Title : bOi RC Script for Quake II v3.14 Filename : bOi-rc31.zip Version : 3.1 Date : 03/03/98 Author : James "bOi" Ariz Email : boi@accessv.com UIN : 417201 Thanks to : Pieter "Rydeen" van Dieren who helped devise the new mouse layout for Weapon System 2, and to everyone who helped in beta-testing the new scripts. Ashley Bone, awbone@mindspring.com, for PakExplorer v1.12. Itoo - danielqg@jet.es, Chris Dohnal - cwdohnal@ucdavis.edu, Justin Frankel - justin@nullsoft.com, for WinGlide. Credits : The QII bOi icon is based on a QII icon by Patrick Curry - patrickc@frogdesign.com. The QII CD Player script was based on a cd player script for Quake by Ben Zanin - zanin@mail.odyssee.net. The Rocket Jump was based on a version of the alias by JakFrost - jakfrost@planetquake.com. All other script, graphic, and sound design are ©1998 James Ariz. Description of the Script =========================---------------------------------------------- This Quake II script was designed to be used with a TrackMan Marble or a 3-button mouse ONLY and uses the WASD location on the keyboard for movement. No support will be provided for those with a different peripheral setup or for those who wish to modify the layout. Like previous versions of this script, this particular one was intended for both single and multiplayer gaming. There are no plans to include CTF and other mod support for this script series. If there is an interest for it, I may release a separate version of this script design with QII CTF support for the weapon system and teamplay macros. v3.1 includes a new variant of the weapon system introduced in v2.0+ with improved integration of the 'tertiary weapon' feature, as well as some new features now available for QII v3.12+. v3.1 features: QII CD Player Custom Crosshair Hi-Res Sounds Inventory System 2 MP Skins 2 Rocket Jump Timedemo Weapon System 2 Wide Angle View Zoom System 2 Zip contents: bOi-rc31.exe bOi-rc31.txt How to Install the Script =========================---------------------------------------------- note: Before you begin, PRINT out this readme file. Please read this readme file in its entirety before proceeding with the installation. UnZip the contents of BOI-RC31.ZIP into a temporary directory. Then run the self-extract archive BOI-RC31.EXE (double-click on the file and install to your Quake II root directory). Do NOT make a new sub- directory for this script. A new "bOi" subdirectory will be created for you and all files will be extracted there. A batch file, BOI.BAT, and a matching icon which will also be extracted to your Quake II root directory. Before running BOI.BAT, edit this file to reflect your system settings for the following commandline parameters: +set cddir D:\install\data +set basedir C:\QUAKE2 Substitute 'D' for your CD drive if different, and substitute 'C' and the \QUAKE2 directory if Quake II is installed to a different drive and/or directory. This is the installed directory structure: \Quake2\bOi.bat \Quake2\bOi.ico \Quake2\bOi\autoexec.cfg \Quake2\bOi\pak0.pak \Quake2\bOi\bOi-rc31.txt Controller (mouse) Setup ========================----------------------------------------------- The following section was taken from the AUTOEXEC.CFG. By default I have freelook on, and use a mouse sensitivity of 7. The 'm_filter 1' variable was added to make Quake II average both mouse co-ordinates, resulting in a smoother feel to the mouse: set freelook 1 set in_joystick 0 set in_mouse 1 set lookstrafe 0 set lookspring 0 set m_filter 1 set m_pitch 0.022 set m_yaw 0.022 set sensitivity 7 With the TrackMan my preference is inverted mouse off. To invert the mouse, change "set m_pitch 0.022" to "set m_pitch -0.022" Also under "// controller" section edit the following aliases which are used in Zoom System 2: alias m22 "m_pitch 0.022;m_yaw 0.022" alias m13 "m_pitch 0.013;m_yaw 0.013" alias m07 "m_pitch 0.007;m_yaw 0.007" alias m02 "m_pitch 0.002;m_yaw 0.002" change to: alias m22 "m_pitch -0.022;m_yaw 0.022" alias m13 "m_pitch -0.013;m_yaw 0.013" alias m07 "m_pitch -0.007;m_yaw 0.007" alias m02 "m_pitch -0.002;m_yaw 0.002" These are my TrackMan Marble settings under Windows 95: cursor speed - 75% high acceleration left button - click/select middle button - middle button * right button - context menu/alternate select * this setting is required in order to make this button active in Quake II and other Win95-based games. Sound Setup ===========------------------------------------------------------------ Low quality sound (11 kHz) is default for this script. To use high quality sound, change the following lines in the AUTOEXEC.CFG: set s_loadas8bit 1 > set s_loadas8bit 0 set s_khz 11 > set s_khz 22 Video Driver Setup ==================----------------------------------------------------- note: For QII v3.14, shadows have been fixed preventing the player's weapon from drawing a gross looking shadow. v3.1 of this script now has