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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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the main issue in here is that the project still alive!!!

thanks GOD!

:)

my mapping is still alive!

slow but alive! 
Seeing As You're About... 
What was your solution for the AI following the player?

I remember the F corridor description in the dev doc - the shambler ignoring the first branch because the player used the far one. But it didn't explain how exactly.

We've been thinking of the player leaving a trail of 'smell' behind them - dropping a finite number of entities basically, the oldest getting removed first. 
...which 
the monsters can follow that is, with some having a longer smell range than others. 
Never .... 
... mapped for neharah. Should try it one of these days. 
 
JPL if you make .qrk file sent me please! 
Via 
telnet 194.65.24.228:6969 
 
Email :) 
 
ijed: If I'm not mistaken, the monster records the vector location of its client enemy about every frame *if* the client is visible. If the client is not visible, it will try an alternate move routine to seek out that vector (the last place the monster saw the client)... before it defaults to the standard movetogoal hunting. 
Thanks 
That sounds cheaper, depending on how many players there are. 
 
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.

i would actually have made that same suggestion. the first two maps were a pretty ideal introduction stylewise; perhaps 3 could have been a little more impressive to bridge the gulf a little more, but starting off small & basic before progressing upwards is always a good technique. it was only the tough gameplay i had issues with; it's always been my view that introduction maps should generally have relatively low-key easy gameplay, letting the player soak up the atmosphere and get a general feel for the game before laying the smack down later on 8) 
Ijed 
We've been thinking of the player leaving a trail of 'smell' behind them - dropping a finite number of entities basically, the oldest getting removed first.

That seems like a good system. It breaks when the player does something the monster can't (like drop off a ledge, or walk over a gap in the floor) but even then the monster will be no more broken than he currently is. Except it the player circles around, the current AI would start moving towards the player while this new AI would continue to try to get to this old breadcrumb... but then, if you limit the number of crumbs they will eventually de-spawn and the monster will start seeking either A. the player or B. the more recent breadcrumbs, which are closer to the player. 
That's The Idea 
Yeah. How many breadcrumbs and the frequency of drop (time or distance?) will have to be experimented with.

My coding's not so great though (too inefficient and takes me ages to write) so it'll take some time to get in - if it seems a good idea to the real coders on the team that is. 
Also 
Vertical movement -/+ 256 units could actually break the trail - removing previous entities left behind... 
Wait A Minute 
Or mark it as leapable... 
 
another cool thing you could do with the breadcrumb idea is if you wanted to make more "realistic" monsters, the breadcrumb idea could be used to make a monster seek to the last place it saw its enemy, rather than magically seeing the current enemy position through walls. 
Well That's 
The Nehahra method Mindcrime mentioned above. Using multiple points for that'd probably be too much since the monster has already seen the position.

I was wondering about disabling a monster's AI if it can see its target but not attack it. It would then follow smell - hopefully leading it on whatever route the player took to get where they are.

So around the corner, up the stairs and then AbleToAttack = true so return to Quake AI. 
Question 
how much of all this will actually be noticeable to the player? Because if its not, does it really matter? 
It'll Be Subtle 
But, imagine you've just ran away from a fiend, riding up a lift and going around two corners - but it finds you anyway.

Or how many times have you had a pack of knights underneith you, roaming back and forth and making angry noises? 
 
Call me old-fashioned, but I like that kind of predictability and dumbness of monsters. Works well with Quake's arcade-ish gameplay. 
 
"how much of all this will actually be noticeable to the player? Because if its not, does it really matter?"

That's the thing with AI. In a game like Quake where monsters die in seconds, it's hard to make anything look intelligent.

"But, imagine you've just ran away from a fiend, riding up a lift and going around two corners - but it finds you anyway. "

In theory, neat. In reality, how many times do you run away from monsters? :) 
Yeah In Maps 
where I would run away is because of low health/ammo and it would usually be backtracking rather than seeking alternative route forward (unless I have to).

I guess if monsters can track me as I backtrack looking for health/ammo, thats kind of neat but they do that already to an extent. A lift is one scenario where they wouldnt I guess but most the time they follow you somewhat. 
All Depends On The Gameplay Setup 
How about a map where you're unarmed?

Part of what we're doing is making the game robust enough to deal with most of what the mapper can throw at it.

The reason not to do the above with some sort of node or dynamic path system (without ruling those out) is for ease of use on the mapper and backwards compatibility.

The ideal from this point of view is to replay the original maps and be surprised by playing them - the monsters reacting less like robots. 
Thread Hijack +1 
 
I Think Its A Brilliant Idea!!! 
No more "trapping" monsters behind walls :)

I can think of numerous situations where this enhancement would make the game more challenging.

Like the Shambler in Starkmon in the lower area. Easy to kill that one by dodging behind the wall and just hammering him with the SSG. This new idea he would be able to walk round the corner and attack the player! 
I Also Think That There Would Be Situations Where 
low level enemies could benefit from this. Say if the player has low ammo or health, one grunt could prove to be quite scary of following the player around the map. 
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