Insomnia -- quake.zone browser build Repacked for browser play from: http://www.quaketerminus.com/mods/czg07.zip Only runtime files are included in the game package; the original documentation is reproduced below. All rights remain with the original authors. Runs on LibreQuake (../../librequake/NOTICES.txt) and FTEQW (GPL-2.0, ../../licenses/gpl-2.0.txt). ===== czg07.zip/czg07.txt ===== ====================================================================== 23:37 25.05.2000 Sandman. Commonly known as the guy who makes us dream. When he has won the lottery, he gives us wet dreams of lust and pleasure, and if he hasn't gotten laid for a while, he gives us nightmares. When he's on a bad LSD trip, he makes us dream the most psychic Twin Peaks/ X-files/ Ricky Lake/ Scooby Doo crossover murder mysteries, often resulting in childhood trauma for the majority of us. But sometimes, Sandman just isn't there. Sandman has been gone for a long while now. Noone really knows when he left, but at one point he did, leaving us without lust, without nightmares, without Scooby Doo. At first none of us noticed, because it's not always that we remember from last nights slumber, It was empty, but then, the visions showed up. Now nobody has slept for god knows how long, living in constant fear of even yawning, fear of the terrors that has taken Sandmans place. All of us have seen the visions at one point or another. Visions from a different world, a world of terror, evil, and vileness, a world where the creations from the nightmares are all gathered up, waiting for a soul to suck dry of fear. Those who's not strong enough to wake up in time are reduced to just a breathing shell of a human, nothing left to fill it but the occasional twitch here and there, perhaps the last piece of mind trying to flee from whatever's haunting it. Some believe it is a sign of the endtimes, some believe it is aliens, and some just refuse to believe it. Those usually snap quite soon anyway. All of us know though, that it can't last for much longer. There are limits for both the human psyche and body, and one day those limits will break us, throwing perhaps the whole of humanity into coma. But we still hope that one day, someone will have enough courage to face their fears, and if possible, bring us back Sandman. I myself, have endured long, but I don't think I can stand this any more now. I think it is time to sleep soon. I have seen who awaits me in my head, and I know I can't possibly stand up to them once more. Please, if you think you can do what we all have failed, at least try to save our minds. They're all trapped in dreamland, come find them there... ======================================================================= ======================================================================= Title : Insomnia. Filenames : pak0.pak progs.dat czg07.txt Author : Christian Grawert (CZG) Email Address : grawert@online.no Website : http://www.planetquake.com/greyvoid/ Description : Single Player Level(s) for Quake. Other levels by Author : czg01 - The research facility. czg02s1 - Sky palace 01. czg04 - Numb nimbus. Collaboration with Fat Controller : czg02 - Memento mori. Also work as mapper for the Nehahra Project : http://www.planetquake.com/nehahra/ neh1m5 - Industrial silence neh1m6 - Locked-up anger neh2m2 - Sacred trinity czgnehc4 - Somewhere in Mexico (Cutscene map for non-interactive demo.) czgnehc3 - Seal of Nehahra (Cutscene map for non-interactive demo.) ======================================================================= * Play Information * Single Player : Yes Coop starts : Yes Deathmatch : No Difficulty Settings : Yes Music Track : A lot, for use with the original soundtrack GLQuake Supported : No, the r_speeds are high enough as they are. * Construction * Base : Scratch Editor(s) : WorldCraft , Paint Shop Pro 6 , WALly, Maketex.exe, Tex-Mex, CoolEdit, Notepad, Proqcc. Known Bugs : OK, so the backstory doesn't explain why you start off with a shotgun and an axe on the first level, big deal! Build Time : Who knows? God? No, he doesn't know. I bet SPoG does though. He knows all except for DaMauls shoesize. Texture Wad : Mostly Zerst÷rer, Quake 2 and Quake 3 Arena textures, and a few of my own. Compile machine : PII 350 MHz 64 Mb RAM Compile tools: : WQBSP , LightDLX, Tyrlite, VIS-ts , Hvis . (Available from fileplanet.com, except for LightDLX and Hvis.) QBSP : A long time. HVis (level 4) : Even longer. Tyrlite (extra) : Godfuck long. Brushes : Copious amounts. Entities : Quite a few. ======================================================================= * Information * Whoah, a lot of maps this time. Play them and enjoy them, and when you're done, you MUST email me and tell me what you think. Please, you must. It is really dissappointing fo us mappers to see lots of people download our work, only to find that two or three people even give us feedback. It's even sadder that most of you don't even bother to read this .txt. Pearls for swine I say. (Don't take this personal as you're obviously reading this. I mean the swine who's not reading. ;-) ) You get some custom code with this one too! Yay! Mostly bits cut'n'pasted from the Hipnotic mission pack source, and also some stuff I made myself. (Made myself meaning copying a couple of lines of excisting code and changing a few values here and there.) The source is of course compiled with ProQCC made by Lee Smith. ( lees@infoave.net ) Credits: Gee, who should I thank? Umm, lets start with everybody that hangs out in #terrafusion. You all make my day something new and refreshing. Thanks to SmallPileofGibs (SPoG) who is the oracle of all mapping and made these maps possible by learning me the wonderful inner workings of curves and and even Qbsp, light and Vis. Thanks to Shambler