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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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Plan: 
monster_shambler DIMENSIONAL = TRUE 
And Yeah 
Another cutscene would be great.

How much work went into them - 'a lot' yeah, but for say ten minutes of cutscene how long were you scripting, more or less? 
SEAL OF NEHAHRA DIRECTOR'S CUT 
 
 
ijed: I can only speculate how many hours... days... went into it. I imagine it must have taken some time. I moved away from recording demos as I did in 2000 with SON, and moved to scripting in code just about everything, including camera angels, leaving only one or two little things for manual operation. When I enter the map it takes place in and hit a bound impulse, the entire thing plays out from start to finish. I was frankly amazed how much I had finished of it. I only thought I *started* it.

negke: Oh there would be a lot cut... 
 
I meant camera "angles", not "angels", of course.

There are no camera angels in Quake cutscenery 8-X 
 
To put this into practice, you could even set up a monster whose patrol route required them to walk through a teleport. You'd probably want to have the player able to observe the whole route without waking the monster and see both ends of the teleporter at once. Maybe that's too much effort to go to for a patrol route though, since people rarely watch them for that long.

There is a little sequence in one of the QDQ speedrun demos where a lot of monsters walk into teleports. I forget which one it is though. 
Hah 
There are no camera angels in Quake cutscenery 8-X

Only gremlins. 
Gb 
the intro to Quake done 100% Quick lite 2
http://www.celephais.net/board/view_thread.php?id=47114 
Speedruns And Teleports 
I also remember a 100% speedrun on e3m3 which used teleporting monsters creatively. Since you don't get any weapon or powerup which lets you kill zombies, the previous records did not count them towards 100% kills.

The new trick actually made the run much slower, but killed them, by luring the otherwise invulnerable zombies through the teleporter, where they would be telefragged by the player who spent the level blocking the plate. It wasn't the most exciting thing to watch, but it certainly was clever. 
Nehahra Addon Maps 
I would appreciate anyone aware of Nehahra addon maps that I may not be aware of to mention them in this thread. I want to be sure with various code changes that I don't break the functionality of anyone's maps for the final version.

As it stands, I've dropped a new cutscene code into Nehahra (pillaging the remnants of Obscurus once again), but I have kept the original in there too (again: so as not to break maps others have made). 
Nehahra Maps I Remember.. 
permutations of the rotten by kona
'in vein' (forget the mapper name.. ian something)

both in here: http://www.quaddicted.com/webarchive/teamshambler.planetquake.gamespy.com/revname2.html 
Ian Bruce 
I'm Sorry, What? 
I had no idea - downloading. 
Also 
does anyone know what ever happened to glassman? 
 
I do have Invein, Permutations, and Maelstrom on my drive. I just wanted to be sure that I had any others (previously released others). 
 
On the note of Episode 4, I know there will be 4 big maps (most of which are populated now). I consider including a fifth "showdown" map, but the end of neh4m4 is probably sufficiently climactic on its own to serve as a good ending. 
That 
Sounds great. 
 
For heaven's sake, how do I disable that annoying monster behaviour again? I tried +nomonsters 1,2,3,4 with no luck. 
Spirit 
nomonsters 1 in my autoexec.cfg file. 
Mine Too,.. 
although truth be told i never noticed much of a difference with it 
Well I Think 
somewhere along the way the nehahra AI was tweaked down anyway so its not as big a difference now then when it was first released (when the AI wasnt tweaked down).

Or I could be totally making that up, cant remember. 
 
Uh, you would notice ice-skating and crosshair-evading fucktart enemies. 
 
I put it into nehahra/autoexec.cfg and they still strafe. 
Well.. 
i first played it only a month or so after release i think, can't remember. it was before the first nomonsters patch anyway and i never noticed the subsequent difference back then 
Spirit 
yeah but I think it should be slower strafing compared to normal. Try putting it to 0 and see if there's a difference. AFAIK, it didnt revert behaviour back to normal quake behaviour. 
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