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Title : bOi Weapon System for Quake II
Filename : bOi-ws24.zip
Version : 2.4 (build 6.1)
Date : 02/12/98
Author : James Ariz aka bOi (NecroBoi)
Email : boi@accessv.com
UIN : 417201
Thanks to : AmanoJaku, Kagero, Maya, OP7G, Rydeen, and zornet for
testing and support, and to everyone else who has
found enjoyment playing Quake and Quake II with my
console scripts.
Credits : The QII bOi icon is based on a QII icon by Patrick
Curry, patrickc@frogdesign.com. Script, crosshair,
and sound design are ©1998 James Ariz.
Description of the Script
=========================----------------------------------------------
This is the stand-alone version of my Weapon System for Quake II,
taken from my 'bOi RC v2.4' (bOi-rc24.zip), and contains no additional
scripting. The script includes hi-res weapon sounds and my original
layout intended ONLY for use with a TrackMan Marble or a 3-button
mouse. A green 'Predator' tri-dot crosshair has been added replacing
crosshair 3 (angle). No support will be provided for those with a dif-
ferent peripheral setup or for those trying to modifying the code and
layout.
v2.4 includes the Weapon System introduced in v2.2 with better support
for the 'tertiary weapon' feature, allowing the selection of secondary
weapons while a tertiary weapon is active.
Zip contents: bOi-ws24.exe
bOi-ws24.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-WS24.ZIP into a temporary directory. Then
run the self-extract archive BOI-WS24.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-ws24.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 6. 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 6
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".
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
==================-----------------------------------------------------
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_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 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=57
set SST_SCREENREFRESH=60
set SST_SWAP_EN_WAIT_ON_VSYNC=0
set SST_VIDEO_24BPP=1
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 toggle and selector buttons on
the mouse, as well as the movement keys, will be disabled until you
'prime' the script in this manner.
Introduction to the Weapon System..
To test out the Weapon System, press F8 to receive all weapons and
items. Select a primary weapon and then hold down the selector button
(MOUSE2) and choose a secondary weapon. Notice that you will hear the
selections you make as well as receive visual confirmation of your
chosen primary and secondary weapons on the screen. Press and release
your selector (MOUSE2) alone to query your weapon assignments. Your
active weapon will always be listed first when viewing your weapon
status on the screen. Here's an example screen output with the Super
Shotgun (3) as the primary and the Hyperblaster (c) as the secondary:
P:Super Shotgun
S:Hyperblaster
If you press your weapon toggle (MOUSE3) to make the Hyperblaster
active, this is the screen output pressing (MOUSE2) to query:
S:Hyperblaster
P:Super Shotgun
Hand grenades work in conjunction with the weapon system. Pressing (q)
will ready a grenade. Pressing (q) or the weapon toggle (MOUSE3) will
switch back to your last active weapon, while pressing (MOUSE2) will
toggle to the other weapon you have set. While the hand grenade is
active, you still have the freedom to query mouse button assignments
by holding down (MOUSE3) and pressing (MOUSE2). To reset the weapon
system press keypad ENTER.
Tertiary weapon usage..
When you have grown accustomed to selecting and manipulating weapons
with this system, you may want to use the 'tertiary' weapon selector
to add even more flexibility in how you use your weapon inventory.
The Blaster will be your default tertiary weapon when initializing or
resetting the system. To query your current tertiary weapon hold down
(MOUSE3) and press (MOUSE2). This is the screen output querying your
tertiary weapon for the first time:
T:Blaster
Hold down the tertiary selector button (MOUSE3) and select a weapon.
This is the screen output holding (MOUSE3) and pressing (f):
T:Rocket Launcher
To use your selected tertiary weapon, hold (MOUSE3) and press (MOUSE1)
together. While the tertiary weapon is active, you can also query your
other weapon assignments by holding (MOUSE3) and pressing (MOUSE2).
