Quake 2 is another classic from id software.While not modded quite as much as it's predecessor or Q3A, it is still a blast to play and the mod's on offer are bundles of fun. Just step into Quake 2 Rocket Arena, armed with the new and almighty rocket and rail gun and you will be gibbing for hours on end.If you dig fast paced action, then load up the good ole Quake 2, fire up a mod or two and have some fun!

Post news Report RSS Quake 2 re-release Update 1 Patch Notes

The First update for Quake 2 re-release is out, and it brings many map fixes.

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This is the first major update to the enhanced Quake II re-release.
Update 1 includes multiple quality of life improvements, some balance changes, and several notable bug fixes. Thanks to everyone who provided valuable feedback at launch!


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QUALITY OF LIFE IMPROVEMENTS
General Gameplay

  • Added controller vibration effects when taking damage
  • Restored Always Run in the Input Options menu, with separate options for controller and keyboard
  • Save and load menus will now indicate which campaign a save is from
  • The Compass, Drop CTF Tech and Use Grapple actions can now be mapped as custom binds from the Input Options menu
  • Added toggle for Underwater Warp in the Gameplay Options menu
  • Increased the window in which input is disallowed after disengaging the weapon or inventory wheel to prevent erroneous look input or accidental item/weapon deselection
  • Disabling View Bob in the Gameplay Options menu bobbing results in fewer residual head bobs
  • Added missing Tank animation
  • Improved Compass objective navigation throughout various places in Quake II, The Reckoning, Ground Zero, and Quake II 64
  • Skipping cinematics now requires the Action key/button to be pressed instead of any key/button
  • Added an extra chain segment to the Plasma Beam and Grappling Hook when using higher FOVs
  • Improved cases where momentum would be lost when traveling up stairs
  • Proper drowning sounds are now used based on selected player model
  • Capped maximum FPS to 1,000 prevent possible engine anomalies at higher frame rates
  • Prioritized Saved Games directory over game install directory when basepath is changed

Multiplayer

  • Added ability to load quick saves and manual saves in online co-op without having to back out to the lobby
  • Bot chat can now be disabled from Multiplayer Options menu
  • Added match browser filters and the ability to sort by ping in the Multiplayer/Online/Join Match menu
  • Raised the maximum number of visible matches in the Multiplayer/Online/Join Match menu from 20 to 50
  • Excluded full servers from visible matches in the Multiplayer/Online/Join Match menu
  • Disabled Quake II 64 physics changes when playing Quake II 64 multiplayer maps
  • Enabled Spawn Furthest by default in competitive game modes
  • Enabled Auto Join Teams by default for team-based game modes
  • Raised default Frag Limit to 30
  • Set multiple cvars as cheat-enabled, disallowing hosts to use them when cheats are disabled
  • Updated Q2CTF2 (Stronghold Opposition) and Q2CTF3 (The Smelter) to better reflect the original versions of these Capture the Flag maps
  • Added support for PC and Xbox consoles to play on LAN together

BALANCE CHANGES
General Gameplay

  • Increased Railgun damage from 100 to 125
  • Monsters will no longer dodge shots coming from the side or behind
  • The slime and lava traps in The Slimy Place and The Frag Pipe can no longer be avoided
  • Turrets no longer do extra damage when blind firing
  • Killing a Brain while its chest is open will now always count as a kill
  • Monsters will no longer open nearby doors immediately after spawning
  • Fixbots will abort healing when staggering from pain

  • Berserker:
  • The Berserker’s attack can be dodged by jumping when the slam occurs
  • Added a visual tell to indicate when the Berserker’s jump is being charged up
  • Added an additional 100ms delay before the Berserker jumps after it is fully charged
  • Reduced slam attack damage

Multiplayer

  • Removed ladder sounds from multiplayer for balance reasons

BUG FIXES
General Gameplay

  • Reduced vision cone size on monsters waiting in ambush to fix some cases of accidental trap activation
  • Power shield will no longer reactivate after picking up ammo if it was manually turned off
  • Power-ups will no longer leave a phantom pickup after a player dies
  • Fixed crash when a soldier tries to use a run attack against no player

