!!!THE MOD REQUIRES 16bit 44khz STEREO-FX SUPPORTED PORT!!!
Confirmed to work with: Quake 3.24 unofficial patch, Ultimate Quake II patch and KM Quake II. WILL NOT WORK with Quake2MAX, Retail Quake II (including 3.20 patch), UQE, Arq2Lite and other engines that cannot render stereo sound effects.
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This mod is a work of love and admiration of the Quake II universe. A tribute to the Strogg. And to shooting them in the head with the big guns :-) I went to great lengths in modding some really lush sound effects for the Marines - and the Strogg, - even though the engine does not present these as good as it does for the player weapons. But i think you'll love it. Nothing has ever made this game sound so powerful. Check out the videos section for some of the Marine and Strogg SFX presentations.
The mod also provides two alternate music sets - both for Quake II original campaign and Reckoning / Ground Zero mission packs. Quake II set consists of traditional heavy metal and some ambient tracks. Mission packs use softer sound, hard rock with some atmospheric touches and more ambient tracks. If you have always wondered how Quake II would sound in a full metal blaze of guns and proper oldschool glory - look no further: this interstellar war is already here.
Changes and enhancements list for the version 1.4
- all player weapons' SFX remade, including mission packs (except BFG and Plasma Ray)
- all Strogg laser FX (yes, all 6 of them), Strogg machineguns, Tank and Iron Maiden rocket FX remade.
- Laser impacts now do sound like war!
- Gladiator railgun FX remade (not a recycle of the Marine railgun - no vanilla nonsense)
- all item sounds remade: ammo, health, armor and weapon pickups.
- silenced irrelevant chatter sounds.
- cleaned and polished the EQ on the alternate music sets, (revision 3).
- removed frog-like sound for the Gunner, and replaced it with something more becoming.
- replaced basic soldier voices with the ones from Quake 4.
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For the last month and a half i have been investing a lot of time and efforts in the development and testing of this mod. Hexen, perhaps, is my LEGO, but Quake II is my star-crossed game. For years i have been displeased with either its OpenGL renderers or its sound design - and while pondering which one is worse - i could not enjoy the ultra-polished, top notch gameplay, that i knew Quake II had right from the start.
Many years forward, and someone told me: "hey - what you are looking for - is there, and in several iterations, to say the least!". New software renderers, which gave great detail and incredibly vivid, rich with rusted-metal-shades presentation of the game's universe (as opposed to OpenGL's plastic-bag-over-monitor-shtick) - and there was colored lighting too! In software! And way way better looking than any
of those so-called "advanced" ports with so-called"HD" textures. After testing it for 2 minutes - i was already hooked for life. For me it was a direct time-travel back to 1997 - and this time, i had the right tools in my hand, and i knew what my next step should be...
...to cure the other black plague of Quake II - its abhorrent sound design. And so i went into action, working on it daily: envisioning, designing, refining and testing all the new sounds for Quake II, using every imaginable resource i could think of. But i also had a secret ace up my sleeve: every sound i divided into sub-segments.
For example: rocket launcher sound segments - 1)ignition 2)explosion 3)missile flight 4)ammunition feed 5)booster FX - five different micro-parts for one sound, which i would then mix up in a recording software. With this approach i got to some really neat and very powerful effects. 90% of the new SFX are made EXACTLY in this manner.
The mod also provides two alternate music sets - both for Quake II original campaign and Reckoning / Ground Zero mission packs. Quake II set consists of traditional heavy metal and some ambient tracks.
Mission packs use softer sound, hard rock with some atmospheric touches and more ambient tracks. If you have always wondered how Quake II would sound in a full metal blaze of guns and proper oldschool glory - look no further: this interstellar war is already here.
The best part is not even the mod, - it's the ETA: 16.9.2020 That's right - less than a week away!
This is the full version of the mod: a complete heavy metal experience. Rock on with melodic shred-guitar and powerful riffs as you blast Strogg legions...
This is like the complete version's little brother: everything is the same, but - without the alternate soundtracks.
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Seems to have some problems with the Re-Release of the game. Most sounds are fine but player weapons are mute somehow
Ah, the "scam version" ;-) hehe. No idea if that even runs on ID-Tech2.
Either way, it is likely to be incompatible for the same old reason: sound engine does not support 44khz stereo. Because a lot of the weapon SFX in the mod - were designed in stereo. That, or some other glitch. It's totally fine by me. I am all for the original Q2 via sourceports + mods. The "remaster" has never happened. Not for me.
I can confirm this works great with Yamagi Quake 2 on Linux. The only extra thing I had to do is rename the ogg music files to remove 'track' from the filenames so they would play in that port. As a bonus the mission packs also used the improved sounds without having to do anything. Nice! If you want to use the included soundtrack with the mission packs too, create a symbolic link of the baseq2 music folder in the xatrix and rogue directories. Hope this helps.
Definitely worth the bandwidth.
Will this work on Quake2XP Port? Honestly, its the best port for Quake 2 visually and I have no desire to install KMQuake now.
I haven't tested all the existing ports - cause they tend to crash
each other. I can attest for a fact that it will work with KM Quake.
(and the patches 3.24 / Ultimate QII patch) What looks best - depends
on what you're looking for, what matters most for you - when you look
at the game like Quake II. If you like, give it a try - it's just a plain copy-paste, no disruption to other files and/or mods. But from
what i've heard - Q2XP doesn't recognize 44khz stereo fx.
I followed the mod's installation instructions, but the sound FXs aren't coming through. The music is playing perfectly though.
Unsupported port, most likely. Far not all Quake II ports
provide 44khz stereo sound support, - which is a requirement for Q2HM.
No plan on improving the game's difficulty?
hexenstar 4hours ago
Honestly, i never saw it as a problem, - even though i do agree that the original campaign is a little bit too mild. But, either way - such task is outside my scope of skills. From a designer's perspective, i can tell you that achieving this goal on a higher-tier scale is far not as simple as a mere stats change.
But, the solution would be to replace/add Ground Zero enemies - and then go for combinations of enemies that "make trouble". Not the number of baddies, as some others might think. If i ever get to learn Quake II level editing - then of course i will do this! Yet for now - i am nowhere near that.
But, i can give you a few ideas that you can try, and these are definitely going to make the original game harder.
1) Don't use power-cells armor, Quad Damage and Invulnerability artifacts.
These do make the game unfairly easy - especially Quad Damage.
2) Don't use ammo capacity upgrades - this is for the hardcore players.
3) Don't uncover secret places (or only a fraction of them) - more hardcore.
4) And of course - play Ground Zero and Reckoning!
Combine the first 3 ideas together. Even more hardcore.
Good Hunting!