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Modder Paril has released Quake II PSX recently. This it the complete Play Station Quake II campaign recreated in the Quake II Enhanced Edition from 2023. It also comes with a new game_x64.dll file that can be used with the main game by replacing the file inside the "baseq2" folder.

Download Changelog
1.1
• Fixed a bug that caused wading noises to be incorrect in co-op making a very loud/annoying ticking noise when in water.
• Fixed a bug causing the Power Shield to not auto-activate after transitioning from psx/base2 to psx/jail2.

1.0
• See bottom of the file for changelog of re-release Update 1 to PSX 1.0.
Installation Instructions
This mod will only work with Quake II Re-release, or any engines that are compatible with rereleases' game DLLs! It will not work on the vanilla 3.20 or any other version of Q2.

For Windows, installation is fairly simple. Find your Quake II user data folder; on Windows, this will be located at

%Userprofile%\Saved Games\Nightdive Studios\Quake II

• Pasting that address into a File Explorer window will bring you to the right place.
• Download the zip file above.
• If using the built-in Windows zip utility, open the zip file and drag/drop the "psx" folder into your Quake II folder as listed above.
• If using 7zip, winzip or winrar, open the zip file, select Extract To, and enter the path above into the box. This should extract everything automatically.
• Check the folder above to make sure the "psx" subfolder was created during extraction, and that inside of that folder is "game_x64.dll", "pak0.pak", "readme.txt", etc.

Running the mod:

For other targets, create a shortcut to the "quake2ex.exe" for the target (ie quake2ex_gog.exe, quake2ex_steam.exe, or for other compatible engines), and enter "+set game psx" under command line arguments. This should launch the engine directly into that mod and you should see the campaign available under New Game.

