,
- soft: rework 32bit color cinema workarrounds,
- soft: support scalled textures for models and walls, and fix lighting with remastered maps,
- soft: use separete texture hi-color buffer for ui in soft render,
- vulkan: group
it_picimages, - vulkan: rearange surfaces before render,
- vulkan: add fog distance effect,
- reuse memory from models cache in renders model list,
- reuse memory from models cache for bsp,
- game: cleanup function declarations in game save code,
- game: fix broken base3 with sorted fields names,
- game: code has not reset ctf flag on load saves,
- game: code has reset thirdperson flag on load new level,
- game: check RealBoundingBox with frame box,
- ReRelease: mguhub map has sometimes broken logic for surface fall in next maps,
- ReRelease: incorrect light apply to models (wall looks fine),
- ReRelease: incorrect dead animation for Arachnid,
- ReRelease: broken fire effect for Guardian.
- ReRelease: fix invisiable entities in basicsjam1_ziutek,
- ReRelease: make lightmap textures dynamic n64jam_palmlix,
- ReRelease: support
textures/*/*.mat loadtexture effects, - ReRelease: support
textures/*/*_glow.pngload, - ReRelease: support
tactile/*/*.bnvib/.wavfeedback load, - ReRelease: console
~incorrectly show multibyte characters, - ReRelease: basicsjam1_detrohogga: fix droptofloor startsolid,
- ReRelease: implement game code for
dynamic_light, - ReRelease: implement game code for
bmodel_anim, - gl1, gl3, gl4, vk, soft: implement direction of
CS_SHADOWLIGHTS, - gl3, gl4: implement color multiplication and alpha gradient for
misc_flare, - gl3, gl4: add fog distance effect,
- soft, vulkan: implement color multiplication and alpha combine or make black
parts transparent for
misc_flare, - ReRelease: single player support,
- ReRelease: support effects and additional flags when possible,
- ReRelease: implement demo protocol based on https://github.com/res2k/q2proto and https://github.com/Paril/quake2-rerelease-dll,
- ReRelease: modified game code support with removed KEX only related code.
Other games support goals:
- Jabot: fix crash in SZ_GetSpace,
- Jabot: dynamic allocations,
- Heretic 2: add swim player animation support,
- Heretic 2: add utf8 colors and fonts support in console,
- Heretic 2: correct obj placeholders,
- Doom: implement map load logic,
- Quake 3: finish map load logic,
- Quake, Half-Life, Hexen 2: fix brush flags,
- Half-Life: support mdl,
- Anachronox: load atd as sprite,
- Anachronox: fix incorrect scale of
ob_stop-flameandob_wommhill01, - Anachronox: check fog field in
whitendon, - Anachronox: skins load broken with mingw win64 build,
- Anachronox: rowdys map models disappear on dance space,
- Anachronox: rowdys save entity disappear in a8080c05,
- Anachronox: CTC entity format,
- Anachronox: support material load textures/textureinfo.dat,
- Daikatana: Fix protopod animation,
- Daikatana/SiN: Fix transparent textures in maps,
- DoD: fix statusbar
roarke.
Not a goal:
- Multiplayer protocol support with KEX engine,
- Support KEX engine features (inventory, compass and so on),
- KEX game library support.
- ReRelease localization requires
Q2Game.kpffile in root directory of game. If you like to support your language put it to localization/loc_.txt and extend MAX_FONTCODE to your max symbol code. Used font and language file are defined bylanguageandr_ttffont, as an example could be used fonts like unifont. - Heretic 2 localization requires
levelmsg.txtin game directory. - Hexen 2 localization requires
Strings.txtin game directory.
