. Originally,
Quake II was supposed to be a new game and
intellectual property; titles like "Strogg", "Lock and Load", and just "Load" were toyed with in the early days of development. But after numerous failed attempts, the team at id decided to stick with
Quake II and forgo the Gothic
Lovecraftian horror theme from the original in favor of a more sci-fi aesthetic. In the 2023 documentary
FPS: First Person Shooter, designer Tim Willits revealed that
Quake II was initially almost titled "Wor." However, due to legal concerns, the development team ultimately decided to use the
Quake name despite the sequel having no narrative connection to the original game. Willits also noted that the game's premise drew inspiration from the 1961
World War II film
The Guns of Navarone, particularly its depiction of a mission to destroy an apparently impregnable fortress housing a massive weapon. The game was developed with a 13-person team. Activision obtained the worldwide distribution rights to the game in May 1997. Artist and co-owner Adrian Carmack had said that
Quake II is his favorite game in the series because "it was different and a cohesive project". Unlike
Quake, where hardware-accelerated
graphics controllers were supported only with later
patches,
Quake II came with
OpenGL support out of the box. Later downloads from id Software added support for AMD's
3DNow! instruction set for improved performance on their
K6-2 processors, and
Rendition released a native renderer for their V1000 graphics chip. The latest version is 3.21. This update includes numerous bug fixes and new levels designed for multiplayer
deathmatch. Version 3.21, available as source code on id Software's
FTP server, has no improved functionality over version 3.20 and is simply a slight modification to make compiling for
Linux easier.
Quake II uses an improved
client–server model introduced in
Quake. The game code of
Quake II, which defines all the functionality for weapons, entities, and game mechanics, can be changed in any way because id Software published the
source code of their own implementation that shipped with the game.
Quake II uses the
shared library functionality of the
operating system to load the game library at run-time—this is how mod authors are able to alter the game and provide different gameplay mechanics, new weapons, and much more. The full source code to
Quake II version 3.19 was released under the terms of the
GNU GPL-2.0-or-later on December 22, 2001. Version 3.21 followed later. An
LCC-friendly version was released on January 1, 2002, by a
modder going by the name of Major Bitch.
Quake IIs game engine was a popular license and formed the basis for several commercial and free games, such as
CodeRED: Alien Arena,
War§ow,
SiN,
Anachronox,
Heretic II,
Daikatana,
Soldier of Fortune,
Kingpin: Life of Crime, and
UFO: Alien Invasion.
Valve's 1998 video game
Half-Life used the
Quake II engine during early development stages. However, the final version runs on a heavily modified version of the
Quake engine,
GoldSrc, with a small amount of the
Quake II code.
Music The soundtrack for
Quake II was mainly provided by
Sonic Mayhem, with some additional tracks by
Bill Brown; the main theme was also composed by Bill Brown and
Rob Zombie, and one track by Jer Sypult. The soundtrack for the
Nintendo 64 version of the game was composed by
Aubrey Hodges, credited as Ken "Razor" Richmond.
Source ports Since the release of the
Quake II engine's
source code, several updates from
third-party projects to the
game engine have been created; the most prominent of these are projects focused on graphical enhancements to the game such as most notable Yamagi Quake II, Quake2maX, EGL, Quake II Evolved, and KMQuake II. The source release also revealed numerous security flaws which can result in remote compromise of both the
Quake II client and server. As id Software no longer maintains
Quake II, most third-party engines include fixes for these bugs. The
unofficial patch 3.24 that fixes bugs and provides minor balance tweaks is popular among
Quake II purists, as it is an update to the original engine code, rather than a modernized fork. The most popular server-side engine modification for multiplayer,
R1Q2, is generally recommended as a replacement for the 3.20 release for both clients and servers. In July 2003, Vertigo Software released a source port of
Quake II for the Microsoft
.NET platform, using
Managed C++, called Quake II .NET. It became a poster application for the language, showcasing the powerful interoperability between .NET and standard C++ code. It remains one of the top downloads on the
Visual C++ website. In May 2004, Bytonic Software released a source port of
Quake II (called
Jake2) written in
Java using
JOGL. In 2010 Google ported Jake2 to
HTML5, running in
Safari and
Chrome. In December 2018, Polish programmer Krzysztof Kondrak released the original
Quake II v3.21 source code with
Vulkan support added. The port, called vkQuake2, is available under the
GPLv2. A new source port of the game, titled Quake II RTX, was announced by
Nvidia in March 2019 and was released on June 6 for Windows and
Linux on
Steam. This source port requires either a Nvidia
RTX or an
AMD Radeon RX 6000 series GPU or higher to utilize these cards' hardware
ray tracing functionality, but a software fallback is available for graphics cards that are fast enough. The source port, provided free of charge, includes the three levels present in the original
Quake II demo, but can be used to play the full game if its data files are available. Unlike in most games, ray tracing is used extensively here for lighting, reflections, etc. This is only possible because of the otherwise low hardware demands of
Quake II. ==Release==