** NOTICE FOR FTP ADMIN: This version of ACHE can replace all previous versions that exist in the quakec/server directory. ** ACHE - Dark Tribal Warfare AUTHOR - Athos Konkoran Kryn EMAIL - do269851@wcupa.edu ALT EMAIL - nihilsum@ccil.org CONTENTS - just do a text search to go to the section you want INTRO - the introduction CREDIT - giving credit to those whose code i either copied or modified or i was inspired by RULES - a description of any general changes in a specific mode of play COMMANDS - the list of console commands WEAPONS - a run down of all the weapons available in ACHE and any pertinent stats they have AMMO - a list of the ammo and the amount they hold ARMOR - the armor within ACHE and their stats HEALTH - stats and description for the health packs POWERUPS - a description of the powerups and their stats SPECIAL - these are special skills and items within ACHE that everyone has by default RUNES - info on the runes HOW TO BIT - a how to guide on how to do the bits GENERAL RULE BITS - a list and description of the general rule bits ITEM TOGGLE BITS - a list and description of the item toggle bits DEATHMATCH BITS - a list and description of the deathmatch bits COOP BITS - a list and description of the coop bits TEAMPLAY BITS - a list and description of the teamplay bits - INTROduction - Welcome to ACHE. THE server side patch for normal QUAKE. Make sure you read through this document thoroughly before you jump into the action, it has lots of info and options that you may want to enable. This patch is constantly growing and improving so feel free to send any comments/ suggestions/feedback/bug reports or just a cool joke you heard. I hope you have fun with ACHE! -athos - CREDIT where credit is due  ID SOFTWARE - for making QUAKE  Jeff Epler - for the awesome chasecam coding and laser sight and spotlight  Dave "Zoid" Kirsch - my rune coding is based off his original work  Razor Entertainment - the nail sparks are from their deathmatch addon: DeathMatch Essentials  Patrick Martin - for the axecellent CRANKED monster coding  Quake Info Pool by Maddes - lots of bug fixes that i was not aware of, go visit his site. http://www.egoshooters.com/qip/  SteQve - his patch; 'ServObit' for Quake2 inspired the extended obituaries. i also got a lot of the funnier obituaries from his code base =)  David "Dark Grue" Hesprich - for server logging code in his server patch: QuakerMods  Nihilism Unlimited - for some of the leet particle codes used in ACHE that were taken from the source for their QUAKE conversion: Zerstörer  Michael "McBain" Peckman - for previous weapon command  Jesse "Sen" Thomas - third gib sound  OKAY...i THINK that is it, if for some reason you see your modification in my patch, PLEASE email me and tell me. i will credit you in the next release...with an apology too =)  and of course, how could i forget?...my playtesters..these guys helped me discover a lot of the bugs in ACHE and had plenty of neat ideas and suggestions as it was coming up through the versions  Adam Boyle  Peter Boyle  Jason Eastman  Nate Green  Andrew Olsen  Ryan Skelley  Ryan Frampton - RULES and regulations in ACHE  single player - single player mode is as before. you start with the canister rifle. the monsters have been tweaked _a lot_ via the CRANKED source code...so watch yourself and prepare for some surprises  deathmatch - there are some notable changes here. you will start with a randomly chosen weapon, either the canister rifle, the nailgun or the laser cannon and some of the corresponding ammo. in deathmatch twelve runes of magic will make their appearance. these runes are talked about later in the text file  coop - the default coop mode is changed around a bit. the weapons and the keys will not stay after pickup. the keys will be thrown from the carriers body after death, so you will have to track down where you died after you respawn to get the key back. also, when you die you will drop the weapon you were using, but you can not drop the axe or magnetic grappling hook. on respawn you keep all the weapons you were carrying and a certain amount of ammo based on the weapons you have in your inventory. you are also given max health and a flak vest. this makes coop a bit more challenging and fun than the original mode in normal QUAKE  teamplay - teamplay is a lot stricter than the normal QUAKE version. how teammates score and affect each other is dictated by the server. two to four legal teams can be assigned by the server as well.  ctf - the default ctf is a little tweaked. you can capture the enemy flag no matter if your flag is at base or not. and touching your dropped flag will not return the flag to base, you will have to defend it where it is until it automatically returns in one minute. these two alternate rules can be set back to the vanilla ctf rules via the teamplay variable. currently, only keys are used for the flags and no custom sounds are used, but this will be adjustable in later versions. it recommened that you do not set more than the two default teams with the "teamplay" variable when enabling ctf. ACHE ctf is compatible with all normal ctf maps  "noexit" variable - this affects how players may exit a level, if at all. you can set this variable up to work with the timelimit and the fraglimit. see 'how to bit' for details in how to configure this variable  penalty - penalty for not meeting the requirements. if only 1 or 2 is put in for "noexit", trying to exit will always incur the penalty. if both 1 and 2 are figured in the 'death penalty' is used 1 bit - death penalty - trying to exit without meeting the requirements will cause you to die 2 bit - no penalty - trying to exit without meeting the requirements