1. Keep your personal settings
Before updating, keep a copy of your configurations and user presets. For a new installation, prepare a folder containing the original Quake II game data.


When ping makes the view twitch, weapon feedback arrives late, the cvar you need is buried, demos are awkward to review, and voice or translation still depend on external workarounds — Q2PRO-X brings those tools into the client.
The main download is now Q2PRO-X 1.6 Beta 5. It builds on 1.5 with contact and blood effects, relief materials, vegetation, separate lighting and visibility presets, health-based ambience and new multiplayer tools. Weapon audio prediction, demo search and renderer stability have also been improved.
Network God
Diagnostics, Ping Adaptation, Jitter/Guardian, and Network Lab explain connection health in plain language.
More responsive weapons
Weapon Predict shows local fire feedback immediately while LAGHAX softens network corrections.
AVFX worlds
Weather, surface materials, drawings, volumetric smoke, mirrors, space, and the Black Hole run inside the client.
Presets and a generator
Built-in profiles and guided generation assemble compatible AVFX scenes without tuning every control by hand.
Game Statistics
Your local demo library becomes personal match, map, opponent, and result statistics.
Startup Intro
A localized full-screen intro with music, logo lighting, electricity, fireworks, and per-part controls.
Tools inside the client
CVAR Browser, console commands, Voice Chat, translation, server browsing, and demo tools need no external utilities.
Living Single Player
Free World behavior, snake reactions, DM training, SP mutators, and the 32-bit bridge expand local play and mods.
New features and fixes in the complete 1.6 Beta 5 download.
The main download is now Q2PRO-X 1.6 Beta 5. It builds on 1.5 with contact and blood effects, relief materials, vegetation, separate lighting and visibility presets, health-based ambience and new multiplayer tools. Weapon audio prediction, demo search and renderer stability have also been improved.
The complete changes since 1.5, settings and examples are covered by 29 guides in each language. The project history can be read chapter by chapter or downloaded as a PDF.
New features and fixes in the complete 1.6 Beta 5 download.
The main download is now Q2PRO-X 1.6 Beta 5. It builds on 1.6 with contact and blood effects, relief materials, vegetation, separate lighting and visibility presets, health-based ambience and new multiplayer tools. Weapon audio prediction, demo search and renderer stability have also been improved.
The complete changes since 1.6, settings and examples are covered by 29 guides in each language. The project history can be read chapter by chapter or downloaded as a PDF.
From rain and snow to living materials, drawings, volumetric smoke, mirrors, Earth, and the Black Hole.
The complete weather foundation remains: rain, storms, puddles, runoff, accumulating snow, lava steam, wet-lens effects, underwater rendering, and weapon reactions. Version 1.6 adds BSP surface objects and grass, coverings and drawings, volumetric steam/smoke, and living materials such as mold, wall water, greenery, cracks, bricks, and creatures.
The sky is now a world of its own: Earth and Moon, Sun, planets, meteors, comets, ships, clouds, rays, and a Black Hole with lensing and matter capture. Celestial bodies and sky traffic are independent, so selecting the Sun no longer enables meteors or spaceships.
Native WGL supports architecture and liquid tessellation; mirror surfaces reflect the scene, models, materials, and celestial objects. EGL remains a fully supported backend for every shared AVFX system except WGL-only hardware tessellation.
HDR rendering, true HDR output, nits calibration, WGL/EGL differences, and the EGL overexposure guard.
Q2PRO-X 1.6 includes a dedicated HDR pipeline: gl_hdr enables internal HDR rendering, while gl_hdr_output enables a real HDR signal to the monitor when the backend and Windows/display path support it.
For the best HDR effect, use the win32wgl backend: it generally gives a brighter image without losing detail in lamps, sun, and moon. win32egl also supports HDR output, but needs Windows HDR enabled and uses gl_hdr_egl_app_white_max to protect detail from overexposure.
Users tune Peak brightness to the monitor peak, Paper white to ordinary-white comfort, tone mapping to taste, and use screenshotjxr / screenshotjxr_raw for HDR screenshots.
/HDR opens Video and Display -> HDR Settings.gl_hdr_info prints backend/capability/scene-format diagnostics.gl_hdr_egl_app_white_max affects win32egl only; win32wgl ignores it.A shipped preset library, personal slots, and a guided generator for compatible AVFX worlds.
The AVFX preset library brings together ready-made visual profiles for different scenes and purposes, and it can grow with the client without changing the familiar selection and loading workflow.
The generator uses a deterministic seed, quality and chaos levels, surface coverage, color and shape combinations, independently configurable effect groups, and a final summary. Changes remain inert until Generate is pressed; Celestial Bodies is limited to the Sun, planets/Earth, and the Black Hole, while meteors, comets, and spaceships live under the separate Meteors and Ships master. Surface Materials and Wildlife have independent Random / Always / Off masters, so either family can be guaranteed or excluded while the coverage zone remains independently configurable.
