Welcome to
[NF]Proxy by Niewi of Nitro Force
--------------------------------------------
This Proxy is dedicated to all team games lovers out there -
enjoy using it!
Table of Contents
1. General Information
1.1 What does this Proxy cost?
1.2 It's time to say thanx!
1.3 a few words ...
1.4 my opinion about proxies and
cheating
2. History of [NF]Proxy and whats new in this Version!
3. Start and Installation
3.1 Files included
3.2 Installation
3.3 How do i start [NF]Proxy?
3.4 How do i connect to
[NF]Proxy?
3.5 How can i stop it?
3.6 How to create configuration
Files for [NF]Proxy
3.7 Easy GameSpy Startup (only
available in the Win32 Version ...)
3.8 Whats the meaning of the
fields in the status screen?
6. The Proxy Commands
6.1 help commands
6.2 connecting commands
6.3 list commands
6.4 powerup timer commands
6.5 teamplay commands
6.6 naming commands
6.7 misc commands
6.8 fps saving commands
6.9 marking commands
Appendix
A.1 Aliases defined and used by
[NF]Proxy
A.2 f_queries supported by
[NF]Proxy
A.3
fpd handling
Copyright / Permissions /
Contact
1.1 What does this Proxy
cost?
NOTHING, just
enjoy it and if you are happy about it or have questions
or ideas or criticism or ... blah blah blah ... send me an email.
RALFN@ROCKETMAIL.COM
ICQ : 25115019
or visit me in irc
channel #quake.nfproxy (not in the QUAKE.NET!!!)
you can always get the newest version at the url DAS.GEMETZEL.DE/NITRO
yeah it's time to
say thanx to all who are supporting me - your response is great!
and to the genial web designer r-tom of clan exo, who is
responsible for this really great pages like sk's, exo's
and our plus the fabulous [NF]Proxy button. if you like my proxy
use the [NF]Proxy button on your page!
i also wish to say thanx to my clan mates for their nerves and
understanding in proxy testing (they are my alpha testers:-))
and to uwe girlich which work helped me a lot in understing the
quakeworld network protocol!
greatings goes to all teamplay loving clans out there - and guys don't forget -> it's just a game :-))
and last but not least to you, because you are reading this bullshit!
i'm now working on
this proxy for 4 month. the sourcecode, completely build from
scratch
is written in ANSI C. it has 320kb and 8700 lines of text
(without any remarks ...)!
the compiled executeable is a full Win32/Unix code with an
console(window) for text output.
im not able to
test all conditions all functions combined and all computers out
there!!!
If you use [NF]Proxy - you have to report bugs to me, or you have
to life with them!
ok, thats all for now ...
1.4 my opinion about proxies and cheating
i'm writing this
proxy to lift qw team games to a higher level of strategy,
this proxy is not meant for cheating, it just brings you the
features that id software
forgot to implement for team games. the only teamplay features of
qw are teamplay mode and
the say_team (messagemode2) command. some of you will say: hey
that's all we need! but i don't
think so. it's the strategically aspect of qw i prefer. the proxy
gives you the possibilty to
play with friends in the internet like sitting in the same room
without long searching for
the keys with the correct messages. other features allow non-gl
players to have the same advantages
like gl players, or give you a higher framerate. the proxy can
filter the interresting game
aspects and delete the other ones.
yes, sure the proxy brings features which are close to cheating,
but things like powerup timers
are blockable by setting the fpd variable.
remember: it's the player using the
proxy who is playing the game not the proxy, so the proxy does
not
aim, shoot, think or play for you!!!
Version 0.66:
changed features:
- | good news for those of you who wrote me because of the lost seconds of the clock, i've found them and included them again but they are only available if you don't use the -t swicth !!! |
- | removed the' Timers on' info after the Proxy Ident when not using the -t switch because if people read 'Timers on' in your userinfo when timers are blocked on the server by fpd they could think you are cheating so when timers are enabled there will no Timer statement printed after the Proxy Ident! |
- | changed the easyfont commands so you can use '#' and '$' again for soundtriggering! |
new features:
- | with .alwaysautoreport you can force the proxy to call the autoreport aliases even when every teammember is using [NF]Proxy! |
upcomming Features:
- | advanced listfrag feature with team statistics! |
- | autosave of the listfrags at the end of maps! |
- | quakeworld master emulation for lan! |
- | easyrecord will get more intelligent! |
etc.
Version 0.65:
news:
- | NoX of the clan 'Das Kartell' is working on a GERMAN Documentation for [NF]Proxy !!! |
- | i have added a troubleshooting doc called Troubles.txt - please check it out! |
removed bugs:
- | the disconnect from proxy when trying to connect a running kombat team game with the wrong team set is removed |
- | i've rewritten the user info handling - this should remove the last skin probs |
- | removed a bug from the death log! gibstats now has no problems analysing it! |
changed features:
- | the fastrespawn feature is now automatically disabled in clanarena/arena and teamfortress mods! |
- | i have removed the saveloc command, nobody understands it's meaning - everyone thinks it's to save the normal loc files maybe nobody reads this documentation, who knows ... |
- | the proxy will now try to execute a NFProxy_qw.cfg when the gamedir is set to qw and it will try to execute a NFProxy_mapname.cfg on mapchange! This was requested by a few people, so i added it! |
- | WARNING: the intelligent reporting feature has changed!! its not compatible to other versions of [NF]Proxy!! - be sure all of your team are working with the newest version! |
- | the clock has lost its seconds, don't know where they are gone! |
- | advanced the fpd settings ... |
new features:
- | POINTING added - have a look at %x %y %t and .reportlevel!!! |
- | I've added a feature that i call Location Pointing have a look at the messagecommand %f |
- | %v will report the name of the player you are looking at even if the player is an enemy! |
- | there is a new commandline parameter called -t if set the proxy blocks all powerup counters and to the userinfo of NFProxy 'No Timers' is added! if not set the proxy add the status of your powerup counters to the userinfo of NFProxy! |
- | the well known nice feature funnames of cheapo is now available for [NF]Proxy (he copied my Easy Gamespy Starter and my advanced Sountrigger Options so this is fair!) have a look at the Easyfont section! |
- | colorforcing is now available, have a look at .teamcolor and .enemycolor! |
- | added a .colorsetskin feature. when enabled the team/enemyskins are set using your bottomcolor and not your team. this is very usefull when playing teamfortress (so the spy problem is gone, thanx to Kerstin of HF for the tip) and maybe when playing clanarena! |
- | now support for Team Fortress! - keys/flag will be reported, the fastrespawn features automatically disabled and the colorsetskin mode is forced for skin forcing features! for key reporting have a look at .reportlevel !!! |
- | i don't know if the fraglog is working absolute correctly under team fortress, if you observe an error please report it to me because i don't play team fortress ... |
- | class pointing added for TeamFortress if you point at a teammember or enemy his class will also be reported! |
- | i have added a command that let you filter the serverinfo w_switch and b_switch. if you get the message 'infostring length exceeds' sometimes or if you get kicked by TeamFortress for skin change (without changing the skin) try this one! if you are using my bestweapon feature you don't need them and i don't think that TeamFortress uses them! so have a look at .filterswitches! |
- | you can change the names of the Flag and the Keys using .sfn .sskn and .sgkn! |
- | Runes can now be reported have a look at the .reportlevel (for the Orange mod for example!) |
- | added a help page for all the message commands, try .helpmessages (or .hm) |
