Quake II Rerelease Game Source
This repository contains the game code for the 2023 rerelease of Quake II, for users who wish to mod the game, along with the original game code that was use for reference. Mods can be loaded into the rerelease the same way as the original game: launch the game with +set game mymod
or type game mymod
into the console while the game is running. We recommend installing mods into your %USERPROFILE%\Saved Games\Nightdive Studios\Quake II
directory to ensure the original game files do not get modified.
id Software is unable to provide support for this release, however we urge you to take advantage of the depth of community-driven resources already available.
The rerelease of Quake II uses a new version of the API to communicate between the server & the game module. It also introduces a very thin "client game" module, akin to Quake III Arena's cgame module, to allow for extended modding opportunities that change previously hardcoded client behavior. It also has a new network protocol, version 2023.
This codebase is a combination of the separate game modules that were part of the original game: baseq2, ctf, rogue, and xatrix. It requires a C++17 compiler. In cases of conflicting spawnflags, maps were modified in order to resolve issues, so original expansion pack maps may not load correctly with this DLL. The combined FGD as used for development is also available for users wishing to make new maps. A modified TrenchBroom Quake II gameconfig.cfg
is included as there are modified textureflags.
Because the game export interface has changed, existing mods may be able to be moved over to support the API changes. However, in order to support all expansion packs under one codebase and new features in the rerelease, there have been some major changes to structure and layout, so old mods wishing to use the new codebase may need to be rewritten.
The API changes discussed here are written from the perspective of the game DLL.
Compiling
The game DLL has only been tested with Clang, VS2019 and VS2022.
The code can compile under both C++17 and C++20. Using C++20 allows you to skip fmtlib
as a dependency.
Required preprocessor definitions
GAME_INCLUDE
must be defined, tellsgame.h
that this is the game DLL compiling it.KEX_Q2GAME_EXPORTS
must be defined, tellsgame.h
that we are exporting theGetGameAPI
function.KEX_Q2GAME_DYNAMIC
must be defined. The game DLL supports static linking on console platforms, but is always dynamic on PC.NO_FMT_SOURCE
: this is only here because of a limitation in the internal build system. It must be defined.
Optional preprocessor definitions
KEX_Q2_GAME
: must be defined if compiling for Kex. This changes the behavior of thesay
command to go through the lobby.KEX_Q2GAME_IMPORTS
: only used by engine, tellsgame.h
that we are importingGetGameAPI
.USE_CPP20_FORMAT
: if explicitly defined, C++20's<format>
library will be used instead offmtlib
; otherwisefmtlib
usage will be autodetected.
Dependencies
- fmtlib: If
USE_CPP20_FORMAT
is not set, the library needs to be available in thefmt
subdirectory. - jsoncpp: Must be placed inside
json
subdirectory.
Both of these can also be installed via vcpkg: vcpkg install jsoncpp:x64-windows fmt:x64-windows
Windows (Visual Studio 2019 / 2022):
- We recommend placing the source in a subfolder within a mod directory. For example, alongside
baseq2
, make a folder calledmymod
, enter that folder, make a folder calledsrc
, and copying the contents of thererelease
directory into the newly-createdsrc
subfolder. - Open
game.sln
- Build solution
Debugging the DLL is possible when attaching to the engine EXE. Note that if you are using VS2022 Hot Reload, due to an internal Hot Reload issue, current edits will be lost when disconnecting from the server, or changing levels using the map
command.
40hz Tickrate Support
As part of this release, all internal logic in the game DLL has been adjusted to run at 40hz compared to the original 10hz of the original engine. This provides a better gameplay experience, and allows maps and game logic to run at more precise steps than the original 100ms. 40hz was chosen as it is a multiple of the original 10hz, operates at an integral 25ms step, and was the best balance between bandwidth and CPU concerns around the original tech.
Print Adjustments
As part of the API cleanup, the game DLL no longer uses varargs in any of its functions. Varargs are compiler-specific and not very portable, so instead, the onus is on the caller to handle formatting. As a bonus, this allows the game DLL to more easily hook in modern formatting providers; the game DLL uses fmt
almost exclusively. Several built-in types, like edict_t
and vec3_t
, can be formatted directly.
Math Changes
Since C++ is now used in the game DLL, math functions were made constexpr where appropriate, and operator overloads are used to make math easier to work with and closer to QuakeC. For instance, VectorMA(a, s, b, c)
can now be written as c = a + (b * s)
, which expresses the operation better.
Type Changes
qboolean
, which was aliased to int32_t
, is now instead aliased to bool
. This type should be equivalent to C's _Bool
.
Info Keys
In the original Quake II, all infokey values are purely ASCII with upper bits stripped. Kex and the Quake II rerelease engine supports UTF-8 for things like player names, which necessated a change to the way info keys work. Instead of implementing a whole UTF-8 system in the game DLL, these functions are now imports, so the engine is in control of the parsing and string management.