will not do anything  requirements - these variables work in conjunction with the timelimit and the fraglimit 4 bit - fraglimit requirement - if you meet the fraglimit you will be allowed to exit the level. notice that surpassing the fraglimit will not automatically cause the level to change with this set. if the fraglimit is 0 or a negative number this is disabled. there will be a global notification when someone meets the frag requirement, if the fraglimit is changed again another global notification will remind everyone that the level is not exitable again. note, you must have a frag score that meets the fraglimit in order to exit, having less will incur the penalty 8 bit - timelimit requirement - as with the fraglimit requirement, after the timelimit is met, anyone will be able to exit. again, as with the fraglimit requirement, the level will not automatically change. if the timelimit is 0 or a negative number this is disabled. there will be a global notification when the timelimit is met. if the timelimit changes so that the current time is less, everyone will be reminded that the level is not exitable again  "samelevel" variable - this affects what level you will go to after you exit. setting this to one will cause the same level to repeat itself over and over. setting this to a number above one will start the custom map cycle which always results in at least three different maps in a row. the value of "samelevel" is the number of maps to cycle through. in order for this to work you need to alias the "changelevel" commands for each map. for example; samelevel 3 // three maps to cycle through alias map1 "changelevel dm3" // first map in list is dm3 alias map2 "changelevel e2m1" // second map in list is e2m1 alias map3 "changelevel dapak5" // third map in list is dapak5 you can have up to 512 maps in the cycle, more than this will cause the variables to go awry resulting in unpredictable effects. this cycle will always cause at least three maps in a row to be different as well. making a config file works best. see "maps.cfg" in the zip that came with this document for an example - console COMMANDS  general commands help_server - toggles the help screens. automatically bound to 'F1' for all clients bind_keys - binds keys to aliased commands  weapon selection impulse 1 selects the axe impulse 2 selects the magnetic grappling hook impulse 3 selects the canister rifle/precision rifle impulse 4 selects the super shotgun/sawed off shotgun impulse 5 selects the nailgun/pulverizer impulse 6 selects the perforator/armor piercer impulse 7 selects the grenade launcher/demon eggs pressing impulse 7 again will toggle between primed grenades, trigger grenades, proximity mines and impact grenades impulse 8 selects the rocket launcher/dragon fire impulse 9 selects the laser cannon/smart gun. automatically bound to '9' for all clients impulse 10 selects the lightning gun/riot cannon. automatically bound to '0' for all clients impulse 11 cycles forwards through the weapons impulse 12 cycles backwards through the weapons impulse 13 selects your previously selected weapon  chasecam functions cam - toggles the chasecam camdown - changes cam view down camup - changes cam view up camin - changes cam view closer to you camout - changes cam view farther away from you  skills and abilities dropweap - drops your weapon droppack - drops a backpack with some ammo droparmor - drops your armor ltarget - toggles the laser sight in deathmatch and in coop this will toggle the laser sight then the spotlight and back to nothing in single player det - detonates all of your trigger grenades within the effective radius. you have to have fired some of your own and actually have the grenade launcher for this to work runequery - queries what runes you have xstatus - queries your experience level, experience and next experience  cheats - these all will work only in single player armor - gives you a suit of armor and max health hate - gives you 30 seconds of hate armor shade - gives you 30 seconds of ring of shadows judge - gives you 30 seconds of judge spear lead - gives you 30 seconds of lead suit runes - gives you all the runes of magic...this cheat is nutz keys - gives you all keys ammo - gives you all the weapons and max ammo upgrade - upgrades your current weapon uparmor - upgrades your current armor - WEAPONS - all weapons respawn every 30 seconds in deathmatch, every 180 seconds in coop if respawning items is enabled  axe - you always start with this weapon. you can swing this axe one of four ways. the method is chosen randomly, with an equal chance of each -stats- ammo = the axe is not expended through use damage = depends on strike type strike type damage recovery one handed swipe - 55 damage - fastest one handed swing - 60 damage - normal two handed swing - 65 damage - slower over head swing - 70 damage - slowest  magnetic grappling hook - you always start with this weapon unless it is disabled. the 'hook' is actually a spike that vibrates at a magnetic frequency that the grapple is sensitive to. when the spike sticks to a wall, the gun, along with its wielder, will be pulled towards it. after the spike hits a surface, keep hold of the fire key and you will be pulled towards it. if you manage to get stuck while attached to the edge of a wall and need a little boost, hold down jump with the hook selected, you will try to pull yourself over the wall. if you select a different weapon after firing the hook, the hook will remain attached and pull you in. this allows you to sniper from high distances and hard to reach places. to detach from the surface while you do not have the hook selected do one of two things. selecting the hook