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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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Yes, More Support For That Gem ! 
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 ? 
 
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. 
 
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 
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...) 
 
You can switch strafing off. 
Yeah With The New AI Off 
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... 
 
Is there anything that the mod does that couldn't be redone to suit modern engines?

This is one example and I'm working from memory here so I could have some things wrong.

Skyboxes.

The modern standard is to add a "sky" field to the worldspawn entity.

The Nehahra standard is, IIRC, to stuffcmd a "loadsky" command when the player enters the map.

In fact Nehahra could be considered the king of stuffcmd. There's one case, I don't remember exactly what, where it stuffcmds the same setting every frame (in addition to all the other stuff it uses stuffcmd for).

This is an example of the kind of thing Baker means when he says "awkward ways of doing what we now do in other ways".

The point I'm making here is that bringing Nehahra up to modern standards is a little bit more than just a simple touch-up here and there. It's virtually a rewrite. 
On Spirit's Recommendation 
I tried the Requiem engine for nehahra and it works very well. 
Directq 
Directq 1.88 patch 1 also supports nehahra 
 
Here is a DOS Quake engine with Nehahra support

http://dk.toastednet.org/QDOS/ 
There's one case ... where it stuffcmds the same setting every frame

Yes - we all love Nehahra... but QS support is too hard, and i would kindof die before we inlined it.

Someone should update and host QuDos' (cross-platform) NehQuake (as an Darkplaces alternative) if it hasnt been done. Maybee i still have the source. 
Nehahra Autoshotgun 
Import Nehahra's autoshotgun into arcane dimensions 
 
I originally posted this question on the Quaddicted forums, but since no help seems to be forthcoming there, I thought I'd repost it here:

Hi all. Wondering if anyone could help me out in my second attempt to play Nehahra [using ReQuiem]. I played through about half of the first episode a while ago, but a hard drive crash erased my progress. It seemed like the start to a great campaign... except for the strafing AI which lots of people seem to complain about. I tried using the nomonsters 1 command, and ReQuiem seemed to accept it as valid in the console but it had no effect, either when I used it in-game or before loading the first map with the console. Everyone was still running around and strafing like an asshole. That's my job! Also didn't work when I put +nomonsters 1 in the command line, nor when I put quotation marks around "1". 
Did You Try Putting It In The Config Or An Autoexec? 
 
 
I didn't. Doesn't work when I put it in the config, having tried formatting it in various ways. What's the correct extension for an autoexec? 
.cfg 
 
Iirc 
there's no much difference between nomonsters 0/1
the monsters still wont behave like your vanilla Q monsters 
 
That's too bad. I thought the quaddicted description implied it would disable *all* ai changes. 
 
The monsters do still strafe, but there is still a noticeable effect. Maybe you are inputing the command wrong 
 
Grunts and enforcers will no longer strafe when setting nomonsters to 1. Read the source if you want.
You have to use an engine that supports it. 
 
I've been using reQuiem. I also know Fitzquake Mk V supports Nehahra, maybe I'll try that.

@Yhe1: I added a line to config.cfg like so
nomonsters "1"

then made an autoexec.cfg with the only line:
nomonsters "1"
and left it in the mod folder.

Assuming I'm not inputting it wrong, I could just not be noticing the difference.

Although, to be honest, whether it's working or not--I'm already back to where I was the last time I played Nehahra and it's not that bad. It's probably a combination of knowing what to expect and being better at Quake now, but I don't mind so much. It would be nice to know if I'm doing something wrong, though. 
 
Have you tried this syntax: "nomonsters" "1" in your config/autoexec? 
 
The engine accepts the command. It just doesn't make Nehahra a whole lot less annoying. I highly doubt redundant quotation marks are gonna fix that. 
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