If these fail or you simply want to run the mod manually, you can open Quake II Re-release, drop the console with ~ and type "disconnect" to stop the demo, and then enter "game psx" to switch to the PSX mod. Enter "set skill 0" for Easy, "set skill 1" for Medium, "set skill 2" for Hard or "set skill 3" for Nightmare. Then, type "newgame_psx" to launch into the new campaign. Note that running this way won't let you launch a server with PSX due to the mapdb not being loaded; the game must be immediately launched into the mod for that to function.
Note about Save Games
This mod features a new game DLL that changes flags around in a backwards-incompatible way. While it is technically possible to migrate save files, to keep things simple if you want to play the other campaigns using the new game DLL, please begin new save files. Loading old saves will still function but may cause some strange behavior, especially from the AI, and may cause softlocks.
Features
• All 20 levels of the single player campaign of HammerHead Ltd's Quake II port on the PlayStation, re-created mostly by hand with a ton of help from Blender and Noesis.
• Recreations of the new intermission videos using the original assets.
• Co-op support; you can now play the campaign with 3 other marines! It also works with the experimental co-op bots in re-release.
• Re-balancing and re-working of levels to better fit the engine as well as fixing glaring issues with the original game. The PlayStation port had a couple of levels with misflagged enemies and lacked ammo & health in the later levels, for instance. We tried to balance it to be closer to the PC version without sacrificing the gameplay or the rough progression of weaponry of the original.
• Re-worked new enemies. The PlayStation port added two new enemies to the roster, but they're a bit lacking in the tactical department. We found ways to make them more interesting and improve their fights. No spoilers here, but the ROSTER section below does contain spoilers! This mod also includes brand new high quality models for the Arachnid and Guardian, as well as pain skins for them.
• New secrets; the original port contained a few items that were only obtainable with rocket jumps, which is kind of a silly design choice. These were changed to proper secrets to encourage exploration. There may even be some brand new secrets to discover!
• All 13 deathmatch levels are included, including the cut "Fragtowe" which we've dubbed "Frag Tower". They can be played in DM and TDM modes, and bots are supported as well. Keep in mind that these maps are fairly small and designed for 2-4 players.
• New sounds for running out of breath (bubbling sounds) to replace the wade sfx used in the re-release; the wade sounds are now used for wading, as they are in PSX itself.
• New sounds for the Arachnid and Guardian.
• Nearly 700 new textures from the PlayStation version.
• Not necessarily PSX related but I found the source stock sound for world/wind2.wav and included the high quality version in here.
Other Information
Notable gameplay differences:
• This mod is designed for re-release, and as such requires all of the changes that the re-release game DLL offers to run properly. This also means monsters gain the new mechanics. We tried to balance the monsters to match most of the original campaign while utilizing or disabling new mechanics where appropriate.
• In the original game, music was set up as 3 or 4 different tracks per unit that change when you switch levels. While this could have been replicated, there was just enough tracks to make sure that every single map in the game used a unique track, which I felt was better than having repeats between levels.
• A few levels had their boss fights re-done to be more engaging and harder to skip or cheese.
• Loading zones between the same level are removed; the actual transitional areas are there, but there is no transition necessary to navigate to new areas.
• A few objectives had their items changed to simplify new asset management - for instance, the Guardian no longer drops the custom "A-M Bomb" model and instead drops a Power Core, and the two Pyramid Keys are now a Pyramid Key + Power Core.
• Powerups are not instant-use. The PlayStation port had a real bad habit of placing powerups in spots where there was no use for them as you'd have cleared the area before even spotting them. Instead of moving them around, the powerups can now be carried like the PC version.
Roster Changes (Includes new behavior spoilers!)
• Arachnid: A six-legged mutation of a Gunner designed to protect sensitive areas, this beast is slow and methodical. He can attack low & high with his dual railguns, requiring you to stay on your toes and not give him a clear shot. Beware, however, as he has a short temper if he doesn't get the satisfaction of dealing damage, and will unleash a flurry of deadly accurate rails on multiple marines in his view if his anger is allowed to fester. On Nightmare, he may also summon some small relatives to help him.
• Guardian: This experimental machine guards a Power Core near the Gravity Booster. He is tied to the core's activity, and access to the Booster requires you to go through him first. His arsenal includes an over-sized HyperBlaster, dual long-range lasers, and new to this mod is his ability to fire a volley of homing rockets that are shot around cover. These rockets are possible to dodge and can even be shot out of the air due to their size. On higher difficulties, he can scan for & react to your powerups.
Game DLL Changelog (compared to re-release Update 1, also includes spoilers!)
• monsters/items that had their positions fixed (due to being stuck in walls) will only display in the console if developer is set to 1
• monster_fixbot: fix some inconsistencies with its heal/revive mechanic
• monster_fixbot: if given the Scenic spawnflag, objects to weld will never fully regain health, allowing them to weld endlessly.