again via the impluse command will detach you. pressing the jump key will also detach you. hitting jump is easier since you do not have to switch weapons to do it -stats- ammo = 1, but the 1 hook is reused after retracting it damage = 10 and the hook will retract  canister rifle - your basic piece. this is an advanced military version of your run of the mill shotgun -stats- ammo = 1 shell damage = 5 to 40 depending on range to target and accuracy  super shotgun - a close range weapon that delivers heavy hitting power if you can get close enough to your target -stats- ammo = 2 shells damage = 5 to 90 depending on range to target and accuracy  nailgun - two barrels hose out nails to pierce your victims. this gun shoots at a faster rate and its nails have a faster velocity than the perforator -stats- ammo = 1 nail damage = 10  perforator - four barrels shoot out nails that are stronger than the ones the nailgun shoots. however, the nails have a slower velocity and the peforator shoots at a slower rate than the nailgun -stats- ammo = 1 nail damage = 15  grenade launcher - this gun has four different grenades it can fire. primed grenades will explode on impact with a target or after 2.5 seconds. trigger grenades will explode after you hit the detonation button via the 'det' command and you are within range of the grenade. proximity mines will arm after 3 seconds and will explode if someone comes close enough so that the grenade will hurt it, this includes the grenade's owner. the trigger grenades and the proximity mines will explode after 30 seconds if they are not detonated. additionally, you can only have 10 trigger grenades and 10 proximity mines in use at any one time. the fourth, impact grenades, will detonate on impact with anything -stats- primed grenades ammo = 1 rocket damage = 10 for direct hit plus 90 point blast radius trigger grenades ammo = 1 rocket damage = 110 point blast radius proximity mines ammo = 1 rocket damage = 90 point blast radius impact grenades ammo = 1 rocket damage = 10 for direct hit plus 90 point blast radius  rocket launcher - a heavy weapon that launches rockets. this gun has a 1 second refire rate, so pick your shots carefully -stats- ammo = 1 rocket damage = 20 for direct hit plus 100 point blast radius  laser cannon - a light weight rifle that uses your cell ammo. the cannon shoots bolts of energy at a nice refire rate -stats- ammo = 2 cells damage = 30  lightning gun - an unstable heavy weapon. try shooting into water from land to 'juice' your opponents. those 200 units near the bolt in the water will take the normal 15 damage. being in the water with the gun and shooting will still cause a messy explosion, but only those actually in the water will be affected, the gun has to be completely submerged as well -stats- ammo = 1 cell per 1/10 of a second damage = 15 per 1 cell burst  the weapon upgrades - if you happen to come across a weapon of a type you already have and you pick it up, provided you have full ammo for the corresponding weapon, you will receive an upgraded version of that weapon. this upgrade will take some ammo, however. the amount taken is equal to a large box of the corresponding ammo type for that weapon  canister rifle > precision rifle - with some tweaking around with the standard canister rifle you can turn your standard shell ammo into a single high velocity projectile. this projectile will strike on a single point. it has a hell of a refire rate as well, so pick and choose your shots carefully -stats- ammo = 2 shells damage = 100  super shotgun > sawed off shotgun - if you hack off the front part of the super shotgun you will get a more powerful shot but with a wider spread -stats- ammo = 2 shells damage = 5 to 110 depending on range to target and accuracy  nailgun > pulverizer - the normal nailgun can now split one round into two separate smaller rounds with a little less punching power but for an overall more effective attack -stats- ammo = 1 nail damage = 7 per nail shard, 14 total if both hit  perforator > armor piercer - the perforator is now fitted with a vibrating frequency generator that makes your rounds punch through an opponents armor, making your opponent's armor less effective. these 'vibro-spikes' are even deadlier against unarmored foes -stats- ammo = 1 nail damage = negates half of opponents armor resistance then deals 14 damage. does 18 if opponent is unarmored  grenade launcher > demon eggs - now each of the grenades you fire contains the soul of a demon hatchling. when your opponent is hit with this projectile or its explosion the soul of the demon enters its body and slowly sucks its health away 2 at a time for 10 seconds making 20 damage total. this health the demon steals away is in turn given to you, you can not go over your max health with this, however. note, you are immune to your own demon eggs, but not the initial explosion -stats- primed demon eggs ammo = 1 rocket damage = 10 for direct hit plus 80 point blast radius trigger demon eggs ammo = 1 rocket damage = 100 point blast radius proximity demon eggs ammo = 1 rocket damage = 80 point blast radius impact demon eggs ammo = 1 rocket damage = 10 for direct hit plus 80 point blast radius  rocket launcher > dragon fire - the rockets you fire now have a payload of burning plasma instead of the usual vanilla. on impact a cloud of this plasma will persist for awhile damaging all within its radius at a constant rate. this cloud can go through walls too, but is only one fourth as effective -stats- ammo = 1 rocket damage = 20 for direct hit. 80 damage stretched over 2.5 seconds for the plasma  laser cannon > smart gun - the laser cannon is attached with a arcane device that infuses each energy bolt with the essence of a wraith that seeks out any living targets within its sight, excluding the wielder. these bolts travel slower than the laser cannon's and they will disperse after 5 seconds if they do not hit a target -stats- ammo = 2 cells damage = 18  lightning gun > riot cannon - the normal lightning gun now has an attachment that allows you to shoot controlled bursts from it. holding down attack will charge up the riot at 1 cell per 1/10 of a second. up to 15 cells can be charged up with this. letting go will expel the charge from the gun. you will not discharge in the water while charging the riot up, but if you shoot it, you stand a chance of killing yourself ( and those around you ;)). 