- | the
status screen is now available for the linux version ! WARNING : if you start [NF]Proxy using the standart windows telnet and get a segmentation fault error or if you don't like the status screen disable it using commandlineparameter -q |
- | new commandline parameter -eTIME lets the Proxy terminate itself after TIME minutes of inaktivity! |
Version 0.55:
news:
- | [NF]Proxy is now available for Linux (i386)! |
removed bugs:
- | the listfrag is now working correctly again! |
- | the reconnect feature now reconnects correctly even when you are already connected (i was too lazy to fix it before!) |
- | the 100 Health name is now used by the tooktrigger too! |
- | fixed a problem with GameSpy V2.04/2.05 - i'm not a registred Gamespy User so i could'n remove this before!!! thanx to Phadda for reporting it! |
- | removed a bug in the .deadbodyfilter ... |
- | removed a bug in the skin handling, thanx to the guys from Das Kartell for reporting and testing it! |
new features:
- | you can now log the death messages to a file using .logdeath and the chat messages using .logchat this is for those people who want to use gibstats together with the messages filters [NF]Proxy have or the owndeathmessages of [NF]Proxy! - or if you just want shorter log files instead of this large condebug files! |
changed features:
- | yeah - the good old bloodstyle explosion is now available again! use .setexplosion 8 to enable it! |
- | .easyrecord will now add the current date & time to the file name in the case that no quakedir is given or the qwcl client is not running on the same computer! and it now first executes a stop demo command! |
- | WARNING : i have changed the fpd value for disable of the intelligentreporting from 256 to 1024 because the qizmo guys added fpd values for skin force disable and color force disable and used my intelligentreporting fpd value! i can't understand why they do something like that because its very easy to use the qw commands noskins 2/baseskin to get the same result for enemys-/team- skins! |
Version 0.54:
removed bugs:
- | the messagecommands %e %E %o %O now check correctly if team mates or enemies in your vicinity are dead or not! |
new features:
- | for all of you who are using blood for explosions, you can now change the number of bloodparticles which will be spawned! have a look at .setbloodlevel! |
- | messagecomamnd %i now reports the last taken object including armors, weapons, packs, ammo and health! %I reports the last taken item that has triggered the f_took alias! |
- | advanced the tooktrigger so have a look at it! |
- | the new command .ownmessageping lets you remove the message ping of own messages! |
- | you can complete remove own messages using .ownmessage, this way only the other will see them! this feature is just for people who know what they are doing! |
- | you can change the name of 100Health using .set100hname and the name of Backpacks using .setbackpackname! |
Version 0.53:
removed bugs:
- | ok, i did it! i removed a bug in the listfrags routine (v0.52) and failed! the new listfrag routine crashs the whole proxy when called! when .autolistfrags is enabled this routine is called after every map! - removed this bug! |
- | i've changed the integrated gamespy starter,now it checks frequently the status of the (gl)qwcl client. this way the proxy terminates itself (if it's started with -x) when qwcl is quit! in older versions the proxy terminated when the qwcl client disconnected! |
new features:
- | because
it's hard to use one config file for all the mod's out
there i give you the possibility to write a config file
for everyone, where you just have to set the differences
from your normal config! have a look at the 'How to create configuration Files for [NF]Proxy' section! |
Version 0.52:
removed bugs:
- | there was this nasty bug, which let the server tell anyone that you are playing with none standard eyes/player modells, that happend when connecting to a server as spectator and than try to reconnect or connect the same or another server! |
- | removed a bug in the network send routine which caused a proxy crash with the error WSAEWouldBlock! thanx to exo-ice for reporting this bug! |
- | some people seems to have more fingers than other :-), so i increased the numbers of bestweapon slots from 3 to 5! |
- | removed a bug in .lal thanx to Neophyte for reporting this bug! |
- | in version 0.51 i have increased the max number of marks per loc file, but i forgot to use a bigger counter for it! the old one overflows after 256 marks! |
- | removed a bug in the fraglog. i used a integer for the effi compare so the value after the dot wasn't handled correctly! |
new features:
- | now you can let the proxy drop client packets (.dropclientpackets) this will give you smoother gameplay and less network traffic. you can control it by using the new feature .showpackets, which shows you the client packets received per second, the server packets received per seconds and the number of dropped packets by he proxy, so you can tune your qwcl as you wish! |
- | support for f_lagreport when typed in the console the proxy tells all how many fake lag you are using! |
- | added a
alternative network routine which can be enabled by using
the new startupparameter -n. if you have lag problems - test it and tell me about your experiences on it!!! |
- | i worked a little bit on the spectator mode. if speccing a game and intellireporting is enabled the proxy tells you who in which team has an powerup! |
Version 0.51:
removed bugs:
- | ok i hear
you all screaming about the bestweapon funktion. i
recommend you to use it, because it's very powerfull!!! i have added a possibility to turn it completely off (default!), just use .bestweapon off and i have removed a bug in it! |
- | do you remember the user defineable timers for servers with disabled powerup timers??? now you can only use them when powerup timers are enabled (don't know if they are usefull anymore :-)) ...! use the new clock instead! |
- | not a bug: the 'N' symbol for no armor in %A reporting is gone! |
- | splitted help into two help commands: .help and .helpadvanced, because the help command got to big for some data packages so the client disconencted! |
- | removed some debug code, this should speed up things a little bit! |
- | a friend send me a loc file with 390 marks in it, so i changed it again to 400 marks per loc, if this is not enought - go to hell :-)) |
new features:
- | you can now change the name of the Armors, look at .setraname .setyaname and .setganame |
- | a name can now be disabled by using the off parameter! (.sqn .srn .spn .snn .sran .syan .sgan) |
- | a clock is now available, look at .clock |
Version 0.5:
removed bugs:
- | there was a bug, that appeared by some people : when the countdown of the kombat teams mod reached the end there came lots of u_remove on full update before the game starts ... that should be fixed now! |
- | the %o %O failure is gone, it added you to teammembers in your vicinity even when you were dead! |
- | not really a bug - the beeping of commands is no removed! |
- | the skin bug (hopefully) should now be history. |
- | not a bug but no new feature, you now can use up to 200 marks per loc file for a map unbelieveable that a uk clan mailed me because 128 marks are not enought for their loc files, don't know what maps they are playing :-) |
- | rewritten the network code |
new features:
- | fastrespawn feature will respawn you as fast as possible (or timed) using a jump (look at .fastrespawn) |
- | blend filter for item pickup blending (.blendfilter) |
- | added a need messagecommand that checks automatically what you need (armor/health/weapons/ammo) and reports it (%z) you can control it by using (.setneed)! |
- | i added a damage filter so the red flash when getting hit can now be filtered (.damagefilter) |
- | user defineable timers for servers with disabled powerup timers, you can set up to 10 timers (.inittimer .cleartimer) |
- | took trigger for taken armors (.tooktrigger and %i) |
