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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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Perhaps it is best that you just wait and see when it comes to that. As we've been discussing (arguing?) the theoretical instead of the tangible. then what is the point of this thread? o.0 i thought we were here to discuss things about neh such as gameplay implementation before they get finalised and become tangible, thus, unchangeable...

Truce, necros. hehe, i didn't know we were shooting! :D
i'm not using enough smileys, i think! ^_^ 
Keep Trying Mindcrime... 
... you'll beat them in the end I'm sure. 
No-one's Being Beaten 
except the poor dead horse. Give it a rest. 
 
hey mind did glassman and skynet respond? 
Flame Bait 
Trinca: I guess Skynet didn't finish, but someone said they might get ahold of the work he started.

Kell: That horse has been pounded to dust at this point.

Necros: I have looked at the entirety of this thread and every posting by you and I have discovered that every post you make has one thing in common.

It is you being contrary.

I believe it is you being contrary for the sake of being contrary. I do not think there is one aspect of Nehahra that you have *not* attacked under the thin disguise of feedback for reasons known only to yourself. You only make concessions in sips so as to project the illusion of being even-handed. Nehahra's too popular and hence must be attacked? I'm a threat to you in some way? Nehahra is? So what's your angle? No, nevermind. Let's not go back and forth and again. :)

Let's just solve this right now and get it out of the way so we can all move on.

Okay?

Ready?

Here it comes:

My penis is bigger than yours.

-

Don't we all feel better now? 
 
I forgot to append a smiley: 
Wtf 
o.0 
O_o 
:D 
^_^ 
It was a tension breaker.

Falling damage: My final word on it. The normal Quake falling damage will be restored. The 'realistic' falling damage goes bye-bye. :> 
Actually... 
Fugger. I will not say anything in absolutes and commit to anything. Tides of War has a lot of heights involved.

In the end, we'll see if it stays or goes. But I thank all who gave input on it. 
Skynet 
He has said a while back that i could have the old map files, since he didn't want to work on them anymore. I think that was three years ago.
I didn't take him up on the offer, although now i have no idea why i didn't.

I emailed him back recently to see if i could get a hold of them, but he's hasn't replied back yet. I think there was a long wait the first time as well, so i'm not concerned or anything. 
Ahem... 
... I was talking about the cigarettes! 
 
donnie you're out of your element! 
 
I was talking about the cigarettes!

Ah I see. Yeah, they're harder to beat than any dead horse :( 
Cigarettes 
Guhhhhh...

Sometimes I wonder. After you've quit and relapsed so many times, reinforcing the habit somewhere in the idiot primal brain, you are often left clueless how to approach it. It's a clever monster you can seldom trick the same way twice. It rewires. It remembers. It schemes. It's evile. :| 
Mindcrime 
"Quitting smoking is the easiest thing in the world, I've done it dozens of times..."

I am 22 now, smoking since the age of 13 :( 
Oof 
You know.. the best advice anyone ever gave me on that was the simplest... it was in fact the same advice I give to people who say they want to write but aren't sure how to approach it.

The only way to do it, is to do it.

But it's so easier said than done, isn't it? Heh. I'm an admittedly unstable guy when I'm smoking. You can guess what I'm like when I'm not.

People around me generally don't want to be in the same time zone. On a day by day basis, people who know me can gauge by my level of crabbiness and 'sensitivity' whether I've been flirting with quitting again.

I'll tell you that I've quit for days, weeks, and once last year.. for two months. :|

I have a lot of experience at quitting...

yet it seems I'm no good at it. HEH. 
Ddd 
less talk about smoking and more action! 
Falling Damage 
I think I saw a Shambler get killed by lava in Nehahra. I take it all the monsters took environmental damage, except drowning damage. Is this correct?

Did they take appropriate falling damage ;) 
Another Question 
When you shoot at other players in Quake, they can get knocked in the air + such.

It'd be cool to see monsters have to suffer the same ;) Plus realistic falling damage.

Shoot a Hell Knight with a rocket, he falls off the cliff, and it's a big fall and dies.

I liked the idea of realistic falling damage in Nehahra. But playing it, taking a big fall on accident pretty much meant loading a Save Game because health and ammo boxes weren't common enough to rebound from that.

I think realistic falling damage would be readily accepted if the only person subject to it wasn't just the player.

Haha. It would sure be great for fiends and hell knights to get knocked around by splash damage and get realistic falling damage too ;) 
Hiatus 
As mentioned on the Neh page, I'm going to M.I.A. for a while. I'm making a big move across the country (not that I want to, *ahem*). I'll be out of contact during the transition and not sure what the internet situation will be once I get there (i.e. how soon I'll have it). So if you email me and I don't get back to you any time this century, you know why.

