Argh
#151 posted by aguirRe on 2007/11/29 10:02:37
I've sent you an alternate address, please try that instead (don't reply to the email).
It's Been A While.
#152 posted by Mindcrime on 2010/02/06 03:31:56
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
#153 posted by dooomer on 2010/02/06 06:33:41
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
#154 posted by negke on 2010/02/06 11:07:59
Now, if only Glassman came back from the dead too, or at least released the sources of his WIP Nehahra episode...
Need...
#155 posted by Shambler on 2010/02/06 12:12:58
...more pics of Scampie's kitten.
:)
#156 posted by Trinca on 2010/02/06 12:13:02
Glad you still alive and still kicking!!!
Big hug mindy
#157 posted by Mindcrime on 2010/02/06 17:37:19
Thanks.
Same
#158 posted by ijed on 2010/02/06 23:41:46
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
#159 posted by Mindcrime on 2010/02/07 05:02:00
I would like to think I am. Time will tell the tale. If nothing else, it should make things more interesting.
Well, Good
#160 posted by ijed on 2010/02/08 03:02:17
Also, I just (today) stole your idea for conversing monsters. It's pretty funny :)
Conversing Monsters
#161 posted by Mindcrime on 2010/02/08 04:14:24
That's fun stuff. Wish I could have done more with that.
Well
#162 posted by ijed on 2010/02/08 04:54:02
I thought of making a whole conversation system, but realised that no player would even realise what was going on unless they were notargetting and there was animation going on.
In the interests of finishing before the next millenium I made it just an extended form of idle sound system.
Lol
#163 posted by Tronyn on 2010/02/08 06:04:40
"Did you hear a sound"
"No, must have been nothing..."
still cheers to all the extra features you're puttin in ijed your project will probably be the best Quake addon ever. Awesome to see you're still around Mindcrime, can't wait to see what you cook up. Nehahra the movie is still one of the most amazing thnigs I've ever seen or heard of. Creative talent through the roof.
Hang On
#164 posted by nitin on 2010/02/08 11:04:04
there's more nehahra coming? who made the maps?
Ahem:
#165 posted by ijed on 2010/02/08 12:15:01
"Agragagah?"
"Muh, Bradagrugrah..."
#166 posted by anonymous user on 2010/02/08 15:11:14
Weren't there some unreleased balmaps too?
#167 posted by Mindcrime on 2010/02/09 17:14:11
The maps were made by Bal. They're sprawling masterpieces. I'm in love with them. Item and monster placement takes that much more time because they're so massive. My schedule clears up a little bit in late March and I look forward to getting back to it.
The other thing which slowed me down was moving to Windows 7 (sans XP mode) which made a number of my utils stop working, so I've had to do some jerry-rigging and tinker around with DOS boxes (for compiling code), & etc.
Murphy's Law prevails.
#168 posted by anonymous user on 2010/02/09 19:08:43
then Glassman work still�s lost in the void?
#169 posted by Mindcrime on 2010/02/09 20:39:20
ijed: which is why you would want a delay or a "relations" system like Nehahra where the monster doesn't get upset at the player (unless triggered), so you can time it to preference.
Re: Glassman's work-- As far as I know, if I remember right, he lost all the work on that.
Tronyn: Glad you liked the movie. I know you weren't thrilled about a lot of the AI in the game, but you may reevaluate that once the final version is released. My tastes are a little different now.
#170 posted by rj on 2010/02/09 22:00:59
are there any plans to revamp any of the existing maps?
a few spoilt the flow for me. neh1m7 was too bright & simplistic, neh2m1 was too small/cramped and too out-of-theme with its stock textures, then nehend seemed too plain considering its significance and how much time you spent in it. i'd also have preferred a softer introduction in forge city but that topic has doubtless been covered plenty of times before!
i love the cutscenes though. they add so much. can't wait to see more of them... i have seen the movie close to 10 times now and have spent many an hour daydreaming what it could be like as an actual movie with real actors etc.. it was, imho, the first thing to give quake a proper universe of its own with a story and setting, rather than being an abstract and disparate conglomeration of worlds & dimensions. thus i feel it *IS* quake in many ways, rather than being a mere addon to it.
but yeah, can't wait to see new levels, new cutscenes & toned-down AI :)
We've Got
#171 posted by ijed on 2010/02/09 22:09:57
Nuetral and NPC creatures alongside custom monster / NPC's - which was one of the features you were tackling in the update if memory serves.
Actually using such at the moment hasn't been done, we've yet to use the potential of our code completely yet since we get bogged down with details.
But something like morphing one of the PC's into an enemy or non-corporeal form and see all the behaviours going on, or just using cutscenes, is a possibility.
We stole a lot of your ideas :)
Yeah
#172 posted by Tronyn on 2010/02/09 22:37:29
my main issues with Nehahra were the inconsistent level design and the AI/new combat style. I guess I am kinda conservative with regard to Quake gameplay (it did take me until 2008 to start using skyboxes lol), I'm more open to new things now, in fact I think the game really needs it, but back in 2000 it seemed like too much too fast. On the other hand the overall storyline, and the features and content, were awesome. Definitely some wow moments in every category of Quake experience.
psst I have been bugging Glassman lately for his sources - I doubt it will come to anything but the possibility is apparently not 0% - I say this only because the subject's already been brought up.
#173 posted by Zwiffle on 2010/02/09 22:39:52
Let's spam his email, snail mail, and phone lines with threatening messages until he releases the hostages!
#174 posted by Mindcrime on 2010/02/09 23:17:30
rj: There have been a few changes in existing maps, but no revamping done of the architecture or lighting. Level design is certainly not my department. The only place in Nehahra where I feel personally responsible for how level design happened has to do with the simplistic style of the beginning maps. I suggested to Elek an architectural transition (simplistic to more complex) from the regular Quake maps to the newer maps. There was a philosophy behind it, but now in retrospect, errm, it may not have had the intended effect. Not that I don't like the maps, as I do!, but I don't think I would have made the same suggestions.
tronyn: I'm glad you're more into it now, naturally. And I thought the Glassman sources were history? Interesting.
#175 posted by Mindcrime on 2010/02/09 23:20:03
ijed: Steal away. That will pretty much go for all the new code and ideas in Nehahra Final too.
|