Userinfo variables are now suffixed with a number for split screen support. For instance, name
and skin
have become name_0
and skin_0
for the first player, name_1
and skin_1
for the second player, and so on.
Extensions
In an attempt to remain compatible with future community engines, all engine interfaces contain stubbed functions for GetExtension. This is currently unused and will only return nullptr, however other engines may wish to support returning named structs containing extra function pointers based on string parameters. This is similar to getextension
that has become standard in many QuakeC environments.
Conforming engines should return nullptr if an extension is not supported, otherwise they should return a non null pointer value that is relevant to the requested feature. Supporting engines should use namespaces for features to prevent name collisions around common and possibly incompatible implementations.
Player Movement
Player movement ("pmove") is now handled as an export in both game_export_t
and cgame_export_t
. This allows a game module to modify physics while still working with client prediction. Pmove also received several upgrades, such as more bits for flags and full float positioning.
Because a lot of movement quirks in Quake II were indirectly caused by the compression, these behaviors were retained. Trick jumping is now an explicit movement type, to allow for things like the Mega Health box jumps to still work. Some fixes were made, like jumping higher below the 0 z point of the map.
Frame visibility
As part of network improvements, some changes were made to the "entity is visible to client in frame" methods:
- Split-screen support since all clients share a frame.
- Entities with shadows will be visible if their shadows may be visible to a player.
- Sound attenuation culling is now calculated formulaically to match the sound system, and takes loop_attenuation into account.
Entity linkage
To fix a legacy bug where lasers only relied on one position for culling, RF_BEAM entities now set their absmin
& absmax
properly. This can cause them to be a bit inflated if they are angled, but should not cause any issues otherwise.
In a similar vein, gi.linkentity
no longer automatically sets old_origin
for beams. This is to make it a bit easier to work with beams, as otherwise you'd be forced to link twice to get it linked into the world correctly. This might break old mods that depends on this behavior.
Audio positioning
Entity spatialization underwent an overhaul (CL_GetEntitySoundOrigin
mainly).
- Brush models will use the closest point on the bmodel's absmin/absmax to the listener's origin. This allows moving brush models with sounds to make consistent sounds, and be full volume if you are inside of them.
- Beams now support
s.sound
, and plays their sound on the nearest point between the two beam origins.
As a secondary fix to the above, S_StartSound
has slightly different logic now surrounding what origin to pick when playing a sound:
if (entnum < MAX_EDICTS && (origin || fixed_origin))
{
// [Paril-KEX] if we can currently see the entity in question
// and it's a bmodel or beam, don't use a fixed origin so it sounds correct
if (!fixed_origin && entnum > 1 && (cl_entities[entnum].serverframe == cl.frame.serverframe ||
(cl_entities[entnum].current.solid == PACKED_SOLID_BSP || (cl_entities[entnum].current.renderfx & RF_BEAM))))
{
ps->fixed_origin = false;
}
else
{
VectorCopy (origin, ps->origin);
ps->fixed_origin = true;
}
}
else
ps->fixed_origin = false;
fixed_origin
is set to flags & SND_EXPLICIT_POS
for svc_sound packets, and is false
otherwise. If the playsounds' fixed_origin
field is set, then the ps->origin
value will always be used over automatically trying to determine its position.
Client entity adjustments
- Beam origin points are interpolated if they exist between frames.
TE_ELECTRIC_SPARKS
andTE_SCREEN_SPARKS
/TE_SHIELD_SPARKS
will only play sounds once on any given frame.- Entities will never play the same footstep sound twice in a row.
- Beams now squash the ends of their beams so they don't intersect walls or end early.
- Alpha and transparency settings now get copied over to all sub-modelindices.
- Lightramps are now interpolated, which looks nicer and helps with epilepsy.
delta_angles
are interpolated now, although this is never used at all in the game.screen_blend
anddamage_blend
are interpolated now, but only if the frame prior didn't have a clear color.
Configstrings
Configstrings have been overhauled. There is now a theoretical maximum of 32767
entries, although you are still bound by the game APIs value of MAX_CONFIGSTRINGS
.
The maximum length of a configstring has increased from 64
to 96
.
The API now canonizes that certain spans (CS_STATUSBAR
and CS_GENERAL
) can span multiple lines. A CS_SIZE
function is provided to calculate the total size (in bytes) that can be written to for a given configstring ID.
A convenience function, CS_REMAP
, is provided to help remap old configstring IDs to new ones. This is used in our engine to provide old demo support.
MAX_MODELS
, MAX_SOUNDS
and MAX_IMAGES
have been increased from 256 to 8192, 2048, and 512, respectively.
CS_STATUSBAR
This entry now spans entries 5 to 58 instead of 5 to 28, giving you an effective size of 5184 bytes (minus one for the null terminator) for the statusbar strings, up from 1536 bytes.
