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CONTENTS
OVERVIEW
INSTALLATION
WHAT'S N EW?
FEATURE D ESCRIPTION
COLORING
ENEMY MODEL/ E NEMY C OLOR
CROSSHAIR INTENSITY/ C OLOR
OSP S TYLE SCOREBOARD
CLIENT STATISTICS
CPMA STYLE HUD
AUTO SCREENSHOT
AUTO DEMO R ECORD
RAIL TRAILS
PLAYER SPEED
TEAM CROSSHAIR STATS
DRAW ACCURACY
PLAYER BREATH
TRUE LIGHTNING
THAW SOUND
TEAM ICONS
NO CHAT BEEP
FILTER CHAT MESSAGES
NO FRIEND S HADER
NO CONNECTION INTERRUPTED S HADER
NO PROJECTILE TRAILS
SCORE PLUMS
SPECIAL GRAPHICS EFFECTS
AUTO ANNOUNCE
ICESHELLS FOR FROZEN B ODIES
SPECIALITY C OMMANDS & C HAT TOKENS
BUGS
FAQ'S
CREDITS
APPENDIX A
OVERVIEW
Nemesis Client is a client side modification for Quake 3 Arena that can be used to play on
almost any 1.16n servers. It was inspired by the developers playing the 1.32 point release
and realizing the 1.16n community was missing out on so many client side features. If the
client is used on a Nemesis server it provides more features than are possible on other
servers.
A brief summary of the features (and if they are specific to Nemesis servers) can be found
below, while more detailed descriptions and screenshots (where appropriate) can be found
later on.
INSTALLATION
If you have any previous versions of this mod installed please delete them before installing
this new one
The mod is distributed as zip file, which you must have already unzipped to locate this
readme file. As well as this file you will find zzz-nemesis-core-X-Y-Z.pk3 (X, Y and Z
represent the release version) and zzz-nemesis-models.pk3. These two files need to be
placed inside your baseq3 directory of your Quake 3 installation. Placing them in baseq3
will make the mod available whatever server you choose to play on.
Alternatively you can place the two pk3 files inside a mod folder, i.e. inside your NoGhost
directory of your Quake 3 installation.
If you have multiple client mods in a directory there is no guarantee that Nemesis will work
correctly. We suggest you remove zzz-models, NoGhost client, osp client or anything else
which offers similar functionality to Nemesis. There is no need to remove custom maps or
model files as these will not affect Nemesis.
WHAT'S NEW?
Description of changes between releases.
2.0.11
2.0.10
2.0.8
Integration with Nemesis server mod (can still be used with any server mod, as
always)
Ability to FILTER C HAT MESSAGES via cg_chatMode
Turn off P ROJECTILE TRAILS (i.e. rocket smoke)
1.32 style SCORE PLUMS
Ported various weapon and underwater effects from Z-EFFECTS
Added C LIENT S TATISTICS WINDOW showing weapon accuracy, kills, deaths and
pickups.
Level timer turns yellow when 2 mins or less is reminaing
1.5.0
FEATURE DESCRIPTION
An indepth discussion of the features, with examples.
COLORING
Some commands require the user to specify a color. To provide the most flexibility colors
can be specified in one of three ways.
Using the color string; red, green, yellow, blue, cyan, magenta, white, orange, black,
ltgrey, mdgrey or dkgrey.
Using a hexadecimal string of the format 0xRRGGBB. RR represents the red component,
GG the green and BB the blue. Google will provide explanations of what hexadecimal
means, but a hexadecimal color chart can be found in Appendix A.
Enemy coloring is related to the choice of enemy model as you can only colorise the
special skins we have created in the zzz-nemesis-models.pk3.
Enemy model is changed using the cvar cg_enemyModel. Valid values are any of the
standard Quake 3 models or any custom models you have loaded. E.g.
cg_enemyModel keel
cg_enemyModel tankjr
We suggest using a large, heavy (therefore noisey) model for the enemy as the point of
being able to choose is so you can hear them easily.
To be able to use enemy coloring you must select the enemy model with the nms skin.
E.g.
cg_enemyModel keel/nms
cg_enemyModel tankjr/nms
When in spectator mode you can choose whether the players ingame use the value
you've specified in cg_enemyModel or the players chosen model using cg_
specEnemyModel
Custom models will hardly ever come with a colorable skin, so if you choose to use a
custom model for the enemy you can not color it.
Enemy color is changed using the cvar cg_enemyColor. Valid values are any of the
coloring techniques described in the previous section. E.g.
cg_enemyColor green
cg_enemyColor 2
cg_enemyColor 0x00ff00
You can also specify different colors for the head, torso, legs and rail shots of your
enemies. Using the separator "-" you can do the following.
cg_enemyColor red-green-yellow-green
cg_enemyColor 3-2-5-1
cg_enemyColor 0xdd2256-2-green-4
The values represent head, torso, legs and rail color in that order. If you provide less than
4 values the unknown ones will use the value provided for head color (which is why you
only need to set 1 value if you want the same color for everything).