- | deathtrigger and respawntrigger. if you die/respawn the proxy automatically calls aliases called f_death and f_respawn, ok thats too much for 4on4 but its ideal for 2on2 or maybe 3on3! |
- | you can now change the name of the Powerups, look at .setquadname .setpentname .setringname and .setnonename |
- | added message commands which let you easily use up to 4 lines of text in one chat message! (%u and %U) |
- | powerup takes of teammates and enemies are now reported using the aliases f_team and f_enemy, so you can now create your own autoreporting messages by writing own f_team and f_enemy aliases! |
- | added easyrecord function, you never have to type in names for demos again! have a look at .easyrecord |
- | soundtrigger is now available have a look at .soundtrigger, it's different from all soundtrigger features of other proxies! - so be sure to check it out! |
- | i've
changed/added some message commands, have a look at them
because the meaning of %b and %d have been changed! the
reason is easy, its for compatibility with other proxies
... i dont want you to change your communication scripts,
just because you change proxies ... %b now reports your best weapon depending on the weapon priority set with (.setweaponpriority) %r reports the number of rockets you have(just what %b did before!) %c reports the number of cells you have %L reports your last dying position with a time limit of 5 sec. after time is up it reports your current position like %l (thats what %d did before!) %d now reports your last dying position without any time limit! %w reports your current weapon! %W reports the ammo of your current weapon! %G reports upcommin Powerups with their location %S is a new intelligent communication feature, it works like %s but it will show you the armor/health/bestweapon from all teammembers in your vicinity! (it's very usefull in dmm1 and if amors/powerups appear to look who should get it!) |
- | best weapon feature (.bestweapon) : you can define up to 3 impulses for best weapon selections |
- | added a death message filter, you can filter all death message or the ones from the other players (.dmf) |
- | own death messages added, if enabled, short deathmessages from teammembers will be displayed (.odm)! use it together with the deathmessage filter function! |
- | hostname resolution is now available! so you can use hostnames instead of ip addresses to connect a server! |
- | added stopconnecting feature (.sc) |
Version 0.4:
removed bugs:
- | removed a hard bug in the control of the user data |
- | fixed a bug in %p reporting! |
- | corrected a bug in the movement parse routine for qw2.30 |
- | corrected bugs in the fraglog parsing |
- | spectator handling bugfixed - this should fix the skin bug too! |
- | fixed the bug that caused disconnection from server when you have executed a config file with nfproxy commands in it!!! |
- | fixed the disconnect, reconnect and connect bugs! you now can connect another server without disconnecting first (thanx to urban for the connect bug report)! |
- | removed a bug in delta entity parsing (thanx to KeyBuZZ) |
- | removed a bug in the deadbodyfilter (it caused a total crash of (GL)QWCL!) |
new features:
- | report of nearby enemies and members integrated (%e, %o, %E, %O) |
- | list commands for powerups/armors in map (.lp, .lpl, .la, .lal) included. |
- | completely new written powerup timers and reporting! There are so many changes in the powerup handling, head on to the powerup section in this document! |
- | reporting of the next nearby powerup/armor/backpack added, in deathmatchmode 1 it will report weapons too! (%X, %Y and %T) |
- | the fraglog can now be watched centerprinted - really nice for speccing! (.cpf) |
- | on map change the fraglog will be automatically printed to console (see .alf) |
- | intelligent reporting incuded (see .ir and the powerup section in this document) |
- | added .who commando (it lists all players with their teams skins and rank) |
- | fraglog sorts now the players depending on their efficiency |
- | %d (last dying position) remembers now the last dying position for 5 sec. if time is up it reports your current location ... |
- | autoreport is much intelligenter now! it only reports when there is a teammember who is not using [NF]Proxy, or if intelligent reporting is disabled (by server or by you)! |
- | added a .cdtracks feature, for those of you who have problems with cd track changes on map changes! - just for you dust :-) |
- | added the .echo command - if disabled no standard message will be printed when setting a parameter, just command parsing errors and all list commands will be printed to console |
- | now you set the style of the exposions by using .setexplosion, there are up to 8 different explosion styles to choose from. |
- | added a floodprotection feature, which protects you from getting the 10 sec. flooding penalty time from the qw server when sending more than 4 messages in 4 seconds (.floodprotect)! |
- | Location marking Functions added (.mark .showmark .delmark .undodelmark .renamemark .loadloc .saveloc) |
- | now you can see who is talking to you by using the .chatflash command |
- | added a possibilty to choose what %T %X %Y will report (.reportlevel) |
- | with .nopolyblend you can choose if you will get blended by the powerup(s) you have |
- | integrated the Easy GameSpy Startup feature (-bQUAKEDIR -gQWCLEXE -x)! |
- | [NF]Proxy detects the KombatTeams mod and resets the fraglog after the countdown has ended and it ignores the powerups the players have before starting the countdown! |
Version 0.31
removed bugs:
- | don't know how it could happen, i've released a not running version of [NF]Proxy (V0.3). the night before i was on the dcc session in essen/germany and i havent slept that night :-) so this is a correct running version of [NF]Proxy. this version is compatible to QW2.21 QW2.29 and QW2.30. |
Version 0.3
new features
- | support of proxyautoexec aliases (required for bod-tct's proxy starter for gamespy) |
- | support for combat teams/ocr teammod statistics, they are using standard qw death messages but send them as one string - not like qw which sends death messages in pieces, so i have to parse the whole death string now! |
- | dead body filter - filters all parts of dead bodies! (increase fps) |
- | muzzle flash can be turned off. |
- | support for QW Version 2.30 |
- | quiet mode - needed by some GLQWCL users. when connecting [NF]Proxyt prints text on the screen, some 3dfx drivers switches the display to normal mode, so you just will get a blank screen or something like it. this feature will help to avoid this problem! |
Version 0.2 (first public beta!)
features:
- | intelligent poweruptimers: the timer of all players using [NF]Proxy communicate to synchronize themself. So you won't miss an powerup take. |
- | loc file compatiblity to qizmo and cheapo |
- | absolute lagfree! |
- | inteligent autocommunication using %s reporting |
- | autoreport of taken powerups to teammembers |
- | chooseable team and enemy skins |
- | online statistics |
- | support for fpd server variable |
- | support for f_version |
NFProxy(.exe) | - | The Proxy :-)) |
NFProxy.txt | - | this Documentation |
Troubles.txt | - | a textfile with a few tips for people having troubles using [NF]Proxy |
dm4.loc | - | a sample loc file for dm4 (for position depending reporting!) |
SndList.txt | - | a list of all sounds included in Quake for soundtrigger functions |
NFProxy.cfg | - | a sample main config file - copy it in your quake\id1\ directory |
NFProxy_arena.cfg | - | config file for rocketarena - copy it in your quake\id1\ directory |
NFProxy_carena.cfg | - | config file for Clan Arena - copy it in your quake\id1\ directory |
NFProxy_fortress.cfg | - | config file for Team Fortress - copy it in your quake\id1\ directory |
NFProxy_frogbot.cfg | - | config file for Frogbot - copy it in your quake\id1\ directory |
NFProxy_fbot.cfg | - | config file for Frogbot - copy it in your quake\id1\ directory |
Make a directory
for example NFProxy and copy all files in it.
If you want to use the sample nfproxy*.cfg files copy them in
your quake\id1\
directory and change them to your desire ...
