Experience mod for Quake 2

Download the latest version (sfx-ace, 204kt).

Information not in the readme:

If you have a previous version, backup your experience files before updating. Saved games propably don't work across different dataversions, but experience files are forward compatible (except dataversion 0, but no-one has it).
In the lower right corner of your HUD you see your character level and above that how much experience you need to reach the next level. The flashing yellow arrow indicates that you have undistributed points (you've gained a level).
screencap from lower right corner

If you find bugs or have a suggestion, feel free to write me.


Readme.txt for the latest release:

version:		0.90 beta 3 dataversion 2
gamedate:		Dec 16 2000
new code:		yes
new anything else:	one sound, 2 HUD icons

single player:		yes
coop play:		yes
skill levels:		yes
deathmatch:		not tested, propably sucks

author:			PQ (http://www.iki.fi/pq)
tools:			MS Visual C++ 6.0, Paint Shop Pro 7
credits:		Quake DevelS site
				(http://www.planetquake.com/qdevels)
			id and everybody who made this possible
beta testers:		Your name here ?

description:
	I added an experience system to the normal Quake 2 game.
You receive experience by making damage to monsters or players or
finding secrets. When you gain a level your max health increases,
your health gets full, your damage factor increases and you receive
a point that you can assing to one of the five abilities. (Yeah, I've
played Diablo :-)
	Three abilities are resistances: lead, laser and fire. Lead
resistance is quite self explanetory. Laser resistance protects from
energy weapons but not from a direct BFG hit. Fire resistance is for
radius damage, like grenades, and lava. Remember that there is no
melee resistance and a direct rocket hit will hurt more than if it
exploded on your feet (the projectile hit damage). Also, a railgun
hit doesn't count resistances, so don't sit within gladiators range.
	The other two are regenerate health and energy. The
regeneration rate is n points per 10 seconds, n is the number of
points you've added to this ability. You can't add points to
regenerations until you've reached level 10.

commands:
ehelp		Show all mods commands
ehelp cmd	Show more info on "cmd"
show_xp		Show your experience, level, how much until next level
show_stats	Show max_health, damage factor, resistances etc.
save_xp		Saves character info to a file
addpoint lead	Add point to lead resistance
addpoint laser	Add point to laser resistance
addpoint fire	Add point to fire resistance
addpoint health	Add point to health regeneration
addpoint energy	Add point to cells' regeneration
id		"Who am I aiming at ?"

	If your resistance is equal to max, don't put any more points
to it, it's no use. The save_xp command saves your character info to a
file named after player name. When a player connects to a server, the
mod tries to load character info from file named after current player
name. At this point there is no automatic save_xp, so if you get
disconnected, say bye bye to gained experience. There is a penalty for
dying, you lose experience 500 times your character level, though
experience never gets negative, nor your character level ever drops.
	On hard skill level all monsters do twice the damage and have
twice as much health, but you also gain 50% more XP. If you play coop,
monsters health is also multiplied by a factor related to maxclients.
Eg. on normal skill, maxclients set to 4 (default) monsters will have
over two times the normal health.

installing and use:
	Unzip the package under your quake2 dir with path names.
It'll put everything under exp -directory.
Start quake2 as pure single player

	quake2.exe +set game exp +map base1

or in coop mode

	quake2.exe +set game exp +map base1 +set coop 1

(If I didn't put +map base1, all kind of weird things happened.)
For coop mode there is a handy cvar: coopexit. The value is how close
together all players have to be to exit a level. Value 0 disables
this behaviour. It can be set from command line:

     quake2.exe +set game exp +map base1 +set coop 1 +set coopexit 500

Now the value is in Quake2 units, is 500 ok ?