'juicing' your opponents will cause the damage you have charged up to go to everyone in a 200 unit radius from the bolt in the water -stats- ammo = 1 cell per 1/10 of a second...15 cells max damage = 10 damage per cell in charge (10 - 150) - AMMO - all ammo respawns every 20 seconds in deathmatch, every 120 seconds in coop if respawning items is enabled. 1% chance of any pack being the "gift of satan", this maxes out your ammo of that type  box of shells - these hold 10 shells, large ones hold 20  box of nails - these hold 20 nails, large ones hold 40  box of rockets - these hold 5 rockets, large ones hold 10  box of cells - these hold 20 cells, large ones hold 40 - ARMOR - all armor respawns every 30 seconds in deathmatch, every 180 seconds in coop if respawning items is enabled  flak vest - the armor you start out with. this is a light suit of armor with no particular weak or strong points, besides its low integrity -stats- integrity = 50 resistance = 50%  field armor - the field armor is designed with a reinforced casing that gives it a longer life span than most armors. this reinforcement allows it to absorb artillery damage well. this armor is vulnerable to artillery that is designed to penetrate armor however -stats- integrity = 160 resistance = 56% strength = resists artillery damage at 70% weakness = resists piercing damage at 42%  full body armor - the full body armor is constructed from high resistant polymers allowing it to resist the impact of piercing artillery, such as from the nailgun. this shell of resistant polymer is vulnerable to explosive damage though -stats- integrity = 150 resistance = 60% strength = resists piercing damage at 75% weakness = resists explosive damage at 45%  turtle shell armor - this armor is constructed with heavy metal alloys that allow it to absorb concussive/explosive damage well. the damage it takes from cell/energy weapons is increased because of the materials the suit is constructed with -stats- integrity = 140 resistance = 64% strength = resists explosive damage at 80% weakness = resists energy damage at 48%  the armor upgrades - if you happen to come across a armor of the type you already have and you pick it up...provided your armor is at max and you have at least enough ammo in your current weapon to equate a large box of ammo, you will receive an upgraded version of that armor. The flak vest can not be upgraded  field armor > symbiotic shell - this is a living carapace that fuses with its wearer. if it is damaged, the symbiote will drain health from the wearer slowly, 1 every second. this health is used to repair itself, for every 1 health it drains it gains back 2 integrity. the shell will discontinue draining health from its wearer if it senses its owner is near death; critical health or worse. the symbiotic shell also enhances the motor capabilities of its wearer. the chitonous fibers of the shell can flex and relax in unison with the wearer's muscles increasing running speed by 25%. swimming speed when treading water, since more muscles are involved is increased 50%. swimming speed when fully submerged is increased 75% since even more of the armor's strength can be applied towards propelling itself and its wearer -stats- integrity = 181, if less than 181 drains 1 health every 1 second and gains back 2 integrity. regen will stop if owner has critical health or less resistance = 56% strength = resists artillery damage at 70% weakness = resists piercing damage at 42% special = enhanced motor capabilities  full body armor > jump suit - this is a suit of power armor fitted with jump jets, hence the name. hitting the jump button and holding it down will engage the jump jets. when lifting off the ground you must first jump, release, then jump and hold again. letting go of jump will disengage the jets. the armored boots have a failsafe that will turn the jets off when touching down. the jump suit also has reconstructive nanites that will regenerate its integrity 1 every 2 seconds up to 170, if it has taken damage -stats- integrity = 170, if less than 170 regens 1 integrity every 2 seconds resistance = 60% strength = resists piercing damage at 75% weakness = resists explosive damage at 45% special = jump jets  turtle shell armor > blood armor - the blood armor is an infernal substance that fuses with the wearer's body and grants several arcane abilities to the wearer. the essence of the blood armor is vampiric and it can pull the blood of living creatures through fresh wounds. this is so strong it can suck the blood right through the air. this blood is used to repair itself. 