================================================================ Title : QdQstats v1.6 Filename : PROGS.DAT - Game data file. QDQSTATS.TXT - This file. COMPILE.ZIP - For compiling multi-level demos. Author : Originally by Anthony Bailey v1.3+ changes by Nolan Pflug v1.6 changes by Stefan Schwoon Email Address : QdQ@PlanetQuake.com Description : When Quake normally records a demo, it resets your starting stats to the usual values: 100 health, 25 shells, axe and shotgun. For recording demos to be part of multi-level runs (such as Quake done Quick or a complete episode) one wants to start a demo with the stats one had as one finished the last one (modulo a couple of limiting changes... you know how it works, I'm sure.) This patch uses a menu interface to allow a player to select any legal starting statistics and use them in a demo the record. It gives you a more precise finishing time than the normal "nearest second" Quake timer too. Another feature is the trigger stuff: Use impulse 211 to toggle visible triggers. It makes visible almost all types of triggers. Use impulse 212 to toggle trigger info. Trigger info is sort of a bad name, since it gives you info about all events, not just triggers. It lists what all is [kill]targeted when a button is pushed, a trigger is touched, a monster is killed, etc... v1.5 of QdQstats includes a "coop friendly" patch. It removes certain things from the entities sent to all the clients, therefore reducing the enormous lag you'd sometimes get in crowded areas of coop games. To enable "coop friendly" mode, set the "coop" variable to "2" in the console. As of v1.6, QdQstats allows the recording of multilevel runs - you can make demos of whole episodes in one take. If you want to use this feature, please read the section at the end of this document. Installation : Unzip, put the PROGS.DAT in a new games directory in your main Quake directory, and start Quake with the "-game" command-line option. It's an absolutely standard patch. Instructions : Briefly, IMPULSEs 90-95 let you work the menu that controls the functioning of this patch. Any control: bring up the menu IMPULSE 90: selection left IMPULSE 91: selection right IMPULSE 92: decrease selection by 10 IMPULSE 93: decrease selection by 1 IMPULSE 94: increase selection by 1 IMPULSE 95: increase selection by 10 For some selections, increase/decrease instead work to toggle or activate options. IMPULSE 209: toggle the ogre-grenade counter IMPULSE 210: toggle the grenade counter IMPULSE 211: toggle visible triggers IMPULSE 212: toggle trigger info Please see the full instructions at for more details and explanations. Additional Credits to : The rest of the QdQ team for their suggestions * Play Information * Single Player : Yes Cooperative : Yes Deathmatch : No New Sounds : No New Models : No * Construction * Base : id Quake-C modules Utilities used : Ultra-edit, MS-DOS editor, ProQCC, Scrambler! Known Bugs : The recorded time on any map with no intermission isn't right Build Time : oh, it had a long history before public release. I'm sure you don't really care. * Copyright information * This file, and all accompanying files (see list at top of page) may NOT be used for commercial purposes. I'd prefer you didn't go altering the source without asking as well. Thanks! * Where to Get This * The latest version of this patch can be obtained from Cdrom.com or a mirror, and should be got by going via the Quake done Quick page at PlanetQuake: * Version information * v1.6 -Added multilevel recording. If you play multiple levels in a row QdQstats will give you a total time in addition to the time for the individual level. A multilevel run stops when you begin a new game, or die. -Coop friendly is now only enabled when coop is 2. That way you can decide whether you want disappearing monsters or not. LAN players will probably want to use the normal setting whereas Internet players will find the coop friendly setting more useful. -Added all the new features from 1.5 and 1.6 to the other Stats patches: SoAstats, DoEstats, Zerstats, and BBstats. -Added trigger_monsterjump and trigger_hurt to the list of triggers that can be made visible. v1.5 -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 too. *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. v1.4 -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_ 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. v1.3 -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... v1.2 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! v1.1 was a 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. ================================================================ * Recording multi-level runs * With the advent of QdQstats v1.6 you have the option of making multilevel runs. Whenever you exit a level, QdQstats gives you the exact time for that level. If you run two or more levels in a row, after the second level QdQstats will also give you a total time. The times for the start level is not counted. Please note: The total time is calculated by adding the exact times - not just whole seconds. So, if you notice that your time is, say, 30.1 instead of 29.9, don't worry: You've only lost 0.2 seconds, not a whole second. Important: Quake will not play multilevel demos correctly without some editing. If you want to make multilevel runs, you will need the file compile.zip provided in this package. This program will turn a multi- level demo into a convenient .pak file (which is the format to use if you want to submit demos to SDA). Also, you will need DemTool: . Unzip compile.zip into a directory of your choice. You will get three files: compile.bat, mldem.exe and mlpak.exe. When you've made a demo (called e.g. foo.dem), copy it into this directory. Then type the following at the DOS prompt: compile foo.dem pak0.pak You will get a file in pak format that contains one entry for each individual demo. Demos inside the pak are named according to the level they're on (e.g., start, e1m1, e1m2 etc.). Demos of levels that occur multiple times are numbered e.g., start, start2 etc. Substitute pak1.pak etc. for pak0.pak if appropriate. In general, you should make sure not to overwrite any existing .pak file! Also, do keep the original file - there's no knowing if compile.bat handles every possible case correctly! The "demtool" line in compile.bat is optional - you can change it, especially if you don't like your demos to be framerate compressed. Note: Even if you delete this line, you still need demtool for the compilation process! Good luck, and happy running!