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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.
Click here to find a file associated with this text file, or use your browser's BACK button.
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