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Q2PRO-XQuake II by ly
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Quake II · Windows client

Q2PRO-X 1.6

Final release

Q2PRO-X is ly’s Quake II client, built on Q2PRO. You can adjust map and model lighting separately, give a particular opponent a distinct skin by nickname, and enable weapon prediction so shots produce sound and visual effects without waiting for the server to respond.

The built-in translator helps you follow chat on foreign-language servers, while the menu editor brings your most-used settings together. Demo playback includes tools for reviewing matches, OpenTDM-X bots offer configurable tactics for practice, and single-player options let you change monster behaviour and apply gameplay mutators.

What Q2PRO-X adds

If you are moving from Q2PRO or R1Q2, you can select familiar mouse and movement behaviour before trying the settings that brought you here. For example, keep living players bright, darken bodies and assign a distinct skin to one opponent by nickname so you can pick them out in FFA.

Most settings are available through menus with English and Russian descriptions. Lighting, visibility, effects and interface appearance have factory presets and slots for your own choices; frequently used settings can also go into a personal section placed directly in the main menu.

AVFX graphics are optional: rain, materials, reflections and celestial objects are there for players who want to change the look of a map. Networking tools, chat translation, personal menus and demo features work independently of those effects.

Read the guide

01 · Response and connection

Weapon prediction

At high ping, the pause between pressing fire and seeing a shot becomes particularly noticeable. Weapon prediction plays the sound and visual effect immediately on your client, then reconciles them with the server’s response; the server still decides whether a shot hits and how much damage it deals.

Prediction can be adjusted for connection latency. On OpenTDM and OpenTDM-X servers it also respects pauses and the countdown before a match, preventing local firing effects while shooting is disabled.

Read the guide

Support for higher server update rates

Q2PRO-X can receive game-state updates more often than the standard ten times per second when the server supports it. On a 60 Hz server, for example, the client negotiates that rate when connecting and reports it in the console; on a standard server it continues at 10 Hz.

Enable server-rate adaptation in the online-game settings. Prediction, network smoothing and demo playback account for the selected rate. Connection updates and rendering FPS are separate settings, so enabling adaptation does not itself limit the frame rate you see on screen.

Read the guide

Smoothing network corrections with LAGHAX

When the server corrects a player’s position, a difference from the client’s prediction can cause a visible jump. LAGHAX smooths these corrections, with controls for adjusting the response to your connection and preferred movement feel.

LAGHAX settings are separate from weapon prediction and server-rate adaptation. An indicator and diagnostic view show the corrections being made, so you can see how changes affect the smoothing.

Read the guide

Connection diagnostics with Network God

Network God shows what happens to your connection during a match: changes in latency, packet loss and how regularly updates arrive. Its detailed window includes events, explanations of the readings and setting recommendations, giving you more to work with than the ping number alone when investigating stutter.

Ping adaptation and the other client networking settings are nearby. You can adjust the diagnostic window and indicator’s position, size and opacity; live connection diagnostics are disabled during demo playback.

Read the guide

Mouse and movement modes

Mouse and movement options include behaviour familiar from R1Q2 and Q2PRO. Sensitivity, zoom and weapon sway have separate controls, while step and lift smoothing reduce abrupt camera movements without changing the underlying movement of your player.

The menus explain these settings, making it easier to adjust input and movement after switching clients without hunting for variable names in someone else’s configuration.

Read the guide

Blocking system shortcuts

An accidental press of Win or Alt+Tab can cost several seconds during a match. Q2PRO-X lets you block these and other system shortcuts individually while its window is active; all blocks are off by default.

Read the guide

02 · Match visibility

Separate lighting for the map and models

Map brightness and model-group lighting can be adjusted separately: keep living players well lit, make bodies darker and set your own intensity for weapons, armour and power-ups. Improving an opponent’s visibility no longer requires brightening the entire environment along with them.

Visual settings also cover saturation, glow, view-weapon transparency and the colour flash when you take damage. Lighting and visibility presets combine related settings, and user slots let you save your own combination.