Additional models:
| Spawn classname | Description |
|---|---|
| misc_actor | Quake 2 actor (Restored) |
| misc_actorvx | ReRelease vault actor x |
| misc_actorvy | ReRelease vault actor y |
| misc_fighter | ReRelease vault fighter ship |
| misc_transprt | ReRelease vault transport ship |
| monster_arachnid | ReRelease arachnid |
| monster_army | Quake 1 army soldier |
| monster_boss5 | Xatrix boss 5 |
| monster_carrier | Rogue carrier |
| monster_demon | Quake 1 demon |
| monster_dog | Quake 1 dog |
| monster_enforcer | Quake 1 enforcer |
| monster_floaterv | ReRelease vault technician |
| monster_flyerv | ReRelease vault flyer |
| monster_fixbot | Xatrix fixbot |
| monster_gnorta | ReRelease vault gnorta |
| monster_gekk | Xatrix gekk |
| monster_hknight | Quake 1 hknight |
| monster_guardian | ReRelease guardian |
| monster_knight | Quake 1 knight |
| monster_mutantv | ReRelease vault mutant |
| monster_ogre | Quake 1 ogre |
| monster_rotfish | Quake 1 rotfish |
| monster_shalrath | Quake 1 shalrath |
| monster_shambler | Quake 1 shambler |
| monster_shockerv | ReRelease vault shocker |
| monster_stalker | Rogue stalker |
| monster_tankv | ReRelease vault tank |
| monster_tarbaby | Quake 1 tarbaby |
| monster_turret | Rogue turret |
| monster_wizard | Quake 1 wizard |
| monster_widow | Rogue widow |
| monster_widow2 | Rogue widow 2 |
| monster_zombie | Quake 1 zombie |
| npc_timeminder | Anachronox save menu |
ReRelease has updated Shambler that does not have animation groups and
frame names, and uses fr_ frame prefixes.
Full list of supported entities classnames.
Quake 1 models usage requires such files:
| source Quake 1 Path | destination Quake 2 Path | md5 hash |
|---|---|---|
| progs/soldier.mdl | models/monsters/army/tris.mdl | 5b6c30a984872b4273dd5861412d35c5 |
| progs/demon.mdl | models/monsters/demon/tris.mdl | 4c73786e7cfb2083ca38cbc983cd6c4b |
| progs/dog.mdl | models/monsters/dog/tris.mdl | e727fbc39acc652f812972612ce37565 |
| progs/enforcer.mdl | models/monsters/enforcer/tris.mdl | 136c265f96d6077ee3312c52e134529f |
| progs/fish.mdl | models/monsters/rotfish/tris.mdl | d770d6ef92ae8b372926e6c3d49e8716 |
| progs/hknight.mdl | models/monsters/hknight/tris.mdl | ed20e30be6fdb83efbaa6d0b23671a49 |
| progs/knight.mdl | models/monsters/knight/tris.mdl | 5328915db5c53e85cf75d46e7b747fb9 |
| progs/ogre.mdl | models/monsters/ogre/tris.mdl | fbb592ca3788a576dd2f31fcf8c80fab |
| progs/shalrath.mdl | models/monsters/shalrath/tris.mdl | dac8f6077b0d2bf970573d2d2c22529f |
| progs/shambler.mdl | models/monsters/shambler/tris.mdl | 9b09375a0f614dc4081e363cc34f1185 |
| progs/tarbaby.mdl | models/monsters/tarbaby/tris.mdl | 2bfc45593a43a0191982e3cfdc112dc5 |
| progs/wizard.mdl | models/monsters/wizard/tris.mdl | bf60986594f045e60e8aa6339d553ee7 |
| progs/zombie.mdl | models/monsters/zombie/tris.mdl | a923b1d03b9d237dd5ead9bd56acc900 |
| progs/k_spike.mdl | models/proj/fireball/tris.mdl | da95b49a695b34c2c3516a8d789c6b20 |
| progs/v_spike.mdl | models/proj/pod/tris.mdl | 2bdc0b264b9fd3443c8eee816305728f |
| progs/w_spike.mdl | models/proj/spit/tris.mdl | 8cf9245df2164e8062b01a220b508d6b |
| sound/army/death1.wav | sound/army/death1.wav | fe25952af40b536c3bb67bfca58062eb |
| sound/army/idle.wav | sound/army/idle.wav | 4cdfbdda8fb5f40b125c7bcddb6e8914 |
