You are on page 1of 17

Nemesis Client Documentation Página 1

Nemesis Client v2.0.11


1.16n client and server mod
HTTP://WWW.Q3NEMESIS.COM

Developed by Cyrus and Wonkey


CYRUS@Q3NEMESIS.COM
WONKEY@Q3NEMESIS.COM

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

http://www.q3nemesis.com/docs/client-readme.html 06/11/2006 23:30:50


Nemesis Client Documentation Página 2

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.

Configurable enemy model


Configurable enemy color (head, torso, legs and rail)
Configurable crosshair intensity and color
OSP style team game scoreboard
OSP style accuracy statistics
CPMA style HUD
Automatic end of game screenshot
Automatic demo recording
Choice of 4 rail trail styles
1.32 style true lightning
New ingame menu
Display player speed
Display player accuracy
Display team mate health / armor
Draw player breathe in freeze games
Draw player ice shells on frozen bodies
Draw frozen gibs in freeze games
Scoreboard draws black letters in gray to make them easier to read
Automatic 'Taken ...' messages for teammates as you collect powerups
Speciality console commands to improve various configuration and gameplay options.
Leet speak
Extra weapon effects

INSTALLATION

http://www.q3nemesis.com/docs/client-readme.html 06/11/2006 23:30:50


Nemesis Client Documentation Página 3

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

Changed cg_specialEffects spark removal to work for grenade and rocket


explosions.
Enabled damage given client statistic for all game types except freezetag.
New tournament (1v1) scoreboard with head and animation speeds changing
based on scores
Fixed promode detection on non Nemesis servers.
Initial version of IP to country lookups using the \iplookup IP command.
Win/lose voice for tournament (1v1) gametypes.
Fixed bug sending timenudge and max packets to Nemesis servers

2.0.10

Fixed bug where stats did not clear in 1v1 games


Fixed missing grapple model
Toggle for the SPECIAL GRAPHICS EFFECTS introduced at 2.0.8

2.0.8

http://www.q3nemesis.com/docs/client-readme.html 06/11/2006 23:30:50


Nemesis Client Documentation Página 4

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

Ability to REMOVE C HAT BEEP with cg_noChatBeep cvar


AUTO ANNOUNCE of picked up items via cg_autoAnnounce cvar
Added say_leet command
Removed hard coded speed of 320 for cg_drawSpeedBar so it now uses 40%
increase for amber and 90% increase for red
Ability to REMOVE FRIEND SHADER (small yellow triangles above head) with cg_
noFriendShader cvar
Ability to REMOVE C ONNECTION INTERRUPTED SHADER with cg_noConnectionShader
cvar
Turn on/off ICESHELLS FOR FROZEN BODIES using cg_iceShells cvar
Reworte /chelp command to provide more up to date documentation and allow a
client to type /chelp <COMMAND> to get details about a specific command.
Addition of cg_specEnemyModel so you can choose if you want to use the enemy
model whilst in spectator mode
Start of UI work to change some basic Nemesis settings

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 the numerical color value as used to colorise name; 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 or


12 (these follow the same order as the above color strings so 2 is green).

http://www.q3nemesis.com/docs/client-readme.html 06/11/2006 23:30:50


Nemesis Client Documentation Página 5

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 MODEL / ENEMY COLOR

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

cg_specEnemyModel 0 use players chosen model


cg_specEnemyModel 1 use enemy model

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

http://www.q3nemesis.com/docs/client-readme.html 06/11/2006 23:30:50


Nemesis Client Documentation Página 6

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 INTENSITY / COLOR

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

OSP STYLE SCOREBOARD

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

http://www.q3nemesis.com/docs/client-readme.html 06/11/2006 23:30:50


Nemesis Client Documentation Página 7

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.

CPMA STYLE HUD

CPMA style HUD is enabled or disabled using the cg_cpmaHud cvar.

cg_cpmaHud 0 standard HUD


cg_cpmaHud 1 CPMA HUD

AUTOMATIC END OF GAME SCREENSHOTS

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

AUTOMATIC DEMO RECORDING

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.

http://www.q3nemesis.com/docs/client-readme.html 06/11/2006 23:30:50


Nemesis Client Documentation Página 8

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

Whilst concentrating on other things it is awkward to keep looking at your speed so a


replacement bar can be used instead. cg_drawSpeedBar draws a small bar which is
colorized green, amber or red depending on how fast you are traveling.