shadows on by default and a toggle (PGUP) is included should you want to disable shadows while in a game. If you are running Software mode (no OpenGL hardware acceleration), then you should remove the following section from the AUTOEXEC.CFG and replace it with your custom video settings. If you are using OpenGL hardware acceleration, then you'll want to edit the following lines to reflect your own custom options: // video settings set gl_driver 3dfxgl set gl_dynamic 1 set gl_ext_pointparameters 0 set gl_flashblend 0 set gl_finish 0 set gl_keeptjunctions 0 set gl_picmip 1 set gl_playmip 2 set gl_polyblend 0 set gl_round_down 0 set gl_shadows 1 set gl_swapinterval 0 set gl_texturemode GL_LINEAR_MIPMAP_NEAREST set gl_ztrick 1 set vid_fullscreen 1 set vid_gamma 0.6 set vid_ref gl These are my 3Dfx (Monster3D) settings in my AUTOEXEC.BAT: set FX_GLIDE_NO_SPLASH=0 set FX_GLIDE_SWAPINTERVAL=0 set SST_FASTMEM=1 set SST_FASTPCIRD=1 set SST_GAMMA=1.8 set SST_GRXCLK=58 set SST_SCREENREFRESH=60 set SST_SWAP_EN_WAIT_ON_VSYNC=0 set SST_VIDEO_24BPP=1 MP Skins setup ==============--------------------------------------------------------- This script uses its own system for selecting skins and works together with the MP Skins 2 script. Normally, to select a specific skin you would put "set skin (skin name)" somewhere in the AUTOEXEC.CFG. With this skin system, all you have to remember is the first 3 letters of the name of the skin and put it in at the bottom of the AUTOEXEC.CFG. In order for the MP Skin 2 script to properly function you should preselect a male and female skin choice, putting the dominant skin of your choice on the bottom. QII v3.12+ comes with an additional cyborg PPM (plugin player model), and the skin names for this model have been included as part of the male list. Optionally, you can bypass your set skin choice when connecting to a game server by typing first 3 letters of the alternate skin in the console and pressing Enter. The following is a section taken from the AUTOEXEC.CFG, and I have chosen the female Ensign and the cyborg Tyr574 as guide; Tyr574 being my skin choice: echo ------ mp skins initialization ------ ens tyr echo echo ------------------------------------- When you startup the game and look in the console, you will see a confirmation of your 2 skin choices on the screen: ------ mp skins initialization ------ Ensign Tyr574 ------------------------------------- Refer to the 'Special Keys and Scripts' section of this readme for directions on using the MP Skins 2 script. I'm including the full list of Quake II v3.12+ skins here for your convenience, these being the only skins supported by this script: male: female: cyborg: Cipher Major Razor Athena Jungle Oni911 Claymore Nightops Recon Brianna Lotus Ps9000 Flak Pointman Scout Cobalt Stiletto Tyr574 Grunt Psycho Sniper Ensign Venus Howitzer Rampage Viper Jezebel Voodoo Running the Script ==================----------------------------------------------------- When you have finished editing the AUTOEXEC.CFG to your liking, you are now ready to run the script. Use the provided BOI.BAT and BOI.ICO to make a shortcut for the script on your desktop, or in the Startup Menu. note: If you get a grey screen when executing BOI.BAT or if you get kicked back to the desktop with the BOI.BAT window still open, make the following changes for your BOI.BAT shortcut: 1. Right click on BOI.BAT and select Properties 2. Select the Program tab 3. For 'Run', select the 'minimized' option 4. Put a check next to 'Close on exit' 5. Then press OK to save settings Quake II normally cycles between 2 demo files and the Id logo on startup. For my script I've modified the demo cycle to play only the animated Id logo and the intro to allow you to access the console or menu without any waiting. Upon entering a new game server, press the attack button (MOUSE1) once. This will initialize the Weapon System and you are ready to play. The weapon selector buttons on the mouse, as well as the movement keys, will be disabled until you 'prime' the script in this manner. Introduction to Weapon System 2.. To test out the weapon system, press F12 to receive all weapons and items. Press either (MOUSE2+MOUSE3) or (MOUSE3+MOUSE2) and release to query your current weapon assignments. The current display will always correspond to the 'next' weapon selections you can toggle to by press- ing either (MOUSE2) or (MOUSE3) alone: S:Blaster T:Blaster For this test, select the Shotgun (press 2), the Machinegun as your secondary (hold MOUSE3 and press 4), and the Grenade Launcher as your tertiary (hold MOUSE2 and press R). With the Shotgun as your active weapon, the following would be your display if you queried your weapon assignments (MOUSE2+MOUSE3): S:Machinegun T:Grenade Launcher The top weapon shown on the display indicates that the next weapon assigned to (MOUSE3) is the Machinegun. Press (MOUSE3) to toggle to the