| sound/army/pain1.wav | sound/army/pain1.wav | 54d3b05fdcecf7480034858f2b22b06c |
| sound/army/pain2.wav | sound/army/pain2.wav | e2bbc9d3405b9b9fdae76d2fc298fc2f |
| sound/army/sattck1.wav | sound/army/sattck1.wav | b76ac35f900f280a7a7996da7e404362 |
| sound/army/sight1.wav | sound/army/sight1.wav | e2a39533250ddd1b08053d5c4ebf7fd0 |
| sound/demon/ddeath.wav | sound/demon/ddeath.wav | 62a48dcd405ca55c9ce18497e36faa0e |
| sound/demon/dhit2.wav | sound/demon/dhit2.wav | 9e741696e4d0d66e30e718fc70ec186e |
| sound/demon/djump.wav | sound/demon/djump.wav | 791ac9d6b6593808316145443cb7e7a0 |
| sound/demon/dland2.wav | sound/demon/dland2.wav | db14c7b01838f826b7a712075f9026fd |
| sound/demon/dpain1.wav | sound/demon/dpain1.wav | 5e6c485878393c9bebb0d0e6659bc479 |
| sound/demon/idle1.wav | sound/demon/idle1.wav | 7a83f8caf3d5b1172a7dc5afdc942988 |
| sound/demon/sight2.wav | sound/demon/sight2.wav | 65171c355c22a5069520b0881677ae3c |
| sound/dog/dattack1.wav | sound/dog/dattack1.wav | 0c47c9d4aaae0bf3159a288b674f4a35 |
| sound/dog/ddeath.wav | sound/dog/ddeath.wav | b0e7760b1d7286a028ff9773f6802958 |
| sound/dog/dpain1.wav | sound/dog/dpain1.wav | 28e5ab93b41e13e2916433283a5d1a46 |
| sound/dog/dsight.wav | sound/dog/dsight.wav | 0edc290765bac1fb4fe03ca55bc7c225 |
| sound/dog/idle.wav | sound/dog/idle.wav | 42bd6026ff32bd94523ad9f8fe8362cc |
| sound/enforcer/death1.wav | sound/enforcer/death1.wav | f38d7a235e13ef8918aac0c70437320d |
| sound/enforcer/enfire.wav | sound/enforcer/enfire.wav | b080a6a53f138bef9fc4403fb9373a24 |
| sound/enforcer/enfstop.wav | sound/enforcer/enfstop.wav | 0bc39c3c88187fb37d20ef21300e7b22 |
| sound/enforcer/idle1.wav | sound/enforcer/idle1.wav | d0435763860fe54e938ad25bb1780f9e |
| sound/enforcer/pain1.wav | sound/enforcer/pain1.wav | d52bc02afe624924684b25295edaa040 |
| sound/enforcer/pain2.wav | sound/enforcer/pain2.wav | f6b0ad6485d93f5c6d7d61b847d06877 |
| sound/enforcer/sight1.wav | sound/enforcer/sight1.wav | 9e9876444ba92ed18bfce4cec3a2ff12 |
| sound/enforcer/sight2.wav | sound/enforcer/sight2.wav | 815dd4f6a890b0a35dc466005df74850 |
| sound/enforcer/sight3.wav | sound/enforcer/sight3.wav | f8c8d19905b24d4adb6760a1b3762f3b |
| sound/enforcer/sight4.wav | sound/enforcer/sight4.wav | 04e40eb925290bc56520de326df6b220 |
| sound/fish/bite.wav | sound/fish/bite.wav | 7c56712615e2a2c3de4fe0e7e35cba05 |
| sound/fish/death.wav | sound/fish/death.wav | 8d6152ee55507430a8c2eb276c4aa8ac |
| sound/fish/idle.wav | sound/fish/idle.wav | 54a02731b85eb6f8b1a8ecce09771d20 |
| sound/hknight/attack1.wav | sound/hknight/attack1.wav | 695e9d890a085addf1a607aa79137e8e |
| sound/hknight/death1.wav | sound/hknight/death1.wav | 2d68c3c86632027676b823fcff3af08c |
| sound/hknight/grunt.wav | sound/hknight/grunt.wav | 122f3d4623e0146732aa0e4deb0fe326 |
| sound/hknight/hit.wav | sound/hknight/hit.wav | fece24e2548f1d769e8fce39a5c87d01 |
| sound/hknight/idle.wav | sound/hknight/idle.wav | e9ca23c4853472750d1f56e52a3d227b |
| sound/hknight/pain1.wav | sound/hknight/pain1.wav | 52c20eb6f5b5146ece6b0ac02f423341 |
| sound/hknight/sight1.wav | sound/hknight/sight1.wav | 786d28ec653a0d512d078b32eb8cb58b |
| sound/hknight/slash1.wav | sound/hknight/slash1.wav | 83e64bb90cff2a4f9764dd53489b9d7d |
| sound/knight/idle.wav | sound/knight/idle.wav | 1b5c3981bee078318af346d8fe8090b9 |