as well. Wouldn't know why I should thank him, but he keeps Q1SP alive, so he's great too. Also thanks to my sister, who surprized me by showing even a slight interrest for my work. (Wow.) Thanks to my beta testers; Than, Bal, Vondur, DaMaul, uhm... a couple of more guys that I just can't remember atm. Sorry :-/ Handshakes to the omniously named Death2Uall ( http://factory.thebackburner.com/ )who made the gothic Q3A soundpak, from which I have found some useful samples. ======================================================================= * Installation * Make a directory paralell to id1 in your quake dir and call it czg07. (Ie. C:\Games\quake\czg07\ ) Extract all files in this .zip to it. If you are running GLQuake in windows, create a shortcut that runs quake with the following parameters: -game czg07 (Ie. C:\games\quake\glquake.exe -game czg07) All your other parameters may also be added here, like -heapsize and all that jazz. NOTE: You need a lot of RAM to run this level smoothly. You can make Quake use more RAM by adding -winmem xx to your DOSQuake command line, or -heapsize xx000 to your GLQuake command line. Substitute xx with the amount of RAM that you want to use. I use -heapsize 56000 and get perfect performance. NOTE: With the release of the Quake source code, a lot of new versions of GLQuake are pouring out. If possible, use one that disables that awful waterwarp "feature". Like DarkPlaces. (Plug for LordHavoc.) If you're playing GLQuake, (which I higly recommend you to do,) use r_wateralpha 1 , r_shadows 0 and gl_flashblend 0 and a very high GL_subdivide_size. (like 1024. The higher the setting, the better the performance, but the sky looses quite a lot of visual quality. Anything below 128 is suicide.) All of these are ofcourse set in the console. NOTE: There is an autexec.cfg included, to set these variables for you and load up the start map on startup (Running the standard demos before loading the start map may cause those nasty GL_Cache_mismatch errors) and thus if you are running software quake, you'll get some errors of the type "Unrecognized command r_wateralpha" and so on. Just ignore these, as you won't suffer any of the pains of the GL wickedness. ======================================================================= * Copyright / Permissions * Commercial distribution of this material, in whole or in part, requires prior agreement with the author. Commercial distribution includes any means by which the user has to pay either for the support (e.g. CD-ROM, or magazine CD-ROM)or for the material itself. Unauthorized commercial distribution is prohibited. ⌐ 1999 Christian Grawert QUAKE« is a registered trademark of Idsoftware, Inc. What to do now, what to doooo.... ===== czg07.zip/source__x/source/Proqc160.txt ===== ============ ProQCC v1.60 6/18/97 ============ "Awesome" - Inside.QC Features: * Decompiles progs.dat no matter what size to native qc * Compiles regular quakec code 3 times faster then qccdos * Compiles projects no matter what size * Now has the fastest compiler ever * Cool looking interface * Can now log errors during compiling/decompiling to error.log This is a modification to John Carmack's Quake-C compiler. It allows for decompiling to qcc native code, and it is a compiler that is well over 3 times faster then the standard qcc. Command line options: By default, ProQCC looks for progs.src in the current directory -dec [datfile] : decompile progs.dat -src : look in a different directory -copy : build a clean data tree -pak : build a clean pak file -bspmodels : bsp all bmodels -nolog : does not write error.log if there are errors during compiling/decompiling After taking a look at Armin Rigo's deacc/reacc programs, I thought it was awesome, the only problem was that I wasn't used to the source files it produced, and didn't really have time to learn it. I already had a super fast qc compiler in the works, and decided to try to add a decompiler to it. This is probably the fastest quakec compiler out. Just as a benchmark, I compiled the standard v1.01 code using both normal qcc and proqcc. The normal qcc took 10 seconds on my P200, 32 Meg RAM, Win95 and took 3 seconds using ProQCC. This is for the compiler in proqcc.exe, the slower version, but it can compile projects of any size, and is quite a bit faster then qccdos. In proqccf.exe, it compiles well over 10 times as fast as qccdos, but doesn't compile projects of any size. Use which ever suits your needs. Incase any programmers out there wondered how I achieved the speed for this compiler, I use hash tables for the list of opcodes and all constants and defined variables. I use DJGPP v2 to compile, and have optimized it for Pentiums. The usage is the same as standard qcc except for decompiling, use proqcc -dec to decompile the progs.dat in the current directory. You can also use proqcc -dec [yourprogs.dat] to decompile yourprogs.dat. With the decompiler, it usually works perfectly fine, however sometimes it gets confused. This happens when it can't determine the return type of the function or entity function field. When this happens, it makes the function a float (which is usually right) also it marks all its prototypes with a comment that is '/* Warning: Could not determine return type */' (original don't you think) you can usually figure out what it should be easily. You sometimes need to edit by hand what it outputs. If it crashes with an error message of "DEC_FastImmediate - Index (%i) out of bounds" then try decompiling it with the 'industrial strength' decompiler, if you're using that and get a similar message about DEC_Immediate, then email me and tell me what you're decompiling (It shouldn't happen =)! Another thing, I've gotten some mail about this, the error in line 153 of misc.qc that you'll get during recompilation is NOT ProQCC's fault. Seems id screwed up on this one. Global variables are only initialized if their name starts with uppercase letters. Otherwise their (potential) initial value is enclosed in a comment. This works for all vital system constant such as TRUE, FL_xx, etc. but e.g. the chase cam mod uses some lowercase constants. Again, check the source and fix by hand. Couple of bugs in the decompiling functions. Sometimes when ProQCC gets confused it doesn't decompile perfect, you may get some errors if you try to compile it right away, but it's nothing that you shouldn't be able to logically figure out. Since there are so many changed features in this version I haven't been able to test it as much as I would like, so there is a chance that this is buggy. Common Errors in decompiled source files How to fix them ----------------------- --------------- misc.qc, line 153: not a name delete the 'if (!self.speed)...' part there are several definitions delete all those and make one that is like float org_x, float org_y vector org; etc. In future versions, I hope to speed up the decompiling, and somehow make it able to decompile any progs.dat no matter how large (DONE!). NEW: I would like to be able to set the maximum no local immediates (controls how fast or good it decompiles) via the command line, right now it's a #define. Another thing I'd like to do is to make the decompiler bullet-proof. Right now it produces errors in the code it generates, this isn't really a bad thing, because after all, you weren't supposed to be able to decompile things in the first place =). So a little qc knowlege about how to fix things should be a requirement. ProQCC is now distributed with WiCKeD Development's QcBud, Steven Possehl/John Bock's ClanRing CTF, and David Hesprich's Quake Server Mods. There also is a possibility parts of it will be included in Rene Post's QuakeME 4.0. Just for legal purposes, Lee Smith takes no responsiblity for use or misuse of this program. He is not responsible for any damage caused by it or any people who you piss off by ganking their qc patches. This program is not a production of id Software, and will not be supported by id. You may distribute this Quake modification in any electronic format as long as all the files in this archive remain intact and unmodified and are distributed together. Also, please tell me if you are going to include this on a CD, I'd just like to know. Porting Issues: As of right now, I only have access to DOS and Windows, so I can't do any ports to other OS's. If any kind soul wants to do a port to another system, like Linux, AIX, Macintosh, etc, sent me some mail and we'll see what we can do. Just a note, with all the text mode color and such, porting it to another OS would be a pretty hard task (I think). Changes since v0.90: Added a timer, tells how long it took to compile/decompile. Sped up the decompiling routine (a little). Hope to speed it up even more in the future. Stupid me, I always run Win95, so I don't worry about a DPMI server, for those of you who run dos, I've included cwsdpmi that djgpp uses as a DPMI server for dos. Small bug fixes. Changes since v0.92: Almost total rewrite of compiling routines. Due to some mail I've recieved from people who would rather have the ability to compile larger projects then just sheer speed. Doubled number of maximum local immediates in the decompiling functions, this makes it go much slower, BUT I think it will decompile ANY progs.dat you throw at it :) (FvF and ZeusBot decompile fine now). Changes since v0.95: You now have 2 different options for decompiling. Use the normal -dec option for it to be very slow, but you can decompile progs.dat any size. Or you can use -fastdec for it to decompile fast, but the progs.dat must be under 500k (good for small mods). Included proqccw.exe, proqcc compiled as a native win32 console application, should run a bit faster under Win95 or NT4. Changes since v0.97: In the future I'd like to build a BSP to MAP converter that actually works good. Look around for it in the future. Also might put up a web page for my programs. Fixed a couple of wierd little bugs. Sped up compiling a bit. Improved decompiling a little bit. Changes since v0.99: Made the error messages easier to understand. Fixed it crashing all the time for no reason. Took out the -fastdec option, it wasn't any faster then -dec. The big addition is the cool looking interface. Took out the Win32 console version of ProQCC, because after running some tests, I found out it is not any faster then the DOS version. That scrambler came out right before I wanted to upload this version, so I didn't have time to write a descrambler (if that's possible) But I will be working on it for the next release. Hope that program doesn't catch on =). Changes since v1.50: Added the progress indicator for decompiling, still have to figure out how to do it for compiling. Fixed a few little bugs. Added graceful crashing. Now it doesn't exit with the ugly DJGPP crash screen. Fixed the error messages. Don't know how that got by me last time =) Increased the pr_globals from 40000 to 100000 that should solve any problems you would have compiling HUGE projects (ie. QkrMods) Changes since v1.52: Added writing errors to a logfile. Not much else left to do (the reason for the 2 months between releases) Working on WinQCC, stay tuned to the Quake news pages for more info. Changes since v1.53: Fixed up interface. Fixed error logging, and made it look better also. (sorry!) Several other small things. Feel free to email me with comments/suggestions on ProQCC! I frequent #quake and #quakeed, so you might catch me on there. Also I'm on inferno.idsoftware.com daily, might see me there too. --- Lee Smith lees@infoave.net Chaos on IRC/Quake