Personal slots let players load, save, and rename their own variants from the menu without modifying the shipped cfg files.
Smooths prediction-error jumps when the network pulses, without adding latency on a clean link.
Stock Q2 clients snap the model when a server correction arrives. On a jittery link that reads as a twitchy view. LAGHAX watches prediction error, ping, jitter, and loss, and stretches the correction across time — but only when it actually needs to.
Modes: cl_laghax 0 (off), 1 (fixed window), 2 (adaptive, default). Ships with a full HUD showing live stats, drag-to-reposition, edit mode, and optional pred: / phys: / rt: diagnostic rows.
rt: block visualises the weapon predictor runtime state.Rockets, railgun, hyperblaster, chaingun, shotgun, and more — smooth visual continuity without touching server logic.
The client renders "ghost" versions of projectiles and effects right at fire time, before the server confirms them. When the real entity arrives, they are handed off seamlessly, so you never see a double render or a teleport.
Strictly visual. Damage, hit-reg, ammo authority all live on the server. The client just shows you what is about to happen, latency-compensated.
Selectable movement-feel profiles plus smoothed stepping on stairs and ledges.
Classic Q2, Q2PRO, and R1Q2 each have their own subtly-different movement feel — prediction, stepping, and subframe physics all differ. Q2PRO-X lets you pick one via a single setting instead of editing a constellation of cvars.
Plus a dedicated fixedmove mode for people who want a deterministic repeat cadence. Step smoothing damps the stair-popping without changing real movement.
cl_movement_feel_mode: 0 = Q2PRO (new), 1 = R1Q2-like.cl_step_smoothing_mode: 0 = Q2PRO, 1..3 = R1Q2 variants.cl_fixedmove for a fixed movement tick cadence.cl_predict_move_mode 1 for compatibility.OpenAL, binaural 3D, EAX-style reverb, and HRTF — for headphones and big rooms alike.
Q2PRO-X wires up OpenAL Soft and exposes the full spatial-audio surface — binaural 3D, HRTF, reverb, device selection, auto-detection — via the menu, with proper cvar reference docs.
If you play on headphones, this is one of the most perceptually-impactful upgrades: proper positional audio dramatically improves enemy localisation.
al_binaural, al_hrtf, al_eax for the spatial model.s_underwater_gain_hf.s_auto_focus — mute audio when the window is not focused.Scene-readability controls: highlights, weapon / parts visibility, fine-grained render tuning.
In-match you mostly need to see your opponent, your damage, and the projectile streams. Q2PRO-X exposes surgical knobs: held-weapon transparency, segmented model highlights, bloom, gamma scale, damage-blend intensity — all with defaults that do not alter the classic look.
Highlights include model color overrides: individual player models can be colored with named colors, while demos can use one dedicated demo visual profile regardless of the mod that recorded them.
Version 1.6 includes a dedicated user layer for MD2/MD5 model parts: head, arms, torso, legs, and carried weapon can be tinted separately, with shared or per-model color sets stored through visual/AVFX presets.
gl_bloom, gl_brightness, gl_saturation, gl_celshading.gl_damageblend_frac.Items, weapons, players, team/duel logic, and new runtime MD2/MD5 model-part tinting.
Q2PRO-X highlights remain a local visual layer: they do not change the server, hitboxes, damage, movement, or network protocol. In 1.6, items, weapons, and players have dedicated style, alpha, shell/tint, brightness, scale, and color controls.
Player mode = Model parts replaces a single whole-model color with separate head, arms, torso, legs, and carried-weapon tints. MD2 and MD5 paths are supported while preserving model, skeleton, animation, and skin path.
Precise tuning includes shared/per-model color sets, weapon color source, alpha, fullbright, replace tint, and body-zone controls head_start, legs_end, softness.
cl_vis_enable enables the highlight layer.cl_vis_players_mode model parts enables player-part tinting.cl_vis_player_parts_fullbright gives raw colors; replace_tint replaces the old whole-player tint.cl_vis_items_info prints item-classification diagnostics.The built-in browsers and HUDs now include live item timers and CPU/GPU budget visibility.
Q2PRO-X brings together the server browser, cvar browser, mod overlay, LAGHAX HUD, Performance HUD, and live item timers. These tools are configured inside the client and need no external utility.
Q2PRO-X treats fair play as a serious responsibility, so automatic timers are disabled by default on every online server. Exceptions are managed at server level through protected controls; server administrators can enable them for their own servers. Manual timers remain available. Operating and administration details are covered by the Live Item Timers Guide in the Documentation section.
