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.
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 1.88 patch 1 also supports nehahra
Here is a DOS Quake engine with Nehahra support
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.
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?
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
then made an autoexec.cfg with the only line:
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.
Shit Remember Glassman?
wish he'd released that pack he had shots of up.
I think mindcrime had another episode too
Nehahra Exe For Commercial Use ?
Hi, is it allowed to use Nehahra progs.dat for a commercial mod/game since quake engine does(gpl) ?