-Thats it!
3.3 How do i start [NF]Proxy?
usage : NFProxy [-pPORT] [-cIP[:PORT]] [-gQWCLNAME]
[-bQUAKEDIR] [-x] [-q] [-n] [-h] [-t]
[-eTIME]
-pPORT | - | setting the proxy client port to PORT (default is 27500). |
-cIP[:PORT] | - | initialisation of the autoconnect to server feature.on connecting the localhost you will be automatically connected to the server described by IP:PORT |
-bQUAKEDIR | - | set the location of your quake directory to QUAKEDIR needed for the -g switch(only Win32 Version!) and the .easyrecord command |
-h | - | show help |
-q | - | quiet
mode : for GL users with problems on connecting the
[NF]Proxy! (black screen!) or for linux users having problems with telnet sessions (segmentation fault!) |
-t | - | completely block poweruptimers! (No Timers is added to your userinfo!) |
-eTIME | - | autoexit after TIME minutes of Idle! |
the following commandline parameter are only available in the Win32 release!
-gQWCLNAME | - | initialise GameSpy startup feature and set the name of the preferred qwcl file (QWCL.EXE or GLQWCL.EXE) please read 'the Easy GameSpy Startup' section! |
-x | - | exit [NF]Proxy after connection (usefull for -g switch!) |
-n | - | use alternative network routine (try it when you have probs with lag!) |
example: | NFProxy -c192.168.0.99:27666 -p27501 -bd:\quake | (Win32 Sample) |
NFProxy -c192.168.0.99:27666 -p27501 -b/games/quake | (Linux I386 Sample) |
start NFProxy
using Port 27501, set your quake directory to 'd:\quake' (Win32)
'/games/quake/'(Linux I386) and use autoconnect on server
192.168.0.99 port 27666.
3.4 How do i connect to
[NF]Proxy?
man thats easy:
1. start NFProxy.exe (Win32) or NFProxy (Linux)
2. start your qwcl client,
3. type 'connect localhost' or 'connect 127.0.0.1' in your quake
console.
- thats all!
3.5 How can i stop it?
Use ctrl+c or ctrl+break to stop it!
3.6 How to create
configuration Files for [NF]Proxy
[NF]Proxy offers you a large selection of features that have to
be configured.
To do this the easy way the Proxy calls a config file called
NFProxy.cfg, where you have the possibility to configure the
Proxy to your desire.
A sample NFProxy.cfg file is included in the Zip file, copy it to
your quake\id1 directory and edit it!
Some features of [NF]Proxy are not usefull in all cases, for
example the .fastrespawn feature lets you, when enabled, jump
like wild on RocketArena or ClanArena servern, because the mods
sets you to a death status until it's your turn to play.
If you want to play against Frogbots you have to disable the
.deadbodyfilter or you won't see any bots!
If you play TeamFortress its not very usefull to use the
.bestweapon feature because not all weapons are equal to the
normal quake weapons.
My solution for this Problem is very easy! : If you connect to a
server running a not standard qw game like
arena/clanarena/headhunter/teamfortress/orange/ or else the Proxy
tries to call a config file called NFProxy_GameDirName.cfg!
for example if you are playing RocketArena or ClanArena the the
Server you are playing on sets the GameDirName to arena, so the
Proxy will call the NFProxy_arena.cfg. I have included a few
config files for different mods, if you wish to use them copy
them in your quake/id1 directory and edit them.
The advantage of this method is that the Proxy configuration is
done automatically for every mod!
Some people need a config file for every map they play,
expecially in teamfortress so the proxy tries to execute a
mapdepending config file called NFProxy_mapname.cfg. If the name
of the current map is dm6.bsp the proxy tries to execute
NFProxy_dm6.cfg!
3.7 Easy GameSpy Startup
(only available in the Win32 Version ...)
[NF]Proxy has the possibillty to perform a easy startup for
gamespy users!
that means it will be started from gamespy, start (gl)qwcl
executing your configs connect to (gl)qwcl and automatically
connect the desired server for you.
After closing (gl)qwcl it will (when using -x) automatically
exit!
This way all your GameSpy settings for (gl)qwcl will be set
correctly (including password and spectator)!
Ok guys, this is easy:
If you don't have NFProxy.exe in your Quake Main directory create a subdirectory id1 in your
NFProxy.exe directory!
Start your GameSpy and click on the TOOLS menu, choose OPTIONS
and search for the 'QuakeWorld
Client' section. disable
(uncheck) the Use Network
Connections for QuakeWorld
feature - thats all to do here!
Now click on the GAMESPY menu, choose GAMES AND FILTERS ...
in the Quake Section click on FOLDER: and choose in the upcoming
menu the folder of NFProxy.exe!
Below you will find the QuakeWorld settings, go to 'COMMAND LINE' and enter : NFProxy.exe
-gqwcl.exe -bf:\quake -x :
where qwcl is the quakeworld client exe file and f:\quake is the
path of your quake dir!
-x will quit [NF]Proxy after disconnecting from it
if you have problems like getting a black screen try to add -q to
the command line (for gl recommended, for users with fast
computers playing normal qwcl, too!)
if you want to pass parameters to the (gl)qw client just type
them after the ':' in the command line:
NFProxy.exe -gglqwcl.exe
-bf:\quake -x -q : -width 800 -conwidth 800 -bpp 16 -heapsize
24000 +_windowed_mouse 1 -nojoy -nocdaudio -noipx -zone 1024
WARNING: when using the -x switch don't use a BATCH file to start the (gl)qw client!!!
You did it!
3.8 Whats the meaning of the fields in the status screen?
Most of them
explain themself, so i only mention the players fields. Player
Name, Frags, Ping, Team and Skin are equal to the QW variables.
When a '>' is in front of a Player's name, he's using
[NF]Proxy!
Rank | : | can be Enemy or Friend |
Mode | : | discribes the Players Status, its unused, Player or Spect |
Sc | : | means Suicides |
TF | : | Telefrags of Teammembers are counted as teamfrags (some Team mods count them as a normal Frag! - i don't !) |
Frags | : | this are your 'real' Enemy frags. Teamfrags and Suicides are not included in this Fragcounter! |
KiA | : | means Killed in Action. This is how much the enemy killed you! It's without your Teamfrags, without Suicides and without teamfrags caused by teammembers on you! |
Effi | : | means the
efficiency. calculation: (100/(Frags+Suicides+KiA+Team
Frags))*Frags; its updated onscreen 1 time per second! NOTE: this effi don't includes teamfrags on you by teammembers! |
If powerups timers
are enabled and not blocked by the server (fpd), each powerup has
an on screen timer. The index of a Poweruptimer is always the
same in the same map, that means every time you enter for example
E4M3 the Q0 timer is associated with the QUAD at the GL/RA! You
can list all Powerups in the map with the .listpowerups (.lp)
command, if you are using a loc file you can list the powerups
with the Locations using .listpowerupslong (.lpl) in this case
the Powerups are listed in the same order as the Powerup Timers
are displayed!
If an Powerup is not taken by anyone or the condition of the the
counter is unknown the timer is set to XXX.
