JOYMENU CURRENT VERSION FEATURES:

Some features introduced in the version 2.1 are not listed here. I will add them to this list later.

Gameplay Options:

  1. Zoom

  2. Light Amplification Visor

  3. Body View (chase camera)

  4. Change shirt and pants color

  5. Weapon Handling - Toggles weapon handling between left, center or right

  6. Crosshair

  7. Aim Assistance - Sets the auto aiming value. If you're not in deathmatch game, it will only work for the vertical aiming (range 1 to 0.79 - interval -0.07)

  8. Joystick Axis X and Joystick Axis Y - Changes the sensitivity of the DC controller's analog stick (range 40% to 300% - interval 20%)

  9. Game Version - Change between Registered and Shareware versions (even owning the full version, we still can play the shareware, right? :P)

  10. Player Name - A JoyConsole-like menu that allows you to edit the player name without having to enter the "name" command

Deathmatch Options:

  1. Start Bot Camera - Activates the bot camera

  2. Bot Chat - Allows the bots to chat when enabled

  3. Same Level, Next Level and Go To The Next Level - The same options that are in the Deathmatch Setup menu

Start Deathmatch menu:

  1. Game Mode - Sets the deathmatch mode that will be started. Additional information is shown below the menu

  2. Start Deathmatch Game - Sets the selected deathmatch mode and send you to the first map in the deathmatch map list

Deathmatch Setup menu:

  1. Bot Players - sets how many bots will be spawned when you selects the "Begin Game" option. The maximum number of bots that can be spawned at once is shown in brown. If you select more than this, the last bots will be spawned over the first bots, generating telefrags

  2. Skill - sets the skill of the bots

  3. Frag Limit - sets the number of kills needed to win

  4. Time Limit - sets the time limit of the game in minutes

  5. Gravity - sets the gravity. It is recommended to set low gravity on the level Ziggurat Vertigo

  6. Level Exit - sets the behavior of the end-of-level portals. If it is set to "Penalty" the players that touch it gets killed, and if it is set to "Teleport" the players that touch it will be teleported to the start point of the level. Setting it to "ON" will make the game go to the next level in the deathmatch map list when a player touches it.

  7. Same Level - If on, you will play the current level over and over

  8. Next Level - sets the next level in the deathmatch map list. The current level is shown in brown

  9. Go To The Next Level - skips the current map and sends you to the next map in the deathmatch map list

  10. Begin Game - Exits the menu and spawns the bot opponents

Start Custom Levels menu:

  1. Skill - Sets in which skill you will play the custom levels

  2. Keep Status - If on, you will keep your items, weapons, ammo and cheats when you exits to the next level. Most custom levels are designed to be played with the player keeping no previous status (I.E. by using the "map" command), so it is off by default

  3. Start Custom Levels Game - Send you to the first level in the custom maps list

Cheats:

  1. Invulnerability

  2. Enduring biosuit

  3. Calm enemies (no target mode)

  4. Free weapons mode - use any weapon even those you don't have

  5. Ammo-free mode - weapons will not spend ammo and will work with no ammo

  6. Quad damage mode - Quad forever!

  7. Flying mode - Hold the jump button to fly, and look up to fly up and look down to fly down while walking in any direction. Release the jump button to walk normally

  8. Slow-motion - turns the framerate 50 times slower

  9. Toggle Silver Key

  10. Toggle Gold Key

  11. Toggle Runes

CD Player:

  1. Restart Track # - Restarts the current track. The default track for the current level will be shown in brown color

  2. Change Track - Plays the previous or the next track

  3. Toggle CD Music - Toggles CD audio support. If there is CD music playing when you disables it, it will still playing until it ends

Video Options:

  1. Set water opacity (range 0% to 100% - interval 10%)

  2. Set mirror opacity (range 0% to 100% - interval 10%)

  3. Sky Quality - sets the size of the sky, portals and water brushes (gl_subdivide_size values: 1024, 128, 64, 48 and 32)

  4. Toggle shadows

  5. Light Animations - toggles the light animations on the levels, like the lights in the nailgun room in e1m1 or when you telefrag Shub-Niggurath. It's default off since the light animations only affects .MDL models in QuakeDC

  6. Toggle light effects (halo sprites)

  7. Toggle screen color effects (the color changing when underwater or using a powerup)

  8. Screen Sway - sets the screen tilting

  9. Toggle view player's weapon

  10. Toggle view entities

  11. Toggle Lightmap - invert lights and turn textures off

System Informations:

  1. Show level status - the same as holding the tab key on the keyboard

  2. Status bar - sets the status bar size immediately

  3. Developer mode

  4. Frames Per Second - displays the current frames per second. It only works when no menu is active and Slow Motion is off. The Quake engine is limited to 10 FPS minimum, so it will display "Below 10" when playing below 10 FPS

  5. List cached sounds - it also shows in bytes the amount of RAM used by the sound files

  6. About JoyMenu - shows JoyMenu version

Load Configuration menu:

  1. You can exec configuration files named config1.cfg, config2.cfg and config3.cfg

JoyConsole:

  1. You can type and enter any QuakeDC console command in it

Restart menu:

  1. Restarts the level

  2. Exits the game (play the demos)

More features:

  1. Intermission Save System. Pressing the jump button during intermission will send you directly to the next map, but pressing the attack button will open the Save menu. Intermission savegames uses 4 VMU blocks. Also it works in the Custom Levels game. And the game stills fully compatible with saves done during gameplay

