Welcome to the Quake II for MS-DOS port. By Neozeed, [HCI]Mara'akate, and sezero.
- Pentium 1. At least a 200MHz to play it at ~20-30fps.
- At least 48 MB RAM. More for larger mods.
- LFN TSR. Use the included DOSLFN.ZIP (can be loaded high with LH DOSLFN.COM)
- VGA (320x200 and 320x240)
- SVGA (Banked and LFB)
- 3DFX OpenGL rendering.
- Mouse
- Keyboard
- Sound Blaster and Gravis UltraSound family
- CD-ROM music
- OGG and WAV music
- Networking (You need a packet driver)
- Loading/unloading video driver and game DLLs in DXE3 format.
- Playing in a Windows 9x DOS box.
- Several PCI sound cards like AC'97 or HDA (run with -sndpci)
- You can also try using SBEMU, a legacy sound blaster emulator for DOS, with your PCI sound card: https://github.com/crazii/SBEMU
- Mouse wheel support. (see info below.)
- Hor+ FOV scaling. (see info below.)
- Playing in a Windows NT NTVDM DOS box. If you must, +set sw_mode 1.
- Software Renderer: TGA files from maps that were only optimized for OpenGL.
- Some models from Whale's WODX server can crash the software renderer. I'm assuming they're custom player models as I tried replaying the same maps later and got no crashes. Until I can spot it, be on the lookout.
- Run /slist2 to get a gamespy list of active servers, or use the new browser menu. Run /srelist to print the previous list. Use CTRL+C to abort.
- Don't use EMM386. If you get weird virtual alloc failed errors, it's probably related to this.
- Use FastVid for some faster linear frame buffering if you a P1 or P2-era PC. Download it at http://dk.toastednet.org/QDOS/FASTV110.ZIP.
- UNIRV can enable custom refresh rates. Great if you have a large CRT monitor. Download it at http://dk.toastednet.org/QDOS/UNIRV142.ZIP.
- Gravis UltraSound users: If you have a "stuck" or "repeating" sound as soon you load Q2DOS load Ultramid -Q then Ultramid -Q -F. If you don't have Ultramid for some reason, you can get the fix (with a batch included) at http://dk.toastednet.org/QDOS/GUSFIX.ZIP. You also may need to set s_mixahead to 0.3 and use high DMAs.
- Make sure you are using the included CWSDPMI.EXE in your Q2 directory or you may get some issues with running out of memory.
- To hear Ogg Vorbis or WAV tracks in game, rip the Q2 CD's audio tracks (2-11) to track02-track11.* and put them in baseq2/music. For the mission pack audio tracks, rip the Ground Zero CD's audio tracks (2-11) to track12-track21.*. Don't bother ripping the tracks from the Reckoning CD, as they're a mix of the tracks on the Q2 and Ground Zero CDs. Everything else will be taken care of internally.
- Mouse wheel: The code is from HoT. If you use the latest beta version of
cutemouse, which is 2.1b3 (ctmouse21b3.zip), the wheel should work nicely.
We tested with the 2.0-alpha and 2.1-beta versions. We automatically detect
and use the wheel if it is present. To disable the wheel, use the command
line argument -nowheel.
- Note: As of cutemouse-2.1-beta4 version (cutemouse21b4.zip), the wheel is not enabled by default: you must use their /O switch.
- Hor+ style field of view (FOV) scaling: Useful for widescreen resolutions. Configured by new cvar fov_adapt: set it to 1 and your FOV will be scaled automatically according to the resolution. It is enabled by default.
- MEMSTATS command will report available Physical and Virtual Memory in Mb. You will notice the number will never rise, this is on purpose. Please read the DJGPP FAQ @ http://www.delorie.com/djgpp//v2faq/faq15_2.html for more information on how DJGPP and CWSDPMI work.
- Logitch MouseWare drivers in Windows 9x may cause delayed/missing mouse input when played in a Windows 9x DOS box.
- Demos recorded from multiplayer can be run with timedemo 1 but to keep the code simple it must be used with the demomap command instead of map. Demomap will set the attractloop mode on which can be used as a hint from the client that a demo is currently playing without having to hack between the server and client. Starting a demo with demomap is easy, i.e. demomap demo1.dm2. The extension must be incldued.
- Please refer to readme.fx for more details.
Follow neozeed @ http://virtuallyfun.superglobalmegacorp.com/
Follow maraakate @ http://dk.toastednet.org/
Various code from
- cURL -- (http://curl.haxx.se/)
- DJGPP community -- (http://www.delorie.com/djgpp/)
- Gamespy SDK -- Released publically in 2014.
- ggorts -- Ported 3ZB2, Action, Chaos, and DDay to Q2DOS. Banked VGA code and Planar mode help. 3DFX/MesaFX help.
- Glide Open Source Project -- (http://glide.sourceforge.net/)
- Knightmare -- Ref_soft and ref_gl help, Quake 2 3.24 updates. KMQuake II (http://www.markshan.com/knightmare/)
- Mesa -- (http://mesa3d.org/)
- Mpxplay PCI Audio library -- (http://mpxplay.sourceforge.net/)
- Mpxplay code importing by Ruslan Starodubov (http://sound-dos.ucoz.ru/)
- OGG/Vorbis -- (https://www.xiph.org/)
- RayeR -- Various DJGPP v2.05 upgrade help, MTRRLFBE (http://rayer.g6.cz/)
- R1CH -- R1Q2 (http://old.r1ch.net/stuff/r1q2/)
- Sage by Daniel Borca (http://www.github.com/dborca/sage)
- Sezero -- WATT32, DJGPP 2.05, 3DFX/Mesa, and several other help. uHexen2 (http://uhexen2.sourceforge.net/)
- Yamagi -- Updated game code from YamagiQ2 (http://www.yamagi.org/quake2/)
- Berserk, CDawg, Pat Aftermoon, Anthony Jacques, David M. Pochron, Dopefish, GuyP, Jitspoe, MH, MrG, NeVo, Skuller, Riot, Psychospaz, Pooy, Sul, and others.
- Cppcheck -- (http://cppcheck.net/)
- DJGPP -- (https://www.delorie.com/djgpp/)
- GCC -- (https://gcc.gnu.org/)
- Microsoft Visual Studio 6 -- (https://visualstudio.microsoft.com/)
- Microsoft Visual Studio 2005 -- (https://visualstudio.microsoft.com/)
- Microsoft Visual Studio 2019 -- (https://visualstudio.microsoft.com/)
- PVS Studio -- (https://pvs-studio.com/)