• monster_fixbot: fix all flags on Fixbot being cleared when they begin roaming.
• monster_fixbot: fixed rare bug where a revived monster that got gibbed would get stuck cycling animations
• Heat-seeking missiles (monster_chick_heat, etc): now try to seek their owners' enemy until it is no longer visible. Once it has acquired a track, it will remain on that track until it is no longer visible.
• Commander-like monsters (that can spawn other monsters): aggregated all of the different spawning behaviors into a single behavior, simplifying the code required to manage spawned monsters and removing some old hardcoded behavior.
• Commander-spawned monsters: slots used by the monsters are now stored separately to the slots used by the commanders. This fixes an issue where a Medic would act like a Commander, fruitlessly trying to spawn things.
• Trigger-spawned items will now respect the NO_DROP spawnflag.
• func_plat2: can now be given a 'wait' key, which controls how long the platform will wait between potential triggers. The default is 2.0 seconds.
• C++20: the code has been modified to properly support C++20's std::format changes, as well as new versions of fmtlib.
• Hyperblaster: fix an inconsistency with the way the hyperblaster effect is added to shots.
• Weapon pickups: in PSX mode maps, in deathmatch, double the ammo is given with weapon spickups.
• Wading: in PSX mode maps, players will make wading SFX in water.
• pmove: the N64_PHYSICS configstring is gone and replaced with a new, more generic PHYSICS_FLAGS configstring which controls a few different behaviors. This allows for maps to be made with PSX physics but without the PSX 0.875 scale and simplifies some of the conditions in p_move.cpp
• pmove: added a new pm_flag, PMF_NO_GROUND_SEEK, which disables the ability for the player to "snap" to nearby ground. This is to support the new trigger_push flag.
• worldspawn: the keys 'primary_objective_string', 'secondary_objective_string', 'primary_objective_title' and 'secondary_objective_title' were added to allow mappers to customize the titles and displayed strings
of primary & secondary objectives. PSX-style maps have these swapped to match the differing ordering of the objectives.
• info_player_start / info_player_coop: added spawnflag decimal 1 (RIDE), which allows mappers to mark spawn points as having physics, allowing them to ride platforms. This is the default behavior of N64 and PSX maps.
• Falling damage: PSX-mode levels have a much reduced fall damage delta, and the damage is capped at 4.
• Flying monsters: fixed an issue where flying monsters other than flyers may pick a point under the player to fly to, causing them to try to move directly on top of the player.
• Flying monsters: fixed an issue where flying monsters would not properly back away from players that attempt to get close to them.
• Flying monsters: fixed an issue where points directly behind them (such as mgu1m3) would cause them to drift endlessly in one direction until impacting a wall. They should now properly handle point_combat/path_corners that are behind them.
• Medic / Medic Commander: fixed an issue where the revive animation would end immediately when a monster is revived instead of fully playing out as intended.
• Monsters that revive: fixed a rare bug that caused medics to mess up healing.
• monster_hover / monster_daedalus: increased their min & max fly distances to the player
• monster_guardian: hooked up new sounds
• monster_guardian: new spawnflag, decimal 8 (SLEEPY) which causes him to spawn asleep until he is targeted by something.
• monster_guardian: bolts are visually larger and spread out more as he fires them.
They also now predict movement. Their damage and speed are slightly increased.
• monster_guardian: fix dual lasers looking funny when you move around; they also now do 15 damage a piece.
• monster_guardian: melee attack how has more distance, but he won't try to use it again for a while after performing it.
• monster_guardian: now fires homing rockets as a counter to hiding behind pillars
• monster_guardian: always uses Hyperblaster against Tesla
• monster_guardian: now responds to powerups, similar to the Black Widows.
• monster_guardian: decreased XY bbox size, but increased Z
• monster_guardian: hooked up pain skin
• monster_guardian: now ignores friendly fire
• monster_berserk: swapped kick of hammer & spike to match original game
• monster_berserk: fixed jump being affected by tick rate
• monster_arachnid: can now spawn Stalkers on Nightmare
• monster_arachnid: has new anger attack, triggered by missing shots
• monster_arachnid: slightly reduced XY bbox size
• monster_arachnid: now ignores friendly fire
• monster_arachnid: railgun damage adjustment (to match hardware)
• BFG ball: fixed lasers piercing through projectile clip brushes
• BFG ball: fix legacy bug with BFG laser sparks appearing black (not visible in Update 1 due to TE_LASER_SPARKS being broken though)
• BFG ball: fix lasers not visually piercing glass properly
• KillBox: add the ability for KillBox to try fixing the affected objects' origin before murdering them; this is mainly used for func_wall
• trigger_multiple / trigger_once: can now be given a 'noise' key to change the sound that plays when a message is displayed.
• trigger_multiple / trigger_once: can now exist without a brush model.
• trigger_key: new spawnflag, decimal 1 (BECOME_RELAY). When set, a trigger_key that is successfully engaged will turn into a relay when it is fired instead of becoming unusable; this can simplify certain key setups.
• trigger_push: new spawnflag, decimal 32 (ADDITIVE). When set, the trigger_push will additively push objects and temporarily give them zero gravity.
• trigger_hurt: new spawnflag, decimal 16 (PASSIVE). When set, the trigger_hurt now passively searches for objects to damage instead of reacting to being touched by entities. This allows the trigger_hurt to damage multiple entities that meet its criteria every frame instead of damaging only one at a time.
