Actually
#345 posted by rj on 2012/03/01 21:47:43
i've just re-read your post a bit slower and realised your folder structure seems ok :)
might just be a case of wrong engine. with aguirre's you shouldn't even need a command line (providing the mod folder is called nehahra and not the_seal or anything else)
Crosspost
#346 posted by rj on 2012/03/01 21:48:26
Re; #344
#347 posted by metlslime on 2012/03/01 21:56:12
in darkplaces the command is called "gamedir" instead of "game"
Aha, I See..
#348 posted by peter tron on 2012/03/01 22:45:47
i've never used dp apart from running dp quake of retro blaster.
user maps i run in qs.
the video seems to be running fine. i had to 'disconnect', as is it said about not being able to change gamedir while server is still running.." 'n' all that jazz!
#349 posted by mh on 2012/03/02 00:44:16
Nehahra support could be added to QuakeSpasm but it involves a fair deal of messing around, and there are some parts of it that diverge a bit from the way QS does things so 2 codepaths would be needed there.
It's one of those mods that breaks away a little too much from standard Quake behaviour and as such is probably best served by it's own custom engine (it's engine changes also date from a time before certain things were well understood, so they're a little on the quirky and unique side). Even DP has been quietly dropping Nehahra support for a while now.
#350 posted by Yhe1 on 2012/03/02 04:56:33
Is it possible for Quakespasm to copy what Aguirre did?
MH Is Saying The Engine Modifications
#351 posted by Baker on 2012/03/02 07:39:55
required are a bit tacky by modern standards. Would be better for someone to step forward and remaster Nehahra just a little to bring it in line with modern standards than to implement the undesirable engine modifications.
Like web page broke in modern web browser, go fix HTML on web page.
The Engine Modifications...
#352 posted by mh on 2012/03/02 10:17:54
Are not huge or difficult in themselves; it's just going through all the code and finding the "if (nehahra)" bits and that will get you a mostly working implementation.
You'll break every other mod on the planet by doing that however as Nehahra uses an incompatible protocol but doesn't change the protocol version number.
There are also some subtle differences in how it handles fog and entity alpha that are fiddly to work over.
You need to figure out how to handle fullbrights (Nehahra assumes that you don't have fullbrights in your engine) and other core Quake features that were present in software Quake but dropped by GLQuake. That goes strongly against the ethos of FitzQuake (which is QuakeSpasm's direct ancestor).
Other GLQuake bugs are relied on (e.g. sending a 0x0 dimension texture not crashing the engine) and if an engine fixes these bugs then you'll have to go put them back in.
A lot of stuff handled by QC that would have been better put in the engine - like restoring some cvar states on game load that were modified by stuffcmd.
There's a boatload of cvars it uses for controlling demos that can be easily added but ideally should be removed from autocomplete lists if Nehahra isn't running.
None of it is impossible to resolve, I've done it myself, and felt dirty afterwards. The question is: is it worth resolving? This stuff is firmly in the 2000/2001 era of thinking and doesn't have much place in a modern source port.
QuDoS
I use QuDoS' Linux port of NehQuake.
Is it still online anywhere ? I found this link
http://www.bfeared.com/library/quake/archive/quakedev/qudos , but no NehQuake.
Gl Upload8 Too Big Running Nehahra.exe
i've been trawling around but can't find a solution.
it seems to be a skins/models resolution issue.
is there a fix for this?
..but Then Again..
apparently nehexe.exe is the updated version of nehahra.exe, so maybe i'll continue with that..
my normal 1920 1080 setting look really bad when i set them in the quake injector command line box, not sure why.
-width 1920 -height 1080 -bpp 32
another problem is the fact that my mouse look config settings are being ignored. even though i have checked them, and they seem fine. mouse 3, i just don't know.
i've tried removing certain files, running it, putting them back, repeat process. y'know, the usual desperate troubleshooting of a non-lazy but novice game player.
but still, nothing.
i've tried quakespasm, i've tried dark places, all on my mac.
i've now got a pc and i was told that the nehahra engine is the best to run this mod, but..these 'buggy' things that are going on..
Is This Still On Mac?
#357 posted by negke on 2012/03/05 11:27:12
Otherwise try BJP's Nehahra port: http://user.tninet.se/~xir870k/nehquakebjp.zip (inconveniently called glquake.exe, I recommend renaming it). Has a few bug fixes and clean-ups.
As for the mouse settings, did you try putting the corresponding binds in an autoexec.cfg? Do these old engines even support more than two mouse buttons?
Nah, Didn't Work
bind "MOUSE3" "+mlook" in the autuoexec didn't work at all.
i tried the bjp engine, but that was more-or-less the same.
no mouse look, and the screen was nearly pitch black, for some reason. i could hardly see!
why is it doing that?
the in-game options menu displays forward slash and mouse3 for mouse look. the forward slash key works, but..
it actually seemed to work better running it with dp on my mac. no fogenable, but, at least it worked
the darkness problem was solved when i entered width/height/bpp info into the quake injector command line box.
if i delete the old config file, then drop in a new one, then run the game, mouse look is working fine.
quit out, run it again, it defaults back again.
could there be an autoexec inside one of the pak files overriding my settings?
if so, that's a bit shit, really.
it's annoying, but i could persevere with it. a solution would be nice, though.
#360 posted by Spirit on 2012/03/05 14:48:54
You can set mouse look to be always on if you put +mlook just like that in a single line in the autoexec.cfg
Really? Damn, So Close..
NICE!!!
spirit, yer a proper SCHOLAR!!! (as they say over here, sometimes..).
i think you can take from my exuberant response that what you told me met with success!
thank god, now i can play through this classic game..
is it just me, or have they really ramped up the difficulty/ai, especially with the grunts. i'm actually very nervous around them now..
Music Mods
i've just installed nehahra with nehquake via qi, and i'm not sure about the music mods that are in .xm format.
even though qi puts the mods folder in the main nehahra folder, i'm not sure if it's correct.
i usually use quakespasm, and i know where i am, with regards to getting music files to work, and the folder structure etc.
there's a music file in the nehahra mods folder called 'neh1', so i assume it should be playing when i start the forge city 1 map.
also, i can't find any instructions concerning how to play music mods in nehquake, as there wasn't a read me contained in the download.
anyone got any advice on the above post?
cheers though!
baz.
#365 posted by necros on 2012/03/09 21:50:43
well, i don't know which maps play the music, but few engines (if any besides the original neh?) support tracker music.
quakespasm and others play audio tracks (ogg, wav, mp3).
#366 posted by necros on 2012/03/09 21:51:53
incidentally, if you want to just play the songs, get modplug/modplug tracker to open and play .mod, .s3m and .it files.
#367 posted by Spirit on 2012/03/10 00:00:07
good call, I will be making vorbis of those mods.
#368 posted by negke on 2012/03/10 11:11:14
Nehahra plays the music dynamically, when triggered, doesn't it? Not universally looped throughout the map like normal Quake music.
Anyways
#369 posted by Spirit on 2012/03/11 21:11:31
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