"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! (y)(y)(y)

"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 link:

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 developers have added an improved base key model to the mod! It's a pity that they didn't change the animation of the "enforcer" model. The body and weapon also fall through textures after death, while walking, and during hits.

Added a starter map for episode selection. Added the first episode from the original Quake 1 with slightly modified map geometry and monsters from the mod.

I have updated my "pak1.pak" file. In it, I added the "grunt_strogg" model. I took my corrected animation of the "grunt" model and combined it with the new weapon. Now it doesn't fall through the textures.

How to install:
Put the "pak1.pak" file in the "q1q2" mod folder to see the changes in the game.
 

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