If someone takes an Powerup and you or anybody using [NF]Proxy
hears the Powerup's pickup sound [NF]Proxy sends an internal
information to the other [NF]Proxy users, so that their Powerup
Timers can synchronize (yep - that means all [NF]Proxy users,
even the enemy gets informed or will inform you!).
[NF]Proxy identifies the Player who was the origin of the sound
and tells you if an enemy or a team member picked it up (if it
was a team members the name is displayed!). If a Player with a
Powerup dies [NF]Proxy will tell you too. In case of a teamfrag,
[NF]Proxy can't identify the victim because QW don't send its
name! The color of the Timer will change from white to red in the
last 15 seconds before the Powerup will appear till 3 seconds
after it had appeared! The message command %g will report all
upcomming (red) Powerups to your team members!
If the character between the Powerup index and the timer is a
white block - a member of your team has taken this powerup if its
red a Enemy has it, if there is a ':' instead the powerup is not
longer activ (because the active time (30sec.) of the powerup has
run out or the owner of the powerup has died!)
The Layout of the Powerup Timers can be set using the .sptl (see
the Commands section)
->you see that the Handling of Powerups is not as easy as it seems to be :-)
QuakeWorld has
varius grafical charakters that you can use to style your name or
the messages you send to others. The Problem is that the use of
this charakters is not as simple as it should be!
At this point [NF]Proxy gives you simple fontcommands to make it
easier for you. You can use this fontcommands in your name, in
locationnames (see .mark), in selfdefined names for
powerups/armors (using the naming commands) and finally in all
messages (say/say_team)!
The fontcommands:
#charakter | : | this will
color the charakter red (only usefull for names because
messages are red by default in quake example: name #Niew#i (typed in the console this will set the name Niewi with a red 'N' and a red 'i'! |
## | : | this will give you the normal '#', it's usefull when you use it for soundtriggering! |
$number | : | will give
you the number in red! example: name $1$.$2$.$3 (typed in the console this will set the name 1.2.3 with red numbers! |
$( | : | the left end of the regulators used in the quake options |
$= | : | the middel of the regulators used in the quake options |
$) | : | the right end of the regulators used in the quake options |
$a | : | the controller of the regulator |
$< | : | the left end of the underline |
$- | : | the middleof the underline |
$> | : | the right end of the underline |
$. | : | a red middel dot |
$, | : | a white middel dot (only in names!) |
$[ | : | a big red [ |
$] | : | a big red ] |
$_ | : | a space sign, use it instead of the normal space between grafical charakters |
$b | : | a filled red block |
$c | : | a filled red arrow (pointing to the right!) |
$$ | : | gives you the normal $ symbol, it's usefull when you use it for soundtriggering! |
example: name $[#N#F$]$5$,Niewi$ gives you my normal quakeworld nick name!
short | long | parameter | What it will do... |
.h | .help | list the syntax of all standart commands | |
.ha | .helpadvanced | ist the syntax of all advanced commands | |
.hm | .helpmessages | list all message commands with their meaning (very short form ;-)) |
short | long | parameter | What it will do... |
.c | .connect | [ip:port] | connect a server described by ip:port |
.ac | .autoconnect | [on/off] | activate/deactivate the AutoConnect Option |
.rc | .reconnect | reconnect to the last server | |
.dc | .disconnect | disconnect from the server | |
.sc | .stopconnecting | stop to try to connect a server |
short | long | parameter | What it will do... |
.alf | .autolistfrags | [on/off] | if enabled (default) after the fraglimit is reached or the timelimit the fraglog will be printed to the console. |
.cpf | .centerprintfrags | [on/off] | shows the fraglog centerprinted (nice for speccing a game!) |
.la | .listarmor | list all armors in the actual map | |
.lal | .listarmorlong | list all armors in the actual map with place (you need a loc file!) | |
.lp | .listpowerups | list all powerups in the actual map | |
.lpl | .listpowerupslong | list all powerups in the actual map with place (you need a loc file!) | |
.lf | .listfrags | list all active players and there current frag status. when connecting to a server and on mapchange the fraglog is reseted.the meaning of the listed fields are eqal to the meaning of the status screen! | |
.rf | .resetfrags | resets the fraglog | |
.w | .who | list all players with name, team, skin and rank |
short | long | parameter | What it will do... |
.pt | .poweruptimer | [on/off] | activate/deactivate the PowerupTimers |
.cpt | .centerpt | [on/off] | if centerpt is enabled the powerup timers will be printed centered (left parameter of .sptl is ignored!) |
.pptl | .printptlong | [on/off] | if you enable this feature all powerup counters will be diplayed with the name of their location (only if you use a loc file!) |
.sptl | .setptlayout | [down left length] | sets the layout for the powerup timers. this
command is very powerfull, you can totally design how the
powerup timers will appear. down - move the powerup timers down lines down - (for a resulution of 320*200 i prefer 14) - (for a resulution of 512*384 i prefer 35) - (for a resulution of 640*480 and 800*600 i prefer 46) left - move the powerup timers left characters from the left length- sets the maximum length of one powerup line the default is set for a resolution of 320*200: down=14 left=0 length=32 to move the powerup timers in 320*200 to the left screen side in hub stile use down=0 left=0 length=8 to move the powerup timers in 320*200 to the right screen side in hub stile use down=0 left=34 length=6 |
.it | .inittimer | [time] | this will add a user defined timer to the timers
list. you can define up to 10 different timers. [time] is the start time in seconds, the timer will count down from it. so if you use the comand .it 60 the timer will be added and count down from 60 to 0. you can for example bind a command like "say .it 60" (for Quad) or "say .it 300" (for Pent/Ring) to a key to time powerup events! |
.ct | .cleartimer | clears up all timers started with .inittimer | |
.cl | .clock | [number] | you can
enable a clock which shows your system time! there are
three different modes for the clock: 0 - off the clock can be positioned using the poweruptimer layout commands .sptl and .cpt! |
short | long | parameter | What it will do... | ||||||||||||||
.ar | .autoreport | [on/off] | activate/deactivate the AutoReport of taken
Powerups NF]Proxy defines on connecting automatically the f_team / f_enemy aliases, have a look at the alias section in this document for further infos on this. |
||||||||||||||
.aar | .alwaysautoreport | [on/off] | force AutoReport to report Powerups even when all teammates are using [NF]Proxy! this feature is by default enabled! | ||||||||||||||
.es | .enemyskin | [skin/off] | set a enemy skin or disable enemyskin | ||||||||||||||
.ts | .teamskin | [skin/off] | set a team skin or disable teamskin | ||||||||||||||
.ic | .intellicom | [on/off] | activate/deactivate the intelligent autocommunication, by deactivating it you can't use %s %S and your proxy will not answere to %s %S commands. | ||||||||||||||
.ir | .intellireporting | [on/off] | this enables (default) or disables the
intelligent reporting. The intelligent reporting feature tells you who takes an powerup, if it's a teammember the name will be printed. it will tell you when the player with the powerup dies, or if someone takes an dropped powerup... |
||||||||||||||
.st | .soundtrigger | [char/off] | this
controlls the soundtrigger function. a soundtrigger lets
you play sounds remote on the computers of your
teammates. its very usefull to add sounds to importend
messages, so they won't get lost in trouble. the soundtrigger sound will played instead of the message ping! you can use own sounds (just copy them to the id1/sound directory) or, if you are lazy, you can use original quake sounds. its not very usefull if you use sounds which are normally be used in quakeworld, i recommend you to use quake sounds from monsters for example, because anyone has them and they are not used in quakeworld at all! you can find them in the included sndlist.txt file in your nfproxy directory. ok, back to topic: to enable the soundtrigger, you have to specify the charakter to be used for soundtriggers. use a charakter thats not used very often in quake chats! the rules:
the following examples
are using the character '!' for soundtriggering (.st !) |
||||||||||||||
.dmf | .deathmsgfilter | [number] | this will filter the death messages received
