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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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hey mindcrime does glassman and skynet reply to u??? :) 
 
No . . . 
 
fuck! at least the could sent the .map files :( 
Argh! 
Try emailing to
glassman <bat> mistral dotty co dotty uk
and
glassman <butt> mistral d'oh net
too. I'm sure some of these is valid since he is hosted on his ISP. 
Dropping Items #2 
Okay, ijed. I enabled thrown/yielded items to monsters..

"items" flags
(DOUBLE BARREL SHOTGUN = 2
(NAILGUN = 4
(SUPER NAILGUN = 8
(GRENADE LAUNCHER = 16
(ROCKET LAUNCHER = 32
(LIGHTNING = 64
(SPROCKET = 128
(AUTO SHOTGUN = 256
(HEALTH = 65536
(SILVER KEY = 131072
(GOLD KEY = 262144
(BIO SUIT = 2097152
(QUAD DAMAGE = 4194304
(FLYING ARTIFACT = 8388608

You can also use the "armorvalue" field to have the monster drop armor... and the ammunition fields (ammo_shells, ammo_cells, etc) to drop boxes of ammo...

Not that you can do anything with this info at the moment.. but at least you know it'll be in there when Nehahra is re-released ;)

---

I'm not exactly sure how I'll go about the 'random placement' request without making the monster spawn functions a mess...

Might chew on that one for a while... 
Groovy 
>:)

I know it�s standard quake to have the vital gold keycard that unlocks half the base sat on a neon-lit metal plate - but - every time?

We can know have the monster_leaderguy drop the desired_item when killed. cheers!

With the random placement - don�t fret too much as I know you�d have to change or 90% of or completely redo spawning - I know quake1�s limitations in that department (Maelstrom�s main room with big locked gate - on getting the silver key the crucified zombies were killtargeted and eight normal zombies supposed to be spawned to replace them - dint work despite a 1001 attempts to work around it).

anyhow - I�ll try to think of some more mindwringers for you to puzzle over . . . 
That Didn't Work Because 
crucified zombies are turned into static entities, and thus cannot be removed after map start. 
... 
Although... that will work in the future... as I always thought crucified zombies should be gibbable... 
Cough, Yes It Did 
ahem - it worked as far as removing went. I did a bit of reading beforehand about static entities and yes, crucified�s count as such under all er, counts; but I still managed to remove them from the map with a killtarget - it was the spawning of 4 / 8 new normal that was the problem (even when I staggered the spawns as much as 2 seconds apart and under different trigger_relays)

Mindcrime - why not add an extra functionality (flag) for the crucified zombie? Basicly exactly the same as normal but also crucified - with the same vomit gibs ability as the vomitus. Kill em (non-gib) and they just hang there for a bit before reviving and starting to gob bile at you again.

BTW I liked the way temporarily dead zombies (and corpses for that matter) weren�t invincible in operation urth magik, but that�d probably be changing the fundamental game too much.

ah well, I�m workin on something at the moment so maybe I�ll post to the betas forum once I�ve got somethin concrete (ie. at least 1 map finishable) 
 
I didn't know OUM did that...

But that was the other thing I'm going to be doing with zombies too...

(in fact.. i think that part is mostly done already) 
Ijed 
If you are into QuakeC it only takes 4 lines of code to the zombie's qc(and I'm no coder of significance so the real coders would probably say "I'll do it in one!")

Let me know if you want the details. 
One Liner 
Funny really, I've just realised that you do only need one line of code. But four lines is more structured. Ho hum. 
No QuakeC Code Reqired 
You can do it from the Editor but the monster count is wrong. 
Mike 
I�m about to start messing with quakeC for some other stuff so maybe I�ll ask later for the zombie code (or how to do it etc.)

Also got an idea for a "construct" creature made out of multiple zombies . . .

I�m not 100% sure on gibbable corpse in OUM - I haven�t played it in quite a while but I seem to remember the evil deadisms with the chainsaw 
Mike 
ah go on then, can you send me your code for the zombies please - I�m doing a few different things at once but sod it, may as well learn now. My mail is louismanningatgmaildotcom

cheers. 
AguirRe ... 
I'm getting your emails, but my replies are getting kicked back. Delivery failures... 
Argh 
I've sent you an alternate address, please try that instead (don't reply to the email). 
It's Been A While. 
I thought this was as good of a place as any to mention that I'm still alive and -- for those interested -- that the work on the Nehahra rerelease with a new episode isn't dead. Technically. I've been left to do quite a bit that I don't normally, such as item/monster placement, and this has slowed me down considerably when I actually have the time to devote to it. No matter what, I'll be releasing *something* to the community, because I don't see the point of hanging onto all this work for too much longer. I don't expect that I will be opening a new website for Nehahra, so when the time comes, I may release it quietly on a free service such as the internet archive or anyone interested in hosting the files, you're more than welcome. This won't happen too soon, but I'm not going to let this drag out another full year from this date. I will use this thread or create a new Nehahra thread for news on that when I have it.

In other news, I've kept my real identity separate from Mindcrime/JTS for a long while, but I've since spilled the beans about my connection to it, on my blog:

http://jackkincaid9.wordpress.com

Given upcoming projects, such as a SF audio drama series under the production company name SLIPGATE NINE ENTERTAINMENT, the secret would be impossible to keep, not that it's any weighty secret. I just preferred to keep things compartmentalized.

You can find my present website at http://www.jack-kincaid.com but there's nothing Quake related there, obviously. My mindcrime|planetquake.com email is still functional, though you could also use mister.mindcrime{AT}yahoo.com

It's good to see that there is still a Quake community of sorts remaining.

That's all for the moment.

Cheers. 
Good To See This Update 
Though I think Nehahra is good enough as it is, it's even better to know there might be a new episode waiting to be played in (hopefully) near future. 
Cool 
Now, if only Glassman came back from the dead too, or at least released the sources of his WIP Nehahra episode... 
Need... 
...more pics of Scampie's kitten. 
:) 
Glad you still alive and still kicking!!!

Big hug mindy 
 
Thanks. 
Same 
Looking forward to the future release, and it seems you've overcome something by merging personalities, so to speak.

Good to hear from you again. 
Overcoming Something 
I would like to think I am. Time will tell the tale. If nothing else, it should make things more interesting. 
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