After setting an enemy model you can disable it again by resetting it to the empty string.
E.g.
cg_enemyModel ""
There is no corresponding team model command in Nemesis because the same results
can be achieved by setting cg_forceModel to 1, making your team use the same model
as you.
Crosshair color is changed using the cvar cg_crosshairColor. Valid values are the same
as cg_enemyColor values. You must make sure that cg_crossHairHealth is disabled in
order for this feature to work. Although cg_crossHairHealth is disabled by default in
Nemesis, make sure that its disabled in your config(s). Below are some examples.
cg_crosshairColor green
cg_crosshairColor 3
cg_crosshairColor 0xFF00FF
The transparency (opacity) of the crosshair can be changed using the cvar cg_
crosshairAlpha. This will set how transparent your crosshair is. Valid values are 0.0 to
1.0.
cg_crosshairAlpha 1.0
The OSP style scoreboard is enabled by default in team games (sorry, but there isn't one
for FFA or 1v1 games, yet!). It is configured using cg_scoreBoardType, which by default
is set to 1. If you prefer the standard score boards set it back to 0.
cg_scoreBoardType 0 standard
cg_scoreBoardType 1 OSP style
CLIENT STATISTICS
A new client statistics window has been added showing per weapon accuracy, per
weapon kills/deaths and pickups. The window displays at the end of a map or can be
toggled with the cstats command. Binding the command as follows will allow you to hold
down the m key to display the window - releasing the m key hides the window again.
\bind m +cstats
All statistics are available, unless playing a game of freezetag in which damage given is
replace with N/A (not available).
All statistics are calculated on the client side, which, although not as accurate as server
side calculations, means the statistics are available on all servers regardless of mod.
If you like to screenshot the scoreboard at the end of a game you can enable this feature
so you will never forget again! cg_autoScreenshot is used to enable and disable this
feature.
cg_autoScreenshot 0 off
cg_autoScreenshot 1 on
If you like to record your games because of clan matches or just to relive those frag
moments you can do this automatically. Demos start when the warmup timer ends, so
unless you enter a server while the warmup is counting down no demo will be recorded.
Demos end when a map finished and the intermission is in progress. cg_autoRecord is
used to enable and disable this feature.
cg_autoRecord 0 off
cg_autoRecord 1 on
RAIL T RAILS
There are four styles of rail trail to choose from, controlled by the cg_railTrail cvar.
cg_railTrail 1 default
cg_railTrail 2 AF style
cg_railTrail 3 Old style
cg_railTrail 4 QF style
PLAYER SPEED
You can display your current player speed in u (game units) in the top right hand corner
of the screen. Most servers default to 320 game speed so using this you can tell how well
you are strafing. Good movers tend to hit speeds between 500 and 600u as they travel
around maps searching for enemies. It is enabled and disabled using cg_drawSpeed.
cg_drawSpeed 0 off
cg_drawSpeed 1 on
0 – (normal+40%) is green
(normal+40%) – (normal+90%) is amber
(normal+90%) or more is red
cg_drawSpeedBar 0 off
cg_drawSpeedBar 1 on
In team games it is useful to be able to tell how much health and armor a team mate has
left. cg_teamInfoType has 3 settings.
DRAW ACCURACY
If you like to see how accurate you are you can use cg_drawAcc to display hit
percentage in the top right hand corner of the screen.
cg_drawAcc 0 off
cg_drawAcc 1 on
PLAYER BREATH
In freeze games you can add to the atmosphere but drawing breath puffs on players. This
is enabled and disabled using cg_enableBreath.
cg_enableBreath 0 off
cg_enableBreath 1 on
T RUE LIGHTNING
1.32 style true lightning so the lightning gun fires a direct beam.
cg_trueLightning 0 off
cg_trueLightning 1 on
T HAW SOUND
A new thaw sound has been added for freeze games so you can have an ice shatter.
cg_thawSoundType 0 default
cg_thawSoundType 1 ice shatter
T EAM ICONS
On the CPMA HUD you have the option of drawing team icons below the weapon info on
the left hand side.
NO CHAT BEEP
Enable or disable the beep you get when someone types a messages.
Filter chat messages so you see everything (default), only say_team and tell messages,
or only tell messages
NO FRIEND SHADER
Enable or disable the small triangle which appears over team mates heads when they are
alive.
Enable or disable the connection interrupted shader appearing over players head when
they lag (particularly bad on delagged NoGhost servers).