1/4 of the health damage you do to enemies is used in this manner. the blood armor can also put itself and its wearer partially into the nether realm. this takes the blood armor four seconds of concentration and any movement or action by the wearer will distract it. once in this state the armor and its wearer will be completely invisible. any movement or action at this point will rip the armor and its wearer from the nether realm. be wary though, you can still be damaged while partially in this realm -stats- integrity = 159, 1/4 of health damage off enemies is used to repair itself at a 1 to 1 ratio resistance = 64% strength = resists explosive damage at 80% weakness = resists energy damage at 48% special = partial teleportation to the nether realm - HEALTH - all health items respawn every 20 seconds in deathmatch, every 120 seconds in coop if respawning items is on. 1% chance of any box being the "touch of satan", which maxes out your health  damaged med kit - this will restore 15 health on pickup  med kit - this will restore 25 health on pickup - POWERUPS - all powerups respawn every 3 minutes in deathmatch, every 18 minutes in coop if respawning items is on  judge spear - the judge spear is a high powered auto cannon capable of wiping out a large amount of enemies in one sweep. the judge spear deals out its justice with two barrels of destructive power. when one picks up the judge spear it will replace the axe for the thirty second duration it has. you will be outfitted with the judge spear immediately on pickup. the judge spear has its own ammo supply, which is effectively unlimited, up until the point the judge's energy source winds down, at this point the judge spear is useless, you will have to go find another one -stats- ammo = unlimited or until 30 seconds run out damage = 5 to 20 depending on range to target and accuracy  ring of shadows - this is a ring infused with the infernal essence of a shade. on pickup you are rendered ethereal and are difficult to see for 30 seconds -stats- duration = 30 seconds power = invisibility  hate armor - this powerful artifact causes reverses the effect of damage on your armor. all damage that comes off of armor is now added to it instead. the hate armor can only take a suit up to its normal maximum integrity and no higher, for the exception of the flak vest which can be pushed up to an integrity of 180 with this artifact. obviously, if you have no armor, this artifact will do nothing -stats- duration = 30 seconds special = damage that is normally subtracted from armor is now added instead. flak vest can go 180 integrity with this  lead suit - the lead suit is a full environmental suit that fits over whatever armor you are currently outfitted with. the lead suit is fully insulated and has its own personal air supply, this will keep the wearer alive in pools of radioactive water and even more dangerous lava and, of course, from drowning. the suit also has a shock absorbing exoskeleton, preventing damage from falls as well -stats- duration = 30 second power supply special = negates 100% of lava and slime damage negates 100% of falling impact damage air supply, prevents drowning  megahealth - this is a pack full of stimulants that will boost your health up 100 points. the megahealth can not boost your health above 150 plus your maximum health rating. this limit is called your overdrive. you will lose this overdrive health after five seconds, it will rot down to your normal max health limit - SPECIAL abilities  drop weapon - this will drop your current weapon, without any ammo, however. you can not drop the axe or the magnetic grappling hook. this skill is disabled in games where the weapons stay after pickup command = 'dropweap'  drop backpack - this will toss some ammo in a backpack in front of you. the ammo inside will depend on the weapon you are carrying. if you have less than the indicated amount you will throw the rest of that ammo type you have weapon carried s=shells n=nails r=rockets c=cells axe 10s 20n 5r 20c mg hook 10s 20n 5r 20c canister rifle 20s super shotgun 20s nailgun 40n perforator 40n g launcher 10r r launcher 10r laser cannon 40c lightning gun 40c command = 'droppack'  drop armor - this will drop the armor you are currently wearing in front of you command = 'droparmor'  laser sight and spotlight - a standard issue laser sight comes with your gear. use this to pinpoint your target. if you are playing in single player you can toggle the spotlight on as well, this will illuminate your target. this is useful if you are using the chasecam and want a more accurate crosshair command = 'lsight'  chase cam - this nifty little option lets you view your body from outside, giving the game more of third person kind of feel. this is toggled via the 'cam' command and there are several other commands that adjust the height and distance of the camera. this is a bit disorienting in deathmatch, but is fun in monster deathmatch or coop command = 'cam' to toggle. see the commands section for more commands to manipulate the camera - the RUNES of magic - in deathmatch twelve runes of magic will make an appearance. in coop and single player there is a small chance of a rune making an appearance in the level. only one will appear if it does and it will be in a random place, like in deathmatch. grabbing one will outfit you with its magic. the rune will stay with you until you either die or the level changes. these can only be carried one at a time as well. to find out what rune you are carrying you can do a rune query via the 'runequery' command  earth/resistance - all the _health_ damage you take is divided by two --earth magic rune model---  black/strength - all damage you deal out with your _weapons_ is multiplied by two, however, your weapons will need twice the usual ammo to fire --black magic rune model---  hell/haste - you will fire twice as fast with all of your weapons --hell magic rune model---  elder/regeneration - you will regenerate the damage you receive in combat up to your maximum health rating plus 40. if you have the wraith