From my quick searching, it's not a release binary, just a source code release: http://sourceforge.net/projects/q2e/
did you check the stuff off of this site? http://www-personal.umich.edu/~jimw/q2/
found a torrent but dont know is its still alivehttp://www.btscene.com/download.php?id=2116943&hash=cce5195847e0129346457942d453210bde5d7fdc&name=Quake 2 Quake 2 Evolved Patch 3 23
What did these re-light files do? Provide different light sources for hardware-based lighting and stencil shadows? I had thought about doing something like this with Quake2World.. Traditional Quake maps have hundreds of point-light sources in order to achieve decent looking results with lightmaps. So the "stock" lighting information available in the .BSP is kinda worthless to an engine that can do hardware-based lighting and stencil shadows (for which you would only ever want a handful of light sources in the scene at any point in time).
{origin 215 -256 60radius 80 80 80style 1noShadowsmaterial lights/square/Highcolor 1 0.913725 0.282353}
{origin 230 1 53material lights/square/Highcolor 1 0.913725 0.282353}
I'm very happy for ShadoW of course He's an excellent mapper and a super nice guy, and I'm honestly thrilled that id decided to pick up a few of his levels. It's kinda cool to be able to say that "we had them first" tho So by "not working," what exactly is going on with it? Is it just that the menus don't work as expected? That's a known issue that will be resolved soon-ish (I'm just searching for the free time to work on it). Other than that, as far as I know the Windows build is quite stable for most people.You can always ask the rest of the team in #quetoo on Freenode as well, btw.. or if you want to get a game going, too.Hope this helps,