/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ | S T A R T R E K : T H E Q U A K E S I M U L A T I O N | | Release 1.2 | | | | Homepage: http://members.aol.com/stquakesim | \__________________________________________________________/ | The USS Enterprise Registry NCC-1701-D | | recreated for Quake by Andrew Wyllie | | Copyright 1997, all rights reserved. | \____________________________________________/ Table of contents ================= 1 Installation 2 Starting the simulation 3 Using the simulation - turbolifts, transporters and more 4 Inside the ship: the major areas 5 The new Star Trek weapons 6 Level build information 7 Author's acknowledgements 8 Release history 9 Contacting the author 10 Legal information Chapter 1 Installation ======================= This information is probably more suited to experienced users. If you don't understand any of it or want a more detailed explanation take a look at the frequently asked questions file, STQFAQ.TXT. ----------------------------------------------------------------------------- If you are installing over a previous release of this level, please delete the older release first by deleting the Startrek folder in your Quake folder. ----------------------------------------------------------------------------- Find the NCC1701D.zip file and unzip it with pkunzip, WinZip or some other Zip file extraction program into your Quake directory - be sure to choose the 'use folder names' or 'create directories' option (-d with pkunzip). Don't worry, only two small files are put into the Quake directory, the rest will go into a subdirectory called startrek. If you there is anything about these instructions you don't understand, please read the more detailed explanation in STQFAQ.TXT. You will probably wish to delete NCC1701D.ZIP once you have installed it. That's it! But before you start, please take the time to read the next few chapters to get you started smoothly. It won't take long, so why not get that extra information? Note: by installing these files you are agreeing to the legal terms and conditions in chapter 9. If you do not agree to them you must remove these files immediately. Chapter 2 Starting the simulation ---------------------------------- If you're using Windows 95, run the STARTREK.PIF file ('STARTREK Shortcut to MS-DOS...' in Windows Explorer) which you'll find in your Quake directory. It may appear as an MS-DOS icon (the multi-coloured one) called Startrek. Windows 3.1 users should exit to DOS to run Quake. From DOS, CD to your Quake directory and type STARTREK (press enter). If you're in any doubt about these procedures, take a look at the installation instructions in the FAQ file STQFAQ.TXT, which you will also find on-line in HTML form at http://members.aol.com/stquakesim/stqfaq.htm To start a serial or modem game, simply perform your usual multiplayer menu choices and choose the 'Start' level or 'DM1' on the final menu screen. Then bring up the Quake console (you can do this from the options menu or by pressing the key to the left of the '1' key on your keyboard) and type map ncc1701d This will load the simulation level and others who connect to your computer will be entered into this level automatically. IPX and TCP/IP users should also follow the above procedure in most cases, Note that all players MUST start Quake with STARTREK from DOS or STARTREK.PIF from Windows 95 (as described above) and, obviously, the level must be installed on each machine (sorry if I sound patronising!). If you need more detailed instructions or want to allow more than 4 players in the game, see the multiplayer games instructions in the FAQ file, STQFAQ.TXT or http://members.aol.com/stquakesim/stqfaq.htm IMPORTANT NOTES: The use of any level other than ncc1701d can produce unpredictable results (due to the modified Quake-C code used by the simulation). You should however be ok with 'Start' and 'DM1' for starting multiplayer games. The first time you start Quake with this simulation, you should configure the video mode, brightness, sound level, any joysticks, etc. Quake will remember these new settings for future sessions. This simulation is best viewed at higher resolutions (the same goes for all Quake levels) but don't choose a video mode which overstretches your system or you will be at a disadvantage in deathmatch games. This is release 1.2 of the package. You should only attempt to use this level for multiplayer games with others who also have release 1.2. Older versions should be upgraded to the latest level. You can find out more about the latest releases of this level at http://members.aol.com/stquakesim/release.htm Chapter 3 Using the simulation - turbolifts, transporters and more ------------------------------------------------------------------- Unfortunately, this simulation is not voice-activated like the 'real' starship. Also, it does not always behave in the same way as other Quake levels you may have played. In order to take full advantage of this simulation and not be restricted to a single deck or simply walking around you should read these notes carefully. The new controls are easy to get the hang of with a little practice, but you probably wouldn't guess them. If you're really in a hurry or you want a reminder of the keys once you're finished, take a look at the file KEYS.TXT in your QUAKE\STARTREK directory. You could also print the file as a reference. Turbolifts / Turboelevators --------------------------- I think these are one of the neatest parts of the simulation. They are quite versatile and easy to use. To call one to your deck simply walk up to a turbolift door (you'll soon learn which doors these are). When you hear the chime you know it is on its way. Once it arrives, walk inside. The centre of your screen will display the currently selected destination. To change this use the S and X keys to scroll through all the available decks. When your selection is left unchanged for a short time the lift will automatically travel to the selected deck. Note that some decks are only accessible from one turbolift, and other decks from only or the other. Two reasons for this: it would be practically impossible to coordinate routing of multiple lifts through a single lift shaft, and in any case the official blueprints leave the actual mechanics of the turbolifts up to your imagination. While in transit you can press R to pause the lift for up to 15 seconds at a time, as you sometimes see Captain Picard do on TV. Note that this pause is overridden by anyone calling the lift. When the lift is waiting at a deck for someone to choose a destination, you can press F and V to open and close the doors. This is handy if something dangerous is just outside the lift and you'd rather not be exposed to it - such as a grenade, or indeed a furious Mr Data! Transporter room (console) -------------------------- Every transporter room contains a control console where you can control when and where to beam things in and out. Use S and X to scroll through available transport locations. Press F to initiate a beam-out immediately to the selected location. Anyone standing on the transporter pad will be beamed out instantly. Pressing V sets a delayed beam-out, giving you 5 seconds to get on the pad before the transporter automatically beams you to your selected destination. One of the more interesting features of the transporter is its ability to beam anyone (and many other things) in close proximity to the selected transporter location into your transporter room. Note that although you can 'trap' someone, effectively in limbo, by repeatedly beaming them in and out before they have a chance to get away, this is not considered sportsman-like behaviour! A word of warning: unlike in the TV series where up to 6 people can beam in or out at the same time, this simulation does not allow you to beam in or out more than one person at a time. If you attempt it, one lucky person (or thing) will survive at the expense of all others. Good for kamikaze runs on to the pad when someone is waiting to beam out, if you like that sort of thing! Forcefield groups (tactical console) ------------------------------------ In this simulation the ship is fitted with various groups of forcefields which you can switch on or off from the tactical console on the bridge. If you don't know what the tactical console is you probably haven't watched enough of the TV series :) - it's an integrated part of the big wooden 'horseshoe' at the rear of the bridge (deck 1 for the totally uninitiated!). In a similar way as with turbolifts and transporters, you can select from various parts of the ship which you wish to seal off with S and X. Then pressing F will activate that forcefield group, whereas V will deactivate it. As you will no-doubt discover, most of these forcefields can be destroyed with a decent piece of weaponry and a bit of perseverence. This is a feature which I intentionally added (since I once saw a couple of Klingons break out of a holding cell by shooting the forcefield, on the TV show). Jefferies tubes --------------- For the uninitiated Star Trek fan, I'll tell you what these are: a network of linked service tunnels and vertical tubes which encompass a lot of the ship. They are a key feature of many TV episodes. This simulation doesn't recreate them in their full complexity (imagine the file size and (worse) the compile time of the level if it did) but they do have access to every deck in this simulation. The technique for climbing the vertical access tunnels will be familiar to anyone who has ever used the 'fly' command/cheat at the Quake console, and is quite similar to the technique for swimming in water. The D key goes up and the C key goes down. Holding either key down makes you go faster. It takes a bit of practice to master the technique for lining yourself up with the horizontal crawlways which lead off the vertical tubes. I recommend you get used to it in single player mode before you attempt a deathmatch game with more experienced opponents. (Sorry, but this was the best control method I could find without buying the source code for Quake from Id software and rewriting it). To move between levels in the Jefferies tubes you'll need to open the hatches. Every hatch in a vertical shaft is linked so opening one opens them all. You can either hit or shoot them to open them or (more easily) you can press R. The best way for a newcomer to get into the Jefferies tubes is from Main Engineering via the orange access door which is on your right when your are facing the warp core. On every other deck, access to the Jefferies tubes is by hitting or shooting the right part of a wall to make an access door slide open. The best way to find out where these doors are is to open them from the inside of the Jefferies tubes and see where you come out. Personal tricorders ------------------- At any time in the game you can use your personal tricorder to find out about the objects and players which are nearby. Pressing E cycles through everything which the tricorder can detect in its fairly short range. Pressing P cycles through just the players it can detect, making it easier to look for your opponents. You can disable tricorders if you choose Hard or Nightmare skill levels. After a few seconds or after moving