#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...
#417 posted by mh on 2016/05/07 23:44:10
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
#418 posted by nitin on 2016/05/08 04:23:06
I tried the Requiem engine for nehahra and it works very well.
Directq
#419 posted by yhe1 on 2016/05/09 04:36:06
Directq 1.88 patch 1 also supports nehahra
#420 posted by Baker on 2016/05/09 05:57:21
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
#423 posted by yhe1 on 2016/05/21 05:12:43
Import Nehahra's autoshotgun into arcane dimensions
#424 posted by lpowell on 2016/09/21 22:30:03
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?
#425 posted by Mugwump on 2016/09/21 22:42:35
#426 posted by lpowell on 2016/09/21 23:03:14
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
#427 posted by Mugwump on 2016/09/21 23:11:20
Iirc
#428 posted by spy on 2016/09/22 03:04:27
there's no much difference between nomonsters 0/1
the monsters still wont behave like your vanilla Q monsters
#429 posted by lpowell on 2016/09/22 04:54:48
That's too bad. I thought the quaddicted description implied it would disable *all* ai changes.
#430 posted by Yhe1 on 2016/09/22 07:12:43
The monsters do still strafe, but there is still a noticeable effect. Maybe you are inputing the command wrong
#431 posted by Henry on 2016/09/22 07:29:20
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.
#432 posted by lpowell on 2016/09/22 09:05:20
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.
#433 posted by Mugwump on 2016/09/22 16:54:27
Have you tried this syntax: "nomonsters" "1" in your config/autoexec?
#434 posted by dwere on 2016/09/22 17:18:19
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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