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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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Mindcrimef: 
good job! now you will get 100x more spam 
 
Like I don't already? run a search on my email.. It's all over the furgin place. :) I just delete the spam as it comes. ;) Nothing can make it worse than it already is. 
Another Phil-ism 
Fall of Chthon

A song inspired by Quake, Seal of Nehahra and one song made of Doom II. It's a lil' story of Phil, when he encounters the big lava monster Chthon in the end of Quake's episode one.

http://jace.ath.cx/?p=musicdl

Scroll down.

Not quite as humorous as thephil.mp3, but fun. 
Let�s Dig The Holes And Find All 
let�s dig the holes and find all the addons lost! :) if u want i can email again glassman mindcrime! 
Trinca Diggin Holes 
Easy there, trigger. Calm down. Regulate your breathing. :) 
Whoa 
Phil said "y'all"
Hmm 
Phil did? :o

I've already gotten emails thanking me for starting to put up the script. Geesh, I only mentioned it here and not on the Neh page (I wanted to have more of it up first before I linked it there).

I'm being watched. *looks around, paranoid* Heheh. 
Uh-huh 
Yeah, buncha lazy bastards y'all are.

See thephil.mp3. 
Doh 
He did indeed. :D 
Hubs & Other Stuff 
While the Nehahra game doesn't use any hub system, whereby you can return to maps you were previously and find them as you left them, but I had a lot of success working with a hub system in Obscurus (even if it requires saving games differently for it).

For potential mappers who will use Nehahra in the future, do you suppose I should plug this in for you prior to release?

On that note, is there anything in particular any of you mappers would like to see in addition to what will already be in the game (which is already quite A BIT).

I'm trying to think ahead a little here. If Headthump or anyone has any thoughts on this, I wouldn't mind hearing them.

Chances are, about anything you can think of.. I have coded at one time or another and have the code ready for it. I just don't want to clutter the progs.dat needlessly with stuff no one will ever use.

Something to chew on... 
Coincides With Today's Discussion 
A crouch function that could be used in Nehahra based projects that use Q3 bsps would be very useful.

If you use any of the current crouch modified .qc's with a Q3 bsp, you can crouch under things,
but if you stand while still under them you will find yourself going through those objects, if they are part of the hull. A little collision detection before allowing a return to stand should clear that up.

This is the code base I have tested

ftp://ftp.sunet.se/pub/pc/games/idgames2/quakec/misc/crouch2.zip

Also, A hub system would be very, very nice. 
Crouch 
I never understood the point of crouching...

To quote from the text file from that link:

Most of the levels in quake do not have much in the way of waist high obstacles, so use this to hide underwater or behind windows, or, just to look cute.

"Just to look cute"? :)

In all seriousness though, explain to me the merit of being able to crouch.. I don't refute it (yet?).. I just don't see it. 
Also 
A point entity that can be placed in either fog or shadowed areas that can fuzz up the monsters perceptions of the presence.

The Q3 Bsp/crouch that takes advantage of the Q3bsp hull method idea can be discarded if it is too radical a departure from Quake 1 norms. 
Edit #21 
player's presence. 
To Me, 
it adds a bit to a player's tactical options, and
can be used to create alternative means of linking areas. Though I would agree with anyone who thinks crouching was used a bit too much in the Half Life addons. 
Hmm 
I don't know if I'm all that keen on Q3 maps in Quake 1. That is.. I'm all for it.. if the q3 map is indistinguishable from a highly detailed Q1 map (: If it *looks* like a Quake3 map... textures rendered in that detailed but plastic and soulless Q3 style... Blegh..

And it's not a matter of departure. Adding things like crouching is cake. But it always seemed to me to be a feature that really only exists for the novelty of it being there (rather than having any decent helpful use).

The only merit I can see is being able to map areas that you have to crouch and creep to get into (ala Q2).. What else is there? 
Oops 
Sorry, somehow I missed post #24. Eyes zipped right over it. 
The Merit Of Crouching 
If you stand over a corpse and crouch up and down very quickly it looks like you're trying to hump the corpse. Mind you this is only useful in coop or deathmatch modes. 
R.P.G... 
...pics please. 
Mindcrime 
can you make a progs.dat that would have all the mapping features, but would not need Neh to be installed (ofcourse that means no new monsters/models) 
Oi 
When the re-release happens, of course, there are now game modes, settable in the maps (for the mapper's convenience), settable by CVAR (for the player's which trumps the former). Player has choice of play.

Nehahra has a vanilla quake mode.. where if you load up a standard Quake map, you would be hardpressed to tell the difference. It plays the same (the original monsters... behave as they originally did.. at least those who underwent some changes in AI or whatnot.. but Nehahra entities, when used, are there, i.e. mapping features, additional monsters).

I will be releasing a version of Nehahra that plays on other engines (It's not as if this is that difficult). My only hitch on this concerns engines that do not support some of the most important features, like alpha/transparency, the lack of which may compromise the integrity of a map or more specifically the intention of the mapper. The other stuff is chiefly take-or-leave it (like dynamic red light on gaunt boomerangs and stuff like that .. and there won't be Nehahra .dems included as I think the DP engine is the only engine that supports that demo protocol).

I'd rather not like a situation where I have 6 or 7 different progs.dat for each engine, but perhaps one progs.dat that checks for extensions. My focus is not on this at the moment, of course, but I have been preparing for this and will be doing it... despite my being a champion of the new Nehahra engine.

Did I answer your question somewhere in there? (: 
 
Mindcrime said: "I will be releasing a version of Nehahra that plays on other engines" perfect for me :) i can use qrack,joequake,fitzquake,tremor,fteqw or any other in my choise :)

hey mind did u know anything about glassman and the other guy? 
On The Note Of "all Engine" 
I had discussed this with metl some and will much more before I'm through.

It may be inevitable that different progs.dat files are required in the end. I know from my experience with my stint with 'Nehahra Nekkid' that Nehahra maps that made heavy use of transparency for use as glass look sh1t without the transparency... this would perhaps lead to tacking on ugly hacks to remove the brushes that used .alpha (which is a lesser of two evils).

Some engines support fog, some don't. Most engines support skyboxes, a few don't.

It will be done but might prove to be tricky.

Speeds: also.. in response to your question which I guess I didn't quite answer...

Yes, I could make a progs.dat with Nehahra mapper features that require no additional files. Okay.. that require just a few files (explodable brushes need rubble MDLs). But if the capability to use new monsters is there (and there's quite a few more added to the list with Episode 4) why in god's name not have them there for use? 
 
only to be able to make a standalone map that doesnt need Neh to be installed 
Oi. 
Not a big problem. But is a map that has its own progs.dat "stand-alone"?

Yes, I could do that. You realize, absent of fog and skyboxes and transparency and the like which are engine based, there's not a trigger or function in Nehahra that wouldn't work on any engine (software included).

It might be nifty to put together a little package like that. 
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