Instructions
Quake statistics
The important stats that can be set for the start of a game of Quake
are
- Health.
This is always between 50 and 100 at the
start of a level. If you had more or less than this when you finished
the last level, your starting health for the next level is adjusted to
the maximum or the minimum.
- Armor value and type.
You can have from 1 to 100
points of green armor, 1 to 150 points of yellow, 1 to 200 points of
red, or no armor at all.
- Items.
The only items you can carry between levels
are your weapons and the runes. All other items such as keys and
power-ups disappear when you start a new level. Our patch doesn't handle
runes; we have a tool to add these into demos when we do our final
editing and composition. Quake also keeps track of which weapon you had
selected. You can't have a weapon selected if you don't have any ammo
for it.
- Ammo.
You can have from 25 to 100 shells, 0 to 200
nails, 0 to 100 rockets and 0 to 100 cells. If you had less than 25
shells when you finished the previous level, this is adjusted back up to
the minimum 25 for the next level. The default values for
these statistics are 100 health, no armor, axe and shotgun (selected) and
25 shells with no other ammo. Our patch will let you change these defaults
to any other legal combination of values.
The menu interface
You can change these defaults and a few other options using a menu
interface. Pressing any menu control brings up the menu. Here is what it
looks like when it contains the default statistics and other options. This
is only what it looks like in QdQstats, the versions for other maps have
more weapons or ammo, but they are still basically the same. Health:100 Armor:0 None
Sh:25 Nl:0 Rk:0 Ce:0
1 2 NOW SET RESET
* HELP OFF
The controls
Six impulses are used to control input to the menu. We suggest you
BIND keys to them as appropriate.
IMPULSE 90 moves left in the menu
IMPULSE 91 moves right in the menu
IMPULSE 92 decrease by 10
IMPULSE 93 decrease by 1
IMPULSE 94 increase by 1
IMPULSE 95 increase by 10 Clearly you can do
without 92 and 95 if you wish, but they allow you to select values much
quicker.
The menu options
Use the left and right keys to change which item you have selected in
the menu. Activating most of the items is straightforward. Some options
are more specialised. In any case, we explain all the details of every
option carefully below.
[Health:75] Armor:0 None
Sh:25 Nl:0 Rk:0 Ce:0
1 2 NOW SET RESET
* HELP OFF This option lets you change
your default health from 50 through 100.
Health:100 [Armor:50] Red
Sh:25 Nl:0 Rk:0 Ce:0
1 2 NOW SET RESET
* HELP OFF This option lets you change
your default armorvalue. If you increase this above 100, and the armor
type is Green, the type will automatically change to Yellow. If you
increase this above 150, and the armor type is Yellow, the type will
automatically change to Red.
Health:100 Armor:50 [Green]
Sh:25 Nl:0 Rk:0 Ce:0
1 2 NOW SET RESET
* HELP OFF This option lets you change
your default type of armor. You can not select this if you have 0 armor or
more than 150, since you wouldn't be able to change it. You also can't
select Green if you have more than 100. This only says None if the armor
value is zero.
Health:100 Armor:0 None
[Sh:95] Nl:0 Rk:0 Ce:0
1 2 NOW SET RESET
* HELP OFF This option lets you change
your default number of shells from 25 through 100.
Health:100 Armor:0 None
Sh:25 [Nl:110] Rk:0 Ce:0
1 2 NOW SET RESET
* HELP OFF This option lets you change
your default number of nails from 0 through 200. Note you cannot have
weapons 4 or 5 selected if this is 0.
Health:100 Armor:0 None
Sh:25 Nl:0 [Rk:20] Ce:0
1 2 NOW SET RESET
* HELP OFF This option lets you change
your default number of rockets from 0 through 100. Note you cannot have
weapons 6 or 7 selected if this is 0.
Health:100 Armor:0 None
Sh:25 Nl:0 Rk:0 [Ce:40]
1 2 NOW SET RESET
* HELP OFF This option lets you change
your default number of cells from 0 through 100. Note you cannot have
weapon 8 selected if this is 0.
Health:100 Armor:0 None
Sh:25 Nl:0 Rk:0 Ce:0
1 2[3] NOW SET RESET
* HELP OFF This option controls whether
or not you have weapon 3, the super-shotgun. The control keys toggle this
item on or off.
Health:100 Armor:0 None
Sh:25 Nl:0 Rk:0 Ce:0
1 2 [4] NOW SET RESET
* HELP OFF This option controls whether
or not you have weapon 4, the nailgun. The control keys toggle this item
on or off.
Health:100 Armor:0 None
Sh:25 Nl:0 Rk:0 Ce:0
1 2 [5] NOW SET RESET
* HELP OFF This option controls whether
or not you have weapon 5, the super-nailgun or perforator. The control
keys toggle this item on or off.
