Quake II VR v2.0.0 Alpha

Released May 15th, 2017

Authors / Contributors for Q2VR:
Project Links:

This is a Quake II engine mod to add native support for Virtual Reality HMD's such as the Oculus Rift.
This mod is based on KMQuake II and incorporates work from RiftQuake.

Important Note: This version targets the Oculus SDK only, not Steam VR. It may work with the Vive in conjunction with Revive, but it hasn't been tested.

Download Links

There are 3 different versions you can get:
Binaries-only (no HD textures; if you already own Quake 2) - quake2vr-2.0.0-bin.zip
If you don't own Quake 2, you can get the version with the shareware .pak included: quake2vr-2.0.0-shareware.zip (Alternate, non mega.nz link)
Binaries + HD textures, music, mods, and shareware levels: quake2vr-2.0.0-full.zip

Features

New in this version: Other features:

Suggested VR configurations (aim modes, etc.)

There's a lot of VR configuration options. Depending on how you want to play the game, here are my suggestions:

Known Issues

Requirements

Instructions

Shareware Version

  1. Download the shareware package and unzip it to your preferred directory.
  2. Optionally download the high resolution texture package and unzip it to the same folder.
  3. Run quake2vr.

Full Version Instructions

  1. Download binary or shareware package and unzip it to your preferred directory.
  2. Optionally download the extra's package and unzip it to the same folder.
  3. Copy the following files from your Quake II baseq2 folder into the new baseq2 folder:
  4. If you have the CD audio soundtrack in .ogg format you can optionally place these files in baseq2\music\. Music files need to be named track02.ogg to track11.ogg.
  5. Run quake2vr or choose one of the links provided in the extras pack.

You can alternately just copy the contents of the extracted Quake2VR directory on top of an existing Quake II installation, however there is always the risk that this breaks the original installation.

If your Oculus Rift is connected and powered on it will enable support automatically at launch, but you can also enable Rift support by accessing the console using ~ and entering vr_enable. When it initializes it will attempt to locate the display that the Rift is configured as and use it, but if that fails it will default to the primary monitor.

Aim mode warnings

Aim modes that allow the mouse to adjust the view pitch are currently broken in multiplayer. These are denoted with an * in the VR settings menu, and are aim modes 2 and 4 if you set them through the cvar's.

Modifications and Add-On's

As this is based on KMQuake II, it supports any modification or add-on that is compatible with KMQuake II. The extra's package includes both high resolution model and world textures, and and I highly recommend turning on some of the advanced video options. That said, if you want a relatively pure experience the defaults settings will come pretty close to it.

Other Links

Acknowledgements

Thanks go out to: