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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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Scumbags 
I guess nobody has a preference...

Go figure. You're map people, not cutscene people :P 
:) 
I know.. I'm expecting a response in one day on a weekend.

WHAT is wrong with meee???

(I WANT MY INSTANT GRATIFICATION! I WANTITIWANTITIWANTITIWANTIT...)

Blegh... 
INSTANT GRATIFICATION 
I�d say don�t worry about others to download some extra data, we�re talking about Quake�s finest here :) so they should deal with it.

It would be nice though if the install /play of the movie/mod would be easier, I remember it was quite confusing being a n00b and all.(no fiddling with dummy paks please)

Keep up the good work Mindcrime ! 
As I Said On IRC 
Just have a total re-release and don't bother with adding the new content on top of the old .pak files. Just start over. 
 
the major thing i�m especting in this re-release! is the episodes all glue :)i pray for that!!! :) 
 
matte 
так, что за х 
I say there were not enough cutscenes and not enough story in neh

but why so much effort on the old
everyone wants NEW 
Not Enough Story 
LoL 
My 2 Cents Worth 
to be blatantly honest, i personally have absolutely no interest in cut-scenes whatsoever in any game, ever. 
 
agree with underworldfan is like going to a sex show and dont fuck the girl :) we want blood!!! new monster�s and many wepons to use... :) as nehahra have! 
Most Disturbing Post Ever 
 
. . . 
Ohhhhhh-kay

underworldfan: you're not alone.

Even I don't dig cutscenes any more.

(The fact that I feel stuck with them in Nehahra makes me feel victimized by a former self... heh :| ) 
 
(Why else would I want to separate and compartmentalize?) 
 
well, dont u want any story at all? 
 
story is nice but to much get bored fast...

sorry czg i was very violent :! 
Suggestions 
sorry I haven�t read the whole thread but im a late starter. good examples of extra stuff to add to nehahra would be Lazarus for Q2 which I used for quite a while. one of the more useful features would be the hub system mentioned earlier but also maybe footstep sounds - in Lazarus mad dog did it by associating textures with custom footstep sounds, but I�m no programmer and have no idea if this is possible in Quake I.

anyhoo - the custom_monster EXCELLENT!

>anticipating the next release< 
Forgot 
and the other feature that would be really nice is random entity placement; a trigger is assigned to a series of hint_paths and at level start selects its targets and randomly places them on the hint_paths - semi-randomised monsters (or keys? or custom_items?) for replay! 
Suggestions 
Footsteps: I wrote a footstep code for use with Obscurus, but never for Nehahra. I don't know that anyone would want that as Nehahra attempts to remain Quakey, even despite the new stuff and the AI changes justified by the plot.

There is no means of identifying what texture is on a surface except in select custom engines (I'm assuming someone has done it)

Custom_monster: the downside is it requires a knowledge of the monster MDL in use, the frame numbers for each sequence, the frames certain things happen (like a jump happens or the launch of a missile).

Random Entity Placement: very doable. 
 
randomised monsters - bullshit 
Footsteps: Please No! 
I hate footsteps! They never sound realistic but ridiculous most of the time. 
Random Placement 
I don't see any harm in adding the functionality for it. Though if the randomization is radical and widespread in terms of monsters and ammo, it might be difficult to ensure game balance in every instance. You would certainly have to be careful using it. 
Claro 
teh randomisation thing (when I used it b4) was completely down to the mapper how far you went with it, the more _path�s you had the more random it would be. I would set a single randomisation entity for each grouping of monsters in a single room (with its own specific set of hint_paths) so everytime you replay you know what to expect in each room but not which direction it will come from.

An example would be going into a room one time and a shambler leaping out from behind a pillar on the left but the next time it�s over in the far corner on the right (or wherever else the hint_paths are set).

Course, it�s expecting alot for mappers to do this but it was a cool feature exspecially for playtesting because (what with sometimes 30 different semi-random groupings) it would always be the same level with the same ambushes etc. but just slightly different.

fair enough on the footsteps - just remembering the pretty decent ones in DarkPlaces. 
Yep, Another One 
how about the ability for a killed monster to drop other items as well as the backpack? eg. keys, weapons or custom_items? I know this could have problems with the item falling into lava etc. but this (again) would be the mapper�s problem.

Just remembering an unfinished map I started for Q2 where there was a chapel to the war god, if you collected the head of your fallen enemies (key_commander_head�s) and laid them on the altar then you were rewarded with a quad . . . heheh 
Dropping Items 
Quite simple actually. Crucial items being dropped in an irretrieval place is certainly a concern though. Again, this is another thing the mapper will have to use carefully indeed (especially if acquiring the item is necessary to advance in the map).


Anyway, yes, I could add it painlessly (for the most part). The capability is already there for other things (i.e. func_explodables yielding items). 
Updated Webpage 
I have updated the Nehahra website. Adding Louis Manning's new map pak to the Addons page, a new entry on the news and revamp pages.. and also something special to the Other page (for the curious Seal-of-Nehahra/nehahra-cutscene lovers).

Cheers 
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