Health:100 Armor:0 None
Sh:25 Nl:0 Rk:0 Ce:0
1 2 [6] NOW SET RESET
* HELP OFF This option controls whether
or not you have weapon 6, the grenade-launcher. The control keys toggle
this item on or off.
Health:100 Armor:0 None
Sh:25 Nl:0 Rk:0 Ce:0
1 2 [7] NOW SET RESET
* HELP OFF This option controls whether
or not you have weapon 7, the rocket-launcher. The control keys toggle
this item on or off.
Health:100 Armor:0 None
Sh:25 Nl:0 Rk:0 Ce:0
1 2 [8] NOW SET RESET
* HELP OFF This option controls whether
or not you have weapon 8, the lightning-gun or thunderbolt. The control
keys toggle this item on or off.
Health:100 Armor:0 None
Sh:25 Nl:0 Rk:0 Ce:0
1 2 [NOW] SET RESET
* HELP OFF This option sets all your
current statistics to be equal to the ones in the menu. Any control key
activates this option.
Health:100 Armor:0 None
Sh:25 Nl:0 Rk:0 Ce:0
1 2 NOW [SET] RESET
* HELP OFF This option sets the menu
statistics to be equal to your current ones (or more precisely, what
statistics you would start with if you ended the level with your current
statistics.)
NOTE that this happens automatically when you finish one
level and start another. So if you complete the level you are currently
working on, but want to carry on recording it rather than going on to the
next one, don't press fire to start the new level!
Health:100 Armor:0 None
Sh:25 Nl:0 Rk:0 Ce:0
1 2 NOW SET [RESET]
* HELP OFF This option resets the default
statistics to be the Quake defaults as shown in the display above.
Health:100 Armor:0 None
Sh:25 Nl:0 Rk:10 Ce:0
1 2 6 NOW SET RESET
[ * ] HELP OFF This option lets you choose
which weapon you will have selected. You can move the cursor left and
right under the weapons you already have to select one. Note that what you
can select will depend both on what weapons you are carrying and what ammo
you have.
Health:100 Armor:0 None
Sh:25 Nl:0 Rk:0 Ce:0
1 2 NOW SET RESET
* [HELP] OFF This option displays very
quick help, basically directing you here. Any control activates this
option.
Health:100 Armor:0 None
Sh:25 Nl:0 Rk:0 Ce:0
1 2 NOW SET RESET
* HELP [OFF] This option makes the menu
disappear again. It will also disappear by itself if left for long enough.
Any menu control key activates this option. Once activated, any menu
control will bring the menu back up again.
Final remarks
Remember that to use these default statistics you must start a new map
with the map or record console commands. If you
use restart or die and return to the beginning of your
current map, you will use whatever statistics you had when you first
started the level, not the new defaults you have set.
Helpful hint: To save your current default settings so you can
use them again in a later session without having to set them all
individually, restart the level so the menu settings are your current
stats, and save the game. To reset them in a following session, you can
then reload that saved game and use the SET option.
You can toggle the display of visible triggers with impulse
211 and the reporting of trigger information with impulse
212 . Here's how this works.
There is also a grenade counter in the patch. Use impulse 210 to toggle
it on/off. Use it to get better at the timing of grenade jumps.
Version history
- 22nd April 2001 - verion 1.72 of DoE mod released
- Fixed something very dumb
- 22nd October 2000 - verion 1.71 of DoE mod released
- Fixed bug in coop with teamplay on: monsters would never damage other monsters,
or be hurt by the world/genocide... this was zoid's fault
- Fixed genocide bug, sneaky zombies that look crucified but jump down didn't die
- Time machine at end of r2m8 won't increase kills to 2/1 anymore :)
- 4th October 2000 - verion 1.7 of all mods released
- Fixed rare statue bug (in quake from the beginning)
- In coop, give frags for monster kills
- Ignore 'no intermission' flag on custom levels so you always get an intermission
- Fixed problems related to keys/weaponsn/ammo/armor triggering stuff only if you
actually picked it up (ex: now you can do impulse 9 and still do e1m6 because touching
the keys will still trigger stuff, even though you dont collect them)
- Allow impulse 205 in coop
- Misc quake bug fixes
- 27th July 2000 - version 1.61 of SoA mod released
- Made updatestat messages to increase total kills reliable messages.
- Set cvar "saved4" to get the removal of dead ents/gibs in single
player. Intended for when you get packet overflows.
- Fixed bug where killing a spike mine as soon as it spawned in didn't
count for a kill.
- 10th May 2000 - version 1.61 of BB mod released
- This versions fixed a dumb kill count bug.
- 26th/30th/1st March/April 2000 - version 1.61 of Zer, RDE, Doe mods released
- These versions fixed some minor gameplay-related bugs.
- 15th March 1999 - version 1.6 released
-
- Added multi-level runs (see instructions inside QdQstats)
- Coop friendly now only when "coop" is "2".
