QdQ Downloads
(Tools)
QdQstats
To record demos suitable for multi-level runs you need to have a way of changing your default starting statistics. Inspecting triggers is useful too. =)



QdQstats

Abstract

A run like QdQr is made by glueing together recordings of individual demos. Because we want to make a continuous run through the game, we must start new levels with the correct statistics relative to those with which we finished the previous level.

By default, Quake resets statistics to their defaults whenever you use the map and record commands. Our patch lets you change what these defaults are so you can start with the correct stats for a later level.

There are also two trigger features that you can use to see what's going on inside Quake levels. You can toggle visible triggers, and trigger info. See this page for more info on using this.

Installation

This is a totally standard patched progs.dat. Just put it in a directory in your main Quake directory and start Quake with the -game command-line option.

Downloads

(all updated 04.10.00)

  • QdQstats for unmodified/original/normal Quake levels. (updated 2005-12-05)
  • SoAstats for Scourge of Armagon.
  • DoEstats for Dissolution of Eternity. (updated 22.04.01)
  • Zerstats for the partial conversion Zerstörer.
  • BBstats for Beyond Belief.
  • RDEstats for Runner's Delight.

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