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Quake 2 Full Version: How to Install and Run the Game on Modern Systems



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


  • Installed Direct3D SDK and Microsoft SDK (for MFC) and the thing compiled fine.Software erosion: It seems that what happened to Quake codebase has started to happen with Quake 2: You cannot open the workspace with Visual Studio 2010. You will need to use VS 2008 :(.Note : If after compiling you run into the error: "Couldn't fall back to software refresh!" it means the renderer DLL failed to load properly, this is easy to fix:Quake2 kernel loads its two dlls using win32 API: LoadLibrary. If the DLL is not exactly what it was expecting or if the DLL dependencies cannot be resolved it will fail silently instead of displaying the error message. So:Make sure you are linking all 5 projects with the same runtime library by right clicking on each project -> properties -> C/C++: Check that "runtime library" = Multi-threaded Debug DLL (with configuration "Debug", otherwise use release).

If you are using the quake2 release from id software it should fix the issue.Now if you are using my version: I added the engine capability to output PNG screenshots, so you also need to build libpng and libz (it is in a subdirectory). Make sure your select the Debug DLL configuration. Once built don't forget to place the libpng and zlib dlls in the same folder as quake2.exe.




quake 2 full version



  • Quake2 is mono-threaded, the entry point can be found in win32/sys_win.c. WinMain method can be summarized as follow: game_export_t *ge;// Contains function pointers to game dll refexport_t re; // Contains function pointers to renderer dll WinMain()//From quake2.exe Qcommon_Init (argc, argv); while(1) Qcommon_Frame SV_Frame() //Server Code //In network mode do not act as a server if (!svs.initialized) return; // Jump into game.dll via function pointer ge->RunFrame(); CL_Frame() //Client code //If server only do not render anything if (dedicated->value) return; // Jump into rendere.dll via function pointer re.BeginFrame(); //[...] re.EndFrame(); Fully unrolled loop in my raw notes.We may ask "why such a big change in term of architecture ?". To answer let's take a look at all the Quake versions from 1996 to 1997:Quake.

  • WinQuake.

  • GLQuake.

  • VQuake. (A few words by one of the dev Stefan Podell and the difficulty of V2200 at Zbuffering (mirror) ).

  • Quake World Server.

  • Quake World Client.

A lot of executables were produced and every time the code had to be forked or tweaked via preprocessor #ifdef. It was a mess and the way to solve this was to:


Since I was running Windows on a Mac with Parallels it was uneasy to hit "printscreen" while the game was running. I hardcoded the '*' from the keypad to produce the same: // keys.c if (key == '*') if (down) //Avoid auto-repeat !! Cmd_ExecuteString("screenshot"); Finally I added a lot of comments and diagrams. Here is "my" full source code:Notes : If you start working on this source you need to compile the sub-project libpng first otherwise you will get an error message at runtime: "Couldn't fall back to software refresh!". This is very easy to fix here is the solution i posted on reddit: I ran into this issue a month ago and you are right it is a DLL loading error and it is very easy to fix. You see quake2 kernel loads some dlls using win32 API: LoadLibrary: If the DLL is not exactly what it was expecting or if the DLL dependencies cannot be resolved it will fail silently instead of displaying the error message. So: - Make sure you are linking all 5 projects with the same runtime library by right clicking on each project -> properties -> C/C++: Check that "runtime library" = Multi-threaded Debug DLL (with configuration "Debug", otherwise use release). If you are using the quake2 release from id software it should fix the issue. If you are using my version: I added the engine capability to output PNG screenshots, so you also need to build libpng and libz (it is in a subdirectory). Make sure your select the Debug DLL configuration. Once built don't forget to place the libpng and zlib dlls in the same folder as quake2.exe. Done ;) !


It is still pretty usefull to measure memory consumption thanks to the size attribute in the header inserted before each memory chunks allocated: #define Z_MAGIC 0x1d1d typedef struct zhead_s struct zhead_s *prev, *next; short magic; short tag;// for group free int size; zhead_t; The Surface caching system has its own memory manager. The amount of memory allocated depends on the resolution with a bizarre formula that has the merit toavoid trashing very efficiently: Surface caching inital malloc: ============================== size = SURFCACHE_SIZE_AT_320X240; //1024*768 pix = vid.width*vid.height; if (pix > 64000) size += (pix-64000)*3;The "Hunk allocator" that is used for resource loading (images, sounds and textures). It is actually pretty cooland try to use virtualAlloc and align with a pagesize (8KB even tough Win98 was using 4KB ?! WTF ?!).To finish there are a also lot of FIFO stacks (for spans storing among other things), despite the obvious limited capability they work very well.


