With the release of Quake 2 Remastered, and moddb and no one not posting any info about it, here are the official links about what changed, alongside its Source Code for newer projects and what is next.
Quake 2 Official Release Notes and FAQ
Quake 2 Technical Readout and Enhancements
Quake 2 Re-Release Source Code
This is possibly the renaissance of Quake 2 Modding for PC, Many of the of the old maps works on it outside some recompiling to fix water and forcefield transparency, But large packs like Quake 2 Oblivion and other "unoffficial" mission packs may need to be reverse engineered to work on the 3.21 new code for Q2R.
Map Scaling was also increased as it was demonstrated on its new Expansion, though textures aren't planned since this would need testing like other source ports as Yamagi Q2 and Kmquake2, and with the advent of md5 support and higher res retextures, easiness with the new code and new tools, the sky is the limit.
And with the re-release also bringing old and cut models like the original chaingun and even unused monsters and skins, id and nightdive pretty much gave a new treasure trove for modders to finish up these models for future use, also YamagiQ2 devs are working on making the entire Remaster compatible with their source port.
Maybe in the future, we will get even more updates and even ported maps, but as of now, id Software, Bethesda Softworks, Microsoft and Nightdive Studios Delivered, and Delivered right!
Enjoy the remaster, enjoy the new and reborn multiplayer, and Beware the SLAMMIN! Trespassers.
(buried)
Muzzle flashes for the guns - is a a very welcomed element, but as for the rest - there are far better ways to play Quake II. (which has always been in my top 3 of all time). Hard pass.
That's really cool that they also released the new release's source code. Year ago, I wanted to make a small campaign for this game but I only made 2 maps before I lost interest. Maybe I'll go back finally finish it.
Q2 for the XB360 and YamagiQ2 were great ports, but this new remaster is amazing, and the new expansion “Call of the Machine” is challenging as heck, just try to play it at the highest difficulty setting :)
I really hope they will port Zaero. I love the remaster so far!
Thanks for posting about this, I wasn't aware of the Remaster. Fantastic that it's available for people that had previously bought the original on GOG/Steam. Just downloading and look forward to checking this out.
Releasing the Source-Code too? That's probably a first for a Remaster Release!
They released the game logic for the Quake Remaster as well, so that's what they've done here. The main reason is because how else are mods supposed to be created for these remasters, and that's great and all they did that but the engines are still closed source and they didn't attempt any cross platform support on the PC (just windows).
Even John Carmack has expressed disappointment in the lack of an open engine, and to be quite frank, I don't like how closed code is favored over quality open community work from the past 20 years on source ports. I'm guessing it's just corporate deciding it's easier to use something they "own".
Not trying to dunk on the remaster, but the article calling it just "source code" is very incorrect, it's the game logic source code, not engine.
Paril spoke at discord that they may plan on update it on the future but that depends on Bethesda and id, which in this case, everyone has to team up and beg them to release the code for it, mainly Sponge at the official quake discord, even microsoft who are the higher ups would be a better idea too, plus there is the big elephant in the room that is the consoles, which is a problem since no one wants a DLL with a executable code as a DLC.
Also, the id vault stuff can be used for future projects like the unused strogg dropship and the unused enemies.
That is very insightful and good to know, thank you for sharing this.
It's not the entire source code, only enough to make changes to some parts of the game. It's worth noting that important parts of the AI system that's used for navigation is entirely undocumented right now so if any engines (like yamagi and fteqw) want to support it we'll have to put in a lot of work to reverse engineer it. It would be nice if id or Nightdive makes the information public.
"also YamagiQ2 devs are working on making the entire Remaster compatible with their source port."
Don't forget FTEQW!
Idtech.space
Does anyone know how to get faster weapon switching
in this 2023 version of the game?
Imho it's the only terrible thing about Quake 2 now.
I wonder if Quake 2 RTX can still work on this remaster.