The default-off Performance HUD reports only active subsystems, their budgets, and available CPU/GPU metrics. Inactive AVFX sections are not measured merely for the overlay.
The new Guided menu, a separate menu for multiplayer players, the full 1.6 section map, setting scopes, quick commands, and safe saving.
The primary settings interface is the new Guided menu; a separate menu for multiplayer players is also available. Menu and console scale/alpha, language, fonts, browser layouts, and save policy are configured independently.
Version 1.6 adds major pages for Network God, Startup Intro, Game Statistics, live item timers, Performance HUD, AVFX materials, and the preset generator while retaining HDR, highlights, Voice Chat, demo tools, Single Player, and mods.
The (X), (G), and (M) badges explain setting scope. Global, mod-related, demo-visual, and local values remain separate, while mandatory legacy migration preserves user choices.
(X)/(G)/(M) badges.A full-screen opening with localized music, a live logo, fireworks, and independent composition controls.
On a cold start, Q2PRO-X presents an opening sequence without blocking the main menu: the logo pulses and lights the scene while electricity, fireworks, ships, meteors, and comets are composed in one timeline.
Music is selected from separate Russian and English pools for the active language. The Intro composition can be enabled per part, volume is configurable, and logo lighting or electricity may remain active after the sequence ends.
Starting directly with +map or a server connection skips Intro and never delays entry. Music fades smoothly during map loading, while controls beside the logo mute or restore it without changing saved volume cvars.
Search, filters, RU/EN help, command rows, and safe reset actions for Q2PRO-X settings.
The CVAR Browser shows descriptions, scope, defaults, flags, and related actions so players can work through the interface instead of memorizing thousands of names.
In 1.6, the catalog no longer truncates silently at an old fixed capacity: it scales with the variable registry. A dedicated Debug tab exposes session-only diagnostics that are never written to user configs.
The browser also includes public console commands organized by purpose, with syntax, options, examples, and consequence badges. Selecting a row only inserts the command into the console and never executes it automatically.
cl_writeconfig_full can make plain writeconfig equivalent to the complete -b -m -a write.Connection diagnostics, Ping Adaptation, Jitter/Guardian, Network Lab, and the complete established network toolkit.
Network God unifies LAGHAX, prediction, AutoPort, Ping Adaptation, Jitter/Guardian, and Network Lab. Its large RU/EN report explains the measured fact, what it means, the recommended action, expected result, verification, and rollback; the report can be scrolled, copied, and saved.
Ping Adaptation can maintain a manually selected final ping or automatically match a duel opponent and the average active-opponent ping in TDM/FFA. Spectators are excluded; the layer creates no packet loss and remains compatible with LAGHAX, prediction, and fixedmove.
The established network suite remains complete: server browser, global favourites, auto-port scanning, OpenTDM HUD, Voice Chat, Russian input, auto-translit, and /en translation. Optional computer monitoring warns about background network load.
Built-in voice chat with hosted control server, autojoin, rooms, VAD/PTT, mic device, and receive volume.
Voice Chat is controlled from the menu and can automatically join the server room when you connect to a game server. The player does not need to type a room name manually when autojoin/server room mode is enabled.
Mic device, VAD threshold, PTT/toggle keys, mic gain, receive volume, deafen, and control server are saved in the normal Q2PRO-X profile.
Personal statistics from the local demo library, browser/player, director, trails, heatmap, and a separate demo visual profile.
Game Statistics analyzes the local demo library and builds a personal match history: played games, frags, results, opponents, maps, and modes. Client-recorded .dm2 files are the primary source; server-side .mvd2 remains a secondary format.
Spectator sessions, warmup, test recordings, and files below the minimum size are kept separate from real matches. Results are parsed through baseq2, OpenFFA, and OpenTDM adapters; when an outcome cannot be proven, it remains honestly unknown. Automatic refresh is configurable and off by default.
The browser and player retain MVD/DM2 playback, next-frag/director, heatmaps, movement trails, item-timer overlays, and a separate demo visual profile. Personal facts shown in Startup Intro are selected independently.
Free World behavior, snake combat and reactions, SP mutators, DM training, geometry, liquids, and the 32-bit bridge.
Q2PRO-X 1.5 ships its own baseq2/q2pro-x/gamex86_64.dll and does not overwrite the stock baseq2/gamex86_64.dll. Single-player experiments remain inside the Q2PRO-X layer without breaking a normal Quake II install.
Single Player Experiments can randomize items and monsters, run DM maps locally with monsters and scoring, visually deform BSP geometry, vary monster appearance, and swap water/lava with real damage/physics/material/AVFX contacts.