| sound/knight/kdeath.wav | sound/knight/kdeath.wav | 11a96f48a8f2433c23beae299c8fb96e |
| sound/knight/khurt.wav | sound/knight/khurt.wav | 32c9f48dd4a6a87752aedf56fe8de668 |
| sound/knight/ksight.wav | sound/knight/ksight.wav | eb75b4af348c88e84d8c87c19d5976fa |
| sound/knight/sword1.wav | sound/knight/sword1.wav | 93045b5f3178413dc6b01ec2869d1f73 |
| sound/knight/sword2.wav | sound/knight/sword2.wav | 82d1a7c263cd3df7b060dee2f7f8b1fd |
| sound/ogre/ogdrag.wav | sound/ogre/ogdrag.wav | 658587dc89aaefae5ca3f058f7ff4227 |
| sound/ogre/ogdth.wav | sound/ogre/ogdth.wav | de98e7bb9e70586edddd3308cfded3db |
| sound/ogre/ogidle2.wav | sound/ogre/ogidle2.wav | 196ae9c33a4311160e1d5f3da878ab09 |
| sound/ogre/ogidle.wav | sound/ogre/ogidle.wav | 177c829840a87c885bbc8951e7ce962e |
| sound/ogre/ogpain1.wav | sound/ogre/ogpain1.wav | ac6d133d7720c12df49813fe10e683b5 |
| sound/ogre/ogsawatk.wav | sound/ogre/ogsawatk.wav | 7257bdfd014bb61d778b8f88cb65d560 |
| sound/ogre/ogwake.wav | sound/ogre/ogwake.wav | 3296459e495c4c12b31179d4eeffac19 |
| sound/shalrath/attack2.wav | sound/shalrath/attack2.wav | 777fbda2f81350e45920ea1c36d318e1 |
| sound/shalrath/attack.wav | sound/shalrath/attack.wav | 8814a72b399be619d14223235f78f294 |
| sound/shalrath/death.wav | sound/shalrath/death.wav | 771844c5cfb5a42e82e221a63f101ac7 |
| sound/shalrath/idle.wav | sound/shalrath/idle.wav | 1a45f12579f9cdd27152332d5f816048 |
| sound/shalrath/pain.wav | sound/shalrath/pain.wav | 6ba007b79c50d7d5347f1a29fb315422 |
| sound/shalrath/sight.wav | sound/shalrath/sight.wav | 3d3c2001cc976efc67af1552427eedd3 |
| sound/shambler/melee1.wav | sound/shambler/melee1.wav | 77fe6240973a204b757a427ebf66bcfd |
| sound/shambler/melee2.wav | sound/shambler/melee2.wav | 3be31638d769e3d690c92311dfafdeac |
| sound/shambler/sattck1.wav | sound/shambler/sattck1.wav | ec8c3f79ea42d09154cb8975ada1b21c |
| sound/shambler/sboom.wav | sound/shambler/sboom.wav | 9834601a645d7d1f62001b2a314ec18f |
| sound/shambler/sdeath.wav | sound/shambler/sdeath.wav | e0e62d229a985a6e39218c6488599059 |
| sound/shambler/shurt2.wav | sound/shambler/shurt2.wav | 1e87631ede95e061a75f9c31629ac0b8 |
| sound/shambler/sidle.wav | sound/shambler/sidle.wav | 368a240e6c3e877793352a79c1828386 |
| sound/shambler/smack.wav | sound/shambler/smack.wav | bd8c634c9894348360fec7b7419d1649 |
| sound/shambler/ssight.wav | sound/shambler/ssight.wav | 657107577460d5acf3157dec97e07a89 |
| sound/tarbaby/death1.wav | sound/tarbaby/death1.wav | 53f8c73de11c018086ba19ed036833d3 |
| sound/tarbaby/hit1.wav | sound/tarbaby/hit1.wav | 42c5a1edd02421bf6df7ddc3e395c4f8 |
| sound/tarbaby/land1.wav | sound/tarbaby/land1.wav | 5a1585ab22368a48827db9b7d3763b58 |
| sound/tarbaby/sight1.wav | sound/tarbaby/sight1.wav | df4dd7ec91e094b5c2235be3f5353e4a |
| sound/wizard/hit.wav | sound/wizard/hit.wav | 6598d669334df977f1f97b95288edf11 |
| sound/wizard/wattack.wav | sound/wizard/wattack.wav | b3568a47439f81779d40335e76f5bc2d |
| sound/wizard/wdeath.wav | sound/wizard/wdeath.wav | 99d9c71343bc23222abb92119d404400 |
| sound/wizard/widle1.wav | sound/wizard/widle1.wav | b22b1dd9f66879b3447d36ab584316c7 |
| sound/wizard/widle2.wav | sound/wizard/widle2.wav | 7178fd83df227360564adef01bed92c6 |
| sound/wizard/wpain.wav | sound/wizard/wpain.wav | bd7e59ab7d7b835f9ed8ab51950914de |