At any rate, I'll be gone for a little while, but the only hiatus is on my side (in theory :>)... the map side will continue on as time permits. Unless I am eaten by a Florida alligator, Nehahra is still very much on.

This was one particular curveball of life I didn't expect. C'est la vie.

Till then: happy fragging and check out Quoth and Kell's and Necros's separate releases for it if you haven't already. Good stuff.

Cheers. 
 
have a nice trip and return safe to the comunity :)

cheers

Trinca 
Watch Those Hurricanes 
 
Input Desired! 
For those of you who don't know... yes, I've been back. And I have yet to be eaten by an alligator...

I'm inviting any interested parties to offer their input on a particularly knotty decision. This concerns not the game, but the demos.. The Seal of Nehahra, and the other .dem packages.

A Yay or Nay would be appreciated on what I'm contemplating doing, which follows:

A) SEAL OF NEHAHRA

I can't begin to tell you how many headaches the whole pak0.pak/pak0.zip matter has caused from the beginning. I thought it had been a simple thing. If you have the game and you're installing the movie afterwards.. you must unzip the pak0.zip file from the movie and overwrite the dummy/empty pak0.pak file with the game. Unfortunately, this has been a complicated thing for some people (probably because they are adverse to reading READMEs and webpages...)

My new plan is for the re-release of Seal of Nehahra to occupy its own separate directory. quake/the_seal... Run from the Nehahra engine or whatever other engine. So in order to watch Seal of Nehahra.. you'd do the following:

engine.exe -game the_seal

(engine.exe being nehahra.exe, nehexe.exe, nehquake.exe, darkplaces.exe, dpnehahra.exe, whatever)...

Giving the movie its own directory seems to be tidy. Bengt brought up the problem that if you tried to play the Nehahra game from the_seal directory.. it would prioritize the game data from the_seal instead of what's in the nehahra directory. But I could easily make sure the game uses different file names and/or Seal of Nehahra has all up to date models.

Though I could just as easily include a dummy progs.dat that does nothing.. and you'd have to exit and load nehahra normally to play nehahra.

B) MINI-MOVIES

As many of you know, there were 3 long demos between nehstart and neh1m1 before. A fair portion of data came with the game to be used by it (which makes the anti-cutscene crowd cranky as they have to download extra Mb for cutscenes that they aren't going to watch).

However, I've been wanting to compartmentalize this too.

What I would like to do is have another directory, which will contain a progs.dat quakec based menu for loading demos (as was common for Quake movies of the past). Don't know the directory name yet.

But this way.. the die-hards who want the long version still can still have the Seal of Nehahra-esque scenes.

In this directory, will be where Nehahra-related mini-movies are installed.. (or I could make each 'vignette' its own separate folder, own entity, but perhaps not eh?)

This regards THE FALL OF FORGE (the 3 demos in the original game preceding neh1m1)... A shorter mini-movie that takes place between Episode 2 and 3 chronologically)... and of course... the new movie that presents the story for Episode 4.. (we'll get to that in a minute)


C) If we go with B...

I will still do some teeny to-the-point cutscenes to be included with the game (where those 3 big dems went, between ep2 and ep3, and ep4 and ep4)... 30 secs a piece tops.. very to the point stuff. So a player who doesn't watch the scenes knows what the mission/objective/situation is.

However I will keep the between level demos of course in Episode 1 and Episode 2...

The finale mini-movie(s) will come with the game only, of course.

D) There will be a semi-substantial movie release with the full nehahra (episode 4). Which is part of the reason why the desire to compartmentalize was augmented...

If we do go with separating the 'machinima' from the game...

Then I intend to release the new Quake/Nehahra movie prior to the full release...

(sounds familiar doesn't it? It's like the Seal of Nehahra all over again... except.. ahem.. this one won't be 4 hours...)

[[jesus christ.. we can hope it won't be 4 hours...]]

Okay, any thoughts from those interested in having their say.. is welcome...

The alternative of course is to stay to the original form... and have EVERYTHING in the same directory... and keep the long cutscene sequences in the game. 
Ahem 
Though.. DO keep in mind... cutscenes don't have to be watched. Typing CUTSCENE 0 from the console.. or going to the menu options in the engine.. there is now a toggle for the cutscene cvar in there too for convenience..

Okay.. Let's hear it.

*hears crickets*

:/ 
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