Read the guide

Model highlights and nickname-based skins

Players and items can have custom colours, outlines and bloom, with separate controls for a model’s head, torso, arms, legs and weapon. This lets you emphasise particular parts and adjust model visibility to the map’s lighting.

Nickname presets help identify opponents in FFA: assign a model, skin and colour to one or more player names. You could make a particular rival red while forcing everyone else to use the same model; their personal preset takes priority over the general colour settings.

Read the guide

Simplifying the map’s appearance

Detailed walls and floors can make models harder to distinguish in a competitive match. Q2PRO-X can replace the architecture’s textures with solid colours, checks, a grid or another pattern. Floors, walls and ceilings have separate colours, with controls for effect strength and lighting.

The effect applies to level architecture while preserving your appearance settings for players, weapons, armour and other items. The screenshots show the same map before and after enabling it; the controls are accessible from both online-game and renderer settings.

Read the guide

Item animation

Items on the map can make small jumps with a jelly-like squash and stretch. Armour, health, weapons and power-ups are configured by group and keep their usual rotation; shadows, highlights and reflections follow the animation.

Jump height is limited to a small displacement from the spawn position. The effect is off by default and never applies to players or weapons held in their hands.

Read the guide

Item timers and server history

Armour, megahealth and power-up timers appear in a window whose position, size and opacity you can adjust to suit your HUD. Automatic timing is available on servers that permit it.

The server browser keeps favourites and connection history, and caches the server address list locally. If the list provider is temporarily unavailable, the client loads the cached addresses and checks the servers’ current status rather than leaving the browser empty.

Read the guide

03 · Chat and personal settings

Chat translation and console categories

The translator lets you read foreign-language chat without leaving the game. It takes the player messages currently visible in the console, detects their language and displays a translation alongside the original nicknames. System messages are excluded, and you can select and copy translated text with the mouse.

Press Translate again to read newer messages; if the text has not changed, the client reuses the previous result. The window can be moved or maximised, its font size and opacity are adjustable, and you choose the shortcut used to open it.

Console categories keep chat separate from command replies and system messages, with tabs across the top or down the left. In this mode, translation works in the chat tab; the usual combined console view remains available too.

Read the guide

Built-in voice chat

Voice chat connects players to a room for their current server, so you can talk without switching away from Quake II to another application. Select your microphone and choose push-to-talk or voice activation in the settings; you can also switch rooms manually.

Volume and connection options are controlled in the client. Waiting for the voice server happens in the background and does not freeze the game interface.

Read the guide

Build your own menus

Bring frequently used options into a personal section: map brightness, opponent colours and sound controls can sit together even when they are far apart in the factory menus. In edit mode, add entries from existing menus or find variables and commands through search.

For a variable, choose its label, value range and control type: slider, switch or text field. Give the section a name, place it in the main menu or a submenu and choose which existing entry it should appear before. Names can also contain Cyrillic text.

Personal sections are stored separately from factory menus. When editing is off, management buttons disappear and your section works like any other menu, including hints for its entries.

Read the guide

Find variables and commands

The CVAR Browser searches names and descriptions in English and Russian, showing the current value and help for each result. If you accidentally type an English name with the Russian keyboard layout selected, it also searches the corresponding English spelling.

The All tab includes both variables and commands. You can send a command to the console, check its arguments and run it, or look up a setting whose location in the menus you do not know.

Read the guide

04 · Demos and statistics

Demo review and match statistics

The DM2 and MVD2 player supports seeking, jumping to frags and selecting a player to follow. MVD recordings also have an automatic director; movement paths, heatmaps and item timers help you review how a match unfolded.

The browser finds demos across mods, subfolders and archives, with favourites and a playback queue. You can open a recording by its full Windows path without first copying it into the game folder.

Local demos can be used to collect personal match statistics covering results, frags, maps and opponents. Demo viewing has a separate visual profile that applies to recordings from different mods.

Read the guide

05 · Practice and single-player

OpenTDM-X bots with configurable tactics

Q2PRO-X includes OpenTDM-X and menus for choosing maps, opponents and bot behaviour. You can set playing style and aggression, including exceptions for individual maps; ready-made modes include Regular, Training, Hardcore and Training Hardcore.

