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