22.12.2020

Quake 2 Windows 10 Download

Driver reviver 4.0.1 serial key. Quake 2 Patch v3.20. This is the full installation of the Quake II point release. If you have not upgraded your version of Quake II yet, this is probably the file you need. Since most servers on the internet are running version 3.20 now, you'll definitely want to patch up!

Table of Contents

Intro

Quake 2 Windows 10 Download

Following on from my previous tutorial, 'Setting up TrenchBroom in Ubuntu to create and compile Quake maps', I've decided to delve into Quake II mapping.

While I haven't touched on any of the original Quake sequels in this blog, I think Quake II mapping is so closely related to Quake I mapping that it is worth looking at here.

I created this guide using Windows 10 Pro version 2004.

Downloading everything you need

This guide assumes you have a legit version of Quake II installed on your PC. If you don't have a copy, you can find it on GOG or Steam.

To being with, let's go and download all the tools and bits and pieces we'll need.

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First we'll get TrenchBroom, the editor we'll be using to create Quake II maps (make sure you download and install the Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 or TrenchBroom won't launch):

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Next we'll get the compiler utilities used to compile the maps we create in TrenchBroom. There are three separate components, QBsp3, QVis3, and QRad3, all of which we need and can be found here:

Another file we'll need to get is 'COLORMAP.PCX'. I'll explain why this is required later, but for now we can get it from here by downloading colormap.zip:

Lastly we need a Quake engine to run the maps we create and compile. I like to think of Yamagi for Quake II as being very similar in nature and purpose as QuakeSpasm for Quake I, i.e. simple and faithful to the original game, however highly configurable and powerful at the same time.

Download Yamagi from here:

Creating your directories

Let's create a directory on your system where everything Quake II will live.

Note: For demonstration purposes, this guide including screenshots show my Quake II directory on the root of C:, however I would recommend setting everything up on a secondary drive so you don't have to reconfigure everything between system rebuilds. All the tools used in this tutorial are portable, meaning there isn't any registry settings being written or a need to run things from the system drive, so you will be fine creating everything on D: or E: for example.

Let's create the following directory structure:

C:quake2
└─compiler
└─bsp
└─rad
└─vis
└─trenchbroom
└─yquake2

Extract the contents of your Yamagi download to C:yquake2.
Extract the contents of gddqbsp3_109.zip to C:quake2compilerbsp.
Extract the contents of gddqrad3_104.zip to C:quake2compilerrad.
Extract the contents of gddqvis3_103.zip to C:quake2compilervis.
Extract the contents of your TrenchBroom download into C:trenchbroom.

Note that you'll need 7zip to extract the compressed TrenchBroom file. Download 7zip here:

Now it's time to copy across the official Quake II game files from your Quake II installation directory. I've installed the GOG version of Quake II on my system, so source directories may be different for you based on which version you have installed.

Copy the pak0.pak file and the video directory (the video directory is optional, and only needed if you intend on playing Quake II with Yamagi) from 'C:GOG GamesQuake IIbaseq2' to C:quake2yquake2baseq2.

Now create the following directory: C:quake2yquake2baseq2pics. From our downloads at the beginning of this tutorial, extract COLORMAP.PCX from colormap.zip and place it inside this directory.

Lastly, we need to create a location to save our maps to. Create the following directory: C:quake2yquake2baseq2maps

Just to make sure, your directory structure should now resemble the following:

Configuring TrenchBroom

Alright, now that we have all our files and directories in place, we can run TrenchBroom and get things set up there.

Run TrenchBroom.exe from C:quake2trenchbroom.

The first screen you will be presented with is the welcome screen. Click on 'New map..'.

This will open up the 'Select Game' window. Select 'Quake 2' from the list in the right hand column, and then click 'Open preferences..'.

This will open the 'Preferences' window. Here, select 'Quake 2' on the left hand column. Ensure your Game Path field matches the following screenshot. Now click 'Configure engines..'.

Make sure your fields match the below screenshot. Once done, click 'Close'.

Once you click 'Close' -> 'OK' -> 'OK' you'll be presented with an unnamed, blank map (notice that the console says it found picscolormap.pcx?)

Now, rather than going through the ins and outs of TrenchBroom (the documentation is actually really great), I present you with the Compile configuration screen. Click 'Run' and then select 'Compile Map'. Make sure you fill out everything so it looks like the following screenshot, and then click 'Compile' (you'll need to save your map first I saved my map as map_01):

Now to play the map you have created. From the Compile window, click 'Launch..' and you will see the below Window. Enter '+map' into the Parameters field followed by your map name. Click 'Launch' to run your new map in Yamagi.

Yamagi Quake II is an alternative client for id Softwares Quake II. Ourgoal is to provide the best Quake II experience possible, we strive topreserve the game play as it was back in 1997. Si bass guitar vst download. Thus we aim mostly forbug fixes, stability and gentle enhancements were appropriate.