Map Fixes

  • fix a temporary softlock (like 5+ mins of waiting) in xhangar2 that can happen if the 2 Gunners gets stuck on the elevator near the Blue Key
  • command: fix an obvious floating set piece
  • fix excessively light sun in outbase
  • fix water with eric's water alpha fix in a few choice maps (bunk1, hangar1, jail1, outbase, q2dm6, w_treat)
  • minlight water in bunk1 so it's not completely invisible
  • fix excessive q2ctf4 sky lighting
  • fix excessive rware2 sky lighting
  • fix excessive rbase1 sky lighting
  • power1 superbright door fix
  • fix invisible water in w_treat
  • fix super-bright area in mintro
  • fix a button in hangar2 that you bonk your head on riding up the elevator
  • fix blown out area in bunk1 near power cube
  • fix missing logo on boss1 outer area
  • fix overblown lighting on a light near the satellite dish area in base3
  • adjust outdoor lighting in rhangar2 to be a bit more dramatic
  • rhangar2: light up the sewer exits so they don't look like out-of-bounds
  • rhangar2: reduce intensity of factory room so the red glow is more apparent
  • mintro: fix black water on bottom of swamp area
  • tweak sunlight on mintro
  • fact2: add a trigger_push just to 100% ensure these guys get shoved out the door
  • fix our q2ctf3 being extremely outdated
  • fix slime area lighting in q2dm3 being too bright
  • fix q2dm1 being too bright and missing some phong
  • use a recompiled version of the proper q2ctf2
  • fix obvious tear in the geo in waste1
  • waste1: reduce overall sunlight, allow sun to dirt, give slime a more solid look to it instead of fullbright
  • waste2: restore the gloomy red sunlight in the outdoor secret area; fix Z-fighting on pipe; increase light in Technician area
  • waste3: fix full bright liquids
  • xswamp: reduce sun levels, change sky color to match vanilla
  • badlands: reduce sun levels
  • w_treat: reduce sun levels
  • industry: reduce sun levels
  • hangar2: fix overly bright sun areas
  • jail1: fix sun being overly blown out - the sun is blocked by mountains/the jail complex itself
  • jail2: fix sun being overly blown out; restore definition on the outside rocky area
  • jail3: fix sun being overly blown out
  • jail4: fix sun being overly blown out; fix some visible geometry lines down the big elevator
  • jail5: fix sun being overly blown out
  • power1: fix fullbright liquid; fix entry sun being blown out
  • power2: fix fullbright liquids; tweak outdoor sun; make forcefields visible
  • security: fix blown out yellow light in central area (should be a cold blue)
  • strike: reduce the overall sunlight, but keep the general strength of where it's pointing to (to highlight the fuel depot); fix the black doors at the start; make it easier to walk around the pipe area
  • base2: reduce sunlight intensity for outdoor area, to reduce flatness of lightmap
  • base3: reduce sunlight intensity, mainly to address the first large outdoor area being very flat. reduce sunlight on the Communications area (with the satellite dish) so that the change in turning on the satellite is more obvious.
  • boss1: reduce final outdoor area intensity to match the gloomy feeling of Q2
  • bunk1: reduce sunlight to not wash out the inner box area, re-enable sunlight dirt, and fix fullbright liquids
  • city1: reduce sunlight intensity, and sky light in initial area, to improve definition on rocks; lighting in second area mostly unaffected
  • city2: fix a trigger that makes infinite noises
  • city3: fix the main outdoor area being blown out with yellow, instead of the expected blue tones; fix visible seam in the sky in outdoors area
  • command: restore original sunlight Stroggos color; reduce sunlight outdoors to show AO on buildings/rocks
  • cool1: reduce first areas' sky intensity to accentuate the dynamic lighting; restore sun dirt and reduce sun intensity
  • fact1: reduce outdoor area sun intensity to not be overblown; fix fullbright liquids
  • fact3: fix overblown lighting from sunlight
  • hangar1: fix overblown sky lighting
  • rhangar2: outdoor intensity reduced
  • fix q64/core having floating light sources that aren't visible on the real N64 (near the Iron Maidens)
  • fix an obvious large hole in q2dm5
  • fix a 20 second softlock in orbit when a flyer gets pinched by the doors
  • rhangar1 recompile & light fixes
    - fix geometry that gets culled by the sky in the outdoor area
    - fix the extreme z-fighting on the pipe
    - darken the skylight outside to match vanilla's intensity (night time-ish look)
  • city1: fix sky bugging out in the Tank Commander zone
  • city1: fix Icarii getting stuck up in the crystal zone
  • fix unable to 100% city1 on Easy
  • city1: fix Medic's getting stuck at the secret entrance spot
  • fix 100% not being achieveable on Normal in cool1
  • recompile fact1 and rware2 from the new fixes
  • fix the Light Guard spawner in fact2 breaking if the monsters see you
  • Fix info_player_coop in fact1 having the wrong name, causing coop players to spawn across the map
  • Fix un-killable monster in rware2 making you unable to 100%
  • Fix monsters that materialize in rware2 in a spot that makes them possible to telefrag you
  • fix trap in q2dm7 & lava traps in q2dm3 - these are not supposed to be escapable
  • fix train OOB on map transition (this fixes the bug in train where getting your head caught in the elevator at the start of `train` would cause you to out-of-bounds in base3)
  • fix missing Makron taunt in boss1
  • fix Makron laugh & bad areaportal in boss1
Post comment Comments
Bittermans Author
Bittermans - - 159 comments

More fixes are coming

Reply Good karma+1 vote
xrownerx
xrownerx - - 57 comments

Any way to get this patch without Steam?

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microwavedsoda
microwavedsoda - - 20 comments

Weapon view bob looks off

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NaliSeed
NaliSeed - - 194 comments

Grenades are still misaligned and coming from the center of the screen; this did not even happen in the original 1997 release, they need to fix that ASAP. Also, for Heaven's sake, add particle effect trails to the Hyperblaster shots.

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