CS_SHADOWLIGHTS
This new span each consists of a shadow light entry. Its format is semicolon-separated numerical values, in the following type & order:
- int entity_order
- int type (0 = point, 1 = cone)
- float radius
- int resolution
- float intensity
- float fade_start
- float fade_end
- int lightstyle
- float coneangle
- float direction_x
- float direction_y
- float direction_z
CS_WHEEL_WEAPONS
This new span consists of entries for the weapon wheel. It consists of pipe-separated integral values, in the following order:
- CS_ITEMS item index
- CS_IMAGES image index
- CS_WHEEL_AMMO ammo index (or -1 for no ammo)
- minimum ammo to use weapon
- whether the weapon is on the powerup wheel or the weapon wheel
- additional sort integer
- quantity to warn on low ammo on
- whether this weapon is droppable or not
CS_WHEEL_AMMO
This new span consists of entries for the weapon wheel ammo types. It consists of pipe-separated integral values, in the following order:
- CS_ITEMS item index
- CS_IMAGES image index
CS_WHEEL_POWERUPS
This new span consists of entries for the powerup wheel. It consists of pipe-separated integral values, in the following order:
- CS_ITEMS image index
- CS_IMAGES image index
- if 1, it is a togglable powerup instead of having a count
- additional sort integer
- whether we can drop this powerup or not
- CS_WHEEL_AMMO ammo index, if applicable (-1 for no ammo)
CS_CD_LOOP_COUNT
Integer which determines how many times to loop the music before switching to the ambient track. Leave blank to use the clients' preferred value, otherwise it is forced to this value (a value of zero means never switch to ambient track).
CS_GAME_STYLE
Inform the client about the type of game being played.
Structures
Quake II has two main shared structures: gclient_t
and edict_t
. These split off into various other shared structures that have to be the same between the game & server.
Like the original release, the "shared" aspects of these structs must be identical, and are stored in game.h
as edict_shared_t
and gclient_shared_t
respectively.
The structure changes will be listed from the bottom-up. Full listings of the structures can be found in the source.
cvar_flags_t
CVAR_USER_PROFILE (bit 5)
This is a new flag that is solely for the client; it indicates that a cvar is treated like userinfo for the purposes of storage, but is not sent to the server like userinfo usually is. For example, this flag is applied to cl_run_N
, which controls the individual Always Run flags for each split screen player.
contents_t
CONTENTS_PROJECTILECLIP (bit 14)
This new content flag will be collided against by CONTENTS_PROJECTILE
entities.
CONTENTS_PLAYER (bit 30)
This special content type flag is set only on player entities, and allows tracing to exclude/include them.
CONTENTS_PROJECTILE (bit 31)
This special content type flag is set only on projectiles, and allows tracing to exclude/include them.
surfflags_t
SURF_ALPHATEST (bit 25)
This bit is widely supported by other engines and is supported in the rerelease.
SURF_N64_UV (bit 28)
This flag is specific to N64, and halves texture sizes.
SURF_N64_SCROLL_X (bit 29)
This flag is specific to N64, and causes textures to scroll in the X axis.
SURF_N64_SCROLL_Y (bit 30)
This flag is specific to N64, and causes textures to scroll in the Y axis.
SURF_N64_SCROLL_FLIP (bit 31)
This flag is specific to N64, and flips the scroll axis.
csurface_t
This structure has undergone canonization of the 3.2x changes by Zoid.
char[32] name
Uses the proper name length now.
uint32_t id
This value must represent a unique ID that corresponds to its texinfo. The same ID must always reference the same texinfo, but they don't necessarily have to be sequential. Zero must always mean "no texinfo".
This is used by the client for indexing footstep sounds.
char[16] material
The material ID for this texinfo, from the corresponding .mat
file.
trace_t
csurface_t *surface
The only change is a contractual one: this value must never be null.
cplane_t plane2 / csurface_t *surface2
When a trace impacts multiple planes at the destination, the collision system will now report both of them. The "second best" plane and surface are stored here. surface2
must be null if a second surface was not hit.
This is used to solve some epsilon issues with the player movement system.
cvar_t
int32_t modified_count
The old qboolean modified;
has been changed into an integral value. This value is increased when the cvar has been changed, but is never zero. The reason for this is so that "is cvar modified" checks always succeed on the first check, assuming you initialize the last modified value to 0.
The function Cvar_WasModified
is provided as a convenience function to perform this task for you.
int32_t integer
A common extension to Quake II, the integral value is stored at the end of the struct for you to use.
player_state_t
int32_t gunskin
This is a new value which sets the skin number used on the weapon.
int32_t gunrate
This value sets the frame rate (in hz) of the players' weapon. For backwards compatibility, a value of 0 is equivalent to a value of 10. This ia mainly used for the Haste powerup, but in theory it could be used for future mods to have higher tickrate weapons in general.
float[4] screen_blend / damage_blend
The full-screen blend
value was split into two values: screen_blend
and damage_blend
.
screen_blend
is the same as the original one, and is a full-screen color change. It is mainly used now for full-screen fades. To reduce the amount of screen flashing,