NO PROJECTILE T RAILS
cg_noProjectileTrail 0 trails on
cg_noProjectileTrail 1 trails off
SCORE PLUMS
Enable or disable score plums. A score plum is a floating number that appears above an
enemy when you kill them.
cg_specialEffects 0 no effects
cg_specialEffects 1 sparks
cg_specialEffects 2 plasma trail
cg_specialEffects 3 sparks and plasma trail
AUTO ANNOUNCE
Automatically announce to your team mates (so it only works in team games!) certain
items that you pickup, as though you typed /say_team Taken Red Armor in the console
window.
'X' is made up by combining the numbers of the items you want to auto annouce from the
list below.
Yellow Armor 1
Red Armor 2
Mega Health 4
Holdable Teleporter 8
Medikit 16
Quad 32
Haste 64
Invisibility 128
Regeneration 256
Flight 512
Environmental Suit 1024
If you want to announce yellow and red armor you add their values together (1+2), then
set cg_autoAnnounce 3
If you want to announce all items on the list set it to cg_autoAnnounce 2047
When playing freeze you can decide if you want ice shells (frozen look) on dead bodies.
This section contains a collection of commands that were implemented to enhance the
game and provide easy control for the user.
Typing /players in the console will give you a list of current players, their slot number and
their team.
/startRecord <DEMONAME> can be used to record a demo without the need to wrap the
call with synchronous client on/off calls (it does it for you).
/startPersistentFollow <CLIENTSLOT> will start following the client playing at the given
slot number. Persistence comes into play when a player is frozen in a freeze game
because as soon as they are thawed you will start following them again.
/stopPersistentFollow is used to turn off the above command. If you forget to call this
command to disable persistent follow mode it will be as if you are continually issuing
follow commands.
You can use various text substitutions in say, say_team and say_leet commands. For
example, you can bind \bind m say_team taken #l and when you press the m key the #i
tag is replaced with one of red armor, yellow armor, quad, regen, medikit, mega health or
flight.
The /chelp command prints brief list of available commands to the console incase you
forget the details or cvar names ingame.
BUGS
Although this is a stable release it still has one known bug remaining. We have chosen to
release it with this bug because there is a workaround and it may take a long time to fix (it's
based on an engine bug). Some people have been waiting a long time for this release and
we don't want it delayed anymore.
When joining a game from spectator the enemy models do not always refresh instantly. If
you have enabled enemy colors you will see the teams in red/blue instead of your chosen
color. There are a few workarounds.
Change the cg_enemyModel variable to something new, then back to what you want.
Wait until you die or are frozen and the models should reload correctly.
FAQ
If you followed the installation instructions you can verify whether the mod is loaded or
not because the start screen of Quake 3 will now show some flashing copyright text (just
below the main menu). If you installed it into a mod folder you may have to go to the
"Mods" menus and load that mod before you enter your server (this is a problem with
1.11 linux server versions used to run NoGhost).
Also make sure you are not trying to play on a pure server because some NoGhost pure
servers will let you in, but will disable any pk3 files which are not on the server.
Why are all the automatic screenshots and demos given names like demo0001, can
you name them something sensible?
I'd love to, but in the 1.16n engine there is no way to access the current date and time to
produce a unique name. Player name and map name would provide a useful name,
because every time you replayed the map you'd overwrite the previous one which not a
good idea.
I really hate people using green models and think everyone should have to use the
standard red or blue, what are you going to do about it?
That is exactly why the mod is distributed as two pk3 files. If you run a pure server you
can let clients use all the features apart from enemy coloring by not adding zzz-nemesis-
models.pk3 to your server. If you don't run a pure server then there are other mods which
let people use green models (or even worse, bbox) so you have nothing to complain
about.
I thought you were going to add some commands so NoGhost servers could limit
Nemesis functionality?
This was the original plan, but we don't see the point unless you run a pure server (see
above). Without pure players would just use another mod to get the disallowed feature
and we don't want to turn players away from using Nemesis just because server X
disables a certain feature.
I have cg_autoRecord enabled and when a map starts my game freezes for around
5 seconds!
This is because you have too many demos stored in your demo folder. The freeze is
caused by quake 3 trying to find the next demo name (remember they are named in an
increasing sequence demoXXXX), which is done by checking the disk over and over
again until it finds a possible name. Simply move your demos to another folder or delete
the ones you do not want to keep anymore.
CREDITS
Easy - Developer of Excessive Plus mod HTTP://WWW.EXCESSIVEPLUS.NET/ , helped us fix
enemy colors not working in vertex mode.
Haste - Alternate Fire mod for his wicked "alternate" fire rail trail
OSP - For there Enemy Territory source code that helped us with ideas.
Matt McChesney - For writing z-effects mod and letting us have the source code to
implement the weapon and water effects.
Also thanks to all the quake modding forums and modders that have inspired us!
We can't forget the people who helped test and use this mod as without you there would be
no reason for us to have created it.
APPENDIX A
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