There are presets for aggressive, defensive and chaotic play, and you can save your own combinations for later practice sessions. The map selector lists maps supported by the installed bot version.

The mod is developed separately from the client and can be updated from the game, manually or on a schedule. Its menus are updated with it, allowing new behaviour settings to appear without replacing Q2PRO-X itself.

Read the guide

Mutators and monster behaviour

Single-player options let you shuffle monsters and items, change enemy appearance and play DM maps with monsters and score tracking. Experimental settings can also alter surface shapes or swap water and lava, including their gameplay behaviour.

Free World changes how monsters behave: they react to sounds, join nearby fights and look for routes around obstacles. AVFX creatures can take part too, such as snakes that interact with the environment and attack players or monsters.

Installed modifications are selected from their own menu, including supported older mods with 32-bit game libraries.

Read the guide

06 · Rendering and AVFX

HDR and tone mapping

Internal HDR rendering and output to an HDR monitor are enabled separately. White level and highlight brightness can be adjusted to your display, while tone mapping lets you balance bright flashes against lit surfaces and see the result directly in the game.

HDR output requires support from the monitor, Windows and the selected renderer. Lighting and post-processing controls remain available on a standard display.

Read the guide

AVFX weather, materials and reflections

AVFX adds weather and environmental detail to Quake II maps: rain collects in puddles and runs down surfaces, snow settles on the ground and lightning flashes illuminate the level. Shots make splashes in water and leave marks in snow; fog, clouds, ash and steam above lava have their own controls.

Surface materials add relief, cracks, brickwork and streaks to walls and floors. Grass, moss, mould, stones, leaves, markings and small creatures can be placed over them, while water, puddles and mirror surfaces reflect the environment and models.

The WGL renderer supports tessellation of architecture and liquids, adding geometric relief to walls, floors, water and lava. Object density and reflection quality are adjustable independently of the other effects.

Sky effects include stars and constellations, the Sun, Moon, Earth and other planets, as well as meteors, comets, spacecraft and a black hole that bends light. Celestial bodies and moving objects can be enabled separately to build the scene you want.

AVFX has an overall switch, and its settings can be saved in presets. Weather and environmental effects can change the appearance of a map without changing your networking settings.

Read the guide

Blood and impact marks

AVFX contact effects connect weapon impacts with damage to models and surfaces: blood sprays and pools, bullet marks, explosion craters and debris. Each weapon has its own effect strength and composition, so a shotgun pellet and a rocket explosion leave different results.

Blood colour and mark lifetime are adjustable, and pools have reflection and quality settings. Energy weapons can produce both blood and vaporisation because those effects have independent controls.

Separate switches determine whose actions create effects: your player, other players or monsters. Demo playback is supported too. Contact effects have their own presets, independent of AVFX weather and scenery.

Read the guide

Particle colours

Standard Quake II particles have enable switches and RGB controls by family. Change the colour of a projectile trail or blood, or turn off one distracting effect while keeping the rest. These settings apply globally across the game.

AVFX particles are configured independently, including falling and flying meteors, comets, lightning and impacts on water or snow. Their colours are saved in AVFX presets, so changing standard particles does not recolour your selected scene.

Read the guide

AVFX presets and generator

Factory presets combine weather, material and scenery settings into scenes you can adjust and save under your own name. Music has a separate set of presets.

The generator creates combinations of effects within the restrictions you choose, and Full Chaos mode also varies particle colours. Blood and impact settings stay in their independent contact-effect presets and are excluded from this generation.

Read the guide

07 · Sound and appearance

Spatial audio and music

OpenAL provides positional audio, binaural headphone sound and reverberation to help locate footsteps and shots in their surroundings. Hit feedback is configured separately, and you can replace game sounds with your own files.

Music options include online playback and ambience that changes with the player’s health and protection. While a menu is open, the current track can drive a spectrum, waveform or radial visualisation with adjustable colours and opacity.