from the server, there are 3 modes: number who's death messages will be filtered 0 - none 1 - others 2 - all |
||||||||||||||
.odm | .owndeathmsgs | [on/off] | if enabled just deathmessages from teammembers
will be displayed. if the teammember is in your vicinity
when dying the message will be displayed in red else in
white. use this command in combination with the deathmessagefilter! |
||||||||||||||
.dt | .deathtrigger | [on/off] | when enabled and you are using a loc file, this
will automatically call the f_death alias when you die. [NF]Proxy defines on connecting automatically the f_death alias, have a look at the alias section in this document for further infos on this. |
||||||||||||||
.rt | .respawntrigger | [on/off] | when
enabled and you are using a loc file, this will
automatically call the f_respawn alias when respawning. [NF]Proxy defines on connecting automatically the f_respawn alias, have a look at the alias section in this document for further infos on this. |
||||||||||||||
.tt | .tooktrigger | [a w m p h] | controlls which objects will be automatically
reported when you take them by calling the f_took alias! [NF]Proxy defines on connecting automatically the f_took alias, have a look at the alias section in this document for further infos on this. you can set armors weapons mun packs and health the value for armor can be
between 0 and 3 which weapons will be
reported depends on your weapon priority set with
.setweaponpriority the mun value meaning
is listed below the next one
activates/deactivates the pack reporting a value of 0
disables it any other will enable it! oh, by the way - if you
have cl_nodelta set to 1 the proxy just can report taken
armors! |
||||||||||||||
.sn | .setneed | [h a c r n s] | this command controlls the need messagecommand
(%z). .setneed sets the limits for the things to be reported! it sets the limit of health armor cells rockets nails and shells the standard setting is .setneed 50 30 10 5 25 10 you can disable the
need report for items by setting them to 0, |
||||||||||||||
.tc | .teamcolor | [TC BT/off] | this forces the TopColor and the BottomColor for
all teammates to TC BT! TC and BT are numerical values between 0 and 15! this feature is disabled when using .colorsetskin! the Parameter off disables it! |
||||||||||||||
.ec | .enemycolor | [TC BT/off] | like .tc but for enemyskins! | ||||||||||||||
.css | .colorsetskin | [on/off] | this forces the proxy to set the enemy/teamskins
depending on your bottomcolor its usefull for teamfortress and maybe in clanarena! this is the only mode in teamfortress, you don't have to set it, it's turned on automatically when connecting the teamfortress server! |
for all names you can use the EasyFont Commands that are described in the Easyfont section!
short | long | parameter | What it will do... |
.sqn | .setquadname | [name/off] | sets the name for the quad symbol for proxy
reportings like autoreport and %X %T %g %G %p %q ... the parameter off will clear the name! |
.spn | .setpentname | [name/off] | like .setquadname just for pent |
.srn | .setringname | [name/off] | like .setquadname just for ring |
.sbpn | .setbackpackname | [name/off] | like .setquadname just for backpacks |
.shn | .set100hname | [name/off] | like .setquadname just for 100health |
.snn | .setnonename | [name/off] | like .setquadname, its used when no powerup has to be reported! |
.sran | .setraname | [name/off] | sets the
name for the red armor used for proxy reportings like
tooktrigger and %T, %X the parameter off will clear the name! |
.syan | .setyaname | [name/off] | like .setraname just for yellow armor |
.sgan | .setganame | [name/off] | like .setraname just for green armor |
.sgkn | .setsilverkeyname | [name/off] | sets the name for the silver key used by %X and %T - off clears the name! |
.sskn | .setgoldkeyname | [name/off] | sets the name for the gold key used by %X and %T - off clears the name! |
.sfn | .setflagname | [name/off] | sets the name for the flag in team fortress mode used by %q %p - off clears the name! |
short | long | parameter | What it will do... |
.cdt | .cdtracks | [on/off] | suppress CD Track change on map change. |
.cf | .chatflash | [on/off] | when somebody in your vicinity is talking he will flash for a short time! |
.e | .echo | [on/off] | when disabled (.echo off) no standard message
when setting parameters are printed to console (good for nfproxy.cfg file!) |
.fp | .floodprotect | [on/off] | floodprotection protects you from getting the 10 seconds flooding protection penalty time when sending more than 4 messages in 4 seconds! |
.s | .status | displays the status (not up to date, yet!) | |
.mf | .muzzleflash | [on/off] | enables/disables the light effect when other players are shooting. |
.rl | .reportlevel | [i k r p] | with
reportlevel you choose what %T %X %Y and %t %x %y will
report i=items k=keys r=runes p=players the parameter items can be one
of the following: the parameter keys
controlls if keys are reported if set to 0 no keys will
reported else the next parameter
runes controlls if runes are reported if set to 0 no
runess will reported the last parameter
turns player pointing on (only for %x %y %t!) example: .reportlevel 1 1 1 1 this will report Powerups, Armors, Backpacks, Rocketpacks, Keys, Runes and Players! |
.npb | .nopolyblend | [number] | disactivates
the polyblend from powerups. In the moment it will not
work under water or in lava (and i dont know if its
possible!) number who's powerup will not blend you! 0 : OFF 1 : YOU 2 : OTHER (you will not see if anyone has quad, remember this!) 3 : ALL (you will not see if anyone has quad, remember this!) |
.bw | .bestweapon | [s. i. w1 /off] | this
command gives you the possibilty to let the Proxy
automatically choose the best weapon for you! you can use up to 5 different best weapon slots, each slot is enabled by using a impulse, which you have to assign to a slot first. when using the impulse of a slot the proxy tests the weapons assigned to the slot till it finds a weapon with enought ammo and activates it! to disable a weapon slot assign impulse 0 to it! to disable the whole best weapon feature use parameter off! be sure to use impulses that are not used in the mod you are playing!!! you
can assign normal weapon impulses to slots, so there is
no danger of conflicts with other impulses for example: .bw 1
7 7 5 4 3 2 1 this will assign slot 1 to impulse 7 |
.swp | .setweaponpriority | [w1 w2 ...] | sets the
weapon priority for the %b and %S message commands, which
are reporting the best weapon you have the default value is .swp 7 8 6 5 4 3 2 1 this will report Rocket before Shaft! if you like to report Shaft
before Rocket use: |
.er | .easyrecord | this
function creates automatically a name for your demo and
starts to record it! if you have set your quake directory using the commandline parameter -b if the quake directory is not set (because the proxy runs on another computer or ...) number will be the current date and time in day_month_hour_minute style! if you are playing on a none teamplay server the name looks like ffa_map_number.qwd - for example: ffa_dm2_0.qwd if teamplay is enabled the name looks like: yourteam_vs_enemyteam_map_number - for example: nf_vs_sk_dm3_0.qwd :-)) the proxy checks if the demo name exists, if yes it increases number and checks again, so it don't overwrites older demos from you! the proxy just checks the first enemy in the user list for the enemyteam name, so be sure that all players have the right team set, or just use it when in kombat teams the countdown has begun! to stop demorecording just type stop, easyrecord only starts the recording! |
|
.fr | .fastrespawn | [sec./off] | activates
the fast respawn function. if enabled you will respawn as
fast as possible or after the given amount of time. the
respawn is done using a jump not a shoot! sec. are the seconds after which you wish to respawn, a value of 0 will let you respawn as fast as possible a value of 10 after 10 seconds... to disable it use off. |
.omp | .ownmessageping | [on/off] | if set to off this will kill the message ping from own messages! |
.om | .ownmessage | [on/off] | if set to off this will completely remove own message, so only the other will see them! this is just for people who know what they are doing! :-)) |
.ld | .logdeath | [file/off] | see .logchat! |
.lc | .logchat | [file/off] | this will
log all death/chat messages to the given filename, this
is usefull for people who want to use the
.deathmessagefilter and Gibstats together! or if you want
to log just the chats to a file! if you want to log both to the same file just use both commands with the same filename! if the file for logging
already exists the new chat/death log will be appended.
