================================================================
Title                   : QdQstats v1.6

Filename                : PROGS.DAT    - Game data file.
                          QDQSTATS.TXT - This file.
                          COMPILE.ZIP  - For compiling multi-level demos.

Author                  : Originally by Anthony Bailey
                          v1.3+ changes by Nolan Pflug
                          v1.6 changes by Stefan Schwoon

Email Address           : QdQ@PlanetQuake.com

Description             : When Quake normally records a demo, it
                          resets your starting stats to the usual values:
                          100 health, 25 shells, axe and shotgun.

                          For recording demos to be part of multi-level
                          runs (such as Quake done Quick or a complete
                          episode) one wants to start a demo with the stats 
                          one had as one finished the last one (modulo a
                          couple of limiting changes... you know how it
                          works, I'm sure.)

                          This patch uses a menu interface to allow a player
                          to select any legal starting statistics and use
                          them in a demo the record.

                          It gives you a more precise finishing time
                          than the normal "nearest second" Quake timer too.

                          Another feature is the trigger stuff:

                          Use impulse 211 to toggle visible triggers.
                          It makes visible almost all types of triggers.

                          Use impulse 212 to toggle trigger info.
                          Trigger info is sort of a bad name, since it
                          gives you info about all events, not just
                          triggers.  It lists what all is [kill]targeted
                          when a button is pushed, a trigger is touched,
                          a monster is killed, etc...

                          v1.5 of QdQstats includes a "coop friendly" patch.
                          It removes certain things from the entities sent
                          to all the clients, therefore reducing the
                          enormous lag you'd sometimes get in crowded
                          areas of coop games. To enable "coop friendly" mode,
                          set the "coop" variable to "2" in the console.

                          As of v1.6, QdQstats allows the recording of
                          multilevel runs - you can make demos of whole
                          episodes in one take. If you want to use this
                          feature, please read the section at the end of
                          this document.

Installation            : Unzip, put the PROGS.DAT in a new games
                          directory in your main Quake directory, and
                          start Quake with the "-game" command-line option.
                          It's an absolutely standard patch.

Instructions            : Briefly, IMPULSEs 90-95 let you work the
                          menu that controls the functioning of this patch.

                          Any control: bring up the menu
                                IMPULSE 90: selection left
                                IMPULSE 91: selection right
                                IMPULSE 92: decrease selection by 10
                                IMPULSE 93: decrease selection by 1
                                IMPULSE 94: increase selection by 1
                                IMPULSE 95: increase selection by 10

                          For some selections, increase/decrease instead
                          work to toggle or activate options.

                                IMPULSE 209: toggle the ogre-grenade counter
                                IMPULSE 210: toggle the grenade counter
                                IMPULSE 211: toggle visible triggers
                                IMPULSE 212: toggle trigger info

                          Please see the full instructions at
                          <http://PlanetQuake.com/QdQ/stats.html>
                          for more details and explanations.

Additional Credits to   : The rest of the QdQ team for their suggestions
                          

* Play Information *

Single Player           : Yes
Cooperative             : Yes
Deathmatch              : No
New Sounds              : No
New Models              : No

* Construction *

Base                    : id Quake-C modules
Utilities used          : Ultra-edit, MS-DOS editor, ProQCC, Scrambler!
Known Bugs              : The recorded time on any map with no intermission
                          isn't right
Build Time              : oh, it had a long history before public
                          release. I'm sure you don't really care.

* Copyright information *

This file, and all accompanying files (see list at top of page) may
NOT be used for commercial purposes. I'd prefer you didn't go altering
the source without asking as well. Thanks!

* Where to Get This *

The latest version of this patch can be obtained from Cdrom.com or a
mirror, and should be got by going via the Quake done Quick page at PlanetQuake:
<http://PlanetQuake.com/QdQ/>