Machinegun and perform another weapon query: P:Shotgun T:Grenade Launcher Hand grenades work in conjunction with the weapon system. Press (Q) to ready a grenade. This would be the screen display continuing from the last example switching from the Machinegun: S:Machinegun P:Shotgun Pressing (Q) again or (MOUSE3) will switch back to your last active weapon, while pressing (MOUSE2) will toggle to the other weapon you have set. For this exercise press (MOUSE2) to return to the Shotgun. While the hand grenade is active, you have the freedom to query mouse button assignments, but the ability to assign weapons will be disabled in this mode. Attempting to assign a secondary or tertiary weapon with the hand grenade active will trigger an error sound and you will switch to the next weapon selection as if you have pressed the mouse selector buttons alone. Tertiary weapon usage.. Continuing from the last example with the Shotgun active, perform another query: S:Machinegun T:Grenade Launcher Press (MOUSE2) to select the Grenade Launcher. Again, make another query to see your next weapon assignments: P:Shotgun S:Machinegun You will notice that selecting the tertiary weapon works exactly the same as selecting the hand grenade with (MOUSE3) switching back to your previous weapon, and (MOUSE2) switching to your other weapon. Unlike using the hand grenade, the tertiary weapon is fully functional like the primary and secondary modes, and you can assign other weapons while this mode is active. It should be noted that if you assign a new secondary or tertiary weapon with the said weapon active, you will immediately switch to that selected weapon. To reset the weapon system press (keypad Enter). This weapon system was designed with mobility in mind, and I encourage you to try carrying out the steps in this exercise while maintaining a constant forward motion around a level. Key Overview ============----------------------------------------------------------- Description key(s) =========== ====== - Movement (always run on) - forward w back s move left (strafe) a move right (strafe) d crouch (movedown) ALT jump (moveup) SPACE rocket jump (no centerview) g - Controller - fire active weapon MOUSE1 assign secondary weapon MOUSE3 + weapon selection assign tertiary weapon MOUSE2 + weapon selection primary/secondary weapon toggle MOUSE3 select tertiary weapon MOUSE2 (with tertiary weapon or hand grenade active) select previous weapon MOUSE3 select other weapon MOUSE2 query weapon assigments * MOUSE2 + MOUSE3 or MOUSE3 + MOUSE2 * example screen display: S:Hyperblaster next MOUSE3 weapon selection T:Grenade Launcher next MOUSE2 weapon selection - Weapons - weapon system 2 reset kpad ENTER blaster 1 shotgun 2 super shotgun 3 machinegun 4 chaingun 5 grenade launcher r rocket launcher f hyperblaster c railgun x bfg10k z grenades q - Inventory System 2 - inventory mode toggle (3 modes) BACKSPACE - weapons and powerups - powerups only - weapons only inventory hotkey CTRL move back through list CTRL + MOUSE1 move forward through list CTRL + MOUSE2 use selected item CTRL + MOUSE3 drop selected item CTRL + ALT + MOUSE3 move back through list LEFTARROW move forward through list RIGHTARROW use item UPARROW drop an item DOWNARROW underwater breather b invulnerability h enviro-suit j energy armor m silencer n quad damage v drop bullets l drop shells , drop grenades ; drop rockets . drop cells ' drop slugs / - Zoom System 2 - mode hotkey (5 modes) \ - sniper zoom + - sniper zoom - quad damage - rocket jump - jump move back through list \ + MOUSE1 move forward through list \ + MOUSE2 mode 1 (sniper zoom +): zoom toggle SHIFT (at 2.5x magnification) increase magnification MOUSE2 toggle primary/secondary MOUSE3 assign secondary weapon MOUSE3 + weapon selection (at 6.4x and 30x magnification) increase magnification MOUSE2 decrease magnification MOUSE3 mode 2 (sniper zoom only): zoom toggle SHIFT mode 3: quad damage SHIFT mode 4: rocket jump SHIFT mode 5: jump SHIFT - CD player - cd online help F5 cd pause/resume F6 cd disable/enable F7 cd info (state key) F8 cd reset F8 + F5 track backward F8 + F6 track forward F8 + F7 track selection (in console) 2 to 11 - MP Skins 2 - mp skin script toggle F1 male skin selection F2 female skin selection F3 backward through male list F2 + MOUSE1 forward through male list F2 + MOUSE2 backward through female list F3 + MOUSE1 forward through female list F3 + MOUSE2 - Cheats - god mode F11 all weapons and items F12 float mode kpad 0 (INS) - Client - field computer hotkey TAB toggle menu ESCAPE toggle console ` hand toggle - wide angle toggle = save game menu F2 load game menu F3 join server menu F4 timedemo hotkey F9 timedemo (run key and reset) F10 netgraph toggle [ shownet toggle ] lights toggle INS suicide DEL particles toggle HOME disconnect from game END shadows toggle PGUP precache PGDN exec autoexec.cfg kpad . (DEL) viewsize down kpad - viewsize