Read the guide

Colour themes, fonts and dialogs

An appearance preset sets the colours of menus, dialogs, console buttons, the logo and music visualisation. There are 20 factory themes and six slots for your own; each part of a selected theme can also be adjusted separately.

Text sizes are configurable for titles, section headings, normal entries and selected entries, with shadows to improve readability over busy backgrounds. You can change the selection shape, logo colours, glow and lightning, and apply menu opacity either to the panel alone or to the full-screen background.

Changes appear as you adjust the settings. Save and rename your own theme, or select Default to restore the factory appearance.

Read the guide

Startup intro and logo

The startup scene uses the logo, lightning, glow and music configured with the client’s appearance settings. The intro and its sound have separate switches, and the scene is skipped when launching directly into a map or connecting to a server.

Read the guide

Install Q2PRO-X

Windows x64 · Requires original Quake II game data

The archive contains the client, OpenTDM-X bots and guides. Extract it into an existing Quake II or Q2PRO-X installation.

How to start

After installation, choose a server, the campaign or a bot game from the main menu.

1. Find your Quake II folder

It must contain a baseq2 directory with the original game data. Back up any personal configurations before updating.

2. Extract the client

Download the archive and extract its entire contents into your Quake II folder, allowing client files to be replaced.

3. Launch the game

Run Q2PRO-X.exe. Choose your screen resolution and mouse sensitivity, then start playing from the main menu.

Guides

The guides explain menu options, parameter values and setup steps. Read them here or download the DOCX files to keep an offline copy.

Getting started

Find the right guide, from installation to detailed settings.

Open

Change history

Features and fixes added since the 1.5 release.

Open

Menus, console and appearance

Colours, text sizes, dialogs, opacity and saving your own themes.

Open

Variable and command reference

What settings do, which values they accept and how to use console commands.

Open

Finding settings

Using the variable and command browser.

Open

Video and rendering

Display, lighting, shadows, post-processing and image quality.

Open

HDR

Brightness settings and output to an HDR monitor.

Open

Audio and music

Spatial audio, reverberation and music settings.

Open

Voice chat

Choose a microphone, room and voice transmission mode.

Open

Mouse and controls

Input modes, sensitivity, zoom and system shortcuts.

Open

Network play

Server rate, ping, prediction and movement smoothing.

Open

Network God

Read connection indicators and investigate networking problems.

Open

Demo browser and player

Find recordings, seek through them, choose a player and use the director.

Open

Match statistics

Collect results from demos and review maps, opponents and match history.

Open

Item timers

Respawn countdowns and timer window settings.

Open

Startup intro

Intro scene, logo, music and how to turn them off.

Open

AVFX weather and scenery

Rain, snow, water, fog and other environmental effects.

Open

AVFX presets

Choose a scene, save your own settings and rename presets.

Open

Materials, sky and creatures

Environment, reflections and celestial object settings.

Open

AVFX preset generator

Set limits and generate new combinations of effects.

Open

Model highlights and appearance

Colours, outlines, bloom, model parts and nickname presets.

Open

Single-player and mods

Campaign, mutators, practice and launching installed mods.

Open

Blood and impact marks

Weapon effects, blood pools, craters, debris and contact presets.

Open

Particles and their colours

Enable particle families and choose colours for standard effects and AVFX.

Open

Connecting to servers

Connection history, reconnecting and console commands.

Open

Surface objects

Place and adjust environmental details.

Open

Lighting and visibility

Choose presets and save your own lighting settings.

Open

Health and armour ambience

Choose background audio for different player states.

Open

Custom sounds

Replace sounds and prepare audio files for the game.

Open

Hit sounds

Configure the sound played when you hit an opponent.

Open

Chat translation

Select a language, translate visible messages and copy text.

Open

Console categories

Horizontal and vertical tabs for different message types.

Open

Personal menus

Create sections, add settings and choose where they appear.

Open

OpenTDM-X bots

Maps, opponents, behaviour presets and bot updates.

Open

Simplifying map visuals

Patterns, colours and brightness for walls, floors and ceilings.

Open

Item animation

Jumps, squash and stretch by item group.

Open