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Posted by Mindcrime on 2005/10/05 11:26:50 |
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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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
#370 posted by Mindcrime on 2012/03/31 10:45:07
Just a note that I haven't forgotten about this and I apologize about some earlier crabby posts. I had some major health misadventures (from which I have mostly recovered) coupled with my life being turned upside down. August to December was an awful period, to sum it up. It was the perfect shit-storm and it set me wayyyy behind where I wanted to be on a number of fronts. Things are much better now and though new opportunities have arisen and there are other things on my plate that have higher priority ... well, know that I haven't forgotten. There's really nothing else I can say atm.
Good discussion going on here. Cheers.
To Update
#371 posted by Mindcrime on 2012/06/07 05:39:33
As an update: the chance of returning to Quake work on Nehahra (and other meddling with the Quake engine) has gone up considerably. After this summer, I'll have nothing but free time (bachelor anew, among other reasons) and because I'm a nonstop creative hurricane, I will be able to find time for it without question. Just *because*.
I did make a recent entry on my Slipgate Nine Entertainment blog about Quake & Nehahra too, for any interested.
That blog is here: http://slipgate9.wordpress.com
I'll drop a note when I get those wheels turning again (Winter, on a guess). The next six months I'll be focused on the major life transition, which isn't all a bad thing.
Cheers.
#372 posted by [Kona] on 2012/06/07 06:21:36
That's good news!
Or Not, Considering The Cause
"The Cause"
#374 posted by Mindcrime on 2012/06/07 08:59:19
Life is a journey. New beginnings aren't a bad thing if it leads to better, happier times. People tend to stick to bad situations because it's familiar. With familiarity, there is an off-setting comfort. Eventually, the bad can outweigh the comfort. That's when "change" isn't as scary as keeping everything the same. I'm optimistic and know that it's all for the best.
#375 posted by quaketree on 2012/06/07 12:03:49
I look forward to seeing some new stuff from you. Sorry to hear about the real life shit though. Most of us go through all of that at some point and as one of them let me tell you that it's never as bad as it seems when viewed in retrospect. You seem to have a good mindset on it so I'm sure that you'll get through it ok (and you can always make a particularly nasty and deadly trap in a level and give the a name... if you know what I mean).
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