  2. The following options are restored when you load an intermission save: Status Bar; Brightness; CD Music Volume; Sound Volume; Always Run; Invert Look; Lookspring; all Gameplay Options except Zoom and Light Amplification Visor; the Keep Status option at the Start Custom Levels menu; all options in the Video Options menu; and the Frames Per Second option at the System Informations menu

  3. The game will automatically go to the next level when you exits the Save menu

  4. In the normal game, the names of the intermission saves will be the same names of the levels, but in the Custom Levels game their names will be "Custom Levels"

  5. You won't be able to save during intermission when you've finished the last level in the Custom Levels game. In this case, you will just be sent back to the first level in the list

  6. The developer message "loading filename.ext" will be shown for all the files loaded when the level is loaded. The "developer" variable must be set to 1 for it to work. Higher values won't display this message

  7. FrikBot X DC

  8. The Deathmatch Setup menu will display automatically at the level start if you're in Deathmatch mode

  9. Custom deathmatch maps sequence system

  10. All death messages are displayed on the center of the screen too

  11. When you frag an opponent during Deathmatch, a "[your name] fragged [target's name]" message will display on the center of your screen. If frag limit is on, it will also show how many frags you have left to win

  12. When a player (or a bot) has 1 frag left to win, the message "1 frag left for [playername]" will be shown at the center of the screen of all players

  13. The first 7 bots are displayed at the rankings screen during intermission in deathmatch

  14. The number of bots will be automatically set to the maximum amount supported by the map

  15. The maximum number of bots supported by the map is shown in brown color

  16. The gravity won't be changed when you go to the next level during deathmatch

  17. Weapon arena game modes for deathmatch. In any weapon arena mode there are no ammo or weapons to pick up and no backpacks

  18. The hanged zombies appear in deathmatch :)

  19. The "noexit" cvar gained 2 more settings: "noexit -1" will turn the level exit portals off, and "noexit -2" will make them teleport the player to the start of the level

  20. The number of the next level won't be changed if samelevel is on during deathmatch

  21. Deathmatch options can only be used during deathmatch

  22. Custom single player mode included with a custom single player maps system

  23. The special Quake levels (e1m7.bsp, e2m6.bsp, e3m6.bsp, e4m7.bsp, start.bsp and end.bsp) will behave as normal levels during the Custom Levels game

  24. Random messages in the Restart menu (all from the DOS version of Quake and some from DOOM)

  25. All cheats in the Cheats menu works in deathmatch game (well, it isn't supposed to be unfair, as there's no multiplayer game on QuakeDC).

  26. All cheats except Toggle Silver Key and Toggle Gold Key still active in the next level, except for the Introduction level and for deathmatch games

  27. You're light when you're in Flying Mode, so you will fall softly and won't receive falling damage

  28. you won't receive damage if you enter in slime or lava while you're flying, until you release the jump or touch the ground

  29. You can see the shotgun bullets flying in Slow Motion mode, with air rings in its trail

  30. You turn at double speed when you're in slow motion. This doesn't affects the bots

  31. More blood and gore

  32. Better models for the spikes, super spikes, grenades, missiles, lasers and lava balls (looks awesome in slow-motion!)

  33. Improved the thunderbolt's accuracy. It is only a visual improvement and doesn't affects the gameplay in any way

  34. New models for the thunderbolt's bolt (bolt2.mdl) and the Chthon's bolt (bolt3.mdl). The only difference is that the file size of each of the new models is about 1Kb

  35. The spikes and all the keys use the same model for both colors. This reduces the number of files loaded from the CD

  36. A few changes to the intermission screen and to the help screens 2, 3 and 4

  37. New multiplayer screen

  38. The game pauses when JoyMenu is active

  39. The screen will be darkened when you enter in a menu, so you can see it easier

  40. The jump button will clear the screen while pressed if a menu is active

  41. You can use the attack button to quickly go to the main menu when you're in a submenu

  42. Impulse commands can't be used while the jump button is being pressed to clear the screen

  43. New joypad configuration system. The "alias" command is used to configure the d-pad buttons. I.E. when you enter "alias dc_dright zoom", the DC d-pad right will run the "zoom" command when no menu is active

Default configuration changes/additions:

  1. The main menu shows before the demos, making the game load faster (press start or use the Restart menu to see the demos)

  2. End of episode messages shows at double speed

  3. Level Exit is set to "Teleport"

  4. Water opacity is 60%

  5. Ambient lights are off

  6. Light effects (halo sprites) are turned off

  7. CD Music is on

  8. The amount of CD tracks is 13

  9. Sound volume changed from 0.7 to 0.5

  10. The player name is "You"

  11. Always Running is on

  12. The analog stick up/down is inverted

  13. Previous weapon bound to semicolon key ( ; )

New commands:

  1. JoyMenu (bound to M key) - Activates/deactivates JoyMenu

  2. zoom (bound to F11) - Toggle zoom (can be bound to any key)

  3. light (bound to F12) - Toggle Light Amplification Visor

  4. body (bound to F7) - Toggle Body View

  5. slow (bound to Shift) - Toggle Slow Motion

  6. cd_restart (bound to Backspace) - Restart current CD track

  7. cd_previous (bound to "[" key) - Play previous CD track

  8. cd_next (bound to "]" key) - Play next CD track

  9. status - Toggle display of level status

Copyright © 2001, 2002 Manoel "Fragger" Kasimier.
The author of this site is not connected or affiliated in any way with Sega Enterprises, ID Software, Titanium Studios or any other company mentioned.