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This repository has been archived by the owner on Jan 2, 2021. It is now read-only.
Luke Groeninger edited this page Jan 2, 2021 · 6 revisions

Note: this repository is no longer actively maintained and has been archived. This wiki exists only for reference purposes.

This is a Quake II engine mod to add full support for the Oculus Rift.

This mod is a fork of KMQuake II and incorporates work from RiftQuake. A detailed change log can be found in the wiki.

Requirements:

  • Full version of Quake II
  • Windows Vista or higher
  • Video card that supports OpenGL 2.0
  • VR support has the following requirements:
    • Video card must support EXT_framebuffer_object and EXT_packed_depth_stencil
    • Compatible HMD

Downloads:

Shareware Instructions:

  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 kmquake2.

Full Version Instructions:

  1. Download binary or 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. Copy the following files from your Quake II baseq2 folder into the new baseq2 folder:
    • pak0.pak (overwrite it if you downloaded the shareware version)
    • pak1.pak
    • pak2.pak
    • maps.lst
    • videos\ (optional - only if you want cinematics)
    • players\ (optional - only if you want to play multiplayer. overwrite it if you downloaded the shareware version)
  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 kmquake2.

You can alternately just copy the contents of the extracted Quake2-Rift 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.

As this is based on KMQuake II, it supports a large selection of advanced graphical settings and add-on's. I am mirroring a package with Jim Waurzyniak's high resolution texture pack and I highly recommend turning on some of the advanced video options, but if you want a relatively pure experience the defaults settings work very well.

Acknowledgements:

Thanks go out to:

  • id Software, for releasing such an awesome game 16 years ago and then being generous enough to release the source code to the community.
  • Knightmare and KMQuake II. The general cleanliness of the code base and significant graphical upgrades responsible for this turning out as well as it did.
  • Dominic Szablewski and John Marshall for their work on RiftQuake. It served as the basis for this project, and in some places their code remains.
  • Jim Waurzyniak for taking the time and effort to collect and host a collection of high-resolution assets for Quake II.
  • Isla S. for the idea of applying counter-rotation to the HUD to help reduce nausea.
  • Karl B. for reporting bugs in multiplayer.
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