magic rune too, this extra max health rating is increased by 40 again for a total of max health plus 80. this rune does not eliminate the megahealth rot, however. the rate at which you regenerate depends on your current health rating rating calculation rate less than critical - max - 50 - 8 a second less than max - max - 6 a second less than plusmax - max + * - 4 a second * - +40 if you have elder magic rune, +80 if you have the wraith magic rune too --elder magic rune model---  goth/vengeance - this rune is the counterpart to the gema magic rune. if another creature/player kills you they will die in a bloody spray of gibs. you are given credit for this kill too --silver rune key model---  gema/reincarnation - you will be able to reincarnate yourself once. if you die you will be sent to another respawn spot with all of your items and equipment intact. those killing you will not receive credit and if you kill yourself you will not be penalized. you will lose all the runes you were carrying when you reincarnate --gold rune key model---  dragon/greed - you will regenerate your ammo up to your maximums. each ammo type regenerates at different rates type rate shells - 2 a second nails - 4 a second rockets - 1 a second cells - 4 a second --silver key card model---  golem/armor regen - your armor now regenerates and the maximum integrity of your armor is increased as well. if you have no armor you will regenerate a fresh suit of flak vest armor. the armor will regenerate at 10, 8 or 6 points a second, dependent on your armor's current integrity. effects of individual armors that regenerate it still use the old max, the new max is what is regenerated by the rune integrity= up to *half max - up to *norm max - up to *new max rate 10 8 6 * check chart below armor worn half max - norm max - new max flak vest 90 180 204 field armor 80 160 181 full body armor 75 150 170 turtle shell armor 70 140 159 symbiotic shell 90 181 202 jump suit 85 170 190 blood armor 79 159 178 --gold key card model---  wraith/soul steal - you can now steal the health from the living creatures you attack. one half of the _health_ damage you do to creatures is given back to you as health. you may go over your normal maximum health rating with this soul steal. the new maximum is your normal max plus 40. if you have the elder magic rune too, this modifier is increased to 80 --silver spiked key model---  darkness/retribution - those attacking you will suffer the consequences! double the _health_ damage you receive from other creatures is given back to them as damage. you will receive credit for kills caused by the retribution --gold spiked key model---  demon's heart - this powerful and ancient artifact allows you to hold the power of two runes. guard its power jealously --vore's head model--  rune of ruin/destruction - this vile artifact has the power to destroy other runes and/or your equipment. if you pick up this rune while carrying other runes, they will be destroyed rendering you runeless. if you have no other runes all of your equipment except your axe and grappling hook will crumble to dust! this rune may look like any of the other runes in the game so look out, there may be some clues as to whether or not a rune is the rune of ruin though... --random pick of the other rune models-- - HOW TO BIT - bitting is not as hard as it seems, all you need is some pencil and paper and maybe a calculator. first, write down all the bits you want in your game. once you have written down all the bit numbers for your game add them up. next, go into quake and type in this number for the corresponding variable at the console underneath the bit description. after you do this start a new game via the "map" function, "changelevel" function or the "restart" function. better yet put all the bit values and their corresponding variables in a config file and just 'exec' from the console - GENERAL RULE BITS - the general rule bits are options that enhance or modify all game modes, take a look at what is available and try some of them out. this bit number is typed in for the "temp1" variable. some of these rules were designed as to deter 'cheesing' the items. i.e. shooting once over an ammo pack and making the whole thing disappear...shooting a rocket near by so that is damages you and picking up the armor leaving nothing behind...picking up a weapon you already have over and over again  weapon options 1 bit - disable magnetic grappling hook 2 bit - disable autoswitching = you will never auto switch to a new weapon on pickup or a new upgrade on upgrading/picking up a new dropped upgrade 1024 bit - alt weapon pickup = you will only pickup a weapon if one; you do not have the weapon, two; you are upgrading it, three; you are picking up a dropped upgrade and have a mundane weapon, the mundane weapon will be dropped in front of you though. those who already have the weapon or upgrade and are not upgrading their weapon will not be able to pickup the weapon  ammo options 4 bit - alt ammo pickup = now when you pick up ammo you will not waste what is left. if there is ammo left over after pickup, it will go back into the box  armor options 8 bit - alt armor pickup = when picking a suit of armor that is better than the one you have on, you will automatically drop the armor you have on, instead of the old suit just disappearing  health options 16 bit - alt health pickup = now when you pick up health you will not waste what is left. if there is health left over after pickup, it will go back into the box  powerup options 32 bit - alt powerup pickup = on picking up a powerup you already have, instead of the time resetting to 30, 30 seconds will be added to whatever time you had