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 LE MOD NEMESIS

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NemeS!x

NemeS!x


Nombre de messages : 392
Date d'inscription : 06/08/2007

LE MOD NEMESIS Empty
MessageSujet: LE MOD NEMESIS   LE MOD NEMESIS Icon_minitimeJeu 6 Déc - 22:31

le mod nemesis

Nemesis est mod pour quake 3 arena 1.16n. Il offre beaucoup de modifications propres a la version 1.32 de quake.

mettez le dans le dossier baseq3 après avoir extrait les fichiers zzz.client.nemesis ( je crois ) ou alors mettez les aussi dans un dossier mods dans quake 3 arena

il est DISPODL ici


La dernière version de nemesis est DISPODL ici cependant il faut déjà avoir nemesis pour pouvoir instaler celle là

Voici quelques screens :

LE MOD NEMESIS Shot4

LE MOD NEMESIS Shot9



Malheureusement je n'aipas la patience de faire une traduction complète pour les anglophobes, mais je pense que tout le monde peut comprendre les codes qui vont suivre :




Dernière édition par le Jeu 6 Déc - 23:53, édité 2 fois
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NemeS!x

NemeS!x


Nombre de messages : 392
Date d'inscription : 06/08/2007

LE MOD NEMESIS Empty
MessageSujet: Re: LE MOD NEMESIS   LE MOD NEMESIS Icon_minitimeJeu 6 Déc - 22:32

Citation :
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).
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
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




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.
cg_autoRecord 0 off
cg_autoRecord 1 on



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NemeS!x

NemeS!x


Nombre de messages : 392
Date d'inscription : 06/08/2007

LE MOD NEMESIS Empty
MessageSujet: Re: LE MOD NEMESIS   LE MOD NEMESIS Icon_minitimeJeu 6 Déc - 22:33

Citation :


Rail Trails


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




Team 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
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




True Lightning


1.32 style true lightning so the lightning gun fires a direct beam.
cg_trueLightning 0 off
cg_trueLightning 1 on




Thaw 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




Team Icons


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).
cg_noConnectionShader 0 display shader
cg_noConnectionShader 1 no shader




No Projectile Trails


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




Ammo Check


If enabled will prevent you switching to a weapon with no ammo - like OSP.
cg_ammoCheck 0 default
cg_ammoCheck 1 no switching to weapons with no ammo




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'

'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.


cg_iceShells 0 frozen bodies show as quad or battlesuit depending on server
cg_iceShells 1 frozen bodies have iceshells on
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NemeS!x

NemeS!x


Nombre de messages : 392
Date d'inscription : 06/08/2007

LE MOD NEMESIS Empty
MessageSujet: Re: LE MOD NEMESIS   LE MOD NEMESIS Icon_minitimeVen 7 Déc - 0:33

Présento de nemesis en video ( juste quelques truc ) ici :

https://www.dailymotion.com/video/x3or8c_sanstitre_videogames
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MessageSujet: Re: LE MOD NEMESIS   LE MOD NEMESIS Icon_minitimeDim 6 Jan - 22:03

TEST 1 @@@
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