Quake2maX

Quake2maX is a game engine that revemps the Quake II engine to give you improvements all around with the graphics. What you can expect are rockets that include new explosion graphics and nice and dirty smoke trails, new railgun trails with adjustible colors, a blaster that shoots fire, and a BFG that really provides a show as it disintegrates your opponents.


Quake2maX not only improves the graphics pretty much all around, it is also compatible with all Quake II mods, several retexturing projects and best of all, it can connect to and play with existing Quake II servers (like ours). What this means is that Quake2maX can virtually replace the standard Quake II engine for all your gaming!

You will need to extract the files to your Quake II directory and from there you are going to have to rebind everything as Quake2maX will write it's own config file. Look at that config for extra features you can turn off and on as you'll find a whole new list of them.

 

R1Q2 - R1CHs Enhanced Quake II Client/Server

R1Q2 is an enhanced client/server for Quake II. Based on the id Software 3.21 source, rather than concentrate on fancy graphics, embedded MP3 players and other "gimmick" features, R1Q2 is focused on providing stability, security and speed whilst remaining fully compatible with existing mods and other clients. Features include:

  • Security Fixes
    Both the client and server are protected against crashes, buffer overflows, DoS attacks and other nasty things. All publicly known bugs and exploits are patched in R1Q2.

  • Stability Improvements
    Some public R1Q2 servers have been up for over 360 days thanks to numerous bug fixes, integer overflow fixes and more that prevented servers from staying up for long periods.

  • New Server-side Netcode Management
    All messages are packetized regardless of the source, giving the server much greater power to inspect each message. "Overflowing" is now no longer possible as messages can be queued, and the "Netchan_Transmit: dumped unreliable / SZ_GetSpace: overflow" messages are also gone since the server can simply drop the individual messages than do not fit rather than dump the whole buffer. Combined with improved delta state management and quantization optimizations, R1Q2 servers should provide a much better gameplay experience for mods that have heavy activity. The server and client are also able to make use of zlib compression on large packets and frames that exceed the standard 1400 bytes packet size.

  • HTTP Downloads
    The R1Q2 client supports retrieving of mod content (maps, models, etc) from a HTTP server instead of over Quake IIs slow UDP netchan. Combined with support for a 'filelist' - a list of required files that the server can specify - this feature allows clients to obtain the complete mod with optional gzip transfer encoding from a HTTP server. No more slow UDP downloads!

  • Speed Increases
    Substantial speed increases are the results of a file system cache, removal of redundant code, using binary trees for pak files and a streamlined dedicated-only binary for servers. The connection process to an R1Q2 server is also optimized for faster connection times as well as much quicker auto-downloading and a near-instant anti-proxy reconnect if desired.

  • Separation of Renderer and Network
    The networking and rendering code in the client is now separate. R1Q2 uses cl_maxfps control your network packet rate whilst the renderer still runs at full speed. This is also implemented in a different way to most other engines so that it doesn't cause your movement to appear jerky to other players.

  • Full 3.20 Compatibility
    R1Q2 clients can connect to any normal Q2 server and normal Q2 clients can connect to an R1Q2 server. The Game DLL and renderer DLL APIs remain unchanged too - R1Q2 can run any existing mods and admin DLLs such as Q2Admin. Where R1Q2 clients are connecting to R1Q2 servers, a new protocol is able to be used that offers some bandwidth savings and other improvements such as faster observer movement.

  • Highly Configurable Server
    There are lots of new cvars and commands to configure your server how you want it. From banning certain commands, checking userinfo variables to configuring the number of players allowed to auto download.

  • Improved Server-side Anti-Cheat Measures
    The R1Q2 server has numerous cheat checking improvements. Client packets are inspected for values that a normal Quake II client would never send and speedbot prevention/detection is improved. The "visibility checks" from NCServer are also available in R1Q2 for those of you you that wish to use them. An anti-proxy reconnect is available that is much quicker than similar features found in Q2Admin or mods. 

  • Support for Mod Developers
    New cvars such as "sv_gamedebug" which will show if the Game DLL is doing things in an incorrect way help mod authors to debug problems. Memory allocation functions can also be turned to debug mode which will scan all dynamically allocated memory for consistency problems such as buffer overflows, double-free and illegal allocations. Thanks to the new server-side netcode in R1Q2, mod authors can also avoid having to queue messages in the Game DLL and just dump them all at the client - the R1Q2 server will handle the reliable delivery. The latest versions of R1Q2 track Game DLL allocated memory sources, allowing you to pinpoint the line that the bad memory allocation occured at. Usermode minidumps and crash reports are also generated on unhandled exceptions, allowing for easy debugging.

We use R1Q2 to power our Quake II server for extra performance and security. You don't have to, but why not use it as your client?

 

ThreeWave Capture the Flag

The Threewave CTF mod for Quake II was undoubtedly one of the most successful early first person shooter game modifications. Quake II's unique blend of weapons and especially the (sometimes annoying) automatic grappling hook made CTF games using the Quake II engine some of the most frenetic and quick victories or defeats in multiplayer gaming.

This particular Capture the Flag modification has influenced many different games since, most notably the same gameplay feature in other games like Unreal Tournament and the successful Halo series as well.

This is the full release of Threewave CTF mod v1.6 for Quake II, featuring 3 new CTF maps. You will need to install this file if playing on our Quake II server at the weekends.

 

Eraser Bot

The Eraser Bot is a simulated multiplayer opponent, for use with Quake II. It has been developed with speed and accuracy in mind, so that you can play with more bots, with higher intelligence, in multiplayer game modes such as DM and CTF.

They work on a node system that they follow to move throughout a map. They’re capable of learning new maps in a short matter of time, if you know how to properly train them (see documentation). Eraser’s are considered by some the most advanced, and intelligent bots for Quake II, and that’s just about exactly right.

Package includes Eraser Launch 1.2 with VB5 runtimes libraries for an easy to use front-end launcher.

All other bots for Quake II are based on this one - accept no substitutes.

 

BBQbot

This bot by RawShark is a modification of the Eraser bot for use with the 'BBQ' mod. You do not need the original BBQ mod installed to use BBQbot. BBQbot is simply the BBQ mod with added bot support. See the included README file for instructions on playing this interesting twist on the regular game.

Includes 6 custom deathmatch maps from various authors.

 

Custom Map Pack

Custom deathmatch maps from various authors for online and offline play. Use to populate your own server, play against bots or speed up connection time to servers.