remaining  backpack options 64 bit - alt backpack pickup = now you will not waste what is left in a backpack when you pick it up. whatever you do not need is left inside the backpack  misc options 128 bit - no pickup text = text that is associated with items will not be displayed  game options - each of these bits will drastically affect the game, be sure and read over each carefully before selecting the bit 256 bit - experience mode = this is a unique form of gameplay that enhances all modes. you will start at level 1 at startup. at any point while in experience mode you can query your current level, your current experience and your next experience via the 'xstatus' command level experience required 1 - 0 2 - 250 3 - 500 ... double of previous requirement the experience required for each level is initially 250 for level 2, but after that the next experience doubles. it is 500 for level 3, 1000 for level 4 and so on. you gain experience from killing things and finding secrets. creature experience earned finding a secret - 50 rotfish - 10 rottweiler - 10 grunt - 20 mark two grunt - 30 mark three grunt - 40 enforcer - 30 knight - 20 scrag - 30 scrag lord - 40 zombie - 30 ogre - 40 ogre captain - 50 ogre general - 60 fiend - 60 spawn - 50 hell spawn - 60 death knight - 60 vore - 70 shambler - 70 chthon - 500 player - 100 in addition to the base experience earned, this number is then modified by several factors, such as how you killed the enemy and what special items your enemy had, except for the award for finding a secret. all of these bonuses are cumulative condition experience modifier -the enemy- has judge spear - +10 has lead suit - +10 has ring of shadows - +10 has hate armor - +10 has a rune - +10 has a second rune - +10 **via the demon's heart** -other mods- you gib enemy - double experience award skill level - killing monsters in higher skill levels gives you a bonus equal to the skill level times 5 what does level affect you might ask, it affects how much ammo you can carry and your max, critical and overdrive health limits. it also affects how much damage you must receive to be gibbed. critical health is what you are bumped to at level changes and it is used by several other game effects. the overdrive health is the megahealth max s = shells n = nails r = rockets c = cells h = health level max s max n max r max c crit h max h over h 1 - 50 100 25 100 30 80 230 2 - 55 110 25 110 35 82 232 3 - 60 120 30 120 40 84 234 ... - +5 s; +10 n; +5 r for 2 levels; +10 c; +5 h max - 250 250 250 250 100 120 270 50 max shells to start, +5 every level after 250 is the absolute max shells 100 max nails to start, +10 every level after 250 is the absolute max nails 25 max rockets to start, +5 every 2 levels after 250 is the absolute max rockets 100 max cells to start, +10 every level after 250 is the absolute max cells 30 crit health to start, +5 every level after 100 is the absolute max critical health 80 max health to start, +2 every level after 120 is the absolute max max health 230 overdrive health to start, +5 every level after 300 is the absolute max overdrive health 512 bit - server log = this is really only useful for dedicated servers and then only when you run your server with the "-condebug" command, so that it creates a log file. this will log the time along with the event. events currently logged are client first login, login, logoff, player exit level, fraglimit end level, timelimit end level, player exit from intermission, client login exit from intermision, server autoexit from intermission, server map loading, player suicides, player kills versus player, player deaths, team assignment/membership at level start/changes, rune aquisition, flag captures, flag returns, flag auto-returns and flag drop on death - ITEM TOGGLE BITS - these bits affect what items are available for usage in the different modes. disabling the mundane form of a specific item will the cause that weapon to go into 'instant upgrade' mode. which means that the upgrade will always be aquired on pickup. disabling just the upgrade part of the item will cause the item to be unupgradable. disabling both parts of the item will cause ACHE to choose another item out of a sorted list of items that are not disabled to replace it. disabling all the weapons completely will cause no weapons to spawn. disabling all the armors completely will cause fresh flak vests to appear in their places. this variable is typed in for the "sv_aim" variable. note; see 'general rule bits' for info on disabling the hook  mundane weapon toggles 1 bit - disable canister rifle 2 bit - disable super shotgun 4 bit - disable nailgun 8 bit - disable perforator 16 bit - disable grenade launcher 32 bit - disable rocket launcher 64 bit - disable laser cannon 128 bit - disable lightning gun  upgrade weapon toggles 256 bit - disable precision rifle 512 bit - disable sawed off shotgun 1024 bit - disable pulverizer 2048 bit - disable armor piercer 4096 bit - disable demon eggs 8192 bit - disable dragon fire 16384 bit - disable smart gun 32768 bit - disable riot cannon  grenade toggles - these affect the availability of the two special grenades available to the grenade launcher/demon eggs 65536 bit - disable trigger grenades 131072 bit - disable proximity mines  mundane armor toggles 262144 bit - disable field armor 524288 bit - disable full body armor 1048576 bit - disable turtle shell armor  upgrade armor toggles 2097152 bit - disable symbiotic shell 4194304 bit - disable jump suit 8388608 bit - disable blood armor - DEATHMATCH BITS - this bit number is typed in for the "deathmatch" variable 1 bit - normal deathmatch = make sure you have at least this in your bit equation, by