Q2REPRO is a fork of Q2PRO designed to be a drop-in replacement of the Kex Quake II re-release engine.
Goals:
- All re-release content fully playable (mostly complete; some minor visual things unfinished)
- Compatibility with existing Quake II network protocols (incomplete; our first focus is the first point)
- Full netplay support with the native re-release game DLL (incomplete; it works better with our custom game_x64 but is still a WIP)
- No installation required (complete! all you need is the exe; for Win64, no additional DLLs or files are required. Just open & play whenever; it will pick up your Steam / GoG installation directory. You can also drop it into your game dir like other clients.)
- Full support of all re-release features (mostly complete; see Issues tab for things unfinished)
- Default configuration should match re-release (complete but still being worked on)
Supported features include (from Q2PRO):
- unified OpenGL renderer with support for wide range of OpenGL versions
- enhanced console with persistent command history and autocompletion
- rendering / physics / packet rate separation
- syncing to GPU for reduced input lag with vsync on
- ZIP packfiles (.pkz)
- JPEG/PNG textures and screenshots
- MD3 and MD5 (re-release) models
- Ogg Vorbis music and Ogg Theora cinematics
- compatibility with re-release assets
- fast and secure HTTP downloads
- multichannel sound using OpenAL
- stereo WAV files support
- seeking in demos, recording from demos, server side multiview demos
- live game broadcasting capabilities
- network protocol extensions for larger maps
- eliminates frame overflows (even for legacy clients)
- won't crash if game data is corrupted
New features that differ from Q2PRO:
- Support for weapon wheels and carousel from re-release (+wheel / +wheel2)
- Reverb support (enabled by default;
al_reverb
cvar) - Per-pixel lighting (enabled by default;
gl_per_pixel_lighting
cvar. Requiresgl_shaders
. Still a WIP and may reduce performance. No shadow mapping implemented yet.) - Defer commands on map (when commands are entered after a
map
cmd, they are deferred until the map is loaded) - Archive natsort (re-release uses natsort on pak, as well as always loading
pakN
first; this order is maintained in Q2REPRO) - Navigation file support (can load .nav files from re-release, & supports
GetPathToGoal
; can be debugged, but not edited, withnav_debug 1
) - MapDB support (can load
mapdb.json
and display levels + episodes in Single Player menu) - KFont support (only used for cgame currently)
- Minor gl_shadow visual tweaks
- Light style interpolation on by default (
cl_lerp_lightstyles
cvar) - Shadow light support (only for lighting, no shadowing yet;
cl_shadowlights
can be set to 0 to disable these) - 40hz tick rate, can be controlled with
sv_tick_rate
like re-release - POI support (for compass, etc)
+holster
support (for carousel/wheel)- Dog tag support (for multiplayer)
- Client game DLL support (only the thin game_x64 cgame impl)
- New menu, baked into the executable (
q2repro.menu
can be overridden by mod folder) - No color clipping/clamping on entity lightmap/lightgrid colors
- Removed
gl_doublelight_entities
; usegl_modulate_entities
- Damage markers, hit markers
- OpenAL is now the default & only supported audio output in our builds, but you can compile software audio if you want
For building Q2REPRO, consult the BUILDING.md file.
For information on using and configuring Q2REPRO, refer to client and server manuals available in doc/ subdirectory.