the logfiles will be created in the proxy directory! |
.fs | .filterswitches | [on/off] | if
enabled the proxy filters the info variables w_switch and
b_switch, if you get sometimes the message infostring length exceeds or if you get kicked by TeamFortress for skin change (without changing the skin) try this one! if you are using my bestweapon
feature you don't need them and i don't think that
TeamFortress uses them! |
short | long | parameter | What it will do... |
.r2g | .rocket2grenade | [on/off] | this will change the Rocket Model to the Grenade Model |
.dbf | deadbodyfilter | [on/off] | use this to increase your frames per second, it
filters all dead bodies and body parts out! if its enabled and you see a head or a dead body - its a dead player who has not respawned yet! |
.se | .setexplosion | [number] | sets the style of rockets/grenades explosions. the parameter number can be one of the following: 0 : NORMAL 1 : NAIL'S HIT 2 : TARBABY 3 : WIZARD'S HIT 4 : KNIGHT'S HIT 5 : LAVASPLASH 6 : TELEPORT 7 : BIG BLOOD (have a look at .setbloodlevel !!!) 8 : BLOOD (the good old one!) |
.sbl | .setbloodlevel | [number] | sets the
amount of bloodparticles spawned when using blood for
explosions! number can have a value between 0 and 255, just try it yourself! |
.df | .damagefilter | [on/off] | filters the red flash when getting hit when enabled! |
.bf | .blendfilter | [on/off] | filters the iteam pickup blend when enabled! |
.dcp | .dropclientpackets | [number] | this
feature lets you drop less important client packets. qwcl sends an info packet every frame to the server, so if you use the command cl_maxfps 72 the client tries to send 72 packets per second to the server, which tries to answere every client packet (this depends on the rate you are using!)! so a cl_maxfps of 72 causes much network traffic. this no problem when you are playing in a lan or have an internet connection greater than 128kbit/sec. CAUTION: using this function produces fake lag and fake pings! number tells the proxy which packets to drop: 0 or 1 disable this
funktion (default!)-> 0% fake lag because it's not easy to find the correct settings i have added the showpackets command, which will show you the network status and gives you the possibility to find out what commands like rate and cl_maxfps really do! |
.sp | .showpackets | [on/off] | when
enabled this displays the actual network status in
centerprinted form it shows you how many client packes
per second and how many server packets per second are
transmitted and when using .dropclientpackets how many
packets are dropped by the proxy! this funktion is very usefull for adjusting your rate, cl_maxfps and to configure the .dropclientpackets feature! |
NOTE: all manipulations of marks will be saved automatically to the active locations file!
short | long | parameter | What it will do... |
.m | .mark | [name] | marks an location, if no locations file exists
it will create on called bspname.loc (example: dm6.loc).
if called without a parameter it will show how many marks
are set and the curren loc filename! you can use the fontcommands described in the Easyfont section! |
.sm | .showmark | spawns a tarbaby at the nearest mark | |
.dm | .delmark | delete the nearest mark | |
.udm | .undodelmark | undo
delmark, if you have deleted an mark by accident you can
get it back by using this funktion! |
|
.rm | .renamemark | [name] | give the nearest mark a new name |
.ll | .loadloc | [filename] | load a
locations file (no suffix will be added!) all following mark operations will be done to this file! |
You can use the short form of the commands or the long one, there is no difference. Every Command starts with an '.' ! Commands with Parameters will report their Status when called without a Parameter.
%a | Reports your current Armorvalue | |
%A | Reports your current Armortype | |
%b | Reports the Best Weapon you have depending on the Weapon Priority set with .swp in Weapon:Ammo style for example RL:10 | |
%c | Reports the number of cells you have | |
%d | Reports your last dying Position, it remembers your last dying position without a time limit (requires a loc file - look at %l) | |
%e | Reports number of enemies in your vicinity | |
%E | Reports number of Enemies in your vicinity when you last died it remembers the number of Enemies members for 5 sec. if time is up it reports your current count of team members (like %e) | |
%f | Reports the Location you are looking at, using this feature you can create messages like Attacking RA from GL. The location names and their locations are taken from the loc files so the result of this feature is mostly depending on your own created loc file ... just try it! | |
%g | Reports
the next respawning Powerups (15sec. bevor the Respawn
and 3sec. after) If no Powerup is Respawning or Powerup Report is blocked by fpd, it will report 'Powerup' |
|
%G | Reports like %g but adds the location of the powerups | |
%h | Reports your current Health | |
%i | Reports the last took Item | |
%I | Reports the last item that triggered the f_took alias! | |
%l | Reports your current Location. You will need a 'mapname.loc' file in the directory of the proxy. (needs a loc file - look at %l, use .mark to generate loc files!) | |
%L | Reports your last dying Position (for position lost messages ...), it remembers your last dying position for 5 sec. if time is up it reports your current location... (needs a loc file - look at %l) | |
%o | Reports number of Team members in your vicinity | |
%O | Reports number of Team members in your vicinity when you last died it remembers the number of Team members for 5 sec. if time is up it reports your current count of team members (like %o) | |
%p | Reports the Powerup you or your Team members have. When u dont have a Powerupor u havent seen a Team Member with an Powerup it will report 'Quad/Ring?' | |
%q | Reports the Powerup of the last seen Enemy/Enemies when no Enemy was seen having a Powerup it will report 'Powerup' | |
%r | Reports the Rockets you have | |
%s | Yeah this
is a real highlight! It will automatically Report the
current Position of all Team members which are using
[NF]Proxy. The positions will just displayed on your
screen, no other teammember will see it - very usefull in
Teamplay for further info on this message command have a look at the .intellicom command. |
|
%S | is like
%s but instead of the position of all teammates it
displays their armor/health/bestweapon (best weapon
depends on the weapon priority set by the player who
reports it) of all teammates in your vicinity! for further info on this message command have a look at the .intellicom command. |
|
%t | combines %x and %y to 'Item/Player at Place' | |
%T | combines %X and %Y to 'Item at Place' | |
%u | this
commands force a new textline in your chat message, the
proxy will print your name at the beginning of the new
line and prints the rest of the text, until it ends or
the next %u/%U is found. this way you are able to create easily messages going over up to 4 lines printed with one message! because its treated as one line there is no problem with the nasty flood protection check! |
|
%U | this message command works like %u but it don't print your name at the beginning of a new line! | |
