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Nehahra
I've found that adding to the Obscurus thread for Nehahra related stuff is moderately depressing, so with some substantial Nehahra releases in the future, I thought it best to give it its own thread.

This is the place to voice any comments or suggestions on Nehahra, as it is being revamped and the final official episode of the main Nehahra/Quake storyline is in development.

Progress in that department can always be found at:

http://www.planetquake.com/nehahra/revamp.html

It would be especially helpful to mention any bugs noticed when trying to play and/or map for Nehahra. Chances are I'm aware of it and have rectified it or intend to do so.

Suggestions for new features are welcome, even though there's already a truckload of those in the game (not to mention a lot of cleaning up -- where possible -- of wonky setups to certain features). Maybe I'll share some that I didn't share on the revamp page on here in the future. For the most part, once the release happens including the Devkit2.txt, a mapper with the intention of making a Nehahra map will have such a broad range of freedom and options that it might well result in them being committed to a local sanitarium.

Speaking of that, if anyone is working on a Nehahra map or episode that I don't know about. Clue me in. You can count on my interest. I know of several already.

The ones that I do not know the current status of are:

http://www.donut.prima.de/skyneh/skyneh.html

(what happened to this?)

and

http://www.glassman.mistral.co.uk/gmsp2pics/gmsp2pics.htm

(Glassman needs to answer his emails!)

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haha thanks, that was good ;) 
Nehahra Projects 
been away for some time but i built a nehahra map once. Are any of the new quake engines capable of running higher poly monsters yet? with more animations?
id certainly load up worldcraft again if such was possible. 
Edict Zero Season 2 Is On! 
iART: Darkplaces, possibly DirectQ/RMQ, maybe more 
 
How's the dev kit coming along? 
FFS 
This is like the tenth time I see a new post in this thread and get all excited, only to find another Yhe1 one-liner post.

Learn to fucking email. 
OTP 
 
same otp :( 
 
i dl'd the son movie from over here:

http://www.archive.org/details/The_Seal_Of_Nehahra

i dragged the id1 folder and the quakespasm engine into the same root directory that holds the nehahra folder with all the .dem files and the pak0 file.

i tried the command line:

-game the_seal

it just goes to original quake. 
Peter 
that doesn't sound right! you don't need to do anything with id1. the nehahra folder should be next to id1 in the quake directory, along with the engine. then you just run it with -game nehahra

you might need a different engine though, i'm not sure QS supports it. nehquakebjp would probably be the safe option 
 
nah, i have a mac, so that won't work. i was told that nenahra is quite 'difficult' with both dp and qs, but i tried both, and dp seems to get it it going ok, from the brief look i gave it.

itried typing game nehahra in the console after execing with dp, but the console says unknown command "game".
and i need the id1, as it refuses to exec otherwise. 
Actually 
i've just re-read your post a bit slower and realised your folder structure seems ok :)

might just be a case of wrong engine. with aguirre's you shouldn't even need a command line (providing the mod folder is called nehahra and not the_seal or anything else) 
Crosspost 
 
Re; #344 
in darkplaces the command is called "gamedir" instead of "game" 
Aha, I See.. 
i've never used dp apart from running dp quake of retro blaster.

user maps i run in qs.

the video seems to be running fine. i had to 'disconnect', as is it said about not being able to change gamedir while server is still running.." 'n' all that jazz! 
 
Nehahra support could be added to QuakeSpasm but it involves a fair deal of messing around, and there are some parts of it that diverge a bit from the way QS does things so 2 codepaths would be needed there.

It's one of those mods that breaks away a little too much from standard Quake behaviour and as such is probably best served by it's own custom engine (it's engine changes also date from a time before certain things were well understood, so they're a little on the quirky and unique side). Even DP has been quietly dropping Nehahra support for a while now. 
 
Is it possible for Quakespasm to copy what Aguirre did? 
MH Is Saying The Engine Modifications 
required are a bit tacky by modern standards. Would be better for someone to step forward and remaster Nehahra just a little to bring it in line with modern standards than to implement the undesirable engine modifications.

Like web page broke in modern web browser, go fix HTML on web page. 
The Engine Modifications... 
Are not huge or difficult in themselves; it's just going through all the code and finding the "if (nehahra)" bits and that will get you a mostly working implementation.

You'll break every other mod on the planet by doing that however as Nehahra uses an incompatible protocol but doesn't change the protocol version number.

There are also some subtle differences in how it handles fog and entity alpha that are fiddly to work over.

You need to figure out how to handle fullbrights (Nehahra assumes that you don't have fullbrights in your engine) and other core Quake features that were present in software Quake but dropped by GLQuake. That goes strongly against the ethos of FitzQuake (which is QuakeSpasm's direct ancestor).

Other GLQuake bugs are relied on (e.g. sending a 0x0 dimension texture not crashing the engine) and if an engine fixes these bugs then you'll have to go put them back in.

A lot of stuff handled by QC that would have been better put in the engine - like restoring some cvar states on game load that were modified by stuffcmd.

There's a boatload of cvars it uses for controlling demos that can be easily added but ideally should be removed from autocomplete lists if Nehahra isn't running.

None of it is impossible to resolve, I've done it myself, and felt dirty afterwards. The question is: is it worth resolving? This stuff is firmly in the 2000/2001 era of thinking and doesn't have much place in a modern source port. 
QuDoS 
I use QuDoS' Linux port of NehQuake.
Is it still online anywhere ? I found this link
http://www.bfeared.com/library/quake/archive/quakedev/qudos , but no NehQuake. 
Gl Upload8 Too Big Running Nehahra.exe 
i've been trawling around but can't find a solution.
it seems to be a skins/models resolution issue.

is there a fix for this? 
..but Then Again.. 
apparently nehexe.exe is the updated version of nehahra.exe, so maybe i'll continue with that.. 
 
my normal 1920 1080 setting look really bad when i set them in the quake injector command line box, not sure why.

-width 1920 -height 1080 -bpp 32

another problem is the fact that my mouse look config settings are being ignored. even though i have checked them, and they seem fine. mouse 3, i just don't know.

i've tried removing certain files, running it, putting them back, repeat process. y'know, the usual desperate troubleshooting of a non-lazy but novice game player.
but still, nothing.

i've tried quakespasm, i've tried dark places, all on my mac.
i've now got a pc and i was told that the nehahra engine is the best to run this mod, but..these 'buggy' things that are going on.. 
Is This Still On Mac? 
Otherwise try BJP's Nehahra port: http://user.tninet.se/~xir870k/nehquakebjp.zip (inconveniently called glquake.exe, I recommend renaming it). Has a few bug fixes and clean-ups.

As for the mouse settings, did you try putting the corresponding binds in an autoexec.cfg? Do these old engines even support more than two mouse buttons? 
Nah, Didn't Work 
bind "MOUSE3" "+mlook" in the autuoexec didn't work at all.

i tried the bjp engine, but that was more-or-less the same.
no mouse look, and the screen was nearly pitch black, for some reason. i could hardly see!

why is it doing that?

the in-game options menu displays forward slash and mouse3 for mouse look. the forward slash key works, but..

it actually seemed to work better running it with dp on my mac. no fogenable, but, at least it worked 
 
the darkness problem was solved when i entered width/height/bpp info into the quake injector command line box.

if i delete the old config file, then drop in a new one, then run the game, mouse look is working fine.
quit out, run it again, it defaults back again.

could there be an autoexec inside one of the pak files overriding my settings?
if so, that's a bit shit, really.

it's annoying, but i could persevere with it. a solution would be nice, though. 
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