Quake II

Quake II

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UQE Quake 2
From the outset of this project the idea was to ensure that the engine is as much as possible a purist build of the game. Most of the changes made to the engine were under-the-hood with a very small amount of actual visual changes. Its the perfect engine for those that are not inclined to care about having any extras like custom 32-bit texture support and other eye candy that transforms the game into something other than what was intended by the original.

Its most probably also a pretty good candidate to be used when buying Quake 2 through digital online services like Steam since the effort required to make the jump from the original to UQE Quake 2 is extremely minimal from an upgrade perspective only requiring the original fully patched PAK files and optionally also the CIN files for cinematic playback.

UQE Quake 2 is downloadable from the following url:

If the game fails to start it may be that the machine is missing the redistributable package.

Visual C++ Redistributable for Visual Studio 2012[www.microsoft.com]

At this time the binaries are not compatible with any Windows release older than Windows Vista.
Last edited by Jacques Krige; Nov 13, 2018 @ 8:24am
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Showing 1-15 of 38 comments
Awesome! I absolutely loved ur UQE Quake and Hexen 2 upgrades and was waiting for a Quake 2 version. Thank you! Going to try this now
Kvaki Sep 30, 2013 @ 5:19pm 
ah nice. another quake 2 to collect xD
Jacques Krige Oct 1, 2013 @ 2:19am 
I hope you guys like it! I've put a lot of love in it. :)
Jacques Krige Oct 1, 2013 @ 12:56pm 
This video shows UQE Quake 2 in action at 16:9 widescreen complete with OGG Vorbis soundtrack playback!
Last edited by Jacques Krige; Feb 22, 2015 @ 12:52pm
0mnicydle Oct 12, 2013 @ 8:41pm 
This is great. I just installed this and UQE Hexen II today and they are both superb, great work! I have one request however: Would it be possible to add raw mouse input? For some reason almost all Quake II source ports I have tried, and the original engine itself, all have somewhat choppy mouse movement for me on Windows 8, with the exception of one which uses raw input (Q2PRO). I can reduce (but not eliminate) it by using m_filter 1, but obviously I'd like to be rid of these occasional hitches completely.
Last edited by 0mnicydle; Oct 12, 2013 @ 8:42pm
Jacques Krige Oct 14, 2013 @ 4:25am 
Hey thanks! :)

I've been meaning to take a look at it. I share your opinion that mouse input feels choppy/raw/direct with the only way to reduce it by either having m_filter on and/or setting the sensitivity lower.

Got it on my TODO list now. :)
Last edited by Jacques Krige; Oct 14, 2013 @ 4:25am
0mnicydle Oct 14, 2013 @ 4:03pm 
Awesome, thanks! I've been playing with your port some more today and I just love it! Having raw input would be amazing, and if it found its way into your other ports...that would be so awesome! I am a huge fan of raw input and wish every game used it.

EDIT/I removed stuff about suspecting hyper-threading to be the root of my probems because it turns out my problem wasn't related to that after all. It turns out having FRAPS running was causing all my troubles, which i usually have running at all times without even thinking twice. The FPS counter overlay doesn't even have to be showing, just having the program running at all is enough to cause slight hitches in mouse movement now and then. I do find it strange that this only affects mouse input (keyboard turning is completely smooth at all times), but at least I've tracked down the problem./EDIT

Thanks again for all your great work! I absolutely love your minimalist true to the originals approach on all your ports.
Last edited by 0mnicydle; Oct 15, 2013 @ 4:25am
0mnicydle Oct 15, 2013 @ 4:27am 
I updated my previous post to correct some misleading info, but just wanted to say that regardless, it would still be awesome if raw input found its way into all your ports! ;)
Jacques Krige Oct 15, 2013 @ 9:48am 
Thanks for your feedback, its very encouraging. :)

If you got any problems with UQE, feel free to let me know about it! :D
stinger608 Oct 16, 2013 @ 12:31pm 
Hi Jacques,

I am to assume you just open each folder and copy and replace the files into the Quake II directory?
Jacques Krige Oct 20, 2013 @ 7:23am 
Yes, exactly as the structure in the 7-zip download. Lemme know if theres anything in the documentation's installation instructions that feels unclear. ;)
Last edited by Jacques Krige; Oct 20, 2013 @ 7:23am
Jacques Krige Jan 27, 2014 @ 10:36pm 
Yesterday I've released a tweak for UQE Quake 2 which replaced the original intensity-based gamma (which kinda added a "greyness" to the game's environment) with real hardware-based gamma control.

Also added is the console variable "vid_overbrightbits" with settings 0-2 is brighten-up the environment.
Rei dos Vermes Jan 28, 2015 @ 5:38am 
This engine is amazing and I really appreciate the option to enable point filtering for textures. It works flawessly with the original CD-ROM version.
Jacques Krige Jan 28, 2015 @ 8:29am 
Hey Thanks!

I worked month and months to get this engine mod perfect. I basically touched on each and every thing I could think of that was an issue for me. Even into very detailed stuff like fixing the absolutely horrible cinematic rendering the original did. :)

...not to mention that off-set crosshair issue. :P
Last edited by Jacques Krige; Jan 28, 2015 @ 8:30am
Rei dos Vermes Feb 1, 2015 @ 11:52am 
For some reason the game was crashing on loading after the explosion in Big Gun. I had to enter a cheat code to skip the level to Hangar.
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Date Posted: Sep 5, 2013 @ 3:46am
Posts: 38