%v | this will report the name of the player you are pointing at when you are not pointing at anyone it will report the nearest player to you if you are not pointing at anyone it will report the name of the nearest player (only teammate)!this funktion is disabled when pointing is disabled! | |
%w | Reports the current Weapon | |
%W | Reports the ammo of your current Weapon | |
%x | Reports
the Item you are pointing to or the nearest Objekt if
none is pointed! If Pointing is disabled on the server %x %y and %t are automatically switched to %X %Y %T Red/Yellow/Green Armor, Quad, Pent, Ring, 100H, Pack and Players! Players are reported with Powerups/Flags!!! have a look at .reportlevel for (player)pointing configuration! in deathmatchmode 1 it also reports weapons! |
|
%X | Reports
the nearest Item to you : Red/Yellow/Green Armor, Quad,
Pent, Ring, 100H, Pack in deathmatchmode 1 it also reports weapons! |
|
%y | like %x but reports the Place of the Item/Player. If no Item is found it reports your position! | |
%Y | like %X but reports the Place of the Item. If no Item is found it reports your position! | |
%z | reports
what you currently need! it checks your health, your armor, your best weapon (when its not available in the current map, the proxy checks for the next available best weapon). if you have your best weapon it checks how much ammo you have for it if its below the limit it will be reported! if you dont have your best weapon but its available in the current map it will report it! if you need more than 2 things, it will report All! if you dont need anything, it will report Nothing! you can control this messagecommand using .setneed |
Examples of Message Commands:
say_team %h/%a%A/%b | reports health/armorvalue+type/rockets to your team members |
say_team %d lost | reports last_dying_position lost example: RA lost |
say_team %l secured | reports actual_position secured example: RA secured |
say_team Team %p | reports Team actuel_powerup_of_team example: Team Quad/Ring |
say_team Get %T | reports Get Item at Place example: Get RA at RA/RL |
say_team %s | reports Reports the current positions of all [NF]Proxy using Team Members (they must have .intellicom enabled!) |
say_team Need %z | reports all you currently need : example: Need Armor/RL |
A.1 Aliases defined and used by [NF]Proxy
here is a list of all aliases used and called by [NF]Proxy:
alias f_team | "say_team Team %p" | //called from autoreport |
alias f_enemy | "say_team Enemy %q" | //called from autoreport |
alias f_death | "say_team Died at %d E:%E T:%O" | //called from deathtrigger |
alias f_respawn | "say_team Respawned at %l" | //called from respawntrigger |
alias f_took | "say_team Took %i at %l" | //called from tooktrigger |
if you want to use own aliases,
you can define them in the NFProxy.cfg file in your quake\id1
directory!
All Aliases will only be called in TeamPlay Modes > 0 and if a Teammember is in the game!!! so they only get called when needed!
A.2 f_queries supported by [NF]Proxy
if you type this in your console in messagemode 1 (normal chat) all connected [NF]Proxy will answere!
f_version | : | Version of the Proxy + Powerup Timer status |
f_lagreport | : | How much lag is produced by the Proxy |
With the servervariable fpd you will be able to prevent [NF]Proxy from using Features
2 | : block powerup timers |
4 | : block soundtrigger messages |
8 | : report changes in lag settings (.dcp) |
16 | : block lag settings (.dcp) |
32 | : silence %e reportings |
128 | : turn real pointing into nearest object pointing ... |
512 | : disable color forcing features |
1024 | : block intelligent reporting funktions |
Example: a fpd 1726 will block all functions!
Easy GameSpy Starter:
- | be sure
to use the ':' after your command line even when you
don't pass parameters to (gl)qwcl for example : NFProxy.exe -gqwcl.exe -bf:\quake -x -q : |
- | check that the gamespy.cfg and frontend.cfg in the quake/id1 dir are not writeprotected! |
- | don't use a batch file (expecially when using the -x commandline parameter!), you can write all parameters after the ':' or put them in the autoexec.cfg in your quake/id1 dir |
- | be sure
to add .exe after the -g switch parameter so the exefile
will be started and not a batch file with the same name! for example : -gqwcl.exe or -gglqwcl.exe |
GL Users:
- | if you get a black screen on connecting [NF]Proxy from glqwcl.exe be sure to use the -q commandline parameter! |
Linux Users:
- | if you
start [NF]Proxy using a telnet client and get a
segmentation fault use the commandline parameter -q (i
get this prob when i'm using the standart telnet from
windows...) i don't know why this happens, i'm using the standart curses lib! if anyone knows tell me please ... |
Powerup Timers/Clock:
- | if you can't see the poweruptimers or the clock try to position them using .sptl 14 0 32 this will set them to a 320*200 resolution position! |
- | if you can't see them using .sptl 14 0 32 check the scr_centertime setting, if it's set to 0 you can't see any centerprinted messages so set it to a value greater than 0, i prefer 3! |
TeamFortress:
- | if you
get kicked for changing your skin when changing the class
it's because the user infostring gets too long. this happens when all userinfo variables of the client together exceeds 64 bytes! this could happen for example if you set the TeamFortress serverinfo variables EXEC_CLASS and CLASSHELP !!! to avoid this you can let [NF]Proxy filter the w_switch and the b_switch variables with the command .filterswitches on i don't think they will be used in TeamFortress! |
Misc:
- | if you get the message "Outgoing message overflow" your config files are too big! you can avoid this by placing the command wait in the config files! if qw finds an wait command it sends the message packet and creates a new one with the following commands - so no overflow will hapen ... |
- | if you are jumping around disable the .fastrespawn feature, some mods put you in status dead even when you are not dead like TeamFortress when reloading a weapon, or Rocket Arena! |
I assume no responsibility for anything of any sort in any way, shape, or form, now, then, henceforeward, in this life (or the next several) for any screw-ups or even minor inconveniences this Proxy causes you, your family, your relatives, friends, ancestors, associates, employers, pets, neighbors, lovers, deities (major AND minor), nor any other person living, dead, or undead - that you have or will ever have any contact with in even the slightest form. This Proxy has been tested and tested ad infinitum, so it shouldn't mess with your computer or anything else remotely associated with it. But if it DOES, then too damn bad. Don't come cryin' to me. It must be something YOU did!
Copyright / Permissions / Contact
[NF]Proxy is Copyright 1998
Ralf Niebecker.
You MAY distribute [NF]Proxy, provided you include this file,
with no modifications, in the internet without charging money for
it.
If you wish to publish it you have to aks me first!
For contact write to:
Ralf Niebecker
Duemperstr. 16
44229 Dortmund
Germany
email: RALFN@ROCKETMAIL.COM
ICQ : 25115019
Quakeİ and QuakeWorldİ are registered trademarks of Id Software, Inc.