Features

Yamagi Quake II has a lot of unique features. The most notables onesare:

  • A modern OpenGL 3.2 renderer, providing a greatly enhanced look andfeel. The original OpenGL 1.4 and even the Software renderers arestill supported. Both 3D accelerated renderers support anisotropicfiltering and multisampling anti aliasing.
  • Full support for widescreen displays and arbitrary resolutions. TheHUD can be scaled to be readable on HiDPI displays.
  • Support for surround sound, from stereo up to 7.1 channels and evenHRTF. The background music can be played from OGG/Vorbis files, a CDdrive is no longer necessary.
  • A rewritten savegame system. Yamagi Quake II savegames are completelyreliable and backward compatible between releases.
  • Highly precise timings. For example, on a flat panel display with a59.95 hertz refresh rate and vertical synchronisation (vsync) enabledYamagi Quake II is running at exactly 59.95 frames per second.
  • In comparison with the original client over 1.500 bugs were fixed. TheYamagi Quake II client is very well tested and stable. The dedicatedserver is able to run for weeks without a single restart. Last but notleast the code is fully 64 bit clean and highly portable.

Yamagi Quake II supports the following platforms:

  • FreeBSD
  • Linux
  • OpenBSD
  • Windows

Some additional platforms are supported by the community. Yamagi QuakeII works on them, but there may be bugs. The Yamagi Quake II developersmay not be able to fix these bugs due to the lack of required hardwareor software:

  • Haiku
  • Mac OS
  • NetBSD
  • Solaris

News

On 2020-10-17 Yamagi Quake II version 7.45 was released. Changesare:

  • Fix some input option not getting saved.
  • Limit busywaits to the full client. This lowers the cpu consumptionof q2ded considerably.
  • Rework the build system to be more distribution friendly. The baseCFLAGS and LDFLAGS can now be overridden by the environment and byoptions passed to make. (by Simon McVittie)
  • Fix some corner cases of broken IPv6 connectivity.
  • Fix qport colliding between several Yamagi Quake II clients.
  • Keyboard keys unknown to Yamagi Quake II can now be bound.
  • Adaptive vsync is now supported by setting r_vsync to 1.
  • Implement coop_pickup_weapons. When set to 1, a weapon may bepicked up by coop players if the player doesn`t have the weapon intheir inventory or no other player has already picked it up.
  • In coop elevators wait for coop_elevator_delay seconds.
  • If cl_anglekick is set 1 angle kicks are ignored. This breaksthe gameplay a little bit, but helps against motion sickness. Thiscvar is cheat protected.
  • Add listmaps command and autocompletion for maps. (by JBerg)
  • Make wait in scripts wait for 17 ms. This fixes some movementmakros.
  • Support for Haiku. (by David Carlier)
  • Add a mods submenu. (by earth-metal)
  • Add the vstr command and nextdemo cvar. Ported from ioquake3.(by Denis Pauk)

Note: The Windows binaries were repacked on 2020-11-27 to include anewer opengl32.dll working around abug causingcrashed in some situations.

On 2020-02-24 Three Wave Capture The Flag version 1.07 wasreleased. Changes are:

  • Small bugfixes.

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On 2020-02-24 The Reckoning version 2.08 was released. Changesare:

  • Several fixes for subtle bugs (by BjossiAlfreds)

On 2020-02-24 Ground Zero version 2.07 and was released. Changesare:

  • Several fixes for subtle bugs (by BjossiAlfreds)

Downloads

Source code archives for the official releases. Instructions forcompiling the source into binaries are included:

  • Yamagi Quake II Client and Dedicated Server: Yamagi Quake II, Version7.45
  • Three Wave Capture the Flag: Three Wave Capture the Flag, Version1.07
  • The Reckoning: The Reckoning, Version2.08
  • Ground Zero: Ground Zero, Version2.07

Precompiled Windows binaries: Yamagi Quake II forWindowsPrecompiled Mac OS binaries (unofficial): Yamagi Quake II forMacArchive with all code and binaries ever released: Yamagi Quake IIArchive

Precompiled Windows testbuilds: Yamagi Quake II for WindowsTestbuilds

Vulkan test builds

Denis ‘0lvin’ Pauk did a wonderfull job in porting the vkQuake2 Vulkanrenderer to Yamagi Quake II. It’ll likely part of the upcoming 8.00release. Until then feedback is needed to find the remaining problems.We’re publishing test builds at a regular intervall. Please reportproblems through Github:Bug tracker

Current build (2020-12-12):

Documentation

The documentation is included in the source archives and with theprebuild Windows binaries. An online version can be found here:Yamagi Quake IIDocumentation

Contribution and Bugreports

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The development of Yamagi Quake II is hosted on Github. If you want toreport a bug or send some nice patches please open an issue or a pullrequest in the appropriate subproject. You can find our organizationat: github.com/yquake2

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If you’re planing to work on a bigger feature, please do yourself afavor and ask if we’re interested before spending time onto it. Wedon’t merge every feature that’s submitted to us just because the codeis already there. Maintainability, integration with the existing codeand our general focus are of great concern, too.