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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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What I Mean Is 
It's a fluke when my levels look good. 
Mindcrime 
How much work is left to do anyway? Only item placement on a few maps (how many exactly)? Is the code base done? Any additional content? 
 
I'd be willing to help - monster placement is what I do fastest. I hope you didn't use Valve 220 map format or anything obscure like that. 
Resist Jonas! 
i'd love to see negke take them on though... 
Agree 
Negke please. That would make me very happy. 
Hehe... 
ZealousQuakeFan, well as it turns out, yes I'm an environment artist (actually character artist now). It's playtesting that killed it for me, I don't really play quake anymore, so can't find the patience to play these maps over and over until the gameplay works (they are fairly long maps too).

There are 2 pretty big maps, 2 smaller ones, also some unfinished ones but does are probably better left aside.

Mindcrime, I don't mind if you want to get help from another mapper, he shouldn't sign anything until he's actually seen the maps though, as we both know by now it's not a trivial task to finish them up. :) 
I Say Unleash 
gb and negke on those. That way there can be some variation in gameplay styles too amongst the 4 maps. 
 
is this the bal3dm5 debacle again? 
Negkhara! 
Yes! 
Yeah 
let neggers do it. 
 
Given that the mapfiles are a mess with a zillion versions (the last couple finalized/sealed by Bengt as a favor, and where are the base files now? I don't know) ... and that all the work I have done doing placement in the maps has been through manually adding them (longhand) and compiling TXQBSP -onlyents... I honestly wouldn't know where to begin involving anyone else. 
 
Note that I'm not against the idea of involving other people (if they're really *that* masochistic to want to become involved), I'm just not sure how that would work given the present clusterfuck.

#277 : Code base is done, although there's a few kinks to work out for the final boss monsters and, well, I kept adding new features .. and more new features ... and more new features ... as I was working on the maps, so not everything (that's new) is perfectly tested.

Of course, to put "new" in context. I mean "new" to me & Bal, recent additions to Neh. There have been hundreds of additions/features added to Neh since the release in 2000, much of which would be fresh, new, maybe even exciting to someone who has only been exposed to the Neh from 10 years ago.

As I said, I'm not against the idea of bringing new people in at all. 
 
negke
noun (plural negkeke, verb to negk)
someone who enjoys crazy ideas, or who derives pleasure from enduring the pain of expressionistic quake mappery or from being forced to do dumb monotone work for others 
 
And if NahkahiiR does play testing one could call it Nehkhara. 
 
A mapper needs a complete .def or .fgd file, the texture wad(s), and the .map files. They also need a working version of the mod to test with.

Next step is to get them to compile reliably.

Once that is sorted out, find several good playtesters (onetruepurple, ijed and negke might fit the job). Their feedback can be condensed into a bullet point list of possible / desirable changes.

For getting stuff back and forth between people (every playtester needs the mod), an SVN repository has proven beneficial. Where you host it depends how big the whole thing is and if it's open source or not. RMQ does this and the team uses things like TortoiseSVN to upload and download stuff.

A team is invaluable. One person who ends up in a clusterfuck is a pretty bad scenario compared to a network of playtesters and contributors. The latter lets you actually finish stuff.

A central repository also acts as a backup and version control system. It's pretty nifty. 
I'd Gladly Host 
an SVN or git repository for this regardless of the size. I'd also playtest. 
 
I'll give this thought and next week, when I have time (between a scriptwriting phase and a production phase, oh and between podcast mastering phases for other projects) I will go through the Nehahra files, try to bring some order to it (mostly by trashing the gazillion junk files cluttering the folders), and oh document *all* the features properly in a devkit txt (rather than scribbled notes on paper.. which I'd done for a time, as I was the only one who needed the info any more...) One way or the other, I would have to do all this anyway for a devkit w/ a release.

The reason I'll give this thought is because it may be that this never will be finished unless there's a group of people on it, and I'm left in the position which I function best (coding, getting error reports from mappers/playtesters, fixing shit, tweaking models and other things). Basically, the position I was in 10 years ago with the Nehahra team where there was a good functioning feedback mechanism.

I can be many things, but I can't be everything ... not on a sane, normal mortal timetable.

I'll keep an eye on this thread for any additional thoughts and etcetera through the week. 
 
Consider zipping everything you have now and archiving it, you never know what you might wish you hadn't deleted. 
 
I learned my backing up lessons many moons ago and have since amassed untold of terrabytes of digital pack-rat goodness. Don't worry. I back up everything. 
Spirit Is Right. 
Oh, how I hate him for that... 
 
Is the new Nehahra episode going to have more custom monsters and weapons? 
 
Just wanted to ask how is that devkit coming along? 
 
I am definitely going to come back to this and address it seriously in May, which is the end of the first season of "Edict Zero - FIS" and the beginning of a 3-4 month vacation during which I'll have nothing else to do except writing (no production, releases, etcetera). Nothing else on my plate, and I won't put anything else on my plate during that time frame. I think I'll have spent enough time away from Q & Nehahra to come back to it freshly and w/ enthusiasm. Plus I can set my subconscious to the task of working out exactly what I want to do with it now.

Yhe1: yes, many more custom monsters.

Very sorry that I didn't move as quickly as I would have liked, but that I haven't abandoned it should be of solace. Most anyone else in my position probably would have, but most anyone else is not as neurotic as yours truly.

Thanks. 
 
You should check out negke's SPing DM maps, clearly monster placement is his strong suit 
No Need To Apology 
hi mindcrime, i'm glad to see you here again. i can't even say how much i'm looking forward to this nehahra sequel. don't apologize, good things take time and real life tends to intervine all the time.
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jakub 
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