itself this makes a normal deathmatch game  weapon options 2 bit - weapon stay = the weapons will stay after pickup, like in classic deathmatch 4 bit - random respawn = the weapons will randomly respawn 8 bit - no weapons = weapons will not spawn in the level  ammo options 16 bit - random respawn = the ammo will randomly respawn 32 bit - no ammo = ammo will not spawn in the level  armor options 64 bit - random respawn = the armor will randomly respawn 128 bit - no armor = armor will not spawn in the level  health options 256 bit - no health = health will not spawn in the level  powerup options 512 bit - random respawn = the powerups will randomly respawn 1024 bit - no powerups = powerups will not spawn in the level  trap options 2048 bit - no traps = there are no traps in the level. specifically lavaballs, spike and laser shooters and barrels  game options - these affect the deathmatch game a lot. all of these work by themselves or can be used in any combination 4096 bit - free gear mode = this mode of play will start players out with all the normal weapons and a fair amount of ammo of each type. they are given a flak vest too. disabling weapon spawning in deathmatch will cause players to start with all the upgrades. disabling armor spawning in deathmatch will cause players to start with a random suit of upgrade armor or a random suit of mundane armor if the upgraded suits are disabled, if all the armors are disabled a flak vest will be given. if ammo spawning is disabled players will start with max ammo. using the toggle variable with this mode is encourgaed for you can dictate exactly what each player starts with; see "sniper.cfg" for a good example of this 8192 bit - monster deathmatch = now the monsters from single and coop games will get in on the action. this will only work in levels where monsters appear in single/coop games. the competition is for points. killing more powerful monsters will get you more, less powerful ones, less. being killed by a monster will cause you to lose a number of frags depending on the weakness of the creature. weak enemies like dogs and fish will cause your score to really drop, large enemies however do not cause such a stiff penalty. the skill level set will cause more or less enemies to spawn. skill 0 has next to none, skill 3 is pure madness creature frag bonus frag penalty respawn rotfish - 1 50 30 sec rottweiler - 1 50 30 sec grunt - 2 25 1 min 30 sec mark two grunt - 3 15 1 min 30 sec mark three grunt - 4 12 1 min 30 sec enforcer - 3 15 1 min 30 sec knight - 2 25 1 min scrag - 3 15 1 min 15 sec scrag lord - 4 12 1 min 15 sec zombie - 3 15 1 min 15 sec zom bomb - 4 12 1 min 15 sec ogre - 4 12 2 min 30 sec ogre captain - 5 10 2 min 30 sec ogre general - 6 8 2 min 30 sec fiend - 6 8 3 min spawn - 5 10 2 min 45 sec hell spawn - 6 8 2 min 45 sec death knight - 6 8 3 min vore - 7 5 3 min 30 sec shambler - 7 5 3 min 30 sec 16384 bit - disable runes = this disables the runes of magic 32768 bit - disable monster deathmatch scoring = this disables the frags for monsters in monster deathmatch which creates a game focused on killing other players but with the monsters in the mix. getting killed by a monster will cause you to lose one frag but you will not get any frags for killing monsters - COOP BITS - this bit number is typed in for the "coop" variable 1 bit - normal coop = make sure you have at least this in your coop bit equation. by itself it makes a normal coop game  weapon options 2 bit - weapon stay = the weapons will stay after pickup, like in classic deathmatch 4 bit - item respawn = all items respawn, but at six times the usual deathmatch rate  key options 8 bit - key stay = the keys will stay after pickup  friendly fire options 16 bit - player protect = players can not hurt each other 32 bit - death penalty = you will die if you kill a player  game options 64 bit - respawning monsters = all monsters respawn after a certain time. this time is triple the usual 'monster deathmatch' rate, see 'monster deathmatch' above for times - TEAMPLAY BITS - this bit number is typed in for the "teamplay" variable 1 bit - normal teamplay = make sure you have at least this in your teamplay bit equation. by itself it makes a normal teamplay game with two teams, red (color 4) and blue (color 13). shirt color is kept the same as the pants color in game so as to disuade 'cross-dressing'. those logging on the server that do not have legal colors will be assigned the team with the least members. they can change teams once aboard though. changing teams will kill you, reseting your inventory and your frag count is reset to 0  friendly fire options 2 bit - armor protect = no damage will be taken off of your teammates' armor 4 bit - health protect = no damage will be taken off of your teammates' health 8 bit - mirror damage = the same damage you do to your teammates will be given to you 16 bit - death penalty = you will die if you kill a teammate  scoring options 32 bit - frag penalty = you will lose a frag if you kill a teammate 64 bit - team frags = all frags on one team are compiled in game so that all members share the same score  team selection options 128 bit - assigned teams = when a player connects they are automatically assigned the team with the least members 256 bit - locked teams = you can not change your assigned/chosen team once you have logged on the server  team options = note, red (color 4) and blue (color 13) teams are on by default 512 bit - enable green team (color 3) 1024 bit - enable yellow team (color 12)  ctf options 2048 bit - enable capture the flag with two teams 4096 bit - flag must be at base for a capture 8192 bit - touching team's dropped flag will return flag