• trigger_safe_fall: new entity; when players touch this entity and they are currently in the air, their next fall damage will always be zero.
• target_spawner: will now no longer gib players if the object being spawned is non-solid (such as an item).
• target_laser: new spawnflag, decimal 262144 (NO_PROTECTION). Laser will damage even those with invulnerability. Set to avoid softlocks.
• target_laser: if a laser has zero damage, it no longer tries to damage monsters or players.
• target_laser: fix laser colors not working properly in the Quake II 64 campaign as well as COTM.
• target_laser: allow zero damage lasers to exist
• target_poi: add 'g_debug_poi' cvar, which can be used to diagnose the decision process of POIs.
• code change: vision_cone is no longer an alias for yaw_speed
• worldspawn: new keys, 'physics_flags_sp' and 'physics_flags_dm', can be used to forcefully change physics flags in these two modes for your map. The flags are currently as follows:
1 : N64 movement (exclusive with 2)
2 : PSX movement (exclusive with 1)
4 : PSX scale (use 0.875 map scale)
8 : Deathmatch modifier (for 1 | 2, but forces deathmatch-specific changes)
• reserved map folder: two subfolders, "psx" and "hh", should be considered reserved and should not be used by other mappers. They imply some specific changes that you don't want applied to different maps, similar to the "q64" subfolder.
• added new cvar, g_print_spawned_entities; when set to 1, all items & monsters in the map are printed, as well as the total health of all enemies in the map.
• added a new cvar, g_override_physics_flags; this can be used to force physics flags for the entire game. See the 'physics_flags_sp' key above.
• save version ID is bumped to 2; the ability for save file upgrades was also added but due to time constrains not finished.
• fixed a bug where loop_volume and loop_attenuation were not persisted to save files.
• physics: entities that move will now never attempt to collide with CONTENTS_AREAPORTAL
• physics: allow movers to have no clip mask, causing them to not try to crush entities
• monster death: fixed a bug that caused a dead monster to not fire its target after death if it also had a healthtarget set.
• monsters: can now be given a custom 'vision_cone', allowing you to customize how blind a monster can be to its peripheral vision. The default is -2.0 which is a special value for the old algorithm.
• func_wall: new spawnflag, decimal 32 (SAFE_APPEAR). This will use the safety mechanic of KillBox, which allows players or monsters to be "pushed" out of the func_wall when it turns on. If the func_wall completely covers the player/monster, though, they will still get gibbed.
• func_wall: now uses MOD_TELEFRAG death message
• misc_explobox: new spawnflag, decimal 1 (NO_MOVE), which makes them static.
• misc_model: new spawnflags, decimal 1 (TOGGLE) and decimal 2 (START_ON), and can now be triggered.
• misc_model: model key can now be left empty to allow for effects without needing a model set.
• the max levels in a single unit is now 16 (up from 8)
• remove 'COMPILE_TIME_MOVE_CHECK' as it only worked on MSVC anyways; replaced with a check that occurs at load time.
• items: new spawnflag, decimal 8 (NO_DROP), which prevents the item from being dropped to floor immediately on spawn
• monsters: new spawnflag, decimal 1048576 (NO_IDLE_DOORS), which prevents doors touched by idle monsters from opening.
• items: can now be given effects and/or renderfx by keys; this will completely override their effects. Keep in mind though that NO_TOUCH will still change the effects though.
• func_door_rotating: new spawnflag, decimal 262144 (NO_COLLISION) - disables collision on the door
• func_train: speed/accel/decel set on path_corners now take effect on a resume (such as being called via trigger_elevator)
• func_door_secret: can now be given a speed
• radius damage (via CanDamage) now takes projectileclip into account
• monster visibility & attack preconditional checks now take projectileclip into account
• entity parameters: lip, distance and height are all now float instead of int
• func_plat: a lip of 0 (or empty) is now recognized and handled properly
• turret_driver: if revived by a Medic/Fixbot, they will now return to being a regular Infantry instead of crashing the game.
• monster_boss2: now uses the new flying code
• monster pathfinding: tall monsters (Guardian, etc) should have a better time finding their way around now.
• BALANCE CHANGE: Grenades & Prox (but not handgrenades) now deal surprise damage when impacting a monster unnoticed.
• BALANCE CHANGE: Grenades, Handgrenades and Prox now deal the full damage on impact instead of a calculated distance from their center; this makes them more useful against bosses, where before their usefulness went down as a monsters size increases. Prox mines gained too much of a damage bonus from this, so to keep the old damage roughly the same on smaller monsters (while allowing that damage to stay consistent even on largermonsters), the Prox "projectile" now deals 60 damage consistently instead of 90 radius damage (which in practice varied between 50-75 or so depending on the monster size), while retaining its original 90 radius damage when it has opened up and become a mine.
• BALANCE CHANGE: Rockets and Phalanx also now deal knockback when impacting an enemy directly.
Credits
• Paril - Level porting, programming
• FixbotWill - Lead QA, encounter designs
• basementApe - Arachnid & Guardian models/skins
• PalmliX - Minor map design (biggun & boss2)
• LeChum - Trailer
QA / BETA Testers
• Papaya The Bun
• Sprony
• ChrisLP
• coffee009
• Andre 'Konig' Gagliardi
• Lacey
• EmeraldTiger
• Ziutek
• NeonKnightOA
• phredreeke
• Giga
• Y4R1L0
• sixsik6
• sprsnprchkn
• Mynameislol
• iLike80sRock
• zigg
• Juan Andrés Encina (avens)
• Chris Staples
• DoomMarine23
• Atun Desenfrenado (Tuna)
• Bantions Mon
• Matsilagi
• RavMahov
• jtucker
Post edited October 07, 2024 by Berzerk2k2