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What is NIQ?
Overview of Features
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Configuring NIQ
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NIQCTF Notes
NIQCTF is very similar to regular NIQ with (obviously) CTF support included. It is based on Eavy's Q2CTF+ mod. This is identical to regular Q2CTF with the exception that it is possible to play Q2CTF on the regular and deathmatch maps. Obviously for CTF to work, the flag items have to be left in the game and these are present in NIQCTF and can be picked up, taken and captured as usual. As in regular Q2CTF, when the flag carrier is killed, the flag is dropped for someone else to pick up and will return to its base automatically if this does not happen within some period of time. As with regular CTF, the grappling hook is always available. When the current weapon is changed by the server, clients who are using the grappling hook at the time of the change will continue to use it, otherwise they will see their weapon replaced by the new one. Since there are only 2 'weapons' at any time in NIQCTF (i.e. the grappling hook and the current NIQCTF weapon), clients should bind a key or button to weapnext or weapprev to be able to quickly switch between them. The Artful Dodger finds that using MOUSE1 for weapnext and MOUSE2 for FIRE works just fine. Most NIQ options also apply to NIQCTF. As with regular Q2CTF, you can set ctf=0 and play a deathmatch game (with no flags) and have the grappling hook available. This mode makes NIQCTF identical to NIQ in deathmatch mode, with the exception of the grappling hook.Singleplayer and Coop Mode Notes
These notes apply to using NIQ to play singleplayer or coop mode games. NIQCTF does not support singleplayer/coop mode just as Q2CTF doesn't support these (deathmatch=1 is always forced). Although the NIQ mod was originally intended as a deathmatch and CTF mod, its actually quite fun and challenging in singleplayer mode as well. Coop mode has been tested briefly and seems to work fine as well. The main difference is that in singleplayer/coop mode, clients only get health as the result of killing some monster and the current weapon will only switch after N kills. These settings can be controlled through the file niqmonst.txt and through the NIQ configuration file (see Configuring NIQ). The idea is to remove the possibility for players to simply hide and wait until their health returns to 100% and/or until they get a better weapon (of course, these tactics don't work very well in deathmatch games). Generally, the tougher the monster, the more health you will get for disposing of it. Note that by default you do not get any health for killing the insane guys (the POWs), but if it makes you happy to put them out of their misery go ahead. If you *really* want to, you can always edit the file niqmonst.txt and specify how much health you want to gain (or lose) for killing them but killing a POW will never decrease the number of kills needed for the next weapon switch. By default, there is a message at the top of the screen describing each monster as it is killed. This is kind of fun to have and is also informative and is useful when you're not sure what you killed (e.g. with that quick BFG shot before you ducked out of sight). In singleplayer/coop mode, your health *can* increase while your are fighting (firing your weapon). All key items (keys, CDs, markers, the commander's head) have been left in the game. Monsters are allowed to drop these if applicable since some custom maps have monsters dropping keys or CDs when they are killed and these are usually needed to complete the game. Some maps may require the rebreather and/or environment suits to reach certain areas, so these items have been left in for sp/coop. If you have problems selecting these through the item menu, just bind keys to "use breather" and "use environment suit", but the menu is *supposed* to work ok now. Except for keys etc., monsters and the POWs will never drop anything when killed.niqweaps.txt
Contains a list of weapons to use in the game. Weapons can go into the file more than once (up to 50 entries are allowed) in which case they will appear more often (in both random and sequential cycling modes). If there is only 1 weapon specified in this file, weapon switching will be disabled and the given weapon will be used forever, with no time remaining shown on the HUD.niqammo.txt
Controls how much ammo is initially given for each weapon, the rate at which the ammo for that weapon is handed out and the maximum allowed ammo for that weapon.niqmonst.txt
For NIQ in sp/coop mode, controls how much health you get for killing each type of monster (tougher monsters give you more health).niqmotd.txt
You can put a short (40 cols or less, and maybe 2-3 lines) message in here which will be inserted into the standard NIQ MOTD for regular deathmatch games. Note that if NIQ does not find any of the above files, it will use default values. By default NIQ/NIQCTF look first in the gamedir directory, then in the niq and ctf directories respectively. Lines in the NIQ/NIQCTF .txt files should not exceed 128 characters in length. The following servers are known to be running NIQ or NIQCTF from time to time. Since there is now a custom GameSpy filter for NIQ and NIQCTF, this list will probably no longer be updated. If you run an NIQ/NIQCTF server, just make sure you register it with PlanetQuake or another of the master servers which GameSpy uses. For more information on how to do this (basically you add 2 lines to your .cfg files) visit PlanetQuake. Also, see www.gamespy.com for information on how to create and use custom tabs.deathmatch/CTF
No known problems.singleplayer/coop