Description: classic science-fiction-themed first person shooter Quake II is a classic first-person shooter game by id Software, released in 1997. This package contains a launcher script and menu entry to play Quake II with any suitable engine. . To make this package useful, you will need to create and install some non-distributable packages by using the game-data-packager package: either quake2-full-data or quake2-demo-data. Creating quake2-full-data requires data files from a Quake II installation or CD-ROM. . game-data-packager (>= 39) can also produce packages for the official mission packs The Reckoning (developed by Xatrix Entertainment) and Ground Zero (developed by Rogue Entertainment). Additional menu entries should appear automatically if those expansions are installed.


I assume that after installing the package you have to insert the CD with quake2 and prepare an extra data package with the commandsudo game-data-packager quake2 -p quake2-full-data /media/cdromor something similar.


Includes unlimited streaming via the free Bandcamp app, plus high-quality downloads of Final Doom Playstation: Official Soundtrack - 20th Anniversary Extended Edition, Journey Into The Dark Places: Vol. 2, Doom 64: Official Soundtrack - 20th Anniversary Extended Edition, The SynthBots: Beethoven Quartets Vol I, Robotron X Playstation - Official Soundtrack, Kyle Petty's No Fear Racing: Official Soundtrack, Doom Playstation: Official Soundtrack - 20th Anniversary Extended Edition, Quest for Glory - Shadows of Darkness: Official Soundtrack, and 13 more. , and , . Purchasable with gift card Buy Digital Discography $130.20 USD or more (40% OFF) Send as Gift Share / Embed 1. Quake 2 N64 Main Theme 02:51 buy track 2. Quake 2 N64 Level Complete REMIX 02:48 buy track 3. Forboding Echoes (Level - Strogg Outpost) 05:40 buy track 4. The Eerie Lull (Level - Central Complex) 06:03 buy track 5. Darkness Lingers (Level - Intelligence Center) 05:40 buy track 6. Swarmed (Level - Communications Center) 04:34 buy track 7. Portal To Chaos (Level - Orbital Defense) 06:36 buy track 8. Death Pulse (Level - Docking Station) 06:52 buy track 9. Dissonant Perfection (Level - Strogg Freighter) 05:53 buy track 10. Stati Ka (Level - Cargo Bay) 05:27 buy track 11. Threads Of Hope Crushed (Level - Zaxite Mines) 08:24 buy track 12. Still Alive (Level - Storage Facility) 06:27 buy track 13. Empty Keening (Level - Organic Storage) 07:14 buy track 14. Fear Is For The Dead (Level - Processing Center) 05:22 buy track 15. It Is Over (Level - Geothermal Station) 06:15 buy track 16. Quake 2 N64 - Finale REMIX 01:48 buy track about This was the last Nintendo 64 game that I composed. I did a few ports later on but this was the last original. I must admit I never looked back. The N64 was a beast to work with. I did remixes of 2 tracks because there is a nasty bug in the midi music playback system that caused both tracks timing to drift in the game. The bug drove me crazy because it wasn't able to be fixed by the release date. I cringe every time I hear them play in game. $(".tralbum-about").last().bcTruncate(TruncateProfile.get("tralbum_about"), "more", "less"); credits released February 18, 2013 license all rights reserved tags Tags quake quake 2 soundtrack ambient conceptual electronic experimental orchestral United States Shopping cart total USD Check out about Aubrey Hodges


When Nvidia showed off their ray traced Quake II demo at the beginning of the year, everyone (including our own Alec, RPS in peace) went a bit nuts for it. Despite being a heck of a lot older than all the other shiny RTX games on show, it was Quake II that really made people sit up and pay attention to what Nvidia's new fancy pants reflection tech could really bring to the table. And now, Nvidia are releasing a full version of Quake II RTX on June 6 from GeForce.com, with the first three levels available for absolutely nothing - just like they were back in the good old shareware days.


You'll need to own the full game to play the entire thing with RTX effects (plus, of course, an RTX graphics card or a compatible GTX card starting from the 6GB GTX 1060 upwards), but as you can see in the trailer below, it sure does look a heck of a lot prettier than it did in 1997.


If you do own Quake II, you'll still need to download and install Quake II RTX from Nvidia, but there will also be a point in the installation process where you can point it towards the location of the full game on your PC. This will allow the installer to copy over all the levels and assets into Quake II RTX, so when you boot up Quake II RTX, you'll be able to play the entire campaign plus multiplayer matches in full RTX mode. 2ff7e9595c


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