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

T EAM CROSSHAIR STATS

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.

cg_teamInfoType 0 display name only


cg_teamInfoType 1 name, health & armor as text

http://www.q3nemesis.com/docs/client-readme.html 06/11/2006 23:30:50


Nemesis Client Documentation Página 9

cg_teamInfoType 2 name, health & armor using bars

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

http://www.q3nemesis.com/docs/client-readme.html 06/11/2006 23:30:50


Nemesis Client Documentation Página 10

On the CPMA HUD you have the option of drawing team icons below the weapon info on
the left hand side.

cg_useTeamIcons 0 no team icons


cg_useTeamIcons 1 draw team icons

NO CHAT BEEP

Enable or disable the beep you get when someone types a messages.

cg_noChatBeep 0 standard beep


cg_noChatBeep 1 no beep

FILTER CHAT MESSAGES

Filter chat messages so you see everything (default), only say_team and tell messages,
or only tell messages

cg_chatMode 0 default (see everything)


cg_chatMode 1 only team chat and tell
cg_chatMode 2 only tell

NO FRIEND SHADER

Enable or disable the small triangle which appears over team mates heads when they are
alive.

cg_noFriendShader 0 display shader


cg_noFriendShader 1 no shader

NO CONNECTION INTERRUPTED SHADER

Enable or disable the connection interrupted shader appearing over players head when
they lag (particularly bad on delagged NoGhost servers).

http://www.q3nemesis.com/docs/client-readme.html 06/11/2006 23:30:50


Nemesis Client Documentation Página 11

cg_noConnectionShader 0 display shader


cg_noConnectionShader 1 no shader

NO PROJECTILE T RAILS

Enable or disable the weapon projectile trails (i.e. rocket smoke).

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_scorePlum 0 score plums off


cg_scorePlum 1 score plums on

SPECIAL GRAPHICS EFFECTS

Enable or disable the extra visual effects.

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.

cg_autoAnnounce 0 No auto announcing


cg_autoAnnounce X auto announce items based on 'X'

http://www.q3nemesis.com/docs/client-readme.html 06/11/2006 23:30:50


Nemesis Client Documentation Página 12

'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

ICESHELLS FOR FROZEN BODIES

When playing freeze you can decide if you want ice shells (frozen look) on dead bodies.

frozen bodies show as quad or


cg_iceShells 0
battlesuit depending on server
cg_iceShells 1 frozen bodies have iceshells on

SPECIALTY COMMANDS & CHAT T OKENS

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.

http://www.q3nemesis.com/docs/client-readme.html 06/11/2006 23:30:50


Nemesis Client Documentation Página 13

/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.

/recordPlayer <CLIENTSLOT> <DEMONAME> is used to record a client playing at a


particular slot number. This is useful for recording a particular player during a clan war as
you don't have to keep locating them after they die. You should understand how
persistent follow works (more importantly how to turn if off) as this command makes use of
it. Issuing a /stopRecord to end the demo will not disable the persistent follow, so you
need to issue /stopPersistentFollow as well. If you plan to record the demo for a complete
map there is no problem as persistent follow is automatically disabled when a map ends.

You can bind the command followTeamNext or followTeamPrevious to a key so when


you are frozen in a team game you can cycle through live team mates to see if anyone is
near enough to thaw you. If you are playing and you issue a follow command you are
taken into spectator mode. In an effort to prevent you using one of these commands just
as you are unfrozen checks are made so you cannot use them when you are alive. Sadly
this is not 100% reliable due to delays transmitting game state between client and server
so be careful using this command while you are being thawed.

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.

#n your player name


#s your current score
#t your team
#h your current health
#a your current armor
#i last item you picked up
#l name of player who last hit you
#x name of player in crosshair
#k name of killer

say_leet, not heard of that command before? Give it a try!

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

http://www.q3nemesis.com/docs/client-readme.html 06/11/2006 23:30:50


Nemesis Client Documentation Página 14

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.

Type /vid_restart in the console (quite slow)

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

I installed it and I can't get anything to work, what's wrong?