I haven't gone through the entire game with the changes to allow triggered events to be triggered automatically, so there may still be a few things which need to be done here. Please let me know if you find any problems.general
I've occasionally seen the following error messages with NIQ/NIQCTF as well as with regular Quake II and many other mods. There hardly ever seems to be a problem when they appear, although they are somewhat annoying. If anyone knows their cause and/or how to fix them, please let me know. I suspect that a lot of them are related to lag? "Client has overflowed" "netchan_transmit: dumped unreliable" (in the console of a dedicated server which is running NIQ). "SZ_GetSpace: overflow without overflow set" "WARNING: message overflowed for XXX" Most mods and regular Quake II have the occasional "can't find pic" message which doesn't seem to cause a problem. This seems to be related to lag and/or a slow server. Occasionally when firing the chaingun or hyperblaster continuously for a while, the weapon will seem to stop firing and the screen will seem to shake for a few seconds and there may be a pile of "client has overflowed" messages. Things seem to come back to normal if you stop firing for a few seconds. I've seen this happen with other mods as well, so it isn't specific to NIQ. It could be related to lag and/or running on a slow server. These are arranged in rough order of the probability that I will actually do them. Now that the Eraser bot code is out, I'm hoping to do NIQBOTS if the code which I need to muck around with is fairly straightforward. Probably the biggest limitation of any of the bots which I've tried (I've spent hundreds of hours playing against the Reaper Bots for Quake I) is the fact that they often can't get to powerful items which their human opponents are able to reach with relative ease. This puts them at quite a disadvantage against human opponents of roughly equal fighting skill. For this reason I think that merging NIQ with the Eraser Bot code might be worth trying and I'll look into this once NIQ and NIQCTF seem to have settled down. One possible problem will be if it is necessary but not possible to modify the bot logic because the necessary source code is unavailable. For example, obviously bots in NIQ/NIQCTF don't need to waste CPU cycles executing item-finding / selecting logic because their are no items to find or use (except for the grapple and flags). On the other hand, it may be necessary to add logic which takes into account the fact that health and ammo will autoincrement etc. Merge NIQ with Q2CTF+ which will let a single mod support all modes (CTF/deathmatch/singleplayer/coop with or without the grappling hook). Add support for reading in a list of maps to be used. Even better would be to let this list include suggested minimum and maximum numbers of players for each map so that the best map for the current number of clients would be chosen each time. The maps could be executed either in order or randomly (using all maps at least once). I *think* that with NIQCTF, you can use the mapxxx.lst files to set up map cycling but I haven't tested this. Player ID support in NIQ would be nice (its in NIQCTF for free because this is in Q2CTF). Add an option to disable the grappling hook in NIQCTF so that in non-ctf mode, NIQCTF would be exactly like NIQ in deathmatch mode. Add optional automatic handicapping (now that voluntary handicapping is available). Each client's damage factor would be adjusted up or down depending on his ping and/or skill. The tricky part would be to do this in a way that keeps as many people happy as possible. Some way to indicate to other clients that a client is using more or less than 100% damage would be nice. e.g. a client who has > 100% damage could flash in blue (the color usually used for quad damage) and a client who has < 100% damage could flash in green (the power armor color). For singleplayer/coop, have the amount of health which you get for killing a monster depend on which weapon was used (you should get more health when using a weaker weapon). This would turn the file niqmonst.txt into a table of monsters vs. weapon used to kill the monster, i.e. 10 columns instead of 1. This would be better than having, say, a multiplier for each weapon since not all weapons are equally effective against all monsters (e.g. killing flying monsters with the grenade launcher isn't too easy). I plan to upload the sources for NIQ and NIQCTF when I get a chance. Look for these to appear in this section. A lot of thanks goes out to the guys at Matrox who helped Beta test NIQ and NIQCTF and provided encouragement and helpful ideas. In particular, Olivier Rousseau (Flatulus), Martin Paradis (Aes_Sedai), Louis de Carufel (Mr.Bungle), Steve McDuff (Demolition Duff), Eric Le (DynaByte), Rudy Yang (Stonecutter), Pierre Gervais (Cacou), Wil Renczes (Hawkins) and Benoit Miller (Fulg). Thanks also to Vince Lupo (Destroy), Matt (of Weapons of Destruction fame), Dave (Fargo) Kosak, Rodger Ballard and Joost Schuur for helping me with distribution issues. Thanks to Stefan Schwarz (EAVY) of the Handy-Team for his mod to Q2CTF which lets us play CTF on the regular and DM maps. And of course, thanks to id for putting out Quake II and Q2CTF in the first place. The Quake2 source code is Copyright 1997, id Software. All modifications and additions made to the Quake2 source code to produce "NIQ" and "NIQCTF" can be used by anyone however they want, but please try to keep the files for these mods intact and unmodified. NIQ and NIQCTF are provided "as is". While every attempt has been made to make these quality modifications to Quake II, if you use them, you do so entirely at your own risk. Authors may feel free to use the NIQ sources however they want, subject to the above restrictions.