around a bit the tricorder will automatically re-scan. Therefore the fastest way to scan for objects is to stay still and cycle through them fairly quickly. Warp core breaches ------------------ You should see the information on Deck 36 Main Engineering below for more details, but if you want to disable core breaches you should type noexit 1 at the console on the computer which is acting as the server. One thing worth mentioning is that a biosuit will protect you from most of the radiation damage, meaning you should survive unless you were on low health or were just unlucky. There are a few biosuits scattered around the ship. Destructable doors ------------------ Yes, you can now blow up the doors on the ship. Combined with a few phaser overloads, this is brilliant fun! Don't worry, the ship automatically replaces them after about 30 seconds. You can even enter the turbolift shaft without a lift cabin being there. Try it and see. Technical information for tinkerers ----------------------------------- The supplied config.cfg file contains the key mappings which allow you to operate the turbolifts, transporters, etc. If you wish to replace this file you will need to re-assign these keys. You can also use different keys if you wish. The key assignments which I have used are: BIND S "IMPULSE 21" BIND X "IMPULSE 22" BIND F "IMPULSE 23" BIND V "IMPULSE 24" BIND R "IMPULSE 25" BIND E "IMPULSE 26" BIND P "IMPULSE 27" BIND B "IMPULSE 28" BIND O "IMPULSE 29" Feel free to use any other unused key in each case, but remember you are using different keys when you read the instructions above. Chapter 4 Inside the ship: the major areas ------------------------------------------- All the main areas of the ship you will see on the TV series are in here, with a few other places you might not be so familiar with. You may wonder why I couldn't recreate much more of the ship. Well, firstly Quake would need to be recompiled to allow larger levels. Then, of course, editing the level would be very slow, and the vis compile would still be running by the next millenium. If it ever finished, you'd be lucky to get 0.1 frames per second. What you will find here should be enough to give you plenty of fun in deathmatch and you'll find the major areas recreated with a reasonable amount of detail and realism (that's my opinion anyway). This is simply a short guide to each of the major areas to give you a feel for what you will find in the level, and to point out some useful places you may not find by accident (eg weapons lockers). Deck 1 Main bridge ------------------- The control centre of the Enterprise. Try making a log entry from the Captain's chair, or pay a visit to the toilet/lavatory/head where you can regain your health slowly. No visit to the bridge is complete without going inside the Captain's ready room (next to the forward turbolift on the left). Also take a look in the conference room, which you can reach through the back left door. A Jefferies tube access hatch is can be found in the link corridor between the bridge and the conference room - handy for escapes. Deck 2 Officers' quarters -------------------------- These are the junior officers' quarters, currently allocated to Lt LaForge, Lt Cmdr Data, and Lt Worf from left to right respectively. Plenty of useful items are available in each of their quarters. Deck 3 Main shuttlebay ----------------------- This large room/area is where many of the ship's shuttlecraft are stored. You can go inside the biggest one (hit the door on the back) - sadly it isn't fully functional, but it does contain some medical supplies I suspect you will have many battles over who controls this room, but remember that you can find weapons elsewhere, including the transporter room weapons lockers (see deck 6). Deck 5 Crew quarters --------------------- Some anonymous, no-frills accomodation which you can use in any way you want. Note that one room has the advantage of direct access to Jefferies tubes - see if you can find it. A few miscellaneous items can also be found here. Deck 6 Transportation ---------------------- Four transporter rooms are located on this deck, with two on each side. To find out how to operate the transporters refer to the previous chapter. Each transporter contains a weapons locker, and each locker contains a different weapon. Note that you get more ammo from these weapons than you would normally expect. The locker can be opened by shooting or axeing the back wall in the small empty-looking area opposite the doors you came in. Deck 10 Ten forward -------------------- Come here to listen to some jazz music, gaze at the stars, have a pretend drink of synthehol, or to pick up some interesting items! Don't think anyone will take mercy on you if you hide in here - it usually doesn't work! Deck 11 Holodecks ------------------ This deck offers a startling blend of two extremes. On one side of deck 11 you will find Mr Data's Comedy Cabaret in the holodeck (see TNG:'The Outrageous Okona' in season 2 to experience my inspiration). Sadly his jokes aren't side- splitting, although some aren't too bad. Watch for his spoof of the dance scene in the film 'Airplane!'