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

http://www.q3nemesis.com/docs/client-readme.html 06/11/2006 23:30:50


Nemesis Client Documentation Página 15

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.

Q3A++ - For alpha skins and various ideas.

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.

http://www.q3nemesis.com/docs/client-readme.html 06/11/2006 23:30:50


Nemesis Client Documentation Página 16

APPENDIX A
0x000000 0x000033 0x000066 0x000099 0x0000CC 0x0000FF

0x330000 0x330033 0x330066 0x330099 0x3300CC 0x3300FF

0x003300 0x003333 0x003366 0x003399 0x0033CC 0x0033FF

0x333300 0x333333 0x333366 0x333399 0x3333CC 0x3333FF

0x006600 0x006633 0x006666 0x006699 0x0066CC 0x0066FF

0x336600 0x336633 0x336666 0x336699 0x3366CC 0x3366FF

0x009900 0x009933 0x009966 0x009999 0x0099CC 0x0099FF

0x339900 0x339933 0x339966 0x339999 0x3399CC 0x3399FF

0x00CC00 0x00CC33 0x00CC66 0x00CC99 0x00CCCC 0x00CCFF

0x33CC00 0x33CC33 0x33CC66 0x33CC99 0x33CCCC 0x33CCFF

0x00FF00 0x00FF33 0x00FF66 0x00FF99 0x00FFCC 0x00FFFF

0x33FF00 0x33FF33 0x33FF66 0x33FF99 0x33FFCC 0x33FFFF

0x660000 0x660033 0x660066 0x660099 0x6600CC 0x6600FF

0x990000 0x990033 0x990066 0x990099 0x9900CC 0x9900FF

0x663300 0x663333 0x663366 0x663399 0x6633CC 0x6633FF

0x993300 0x993333 0x993366 0x993399 0x9933CC 0x9933FF

0x666600 0x666633 0x666666 0x666699 0x6666CC 0x6666FF

0x996600 0x996633 0x996666 0x996699 0x9966CC 0x9966FF

0x669900 0x669933 0x669966 0x669999 0x6699CC 0x6699FF

0x999900 0x999933 0x999966 0x999999 0x9999CC 0x9999FF

0x66CC00 0x66CC33 0x66CC66 0x66CC99 0x66CCCC 0x66CCFF

http://www.q3nemesis.com/docs/client-readme.html 06/11/2006 23:30:50


Nemesis Client Documentation Página 17

0x99CC00 0x99CC33 0x99CC66 0x99CC99 0x99CCCC 0x99CCFF

0x66FF00 0x66FF33 0x66FF66 0x66FF99 0x66FFCC 0x66FFFF

0x99FF00 0x99FF33 0x99FF66 0x99FF99 0x99FFCC 0x99FFFF

0xCC0000 0xCC0033 0xCC0066 0xCC0099 0xCC00CC 0xCC00FF

0xFF0000 0xFF0033 0xFF0066 0xFF0099 0xFF00CC 0xFF00FF

0xCC3300 0xCC3333 0xCC3366 0xCC3399 0xCC33CC 0xCC33FF

0xFF3300 0xFF3333 0xFF3366 0xFF3399 0xFF33CC 0xFF33FF

0xCC6600 0xCC6633 0xCC6666 0xCC6699 0xCC66CC 0xCC66FF

0xFF6600 0xFF6633 0xFF6666 0xFF6699 0xFF66CC 0xFF66FF

0xCC9900 0xCC9933 0xCC9966 0xCC9999 0xCC99CC 0xCC99FF

0xFF9900 0xFF9933 0xFF9966 0xFF9999 0xFF99CC 0xFF99FF

0xCCCC00 0xCCCC33 0xCCCC66 0xCCCC99 0xCCCCCC 0xCCCCFF

0xFFCC00 0xFFCC33 0xFFCC66 0xFFCC99 0xFFCCCC 0xFFCCFF

0xCCFF00 0xCCFF33 0xCCFF66 0xCCFF99 0xCCFFCC 0xCCFFFF

0xFFFF00 0xFFFF33 0xFFFF66 0xFFFF99 0xFFFFCC 0xFFFFFF

http://www.q3nemesis.com/docs/client-readme.html 06/11/2006 23:30:50

You might also like