Quake II
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Attention, Marine !

This little thing will randomize standard ground monsters and pickups
based on the settings recorded in the 2 INI files of a given
randomizer.
You may customize these by use of the customizer exe supplied with the
respective randomizer.

The randomizers will randomize pre saved levels so you need to save
your game at the randomizers game-slot position, preferably with the
blaster in hand, each time you start a new unit.
( For as the blaster is the same 3D model ID for all levels )
Save slot 1 or 14 -the first and last saves slots- are the most best positions
to operate the randomizer as one can easily select the right save
position.
Save14 is the default position in this archive.

This is how it works:
Start a new game on "Hard" difficulty. Then save in the slot you placed the randomizer.
Then run the randomizer, select the unit you are in -wait- then load
this save.

The 1st unit will also allow you to set other stuff. Like your maximum health. This will
be a random number between the min and max you define.
You can also limit or unlimit your ammo capacity and play on a difficulty level where the
enemy will ignore all pain and damage they take.

Every single player campaign will be unique.

-----
Ground Zero installation:
This requires an install of Quake 2 + Ground Zero expansion pack.
Put the "maps" folder into Rogue/ so the resulting file tree is like Rogue/maps/xammo1.bsp

If you wish, you may copy "gameX86.dll" into "xatrix".
A backup of your gameX86.dll is strongly recomended - or just rename it prior to transfering the new one.
You will benefit from higher armor maximum and added jacket armor versus energy protection.
-----

The Quake 2 Randomizer and "The Reckoning" randomizer need Quake2.EXE version 3.15 ( Quake 2 + The Reckoning expansion).

The Reckoning Installation:
Put the "maps" folder into Xatrix/ so the resulting file tree is like Xatrix/maps/rware.bsp

If you wish, you may copy "gameX86.dll" into "xatrix".
A backup of your gameX86.dll is strongly recomended - or just rename it prior to transfering the new one.
You will benefit from higher armor maximum and added jacket armor versus energy protection.
---------------
Base Quake II installation:
Put the "maps" folder into BaseQ2/ so the resulting file tree is like BaseQ2/maps/mbase1.bsp

If you wish, you may copy "gameX86.dll" into "baseq2".
A backup of your gameX86.dll is strongly recomended - or just rename it prior to transfering the new one.
You will benefit from higher armor maximum and added jacket armor versus energy protection.

Note that the Quake 2 Biggun unit (1 short level) is not supported for
randomizing.

-----
Put "Save14" under saves. This is where the mod editor is located and also the location
of the saves that get modded.
This is the same mechanism for all 3 mods.
----

General

This mod comes in 3 packs. 1 for each The Reckoning, Ground Zero and the basic Quake 2.

You will need to run two versions of Quake 2 ( 3.15 + 3.19 ) to use all 3 randomizers.

This is because all byte positions to manipulate must be filed - byte per byte.
And there are a few thousand of them.
As I got Ground Zero Years after "The Reckoning", I had already finished with the two first ones.
I assumed running two versions of Quake 2 would be less an inconvenience
than redoing several months of boring work.

It would be wise to create a shortcut to the randomizers for more easy
access - Better than digging into the save folder each time.

The mods also come with the tool to change the LOOTINI, which holds all data the mod does use.
Here you can adjust the share of monsters in each unit, their health and any items they
may use and drop.

Strogg equipment uses 2 out of all defined.
#1 will be dropped, but for if both are armor the better one will
be used.

A Strogg may very well use Bodyarmor but will drop only shard or
jacket type - or even just ammo.

Known issues
1. Large Strogg may get stuck occasionally when spawned in confined areas.
2. Sound index may be corrupt after entering a level - quicksave + quickload
will reset them correctly for most levels.
3. Ground Zero: The incoming Drop Pod marine in one level may not be triggered if
trigger monster has no ranged attack. The drop pod slamming the large gate is triggered by shooting away
a small piece off the canyon tip. You may shoot this barrier on the canyontop yourself.
4. Sound buffer overflow. Very rare. Quake 2 only supports 255 different sounds per level. There is 1 Ground Zero level where this
can happen if you use too many different weapons.
5. Extremely rare event of a monster being unusable by the game. This prevents loading the next level when passing thru an exit door.
A folder with backup saves is included so the file in question can be replaced if that does happen.

As usual with editors, you are using this programm and the supplied files at your own risk.

Have fun and try not to die too often.
Callahan

Appendix A - Q2 item #
1. body armor
2. combat armor
3.jacket armor
4. Shard
5. power screen
6. power shield
7. Blaster
8. Shotgun
9. S. Shotgun
10. machinegun
11. chaingun
12. grenades
13. grenade l.
14. rocket l.
15. hyperblaster
16. railgun
17. bfg10k
18. shells
19. bullets
20. cells
21. rockets
22. slugs
23. quad damage
24. invulnerability
25. silencer
26. rebreather
27. e. suit
28. ancient head
29. adrenaline
30. bandolier
31. ammo pack
32. data cd
33. power cube
34. pyramid key
35. data spinner
36. security pass
37. blue key
38. red key
39. commanders head
40. airstrike marker

Appendix B - reckoning item #
1. body armor
2. combat armor
3. jacket armor
4. Shard
5. power screen
6. power shield
7. Blaster
8. Shotgun
9. S. Shotgun
10. machinegun
11. chaingun
12. grenades
13. trap
14. grenade l.
15. rocket l.
16. hyperblaster
17. ion ripper
18. railgun
19. phalanx
20. bfg10k
21. shells
22. bullets
23. cells
24. rockets
25. slugs
26. mag slug
27. quad damage
28. dualfire
29. invulnerability
30 silencer
31. rebreather
32. e. suit
33. ancient head
34. adrenaline
35. bandolier
36. ammo pack
37. data cd
38. power cube
39. pyramid key
40. data spinner
41. security pass
42. blue key
43. red key
44. green key
45. commanders head
46. airstrike marker

Appendix C - GZ item #
1. body armor
2. combat armor
3. jacket armor
4. Shard
5. power screen
6. power shield
7. Blaster
8. Shotgun
9. S. Shotgun
10. machinegun
11. chaingun
12. etf rifle
13. grenades
14. grenade l.
15. prox l.
16. rocket l.
17. hyperblaster
18. plasma beam
19. railgun
20. bfg10k
21. chainfist
22. disruptor
23. shells
24. bullets
25. cells
26. rockets
27. slugs
28. flechettes
29. prox
30. tesla
31. a-m bomb
32. rounds - for disruptor
33. quad damage
34. invulnerability
35. silencer
36. rebreather
37. e. suit
38. ancient head
39. adrenaline
40. bandolier
41. ammo pack
42. i.r. goggles
43. doube dam
44. compass
45. ven. sphere
46. hunter sph
47. def. shpere
48. doppleganger
49. tag token
50. data cd
51. power cube
52. pyramid key
53. data spinner
54. security pass
55. blue key
56. red key
57. commanders head
58. airstrike marker
59. antimatter pod
60. antimatter bomb