. The other holodeck contains some rogue alien monsters which were caused by a holodeck malfunction (or so the story goes...) in one of Mr Worf's training exercises. There are safer ways to pick up a new phaser than to go in here, but if you feel you're Klingon enough then go ahead! Deck 12 Sickbay ---------------- Whatever your level of injury, a visit to sickbay will get you back to full health. Stand close to the biobeds for your treatment, which is unsurprisingly a lot faster than you'll get from the bathroom on deck 1. Drop into the store room and you may find some rather interesting items. The biobeds will also cure you of any diseases which someone may have given you with their hypospray - but you have to hurry. Deck 19 Auxiliary transportation --------------------------------- This transporter room can be handy in a lot of cases. For instance, you may be on the run from someone in main engineering, or maybe you want a more direct method of transport than the turbolift. Like the other transporter rooms, this one contains a weapons locker, so that's another reason to pay a visit. Deck 36 Main engineering ------------------------- Welcome to the only place in this simulation where you can destroy everyone in the game simulatenously! When you damage the warp core, you'll see a warning on your screen (and everyone else's!). If you cause enough damage you'll hear an alarm, and what's more everyone on the ship will get shaken to and fro. You then have thirty seconds to prepare for death. Just before the moment of destruction you'll see a bright light and you'll feel you're getting chucked around like a pinball! You can stop players from killing you all by setting the 'noexit' console variable to 1 on the server, or if you prefer you can engage a forcefield which stops anyone from getting to the warp core - it's practically indestructible, but it can be turned off from the bridge. You'll also find some biosuits around the ship which will protect you from most of the radiation damage, so you may survive a core breach if you were healthy to start with and luck was on your side. Just try getting to them when you're in the middle of a force 12 earthquake! Chapter 5 The new Star Trek weapons ==================================== Newly-designed weapons are included with this release of Star Trek: The Quake Simulation. All of them could be found on the "real" USS Enterprise (before it was destroyed!) so you should fit right in when you start killing your enemies ;-) 1. Basic Klingon sword ---------------------- A rather plain and simple weapon, this basic sword won't be much use against all but the weakest of enemies - unless you declare a no-phaser treaty with your enemies first, but do you really trust them that much? 2. Type I personal phaser ------------------------- This is the least powerful phaser available, but it's by no means tame. As with all phasers, it emits a beam of highly concentrated energy (which looks similar to a laser beam) that causes molecular disruption (and pain) in its target. 3. Type II personal phaser -------------------------- Using the same energy cells as the Type I personal phaser, the Type II boasts superior energy efficiency giving it a higher power output than the Type I for the same energy drain on their shared personal phaser cells. 4. Type III phaser rifle ------------------------ The Type III phaser rifle is normally only used in dangerous away-missions but here you have the chance to sample its power onboard the Enterprise, and power is something it is certainly not short of. The phaser rifle has its own high-power energy cells so it can't use personal phaser cells. 5. Klingon Bat'tleh (pronounced "bat-leff") ------------------------------------------- The favourite choice of a Klingon Warrior, the Bat'tleh is a fearsome weapon in close-range combat. It is more deadly than the basic Klingon sword and far more distinctive (although the Bat'tleh is technically a sword it looks nothing like one). 6. Hypospray ------------ A hypospray is basically the Star Trek equivalent of a syringe. If you are up close to someone (or something) you can "inject" the deadly disease contained in the hypospray into their bloodstream. The disease will prove deadly in under a minute unless they can make use of the biobeds found in sickbay first. This weapon will have particular appeal for the sadists among you ;-) You need a 10 unit virus sample to use the hypospray. 7. Communicator badge --------------------- Given enough (20) communicator energy cells, this badge will allow you to transport quickly to the nearest unused transporter room. It's up to you what you do next, but with a transporter room at your disposal there's nowhere you can't be in a matter of seconds! You can also press B to use the communicator instead of selecting it and pressing fire, but you still need to have collected it. 8. Phaser overload toolkit -------------------------- If you don't mind losing one of your phasers and some of its ammo, you can set up a massive delayed explosion with this toolkit. Select the phaser you want to overload (the more powerful the phaser the bigger the explosion) then select the overload toolkit and press fire to drop the overloading phaser. You have ten seconds to get out of its way, or you can detonate it remotely by pressing fire again (you must do this *before* selecting another weapon), but the explosive damage caused will not be at its highest if the phaser is detonated prematurely. A faster way of using a toolkit is to select the phaser and then press O - press it again to detonate the phaser remotely. You can set as many overloading phasers as you want at the same time, and even blow them all up at the same time. Chapter 6 Level build information ================================== This chapter is for people who are curious about how long I spent on this level, and how long it took to compile. I worked on the level design over about 6 months, maybe less, maybe more. I have no idea how many hours I spent on this, but it was certainly over a hundred. The main reason for this is that the level evolved over time, because at first