Yamagi Quake II
Yamagi Quake II is an alternative client for id Softwares Quake II. Our goal is to provide the best Quake II experience possible, we strive to preserve the game play as it was back in 1997. Thus we aim mostly for bug fixes, stability and gentle enhancements were appropriate.
Features
Yamagi Quake II has a lot of unique features. The most notables ones are:
- A modern OpenGL 3.2 renderer, providing a greatly enhanced look and feel. The original OpenGL 1.4 and even the Software renderers are still supported. Both 3D accelerated renderers support anisotropic filtering and multisampling anti aliasing.
- Full support for widescreen displays and arbitrary resolutions. The HUD can be scaled to be readable on HiDPI displays.
- Support for surround sound, from stereo up to 7.1 channels and even HRTF. The background music can be played from OGG/Vorbis files, a CD drive is no longer necessary.
- A rewritten savegame system. Yamagi Quake II savegames are completely reliable and backward compatible between releases.
- Highly precise timings. For example, on a flat panel display with a 59.95 hertz refresh rate and vertical synchronisation (vsync) enabled Yamagi Quake II is running at exactly 59.95 frames per second.
- In comparison with the original client over 1.500 bugs were fixed. The Yamagi Quake II client is very well tested and stable. The dedicated server is able to run for weeks without a single restart. Last but not least 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 Quake II works on them, but there may be bugs. The Yamagi Quake II developers may not be able to fix these bugs due to the lack of required hardware or software:
- Haiku
- Mac OS
- NetBSD
- Solaris
News
On 2021-06-14 Yamagi Quake II version 8.00 was released. Changes are:
- Client side support for the optional Vulkan renderer library.
- Non existent renderer libraries are now skipped over by the menu.
- Fix several bugs when loading autosaves.
- Bump the maximal number of OGG/Vorbis files to 128.
- Several fixes to the Barracuda Shark. (by BjossiAlfreds)
vid_fullscreenandr_modeare no longer special, they require an explicitvid_restartlike every other cvar.- Remove hardcoded map fixes and replace them by optional entity files. Add several newly discovered map fixes. (by BjossiAlfreds)
- Send the network protocol version to the server. This can be used by the server to support clients with different network protocol version. (by Knightmare)
- Force SDL to minimize the window when its focus is lost. This fixes several problem under Windows with SDL 2.0.14 and newer.
- Switch the semantics of the
vid_fullscreencvar.1is now native fullscreen, like it was in Vanilla Quake II.2is desktop fullscreen. When desktop fullscreen is selected through the menu,r_modeis forced to-2. - Add
g_footstepsto control the generation of footstep sound. This cvar is cheat protected.1is Vanilla Quake II behavior and the default.0never generates footstep sound,2always generates them. - Support stereo wave files. (by 0lvin)
- Add
cl_r1q2_lighstyle. When set to1Yamagi Quake II uses the Vanilla Quake II light styles (for example yellow light for the Hyperblaster) instead of the default r1q2 light styles. - Add a submenu to configure gamepad and joystick sensitivities. (by Larry Davis)
- Ensure that the config file is written before changing the active mod. This prevents config changes from getting lost.
- Overhaul the search path logic. Make sure that each directory is added only once.
On 2021-06-14 Three Wave Capture The Flag version 1.08 was released. Changes are:
- Small bugfixes.
On 2021-06-14 The Reckoning version 2.09 was released. Changes are:
- Fix wrong sound for some items when activated. (by BjossiAlfreds)
- Port the
aimfixcvar. (by Mitchell Richters) - Port the
coop_pickup_weaponsandcoop_elevator_delaycvars. - Fix a long standing crash occuring when exploding projectiles like grenates or rockets generate sound targets and a least one monster starts moving to one of that targets.
- Add a cvar
g_footstepsto control the generation of footstep sound. - Move several hard coded map fixes to entity files. Add newly discovered mapfixes to the entity files. (by BjossiAlfreds)
- Fix several subtile gameplay and entity handling bug. (by BjossiAlfreds)
On 2021-06-14 Ground Zero version 2.08 and was released. Changes are:
- Fix wrong sound for some items when activated. (by BjossiAlfreds)
- Port the
aimfixcvar. (by Mitchell Richters) - Port the
coop_pickup_weaponsandcoop_elevator_delaycvars. - Fix a long standing crash occuring when exploding projectiles like grenates or rockets generate sound targets and a least one monster starts moving to one of that targets.
- Add a cvar
g_footstepsto control the generation of footstep sound. - Move several hard coded map fixes to entity files. Add newly discovered mapfixes to the entity files. (by BjossiAlfreds)
- Fix several subtile gameplay and entity handling bug. (by BjossiAlfreds)
Downloads
Source code archives for the official releases. Instructions for compiling the source into binaries are included:
- Yamagi Quake II Client and Dedicated Server: Yamagi Quake II, Version 8.00
- Three Wave Capture the Flag: Three Wave Capture the Flag, Version 1.08
- The Reckoning: The Reckoning, Version 2.09
- Ground Zero: Ground Zero, Version 2.08
Precompiled Windows binaries: Yamagi Quake II for Windows
Precompiled Mac OS binaries (unofficial): Yamagi Quake II for Mac
Archive with all code and binaries ever released: Yamagi Quake II Archive
Precompiled Windows testbuilds: Yamagi Quake II for Windows Testbuilds
Experimental Vulkan renderer library: Vulkan for Yamagi Quake II on Github
Documentation
The documentation is included in the source archives and with the prebuild Windows binaries. An online version can be found here: Yamagi Quake II Documentation
Contribution and Bugreports
The development of Yamagi Quake II is hosted on Github. If you want to report a bug or send some nice patches please open an issue or a pull request in the appropriate subproject. You can find our organization at: github.com/yquake2
If you’re planing to work on a bigger feature, please do yourself a favor and ask if we’re interested before spending time onto it. We don’t merge every feature that’s submitted to us just because the code is already there. Maintainability, integration with the existing code and our general focus are of great concern, too.