Oof
#101 posted by Mindcrime on 2005/10/28 00:33:39
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
#102 posted by gone on 2005/10/31 06:36:58
less talk about smoking and more action!
Falling Damage
#103 posted by Baker on 2005/10/31 10:05:14
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
#104 posted by Baker on 2005/10/31 10:12:05
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
#105 posted by Mindcrime on 2005/11/07 16:40:22
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.
#106 posted by Trinca on 2005/11/08 01:24:04
have a nice trip and return safe to the comunity :)
cheers
Trinca
Watch Those Hurricanes
#107 posted by bambuz on 2005/11/08 06:48:23
Input Desired!
#108 posted by Mindcrime on 2005/12/18 04:54:52
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
#109 posted by Mindcrime on 2005/12/18 04:58:04
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*
:/
Scumbags
#110 posted by Mindcrime on 2005/12/18 15:09:48
I guess nobody has a preference...
Go figure. You're map people, not cutscene people :P
:)
#111 posted by Mindcrime on 2005/12/18 16:20:24
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
#112 posted by sielwolf on 2005/12/18 16:50:43
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
#113 posted by R.P.G. on 2005/12/18 17:28:40
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.
#114 posted by Trinca on 2005/12/19 01:22:33
the major thing i�m especting in this re-release! is the episodes all glue :)i pray for that!!! :)
#115 posted by gone on 2005/12/19 01:32:42
matte
так, что за х
#116 posted by gone on 2005/12/19 01:34:40
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
#117 posted by Mindcrime on 2005/12/19 05:59:19
LoL
My 2 Cents Worth
to be blatantly honest, i personally have absolutely no interest in cut-scenes whatsoever in any game, ever.
#119 posted by Trinca on 2005/12/21 03:17:22
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
#120 posted by czg on 2005/12/21 04:18:26
. . .
#121 posted by Mindcrime on 2005/12/21 05:34:20
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 :| )
#122 posted by Mindcrime on 2005/12/21 05:39:48
(Why else would I want to separate and compartmentalize?)
#123 posted by gone on 2005/12/21 06:16:33
well, dont u want any story at all?
#124 posted by Trinca on 2005/12/21 06:23:21
story is nice but to much get bored fast...
sorry czg i was very violent :!
Suggestions
#125 posted by ijed on 2005/12/25 09:38:59
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<
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