Free World removes artificial route restrictions from monsters: they react to sound, join an ongoing fight, anticipate obstacles, and choose paths that are actually open. AVFX snakes interact with water, grass, snow, and weapons and can fight the player and monsters.
The Mods menu scans local mods. Native 64-bit game DLLs run directly, while legacy 32-bit gamex86.dll mods use baseq2/q2pro-x/utils/q2pro-x-bridge32.exe.
cl_sp_mutate_dm_training 1; map q2dm1 starts local DM training.sv sp_mutator_info prints SP-mutator status, counters, and diagnostics.cl_sp_geo_deform changes visible geometry only; collision and gameplay stay original.cl_sp_mutate_water_to_lava / cl_sp_mutate_lava_to_water perform a real liquid swap.The current main website version, replacing 1.5. Complete Windows x64 client package.
The build retains the 1.6 Beta 5 label. This complete client package includes the October 4 fixes and updated documentation. It is offered directly as the main download.
Original Quake II game data is required. Keep your configurations and user presets when extracting the client layer into your game folder. The stock game DLL is not replaced: the Q2PRO-X single-player module resides in its own subfolder.
The minimum steps to download, unpack, and start Q2PRO-X.
Before updating, keep a copy of your configurations and user presets. For a new installation, prepare a folder containing the original Quake II game data.
Extract q2pro-x-1.6-beta5.zip into the game folder, replacing client files. Include the DLLs, menus and factory assets, not just the EXE.
Run Q2PRO-X.exe. Use the menus to select video settings, presets, a server or single-player play.
All 29 guides are available here for reading and download. Copies are also included in the archive under docs.
29 guides in Russian and English: read in your browser or download the DOCX.
Map of the complete 1.6 set, the purpose of every guide, and suggested reading order.
OpenComplete changes from 1.5 to the current 1.6 Beta 5.
OpenComplete guide to diagnostics, Ping Adaptation, Jitter/Guardian, Network Lab, reports, and safe rollback.
OpenSurfaces, objects, grass, drawings, volumetric steam/smoke, space, the Black Hole, mirrors, and tessellation.
OpenSeed, quality, chaos, coverage, independent selectors, summary, and saving the result.
OpenLocal library, real matches, results, maps, opponents, auto-refresh, and Intro facts.
OpenMusic, logo, electricity, fireworks, sky traffic, direct-entry skipping, and smooth fade-out.
OpenManual and safely authorized automatic timers, HUD, sounds, binds, and observation rules.
OpenHDR rendering, true HDR output, WGL/EGL, peak nits, paper white, JXR, and practical tuning.
OpenA ready-made profile library, personal slots, and the load, save, and rename workflow.
OpenItems, weapons, players, team/duel logic, and MD2/MD5 model-part tinting.
OpenSP mutators, DM training, geometry deformation, water/lava swap, and the 32-bit bridge.
OpenAll main Q2PRO-X sections, child pages, hints, scope labels, quick commands, and console UI.
OpenVariable groups and quick commands for renderer/HDR, AVFX, highlights, SP, mods, voice, demos, and network.
OpenDetailed guide to baseline AVFX weather: rain, snow, puddles, LOD, and settings.
OpenVideo settings, visibility highlights, model color overrides, and the demo visual profile.
OpenVariable search, command rows, flags, scope, and reset commands.
OpenRooms, autojoin, VAD/PTT, microphone, gain, receive volume, and hosted control server.
OpenPing Adaptation, server browser, AutoPort, LAGHAX/predict, OpenTDM HUD, RU input, and `/en`.
OpenR1Q2-style mouse behavior, sensitivity, zoom FOV, zoom sens, and key binds.
OpenDemo browser, MVD/DM2 playback, visual profile, director, analytics, and timers.
OpenOpenAL, HRTF, binaural sound, reverb, and practical setup.
OpenBlood, wounds, fragments, contact presets and user slots.
OpenFamily switches and colours for standard and AVFX effects.
OpenRecent connections, history size and automatic reconnection.
OpenVegetation, rocks, soil, leaves, lighting and shadows.
OpenIndependent lighting and highlight settings, factory and user profiles.
OpenNine player states and transitions between musical layers.
OpenThe client sound, intro and music asset collection.
OpenBlood, wounds, fragments, contact presets and user slots.
OpenFamily switches and colours for standard and AVFX effects.
OpenRecent connections, history size and automatic reconnection.
OpenVegetation, rocks, soil, leaves, lighting and shadows.
OpenIndependent lighting and highlight settings, factory and user profiles.
OpenNine player states and transitions between musical layers.
OpenThe client sound, intro and music asset collection.
OpenQ2PRO-X
The complete Q2PRO-X 1.6 Beta 5 client package with RU/EN documentation.