#392 posted by mh on 2012/06/22 22:31:31
Just tested this with a vanilla Fitz 0.85 build.
DarkPlaces by default adds an extra block at the end - and only at the end - of the save file. You'll be able to identify it because it begins with something like this:
/*
// DarkPlaces extended savegame
sv.lightstyles 0 m
sv.lightstyles 1 mmnmmommommnonmmonqnmmo
sv.lightstyles 2 abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba
So, if all that you've done is remove the "/*" and/or "*/" part(s), you can easily locate the rest of the stuff and remove it too.
Like I said, this is at the very end of the file, so find the "DarkPlaces extended savegame" part, and remove that line and all lines following it.
It also manages to contrive to use UNIX line-endings even on a Windows box, but that doesn't seem to cause any further problems. Once the main offending chunk is removed, the save game works.
Interesting...
#393 posted by metlslime on 2012/06/22 22:57:13
it's commented out presumably to hide it from other engines' parsers, but only darkplaces can correctly parse multi-line comments?
#394 posted by mh on 2012/06/22 23:02:30
I'd assume that some others can too - FTE would be one obvious example, and I know I added it to DirectQ (because of this specific issue happening to me a coupla years back) but haven't tested it in ages - but otherwise, yeah. Nasty stuff.
Still Works
#395 posted by mh on 2012/06/22 23:16:13
Cheers Guys!
So What Engine Options Are There Available To Play This
#397 posted by nitin on 2013/03/30 02:06:26
the nehahra engine runs like a bit of a dog on my new system for some reason (choppy/jerky)
#398 posted by necros on 2013/03/30 02:14:02
I know aguirre's engine supports this. DP as well maybe?
Yes DP Supports It
#399 posted by Kingold on 2013/03/30 09:35:35
Actually the first time I saw DP was in the form of DPnehahra coming bunddled with nehahra. It was way back then, almost 10 or 12 years ago. How time flies ...
@Nitin
#400 posted by Baker on 2013/04/02 04:18:33
You've likely discovered the multi-core clock bug. Jerky, jerky fast, slow ...
It affects: all of Aguirre's engines, Fitz 0.85, many older engines. But not DarkPlaces, JoeQuake, DirectQ, Mark V or Quakespasm.
You might consider using JoeQuake for Nehahra,
Hmm
#401 posted by nitin on 2013/04/02 08:35:11
I dont get similar behaviour using fitz 0.85 for regular quake though?
Nehahra Exe Source Download Problem. Download Link Request.
#402 posted by AlexQuaker on 2014/02/26 06:04:28
Hello, everybody. And again, it's a dead fileplanet link: www.fileplanet.com/dl.aspx?/nehahra/nehsrc254.zip
Btw, i could not compile nehQCsrc.zip because reacc compiler give me runtime error 200 at 0002:0095 even on windows 98 SE virtual machine and even when the qc files are in another folder or deleted.
#403 posted by Spirit on 2014/02/26 09:50:35
https://www.quaddicted.com/files/engines/nehsrc254.zip
What is your goal anyways? Maybe people can recommend easier way to achieve than poking around in evil old code.
To Spirit. Increasing Carrying Capacity.
#404 posted by AlexQuaker on 2014/02/26 14:04:21
Hello, Spirit.
I want to increase my max health, max armor and ammo carrying capacity. I was very unsatisfied that I can carry only 100 points of health, 200 points of armor, 100 cells and 200 nails in Nehahra. In single player - there is nobody to leave ammo, health packs and armor for (on the levels)...
I know that these parameters (in original quake) are stored in .qc files named client.qc and items.qc. Darkplaces engine can display up to 9999 of ammo (of each type) and up to 1099 points of health and armor, and I'm gonna use these HUD maximums as my ammo, armor and health maximums. :)
For example in nehahra code in items.qc in function armor_touch (don't trash old armor):
Was: other.armorvalue = value;
Going to change to: other.armorvalue = other.armorvalue + value;
And delete or comment out this line:
if (other.armortype * other.armorvalue >= type * value)
{
exit;
}
In function ammo_touch and bound_other_ammo i'm going to replace values 200, 200, 100, 100, for example, to 9000.