* Version information *
v1.6 -Added multilevel recording. If you play multiple levels in a row
      QdQstats will give you a total time in addition to the time for
      the individual level. A multilevel run stops when you begin a new
      game, or die.
     -Coop friendly is now only enabled when coop is 2. That way you can
      decide whether you want disappearing monsters or not. LAN players
      will probably want to use the normal setting whereas Internet players
      will find the coop friendly setting more useful.
     -Added all the new features from 1.5 and 1.6 to the other Stats patches:
      SoAstats, DoEstats, Zerstats, and BBstats.
     -Added trigger_monsterjump and trigger_hurt to the list of triggers
      that can be made visible.
v1.5 -Added coop friendly, when coop is on:
        *dead monsters are removed once they are no longer solid.
        *no explosion sprites when grenades/rockets blow up, just the
        particle splash.
        *you cant see your own nails, or the nails from spike shooters
        other players, scrags or death knights, this was one of the
        largest sources of lag.
     -Removed multiple "playing on X skill" when there's more than
     one player.
     -Allow impulse 9 & 255 in coop.
     -Changed the grenade counter a bit:
        *before, when you tossed more than one grenade, it would rapidly
        switch back and forth between the display of the other or the
        other grenade.  Now, it will only print it for the grenade you
        are closest too.
        *you can turn it on/off after you've tossed a grenade and it'll
        still start/quit right away.
        *added a ogre-grenade counter [impulse 209]  It prints out a
        counter for the ogre grenade you are closest too.  To avoid
        getting counters all the time, it does not print any if you
        can't see the closest grenade.
        *if both the normal grenade counter and ogre grenade counter are
        on, and both types of grenades are out, only the normal grenade
        is printed.
        *made the [ogre]grenade counter status independent of player.
        That is, certain players can have one on, but the others have it off.
     -added trigger_changelevel and trigger_push to the list of triggers
     made visible by impulse 211.
     -probably something else that I forgot.
v1.4 -Removed TRG from the menu; added impulse 211 & 212 to replace, and to
     allow you to just have visible triggers or trigger info, instead of just
     none or both.
     -Trigger info now prints 'friendly names' instead of classnames.
     e.g. "Fiend" instead of "monster_demon1".
     -Removed "Target: ", it was taking up space.
     -All killtargets are now in the form "Kill {target, target...}, ...".
     -Instead of printing the same thing mutiple times, it prints the number
     of times is was [kill]targeted.  e.g.  "5 lights" instead of "light,
     light, light, light, light".  It prints whatever had the fewest of it
     [kill]targeted first, so "light" would come before "3 doors".
     -"Trigger_<relay|once|multiple> with delay of x" is now "Delayed event
     in x".  If there is more than one delayed event, the delays are printed
     in brackets, with the smallest first.
     -When you activate a trigger_multiple, or a button than can be pushed
     more than once, it prints the delay until you can activate/push it
     again.  It uses the form "Trigger/Button [Reset in x]: ".
     -Fixed the qc bug with ftos() that returned strings with leading spaces.
     I wrote my own function to print numbers to fix it.
     -Added Scourge of Armagon's Genocide command (impulse 205)
     -Added impulse 99 to print your current coordinates.  Very usefull
     for Remaicing demos.
     -Fixed another monster count bug.  There was an impossible to get
     fiend on e4m3 when you play on skill 0.
     -Fixed the id bug that played the normal door opening sound when
     you unlock a door.  Go unlock a door and hear the unlocking sounds,
     which you probably haven't heard before.
v1.3 -Removed the grenade counter from the menu and put trigger stuff in
     its place.  The GC is now toggleable through impulse 210.  The TRG
     option will make triggers visible and tell you what they do.
     -Fixed NOW so it updates your weaponmodel and the statusbar.
     -Made the displayed time at the end much more accurate.
     -Fixed other id bugs: the 4 scrags in e2m4, Shub not counting
     for a kill, and certain monsters not teleporting in at low FPS.
     -No longer forces skill 3.  It gives you a reminder about what
     the skill is set at when you start a level, just in case you
     forgot to switch.
     -Fixed some bugs with the armor type and with the weapon selection.
     -Put impulse 9 & 255 back in, in case you want to have some fun...
v1.2 undid a small bug introduced by a Pro-QCC decompilation error.
     In previous versions, firing a grenade caused the displayed ammo
     to update wrongly (although "true" ammo was unaffected, so the game
     played normally.)
     I also took out id's fish bug... might as well get things right!
v1.1 was a fix to make this mod compatible with versions of Quake other
     than 1.06. QdQstats v1.0 will not display the stats menu if run on
     some versions of Quake, including v1.07 and v1.08.

================================================================

* Recording multi-level runs *

With the advent of QdQstats v1.6 you have the option of making
multilevel runs. Whenever you exit a level, QdQstats gives you the
exact time for that level. If you run two or more levels in a row,
after the second level QdQstats will also give you a total time.
The times for the start level is not counted.

Please note: The total time is calculated by adding the exact times
- not just whole seconds. So, if you notice that your time is, say,
30.1 instead of 29.9, don't worry: You've only lost 0.2 seconds, not
a whole second.

Important: Quake will not play multilevel demos correctly without some
editing. If you want to make multilevel runs, you will need the file
compile.zip provided in this package. This program will turn a multi-
level demo into a convenient .pak file (which is the format to use if
you want to submit demos to SDA). Also, you will need DemTool:
<http://planetquake.com/cdrom/qdq/demtool.zip>.

Unzip compile.zip into a directory of your choice. You will get three
files: compile.bat, mldem.exe and mlpak.exe. When you've made a demo
(called e.g. foo.dem), copy it into this directory. Then type the
following at the DOS prompt:

        compile foo.dem pak0.pak

You will get a file in pak format that contains one entry for each
individual demo. Demos inside the pak are named according to the
level they're on (e.g., start, e1m1, e1m2 etc.). Demos of levels
that occur multiple times are numbered e.g., start, start2 etc.

Substitute pak1.pak etc. for pak0.pak if appropriate. In general,
you should make sure not to overwrite any existing .pak file!
Also, do keep the original file - there's no knowing if compile.bat
handles every possible case correctly!

The "demtool" line in compile.bat is optional - you can change it,
especially if you don't like your demos to be framerate compressed.
Note: Even if you delete this line, you still need demtool for the
compilation process!

Good luck, and happy running!
