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Q2PRO-X 1.6 BETA 5 · MAIN DOWNLOAD

Q2PRO-X birthday2026-03-29 · 00:05

Q2PRO-X — when you want more out of Quake II.

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-IN-16

What changed after 1.5

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.

  • Contact effects: blood, wounds, fragments and combat traces, with dedicated presets and 12 user slots.
  • 68 standard particle families with enable and RGB controls, plus independent AVFX groups.
  • New metal surfaces, relief brickwork, grass, ivy, ferns, rocks, soil and leaves.
  • Separate lighting and visibility presets with four user slots each; MD2/MD5 model-part highlights and additional Bloom controls.
  • Music for nine health/protection states and consistent sound behaviour when the window loses focus.
  • Persistent server history and reconnection; demo search across mods and archives, with background library updates.
  • Personal kill/death messages, remaining-time handling for dropped Quad and live timers that pause during timeouts.
  • Updated variable and command help, corrected weapon sound prediction, EGL/ANGLE fixes and a safe tessellation capability check.
✦ · NEW-IN-16

What changed after 1.6

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.

  • Contact effects: blood, wounds, fragments and combat traces, with dedicated presets and 12 user slots.
  • 68 standard particle families with enable and RGB controls, plus independent AVFX groups.
  • New metal surfaces, relief brickwork, grass, ivy, ferns, rocks, soil and leaves.
  • Separate lighting and visibility presets with four user slots each; MD2/MD5 model-part highlights and additional Bloom controls.
  • Music for nine health/protection states and consistent sound behaviour when the window loses focus.
  • Persistent server history and reconnection; demo search across mods and archives, with background library updates.
  • Personal kill/death messages, remaining-time handling for dropped Quad and live timers that pause during timeouts.
  • Updated variable and command help, corrected weapon sound prediction, EGL/ANGLE fixes and a safe tessellation capability check.
☔ · AVFX

AVFX 1.6 — weather, surfaces, and space

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.

  • Weather: rain, storms, puddles, runoff, snow, ice, ash, fog, clouds, and weapon reactions.
  • Surfaces: grass and objects, living materials, coverings, drawings, and volumetric steam/smoke.
  • Space: Earth, Moon, Sun, planets, the Black Hole, meteors, comets, and ships.
  • Geometry: WGL tessellation for walls, floors, water, and lava; mirrored floors, slopes, and walls.
  • A shipped preset library and the AVFX generator with independent celestial-body and sky-traffic selectors.
☀ · HDR

HDR and true HDR output

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.
▤ · AVFX-PRESETS

AVFX Presets & Generator

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.

  • Generation controls: seed, quality, chaos, coverage, color/shape, and independently configurable effect groups.
  • Celestial bodies and sky traffic are separate; Random is the safe default for the traffic master.
  • Surface Materials and Wildlife have independent Random, Always, and Off modes.
  • The library is organized for quick visual-profile selection and can expand freely.
  • Personal slots support loading, saving, and renaming custom variants.
~ · LAGHAX

LAGHAX — adaptive smoothing

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.

  • Auto-adapts to ping / jitter / loss / debt / gap with no manual tuning.
  • Live-stats HUD with stress metric and per-cause breakdown.
  • Optional rt: block visualises the weapon predictor runtime state.
✦ · WEAPON-PREDICT

Weapon Predict — fire prediction

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.

  • Predicts: rockets (+explosion), railgun, shotgun/SSG, machinegun, chaingun, blaster, grenades, hand grenades, hyperblaster.
  • An ammo-admission gate prevents the ghost from firing when the round has already been spent.
  • Server muzzle-flash / fire sound is suppressed to avoid double FX.
⇌ · MOVEMENT-PHYSICS

Movement & Physics

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.
  • Legacy predict available via cl_predict_move_mode 1 for compatibility.
♪ · SOUND

Sound & Acoustics

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.
  • Underwater lowpass filter tuning via s_underwater_gain_hf.
  • s_auto_focus — mute audio when the window is not focused.
◎ · VISUALS

Visuals & Highlights

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.
  • Dedicated menu for highlights and weapon-part visibility.
  • Player mode supports team/duel logic and forced model-color overrides for demos.
  • Visibility presets combine highlights, render settings, AVFX profiles, and model-part tint.
  • Damage screen-blend tuning via gl_damageblend_frac.
◈ · VISUAL-HIGHLIGHTS

Highlights and model tinting

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.
▦ · OVERLAYS

Overlays, Timers & Performance

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.

  • Server browser with global favourites, filtering, and persistent selected tab.
  • CVAR Browser with a complete variable catalog, public commands, and a dedicated Debug tab.
  • Live item timers with HUD, colors, sounds, intervals, binds, and safe automatic authorization.
  • Performance HUD with active AVFX budgets, CPU/GPU metrics, and a dedicated bind.
▣ · INTERFACE

Interface, Menu & Console

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.

  • The new Guided menu, a separate menu for multiplayer players, and complete RU/EN navigation.
  • Console/menu scale, alpha, fonts, and readable layouts for large displays.
  • Global / mod-related / demo visual / local scopes with explicit (X)/(G)/(M) badges.
  • AVFX presets, generator, Startup Intro, statistics, network, and performance controls remain reachable from menus and quick commands.
✦ · STARTUP-INTRO

Startup Intro

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.

  • Independent music, logo, electricity, fireworks, and sky-traffic choices.
  • RU/EN music pools and clean continuation into ordinary music after Intro.
  • Honest shader-preparation progress in both WGL and EGL windows.
# · CVARS

CVAR Browser & Commands

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.

  • Search by name and description, RU/EN text, scope/default/flags, and safe reset actions.
  • Public commands with syntax, options, examples, and insertion without automatic execution.
  • Diagnostic entries in the Debug tab remain strictly session-only.
  • cl_writeconfig_full can make plain writeconfig equivalent to the complete -b -m -a write.
↔ · NETWORK-PLAY

Network God & Network Play

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.