In function PutClientInServer in client.qc
change self.max_health to 1099.
Aslo in function SetChangeParms
should be: if (self.health > 100 /*(not 250 but 1099)*/ {
self.health = 1099;
}
change in function T_Heal:
if (e.classname == "player" && e.health > 250 /*(not 250 but 1099)*/)
{
e.health = 1099;
}
And the last, function health_touch
change lines
if (other.health >= 250 /*(not 250 but 1099)*/) {
exit;
}
If they can, I will be very grateful to them. :)
Yes, it's a bit cheater thing but I really need it. :)
The more unreal the Quake is (including unreal carrying capacity), the more I like it. :)
Cheers, Alex.
#405 posted by necros on 2014/02/27 00:49:19
for ammo caps, check this function in items.qc:
void() bound_other_ammo =
{
if (other.ammo_shells > 100)
other.ammo_shells = 100;
if (other.ammo_nails > 200)
other.ammo_nails = 200;
if (other.ammo_rockets > 100)
other.ammo_rockets = 100;
if (other.ammo_cells > 100)
other.ammo_cells = 100;
};
Problem About Carrying Capacity, Max Health In Nehahra Is Solved.
#406 posted by AlexQuaker on 2014/03/12 13:45:44
Necros, don't forget that we are talking about Nehahra qc. You also should increase the values in function ammo_touch in items.qc otherwise the function will return nothing and ammo will not be picked up.
Properly, the topic is here:
http://quakeone.com/forums/quake-help/servers-coding/10530-qc-what-do-i-need-run-reacc-without-crashes.html
#407 posted by necros on 2014/03/12 18:06:58
oh sorry, i didn't even know it was written in pascal.
Rtlights For Nehahra
#408 posted by jakub on 2016/01/28 08:53:56
hi there, sorry for ressurecting this old thread. i made rtlights for the whole nehahra + some other small graphics tweaks. darkplaces isn't very popular around here, but maybe it will be interesting for somebody who would like to give nehahra another go.
more info, screens & download at the bottom of the first post here: http://quakeone.com/forums/quake-mod-releases/finished-works/11833-jakubs-rt-lights-experiment.html
take care
jakub
Super Necrobump
I was wondering if anyone would consider picking up the torch for Nehahra?
It would be super, super cool if the mod got a bit of spit and polish to make it fully compatible with modern standard engines.
The mod deserves more love and should be more easily accessible in all its glory for players new to Quake. It would also be a lovely 20th birthday present. ;)
Yes, More Support For That Gem !
#410 posted by Barnak on 2016/05/06 22:49:25
I was never able to play Nehara with QuakeSpasm on a Mac. I did "played" its maps but without the mod features, so most of the maps are "broken".
I never understood why Nehara can't be played with QS. Any info on this ?
#411 posted by Kinn on 2016/05/06 23:44:53
I have no idea what changes were made in the nehahra engine, but I'm guessing no-one wanted to have to maintain all that nehahra-specific stuff in QS just for that one person who wants to play it that one time.
#412 posted by Baker on 2016/05/07 00:00:24
Proper Nehahra requires a lot of engine modifications, extra built-in QuakeC functions, some minor physics changes, a couple of barely new particles that are hardcoded, awkward ways of doing what we now do in other ways, and if you intent to do it right, extra cvars and commands and other little things to support the demo playback. Plus some other things that are too technical and boring to describe.
To Sum It Up
#413 posted by mfx on 2016/05/07 02:52:02
its awkward and boring, right?
My memories of playing nehara are faint, and yeah...
I don't have a problem with not being able to play it. (Strafe jumping monsters in quake, wtf lol..?)
I'd put 50� in the bucket for a proper support by june nevertheless. (Lets revive the bounties.. or sth...)
#414 posted by skacky on 2016/05/07 03:12:10
You can switch strafing off.
Yeah With The New AI Off
#415 posted by nitin on 2016/05/07 03:37:33
it's much more enjoyable IMHO. And the maps still rock.
I was thinking of the mod itself being made a little more compatible. That way it would be one job done once and then everyone could play Nehahra more easily.
Is there anything that the mod does that couldn't be redone to suit modern engines?
PS: I'd also be up for chucking some money towards a bounty...
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