up kpad + pause PAUSE - Communication - messagemode t messagemode 2 y flipoff 5 salute 6 taunt 7 wave 8 point 9 Special Keys and Scripts ===============-------------------------------------------------------- - CD Player note: This particular script has been coded specifically for playing the Quake II soundtrack and lists all the track titles on the CD. The script includes an online help (F5) and is self explanatory. This CD player script will 'remember' the current track selection even if you switch between using the forward and back keys (F7,F6), and the number keys to do a single track selection. Hold down (F8) and press (F5) to replay a track, or to re-initialize the CD player after dis- abling. Tracks selected by using the forward and back keys can be re- called in this manner and has priority over single track selection. - Float Float (kpad 0) allows you to maintain buoyancy in water. This key is also useful if you've gone deep and need to make an emergency ascent to the surface. - Hand The gun is held right-handed in this script (hand 0), but the hand toggle is not 'hand' sensitive unlike the previous version. Edit the AUTOEXEC.CFG if you prefer left (hand 1), or center-aligned (hand 2) as your default hand setting. Press (-) to switch from your hand preference to center-aligned mode. This alias utilizes the $variable, originally included in QII v3.05 and re-introduced in v3.12+, to temporarily copy the value of your hand setting to a temp variable before switching to center-aligned mode (hand 2). Pressing (-) again will read the value stored in the temp variable, in this case $tmp2, and return to your default hand setting. - Inventory System 2 note: The ability to cycle powerups or weapons exclusively has been introduced QII v3.12+ and I have included a toggle (BACKSPACE) which will allow you switch between 3 modes. Pressing and holding the inventory hotkey (CTRL) will bring up the onscreen menu and remap the buttons MOUSE1, MOUSE2, and MOUSE3, to INVPREV, INVNEXT, and INVUSE respectively. Press (ALT) while (CTRL) is down to toggle MOUSE3 from INVUSE to INVDROP. Releasing (CTRL) will remap the mouse assignments back the weapon fire and selector buttons. Alternately, you can use the cursor keys to perform the same functions with LEFT, RIGHT, UP, and DOWN being INVPREV, INVNEXT, INVUSE, and INVDROP, but the onscreen menu will not appear unless you hold down the inventory hotkey (CTRL) as before. - Lights Press (INS) to disable guns from emitting light; may improve fps. - MP Skins 2 note: You must make a male and female skin selection, as described in the 'MP Skins 2 setup', for this script to function properly. Press (F1) to enable the MP Skins 2 script. The save and load game keys (F2/F3) are remapped to become hotkeys for male and female skins respectively. Holding down either key will allow you to cycle back (MOUSE1) or forward (MOUSE2) through the skin lists. Pressing and releasing either hotkey (F2/F3) alone will switch to the skin you have selected. - Netgraph Press ([) to view how your connection is. This shows a graph bar at the bottom of the screen. Green indicates the amount of lag and red shows dropped packets. White means the packet was choked off by a lower rate. - Particles Press (HOME) to disable all particles for improved fps. The Railgun shot will not appear with Particles off, so use this at your own risk. - Precache Press (PGDN) to load all necessary files for the current level into the cache. This will usually smooth out jerky gameplay and it is recommended that you 'precache' when you jump on a server or run a map for the first time. - Rocket Jump Like the Hand Toggle and Wide Angle aliases, the Rocket Jump isn't 'hand' sensitive unlike previous versions. For this version, you will have to manually select your Rocket Launcher (f) before pressing (g). Make sure to press and hold (g) a little longer, instead of just tap- ping briefly. This will insure that you don't misfire even under the most lagged conditions. Centerview is not used, allowing you to use the Rocket Jump as an offensive weapon since you are already looking towards the ground. The alias will switch momentarily to center- aligned mode and then back again to your preset hand preference. - Shadows Press (PGUP) to turn off shadows for improved fps. Shadows are on by default in v3.1 of this script. - Shownet Press (]) to toggle the display of latency information for packets. A constant printout will be produced onscreen until toggled off. - Timedemo This is a 2 key module, the first key being the initialization key (F9). Holding down this key will turn timedemo on and turn off sound. Releasing this key will avert timedemo and re-initialize sound. You must hold (F9) and then press the run key (F10) to actually run a timedemo. After the demo has run and printed the results in the console, press (F10) to turn off timedemo and reinitialize