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Installation instructions?

This is great, i`ve been really waiting for this to come. just one question, where do i put my .pak0 and .pak1? JussiPik 17:34, 18 May 2009 (UTC)

Yes, I think I forgot to mention that :) . Just place the "baseq2" folder from your current game into the root of your SD card. That's all it's needed. Placed a note about it in the page. Sorry :) Izhido 7:58, 19 May 2009 (UTC-6) —Preceding undated comment added 13:59, 19 May 2009 (UTC).
Did that. Just stuck at black screen now. Risugami 14:13, 19 May 2009 (UTC)
i tried also. stuck at black screen also.JussiPik 20:07, 19 May 2009 (UTC)
Great project:)Keep it up!.Also stuck at black screen.4.0 sysmenu and 8gb sdhc card .robertfisk 03:33, 21 May 2009 (UTC)

Quake 2 Engine Enhancements

Looking for an even bigger challenge? Pick the best of these Quake 2 Engine Derivatives to port over to the Wii, thus providing even better graphics for Quake 2.


Or even port "CodeRED: Alien Arena" and "War$oW" (both Q2 engine) to the Wii! I'd be glad to see any of this (including vanilla Q2) finished. Keep it up :)) Stroganoff 23:27, 18 May 2009 (UTC)

Best Engines for Quake II

For general gameplay, wouldn't the R1Q2 engine be better to use than the standard engine? For best graphics, I recommend the KMQuake II engine. Nintendo Maniac 64 01:18, 10 October 2009 (UTC)


Will you be making one? Beegee7730 10:29, 19 May 2009 (UTC)

Hmm... I'm not really sure about this. First, and foremost, I actually do *not* like Quake 3 Arena, mainly because of the changes in its underlying theme (though I *do* like Quake 4). Second, I've already met unexpected memory constraints while working on this particular port; I'm not really sure Q3A would be actually slimmer or lighter than Q2... I'm starting to fear 24MB + 52MB might not be enough RAM for it :( Anyway, the truth is, only time will tell. Izhido 8:06, 19 May 2009 (UTC-6) —Preceding undated comment added 14:08 19 May 2009 (UTC).
If anything Nexuiz or Tremulous would be better imo. They were Q3A mods, now independent games. Risugami 14:19, 19 May 2009 (UTC)

Removal of proof-of-concept release

I'm awfully sorry to inform that the proof-of-concept release has been removed. It proved to be too buggy for my (and most probably other people's) tastes. Thanks for your kind comments on this. Full work on porting is in progress.Izhido 21:12, 21 May 2009 (UTC)

    Any updated information for us? I cannot wait for a release of this project. I don't have any coding/graphical skills to offer, but would be willing to beta test any project releases. Eddie Brock 19:34, 4 June 2009 (UTC)

Anyway to add?

this is nice work but is there any way to like keybine or set it up where ya don't always have to press the A button to go into mouse view?--Trigger ftu 17:46, 10 December 2009 (UTC)

The controls...

...are wacky!

What I mean by this is that they are highly inconvenient. It's... a bit hard to explain, really. But take a look at Quake 1 for the wii (I think its Quake GX or something). If you made the controls for Quake 2 like Quake GX's controls, this would be the best wiiware program available.--Namo 21:43, 10 December 2009 (UTC)


Really nice work you have there Izhido, being it the first release really gives hope to iron out a few things, great port nonetheless. I coincide with Namo and other users, that the bounding box system is very confusing, when the aim reach the limit you can turn over the character axis, instead you need recenter the reticule again, like dragging the pointer every time. However the GCN controls are flawless, they really sensitive =). Not sure if the online component is implemented yet, I can´t get pass the "connect to..." screen. If there alternatives to playing online please share with us =P. Another thing, it takes very long to load, I´m running it off an USB thumbdrive. I´ve having some crash after loading a new stage, I think I got a crash every 3 stages or so, it´s random, good think it store my progress after the crush XD.

Keep the god work! TunaLover 21:44, 11 December 2009 (UTC)