Using the primary and secondary weapon example, and assuming that the
Super Shotgun was your last active weapon, the screen output would be:
P:Super Shotgun
S:Hyperblaster
You can set secondary weapons with the tertiary weapon active by hold-
ing down (MOUSE2) and selecting another weapon. Continuing the above
example, select the Chaingun as your new secondary weapon (MOUSE2 and
E). The Rocket Launcher will remain active with the following screen
output:
P:Super Shotgun
S:Chaingun
In this mode with the tertiary weapon active, (MOUSE3) will switch to
the Super Shotgun and (MOUSE2) will switch to the Chaingun, which you
have just set. Switching back to a primary or secondary weapon will
reset (MOUSE2) back to secondary weapon selection and weapon query.
Refer to the 'Special Keys and Scripts' section for additional notes
on using the Weapon System.
Key Overview
============-----------------------------------------------------------
- Movement (always run on) -
w - forward
s - back
a - move left (strafe)
d - move right (strafe)
ALT - crouch (movedown)
SPACE - jump (moveup)
- Controller (mouse) -
(freelook on, invert mouse off, lookspring off, lookstrafe off)
MOUSE1 - fire weapon
MOUSE2 - secondary weapon selector/query
MOUSE3 - weapon toggle/tertiary weapon selector
MOUSE3+MOUSE1 - use tertiary weapon
MOUSE3+MOUSE2 - tertiary weapon query
(when tertiary weapon or hand grenade is active)
MOUSE2 - switch to alternate weapon
MOUSE3 - switch to previous weapon
MOUSE3+MOUSE2 - tertiary weapon query
- Weapons -
kpad ENTER - weapon system reset
1 - blaster
2 - shotgun
3 - super shotgun
4 - machinegun
e - chaingun
r - grenade launcher
f - rocket launcher
c - hyperblaster
x - railgun
z - bfg10k
q - grenades
- Inventory -
TAB - inventory menu
ENTER - use item
[ - move back through list
] - move forward through list
' - drop item
BACKSPACE - drop item
b - underwater breather
g - quad damage
h - enviro-suit
j - energy armor
n - silencer
v - invunerability
- Cheats -
F7 - god mode
F8 - all weapons and items
- Client -
PAUSE - pause
ESCAPE - toggle menu
` - command console
0 - precache
F1 - field computer
F2 - save game
F3 - load game
F4 - key setup
F5 - start server
F6 - quick save game
F9 - quick load game
F10 - quit
F11 - noclip
F12 - screenshot
= - viewsize up
- - viewsize down
CTRL - field computer
- Communication -
t - messagemode
y - messagemode 2
5 - flipoff
6 - salute
7 - taunt
8 - wave
9 - point
Weapon System Notes
===================----------------------------------------------------
This script is very large and complex, and should be considered, more
or less, a 'feasibility' study. I am in the process of experimenting
with its application and determining if such a weapon system is even
worthwhile having in Quake II. Because of the script's complexity, I
recommend that the tertiary weapon be used in moderation. I try to
divide up the weapon assignments between a single shot and a repeater
weapon, and usually reserve the tertiary for the BFG, Railgun or
Grenade Launcher. The best way to become familiar with this system is
to play through the game in single player, and manipulate the weapon
system as you gradually build up your weapon inventory. Many will
argue that the use of any sort of weapon system is redundant, and
that using the quick key selection should be sufficient, considering
the apparent delay in the weapon switching. But I have found choosing
weapons in advance helps me to mentally focus more on player movement
and weapon strategy in a fight, thus aiding greatly in my reaction
time and situational awareness. That moment's hesitation trying to
determine which weapon key to press next will kill even the best
players.
If you've already tested the script in the manner described in the
install guide, then the first thing you'll have noticed is that every
weapon now has its own unique selection sound. These sounds are fully
integrated into the weapon script, aiding you in quickly determining
what weapons you have queued. For those of you who think that this is
an unnecessary gimmick, consider playing in center-aligned mode, with
a FOV where you can't see your gun model, or switching weapons while
zoomed in on a target. I decided early in the development of this
script to try sound design because I felt this was one element that
appeared unfinished for the weapons. Like the addition of footstep
sounds, this sound addon does add another dimension to the game and I
hope you enjoy it as much as I have in making it :).
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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