"Call of the Void" (Now ver.2.0!) for Quake 2 ReRelease

Andrew

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Dec 17, 2023
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An epic expansion for Quake 2 called "The Call of the Void" has finally been released!

"Call of the Void" picks up where "Call of the Machine" leaves off. With our protagonist trapped in the void, they suddenly hear a voice in their mind. The entity speaking identifies itself as one of the ancient gods, Vadrigar, who proposes to the protagonist that they escape the void by sending them on a new mission for revenge against the Stroggs. This is in response to the Stroggs transforming the fallen Vadrigars (Chton and Shub-Niggurath) and their followers into partially mechanical creatures in the service of the Strogg leader Makron. Our protagonist will travel to a new, unknown dimension where levels from both Quake 1 and Quake 2 converge, and they will confront enemies from both franchises.

  • 18 new monstrous Strogg hybrid creations plus 2 new final bosses plus 11 Hybrids Prototypes.
  • Quake1 Original monster roast ported to Quake 2 Remastered
  • A new campaign with 5 huge new maps mixing new and old scenarios from both franchises.
  • Made to be fully compatible with Quake 2 Remastered.
  • A new story that takes as its starting point the ending of the new official expansion "Call of the Machine."
  • Old monsters from Quake 1 adapted to the new Quake 2 Remastered.
  • Source code and FGD file available for the community to expand content.
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Download links:


Newer version:

This update (2.0) adds deathmatch maps, a new hub, new enemies, and integrates Call of The Doomed (Q1 Shareware maps by Konig). It also includes a major polish pass: performance and stability improvements, audio revisions, and general fixes.

Screenshots:
 
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Correction of modification errors

Unfortunately, the developers did not fix the MD5 animation errors in the original Q2021 game models that they used. In this modification, all monsters are partially immersed in textures after death. The soldier's legs remain suspended in the air - the last two frames of the death animation are missing. When walking, the soldier's right leg twitches.

In the COTV modification, I added the pak1.pak file, in which I replaced the animation of matching models with Q2021 (approximately 50%). It has become more interesting, but in new models, and especially in hybrids, the frames do not match the existing ones.

Also in this "pak1.pak" there are improved key models from Q2021 and AD in MD2 and MD5 formats, but they do not connect to the game no matter how I rename them and put them in whatever folders (I tried all possible combinations). I will leave the correct file names and paths in "pak1.pak", as in the original one from the mod.

Maybe there are competent people who can apply at least improved key models in the game. I don't have the uncompiled source files and I don't know how to program for Quake2.

I have updated my "pak1.pak" file. See below.
 
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The first episode of the original Quake game features a completely different balance thanks to redesigned monsters and weapons. The player can be killed very quickly, but the player also kills enemies quickly. Completely different emotions and feelings. Added a new secret map and a secret entrance to it: "Purgatorium".
 
Model animation fixes as of 20.12.2025.
How to install:
Put the "pak1.pak" file from the archive in the "q1q2" mod folder to see the changes in the game.

Click on the knight's image to display the animated gif.

1. The animation of all monsters from the game «Quake2021 Enhanced» and their prototypes with other skins has been fixed (except for the «shambler_prototype» model).
2. The helmet shape has been corrected to prevent teeth and nose from sticking out, and to stop the jaw from shifting in the "ogre_prototype" and "ogre2strogg" models. Additionally, the helmet animation has been fixed for all poses.
3. The vertex gaps in the "ogre2strogg" and "scraggacuda" models have been sealed.
4. The nose was removed from the «hellberserkerstrogg» model, since a human face with a hole in the nose was stretched over the helmet.
5. Completely reworked the attack animation of the "hellberserkerstrogg" model, now he fights with two hands.
6. Reworked the animation of some combined monster models so that they do not fall through textures and attack the player correctly due to the change in their body and weapons:
«enforcerstrogg»; «fiendstrogg»; «grunt_double»; «grunt_strogg»; «hellberserkerstrogg»; «ogre2strogg»; «scraggacuda»; «wizardstrogg».

All changes have been made only to the models in MD5 format.

Note: All humanoid combined models (e.g. "enforcerstrogg", "grunt_double", "grunt_strogg", "hellberserkerstrogg") have unnatural squashing of the legs and body in various poses due to weight changes. I'm not a modeler, and I can't get the limb weights right. If anyone can help me set the weights correctly, I'd be happy to send them the Blender models.

I'm sorry for my English. :)
 

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