| sound/wizard/wsight.wav | sound/wizard/wsight.wav | df5949057c750528917c6cb32b7fd9fd |
| sound/zombie/idle_w2.wav | sound/zombie/idle_w2.wav | d2bb59b9d7ac71097c07123a23525641 |
| sound/zombie/z_fall.wav | sound/zombie/z_fall.wav | 6968318b2d196c6d54bc707d8a390547 |
| sound/zombie/z_gib.wav | sound/zombie/z_gib.wav | 199dda66ade8d6f0ef4897e4d7608c0d |
| sound/zombie/z_hit.wav | sound/zombie/z_hit.wav | 6c66ab3e6b149bf35956a4bbc0057acb |
| sound/zombie/z_idle1.wav | sound/zombie/z_idle1.wav | 21088a7b38b1124d7ec72e58d5ab93a6 |
| sound/zombie/z_idle.wav | sound/zombie/z_idle.wav | e5e570e38c4405111004190a79f0e925 |
| sound/zombie/z_miss.wav | sound/zombie/z_miss.wav | 96fad96a8c3bc6f7bcc5da6c82678da2 |
| sound/zombie/z_pain1.wav | sound/zombie/z_pain1.wav | fcd83b89a94b0cadbe1361a4df080ec0 |
| sound/zombie/z_pain.wav | sound/zombie/z_pain.wav | 56637968b8309bd2f825153330bbdfc0 |
| sound/zombie/z_shot1.wav | sound/zombie/z_shot1.wav | 561afb69b7851923a8fb3b54e3e13c96 |
Look to infighter for more info.
Yamagi Quake II is an enhanced client for id Software's Quake II with focus on offline and coop gameplay. Both the gameplay and the graphics are unchanged, but many bugs in the last official release were fixed and some nice to have features like widescreen support, reliable support for high framerates, a modern sound backend based upon OpenAL, support for modern game controllers and a modern OpenGL 3.2 renderer were added. Unlike most other Quake II source ports Yamagi Quake II is fully 64-bit clean. It works perfectly on modern processors and operating systems.
This code is built upon Icculus Quake II, which itself is based on Quake II 3.21. Yamagi Quake II is released under the terms of the GPL version 2. See LICENSE for further information:
Officially supported operating systems are:
- FreeBSD
- Linux
- Windows
Beside theses Yamagi Quake II has community support for MacOS and most other unixoid operating systems, including NetBSD, OpenBSD and Solaris.
This repository contains Yamagi Quake II itself. The official addons have their own repositories:
Yamagi Quake II Remaster is a project providing optional support for the assets of Quake II Remaster by Nightdive Studios and has a less conservative approach in regards to new features. It also lives in it's own repository:
Yamagi Quake II is a community driven project and lives from community involvement. Please report bugs in our issue tracker:
We are always open to code contributions, no matter if they are small bugfixes or bigger features. However, Yamagi Quake II is a conservative project with big focus on stability and backward compatibility. We don't accept breaking changes. When in doubt please open an issue and ask if a contribution in welcome before putting too much work into it. Open a pull request to submit code:
Also have a look at our contributors guide:
Yamagi Quake II has rather extensive documentation covering all relevant areas from installation and configuration to package building. Have a look at the documentation index:
Yamagi Quake II releases at an irregular schedule. The official releases with source code tarballs and prebuild Windows binaries can be found at the homepage:
Our CI builds unsupported Linux, MacOS and Windows binaries at every commit. The artifacts can be found here:
