sound. This script can be run from within a game or when in the console. - Weapon System 2 This is an improved version of the weapon system I first introduced in v2.0+ of this script series. With that version I experimented with the inclusion of a 'tertiary' weapon on the mouse, but it was handled more as an addon to the script and you had to press two buttons on the mouse simultaneously in order to use it. In trying to stick to the layout and conventions I have established in my secondary weapons script for Quake, the tertiary weapon was a bit clunky to use. Weapon System 2, on the other hand, has both secondary (MOUSE3) and tertiary (MOUSE2) weapon selections as single key operations and adopts a universal method for querying mouse key assignments (MOUSE2+MOUSE3) in all modes. Please refer to the section on 'Running the Script' for a mini tutorial on using the script. It should be noted that this script was completed before the Point Release. Using the new WEAPLAST command would reduce the size of this weapon system. But this command, like WEAPPREV and WEAPNEXT, will not take into account manual weapon presets nor will it work together with the integrated weapon sounds. - Wide Angle Press (=) to switch your field of view to 120. Switching to this mode will set your hand to center-aligned as well. The sniper zoom and additional zooms are adjusted in relation to FOV 120 when this mode is active. Like the Hand Toggle and Rocket Jump aliases, the Wide Angle is not 'hand' sensitive and takes into account your preset hand preference in the AUTOEXEC.CFG. - Zoom System 2 The sniper zoom (2.5x magnification) is set as the default zoom mode and is activated by pressing (SHIFT). This key is a toggle instead of a hotkey, giving you the freedom to manoeuvre while still zoomed on a target. While the sniper zoom is on, (MOUSE2) becomes the 'increase magnification' button giving you two additional zooms (6.4x and 30x). When these additional zooms are used, (MOUSE3) becomes the 'decrease magnification' button. Decreasing the magnification back to sniper zoom will remap (MOUSE3) back to secondary weapon toggle/selector. A second sniper zoom without the additional zooms has been included and this mode can be accessed by holding the mode key (\) and press- ing either (MOUSE1) or (MOUSE2) to cycle the mode list. Additional modes have been included on this list should you wish to disable the Zoom System and use (SHIFT) for other functions. Integrated into this script are my own custom designed Crosshairs which replace the 3 default crosshairs that come with the game. They are NOT intended to be selectable. Instead, all three are designed as a single unit and work in combination with the Zoom System. The sniper zoom will always be indicated with a green/orange crosshair and the crosshair will change to orange when accessing the additional zooms (6.4x and 30x). Copyright and Distribution Permissions ======================================--------------------------------- QUAKE® is a registered trademark of Id Software, Inc. QUAKE II and the QII logo are trademarks of Id Software, Inc. This Quake II script is not distributed or supported by Id Software, Inc. Some elements of the contained sound files are ©1997 Id Software, Inc, ©1997 LucasArts Entertainment Co., ©1997 Strategic Simulations, Inc. You MAY freely distribute this Quake II console script in any format as long as this description file remains intact and unmodified and is retained along with ALL of the files in the archive. Authors MAY use the contained code, graphic, and sound files as a BASE for their own published work provided that appropriate credit is given to the author, and to others the author has credited in turn. The author, James Ariz, retains all publishing rights and copyrights on modified versions of this script. Any rights not expressly granted herein are reserved. BY DOWNLOADING THIS ARCHIVE YOU ARE AUTOMATICALLY BOUND TO THE STATED CONDITIONS ABOVE. IF YOU DISAGREE WITH THESE TERMS, DELETE THE ARCHIVE AND ALL INSTALLED FILES FROM YOUR COMPUTER NOW AND REFRAIN FROM USING. Contact Information ===================---------------------------------------------------- If you like this script, or would just like to send me a comment on it, send email to the address listed at the top of this readme file. I will not be accepting requests to port this script over to other peripheral setups (2-button mouse, joystick, 3d controller, etc.) or other keyboard layouts, so please don't ask. Do not expect a response from me for help on topics already covered in this text file. Disclaimer ==========------------------------------------------------------------- The contained files are provided "as is" without warranty of any kind, either expressed or implied. The author will not be held responsible for any losses incurred by the use of this script. Copyright ©1998 James Ariz. All Rights Reserved.