I was just messing around and later on I began to try to follow the offical blueprints more closely. Since the original release back on 12th April 1997 I have worked on-and-off to add new features in QuakeC and (more recently) new weapon models. Once again I can't say how many hours I have spent on this, but I wouldn't say 50- 100 was too high an estimate (remember this was spread over 8 months or so!) A pass of the map through QBSP takes about 25 minutes. LIGHT takes around 40 minutes. VIS -fast takes around 10 minutes, but the level eventually got to the point where I simply had to do a proper VIS -level 2 because it was too jerky. I thought VIS was crashing, but when I recompiled the vis code to display a percentage indicator and became more patient I found it was just going very very slowly. In fact the whole VIS -level 2 took 25 hours. What a marathon session! I've never had the computer on for so long without switching it off in my life! For your information these times are for a Cyrix 6x86 P166+ with 32Mb RAM. I performed these compiles under OS/2 because it has superior memory-swapping and the utilities usually crash under DOS from poor DPMI memory management. Speed is not really affected by using OS/2 anyway. OS/2 also allows up to 512Mb of DPMI per process, whereas Windows 95 limits this to 64Mb (or so I've heard). Chapter 7 Author's acknowledgements ==================================== Id software deserves special mention, since without Quake this simulation would not be possible. I am also grateful to them for making public the source for the compiler utilities which made this simulation possible. Thank you to Trey Harrison and Chris Carollo for Quest, which is the best Quake editor for DOS I have found. Despite some niggling bugs, it is generally a good solid editor which is intuitive and has a nice graphical interface. Sadly development has been discontinued, but the last time I looked you could still download the current version at http://www.nuc.net/quest/ Many thanks also to Paramount Pictures for the Star Trek:TNG TV series. It is a truly superb TV show which I never miss, and it has provided me with a huge amount of inspiration for this simulation. My only regret is that like "All good things..." it had to come to an end. I am also indebted to Rick Sternbach for producing the official NCC-1701-D blueprints. They are available for a RRP of $24US or œ14.99UK, ISBN 0-671-50093-7. Thanks also to those who have downloaded previous releases of this simulation and sent me a lot of useful feedback. I'm only sorry I can't implement every- thing you ask for. Chapter 8 Release history ========================== Release 1.2 (this release) * Replaced all 8 weapons with new Star Trek ones * Remote beamup to the nearest transporter room * Transporter sequence changed to make it more realistic - shimmering, etc * Biosuits for partial protection against damage from a warp core explosion * Destructable doors * Greatly reduced slow-down from active forcefields * Maybe more that I've forgotten about... Release 1.01b * Frequently asked questions file * A few revisions to the manual Release 1.01 * Personal tricorders to scan for weapons and players. * More weapons and power-ups scattered throughout the level to make your deathmatch games hotter. * New player models to better implement deathmatch shirt and pants colours. * New sound effects * More deathmatch start positions to allow up to 16 players. * "noexit" console variable used to disable warp core breach fatalities. * Improved warp core explosion sequence. * Totally rewritten manual. Release 1 * The first public release of Star Trek : The Quake Simulation. The latest release information will always be available at: http://members.aol.com/stquakesim/release.htm Chapter 9 Contacting the author ================================ If you've got something you want to tell me about this simulation, whatever it may be, feel free to drop me an e-mail at the following e-mail address: andywyllie@aol.com However, please read the supplied FAQ file STQFAQ.TXT (also available at http://members.aol.com/stquakesim/stqfaq.htm) before contacting me as your question is probably answered in more detail there. If not, send me an e-mail and I'll do my best to help you. Suggestions for improvements are welcome too. One word of caution: if you send a large file attachment without prior consultation I will simply delete it. Chapter 10 Legal information ============================= This simulation is the copyright of its author Andrew J. Wyllie. All rights reserved. The author will not be held responsible for any damages which may be caused through the use, misuse or inability to use this software, which is freeware and is distributed free of charge without any warranty or guarantees of any kind. No guarantees are made about its authenticity or realism. You use this software at your own risk. This software is not endorsed in any way by Paramount Pictures or Id software. No form of technical support is guaranteed. This software must not be charged for. Any distribution of this software should consist of the unmodified original archive file NCC1701D.ZIP. You may upload it to on-line services so long as it is available free of charge, and the author should be notified if possible. Do not include this level on compilation CDs, etc without the author's written permission. Quake is a trademark of Id software. Star Trek, USS Enterprise, NCC-1701-D are trademarks of Paramount Pictures. All trademarks are the acknowledged property of their respected owners. No infringement is intended by the use of any trademarks in any part of this software.