  • Network God: measurement, plain-language explanation, recommendation, verification, and rollback.
  • Ping Adaptation with a manual target or automatic opponent-based equalization.
  • Jitter/Guardian, Network Lab, and optional background-load monitoring.
  • Server browser, global favourites, AutoPort, OpenTDM HUD, Voice Chat, and translation.
◉ · VOICE

Voice Chat

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.

  • autojoin on connect + server/manual room modes.
  • VAD, push-to-talk, and mic toggle workflows.
  • A detailed Voice Chat guide is included in the 1.6 documentation.
▶ · DEMOS

Game Statistics, Demos & Analytics

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.

  • Statistics for real matches, frags, results, opponents, maps, modes, aliases, and sorting.
  • Manual refresh, configurable automation, and a minimum demo size; auto-refresh is off by default.
  • Demo visual profile, director, movement trails, heatmap, and analytical item timers remain available.
◆ · SINGLE-PLAYER-MODS

Single Player Experiments & Mods

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.
  • Free World and snake combat remain local Single Player features and never change remote-server rules.
↓ · RELEASE

Q2PRO-X 1.6 Beta 5 — main download

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.

Quick start

The minimum steps to download, unpack, and start Q2PRO-X.

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.

2. Extract the complete package

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.

3. Start the client

Run Q2PRO-X.exe. Use the menus to select video settings, presets, a server or single-player play.

4. Read the guides

All 29 guides are available here for reading and download. Copies are also included in the archive under docs.

§ · DOCS

Documentation

29 guides in Russian and English: read in your browser or download the DOCX.

Documentation Index 1.6

Map of the complete 1.6 set, the purpose of every guide, and suggested reading order.

Open

Release Notes 1.6

Complete changes from 1.5 to the current 1.6 Beta 5.

Open

Network God Guide 1.6

Complete guide to diagnostics, Ping Adaptation, Jitter/Guardian, Network Lab, reports, and safe rollback.

Open

AVFX Advanced Features 1.6

Surfaces, objects, grass, drawings, volumetric steam/smoke, space, the Black Hole, mirrors, and tessellation.

Open

AVFX Preset Generator 1.6

Seed, quality, chaos, coverage, independent selectors, summary, and saving the result.

Open

Game & Demo Statistics 1.6

Local library, real matches, results, maps, opponents, auto-refresh, and Intro facts.

Open

Startup Intro Settings 1.6

Music, logo, electricity, fireworks, sky traffic, direct-entry skipping, and smooth fade-out.

Open

Live Item Timers 1.6

Manual and safely authorized automatic timers, HUD, sounds, binds, and observation rules.

Open

HDR Guide 1.6

HDR rendering, true HDR output, WGL/EGL, peak nits, paper white, JXR, and practical tuning.

Open

AVFX Presets Guide 1.6

A ready-made profile library, personal slots, and the load, save, and rename workflow.

Open

Visual Highlights Guide 1.6

Items, weapons, players, team/duel logic, and MD2/MD5 model-part tinting.

Open

Single Player & Mods Guide 1.6

SP mutators, DM training, geometry deformation, water/lava swap, and the 32-bit bridge.

Open

Complete Menu Guide 1.6

All main Q2PRO-X sections, child pages, hints, scope labels, quick commands, and console UI.

Open

Cvars & Commands 1.6

Variable groups and quick commands for renderer/HDR, AVFX, highlights, SP, mods, voice, demos, and network.

Open

AVFX Settings Guide 1.6

Detailed guide to baseline AVFX weather: rain, snow, puddles, LOD, and settings.

Open

Video & Visuals 1.6

Video settings, visibility highlights, model color overrides, and the demo visual profile.

Open

CVAR Browser 1.6

Variable search, command rows, flags, scope, and reset commands.

Open

Voice Chat 1.6

Rooms, autojoin, VAD/PTT, microphone, gain, receive volume, and hosted control server.

Open

Network Play 1.6

Ping Adaptation, server browser, AutoPort, LAGHAX/predict, OpenTDM HUD, RU input, and `/en`.

Open

Controls, Mouse & Zoom 1.6

R1Q2-style mouse behavior, sensitivity, zoom FOV, zoom sens, and key binds.

Open

Demos & Demo Player 1.6

Demo browser, MVD/DM2 playback, visual profile, director, analytics, and timers.

Open

Sound Guide 1.6

OpenAL, HRTF, binaural sound, reverb, and practical setup.

Open

AVFX Contact Effects

Blood, wounds, fragments, contact presets and user slots.

Open

Particle Families and RGB

Family switches and colours for standard and AVFX effects.

Open

Server History and Reconnection

Recent connections, history size and automatic reconnection.

Open

AVFX Surface Objects

Vegetation, rocks, soil, leaves, lighting and shadows.

Open

Lighting and Visibility Presets

Independent lighting and highlight settings, factory and user profiles.

Open

Health and Protection Ambience

Nine player states and transitions between musical layers.

Open

Audio Assets

The client sound, intro and music asset collection.

Open

AVFX Contact Effects

Blood, wounds, fragments, contact presets and user slots.

Open

Particle Families and RGB

Family switches and colours for standard and AVFX effects.

Open

Server History and Reconnection

Recent connections, history size and automatic reconnection.

Open

AVFX Surface Objects

Vegetation, rocks, soil, leaves, lighting and shadows.

Open

Lighting and Visibility Presets

Independent lighting and highlight settings, factory and user profiles.

Open

Health and Protection Ambience

Nine player states and transitions between musical layers.

Open

Audio Assets

The client sound, intro and music asset collection.

Open