- Added 1.5 and 1.6 changes to all other stats patches.
- Added trigger_monsterjump and trigger_hurt to the list of triggers
that can be made visible.
- 29th October 1998 - version 1.5 released
-
- Added coop friendly, when coop is on:
- dead monsters are removed once they are no longer solid.
- no explosion sprites when grenades/rockets blow up, just the
particle splash.
- you cant see your own nails, or the nails from spike shooters,
other players, scrags or death knights, this was one of the largest
sources of lag.
- Removed multiple "playing on X skill" when there's more than one
player.
- Allow impulse 9 & 255 in coop.
- Changed the grenade counter a bit:
- before, when you tossed more than one grenade, it would rapidly
switch back and forth between the display of the other or the other
grenade. Now, it will only print it for the grenade you are closest
to.
- you can turn it on/off after you've tossed a grenade and it'll
still start/quit right away.
- added a ogre-grenade counter [impulse 209] It prints out a
counter for the ogre grenade you are closest too. To avoid getting
counters all the time, it does not print any if you can't see the
closest grenade.
- if both the normal grenade counter and ogre grenade counter are
on, and both types of grenades are out, only the normal grenade is
printed.
- made the [ogre]grenade counter status independent of player.
That is, certain players can have one on, but the others have it
off.
- added trigger_changelevel and trigger_push to the list of triggers
made visible by impulse 211.
- probably something else that I forgot.
- 4th March 1998 - DoEstats version 1.0 released
- QdQstats ported to mission pack #2. Has fixes for all the bugs in
Rogue maps, that I know of, that prevent 100% kills.
- 19th January 1998 - SoAstats version 1.3 released
- everything that changed in QdQstats v1.3 and v1.4, as well as fixes
for monster count bugs in Hipnotic levels. Also note the name change
from SdQstats to SoAstats.
- 11th January 1998 - version 1.4 released
-
- Removed TRG from the menu; added impulse 211 & 212 to replace,
and to allow you to just have visible triggers or trigger info,
instead of just none or both.
- Trigger info now prints 'friendly names' instead of classnames.
e.g. "Fiend" instead of "monster_demon1".
- Removed "Target: ", it was taking up space.
- All killtargets are now in the form "Kill {target, target...},
...".
- Instead of printing the same thing mutiple times, it prints the
number of times is was [kill]targeted. e.g. "5 lights" instead of
"light, light, light, light, light". It prints whatever had the fewest
of it [kill]targeted first, so "light" would come before "3 doors".
- "Trigger_{relay|once|multiple} with delay of x" is now "Delayed
event in x". If there is more than one delayed event, the delays are
printed in brackets, with the smallest first.
- When you activate a trigger_multiple, or a button than can be
pushed more than once, it prints the delay until you can activate/push
it again. It uses the form "Trigger/Button [Reset in x]: ".
- Fixed the qc bug with ftos() that returned strings with leading
spaces. I wrote my own function to print numbers to fix it.
- Added Scourge of Armagon's Genocide command (impulse 205)
- Added impulse 99 to print your current coordinates. Very usefull
for Remaicing demos.
- Fixed another monster count bug. There was an impossible to get
fiend on e4m3 when you play on skill 0.
- Fixed the id bug that played the normal door opening sound when
you unlock a door. Go unlock a door and hear the unlocking sounds,
which you probably haven't heard before.
- 19th November 1997 - version 1.3 released
-
- Removed the grenade counter from the menu and put trigger stuff in
its place. The GC is now toggleable through impulse 210. The TRG
option will make triggers visible and tell you what they do.
- Fixed NOW so it updates your weaponmodel and the statusbar.
- Made the displayed time at the end much more accurate.
- Fixed other id bugs: the 4 scrags in e2m4, Shub not counting for a
kill, and certain monsters not teleporting in at low FPS.
- No longer forces skill 3. It gives you a reminder about what the
skill is set at when you start a level, just in case you forgot to
switch.
- Fixed some bugs with the armor type and with the weapon selection.
- Put impulse 9 & 255 back in, in case you want to have some
fun...
- Previous versions are by Anthony, later ones by Nolan.
- 5th August 1997 - SdQstats (version 1.2) released
- Version to work with the Scourge add-on.
- 30th July 1997 - version 1.2 released
- Undid a small bug introduced by a Pro-QCC decompilation error. In
previous versions, firing a grenade caused the displayed ammo to update
wrongly (although "true" ammo was unaffected, so the game played
normally.) I also took out id's fish bug... might as well get things
right!
- 22nd July 1997 - version 1.1 released
- Fix to make this mod compatible with versions of Quake other than
1.06. QdQstats v1.0 will not display the stats menu if run on some
versions of Quake, including v1.07 and v1.08.
- July 1997 - version 1.0 released
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