Hmm
#401 posted by nitin on 2013/04/02 08:35:11
I dont get similar behaviour using fitz 0.85 for regular quake though?
Nehahra Exe Source Download Problem. Download Link Request.
#402 posted by AlexQuaker on 2014/02/26 06:04:28
Hello, everybody. And again, it's a dead fileplanet link: www.fileplanet.com/dl.aspx?/nehahra/nehsrc254.zip
Btw, i could not compile nehQCsrc.zip because reacc compiler give me runtime error 200 at 0002:0095 even on windows 98 SE virtual machine and even when the qc files are in another folder or deleted.
#403 posted by Spirit on 2014/02/26 09:50:35
https://www.quaddicted.com/files/engines/nehsrc254.zip
What is your goal anyways? Maybe people can recommend easier way to achieve than poking around in evil old code.
To Spirit. Increasing Carrying Capacity.
#404 posted by AlexQuaker on 2014/02/26 14:04:21
Hello, Spirit.
I want to increase my max health, max armor and ammo carrying capacity. I was very unsatisfied that I can carry only 100 points of health, 200 points of armor, 100 cells and 200 nails in Nehahra. In single player - there is nobody to leave ammo, health packs and armor for (on the levels)...
I know that these parameters (in original quake) are stored in .qc files named client.qc and items.qc. Darkplaces engine can display up to 9999 of ammo (of each type) and up to 1099 points of health and armor, and I'm gonna use these HUD maximums as my ammo, armor and health maximums. :)
For example in nehahra code in items.qc in function armor_touch (don't trash old armor):
Was: other.armorvalue = value;
Going to change to: other.armorvalue = other.armorvalue + value;
And delete or comment out this line:
if (other.armortype * other.armorvalue >= type * value)
{
exit;
}
In function ammo_touch and bound_other_ammo i'm going to replace values 200, 200, 100, 100, for example, to 9000.
In function PutClientInServer in client.qc
change self.max_health to 1099.
Aslo in function SetChangeParms
should be: if (self.health > 100 /*(not 250 but 1099)*/ {
self.health = 1099;
}
change in function T_Heal:
if (e.classname == "player" && e.health > 250 /*(not 250 but 1099)*/)
{
e.health = 1099;
}
And the last, function health_touch
change lines
if (other.health >= 250 /*(not 250 but 1099)*/) {
exit;
}
If they can, I will be very grateful to them. :)
Yes, it's a bit cheater thing but I really need it. :)
The more unreal the Quake is (including unreal carrying capacity), the more I like it. :)
Cheers, Alex.
#405 posted by necros on 2014/02/27 00:49:19
for ammo caps, check this function in items.qc:
void() bound_other_ammo =
{
if (other.ammo_shells > 100)
other.ammo_shells = 100;
if (other.ammo_nails > 200)
other.ammo_nails = 200;
if (other.ammo_rockets > 100)
other.ammo_rockets = 100;
if (other.ammo_cells > 100)
other.ammo_cells = 100;
};
Problem About Carrying Capacity, Max Health In Nehahra Is Solved.
#406 posted by AlexQuaker on 2014/03/12 13:45:44
Necros, don't forget that we are talking about Nehahra qc. You also should increase the values in function ammo_touch in items.qc otherwise the function will return nothing and ammo will not be picked up.
Properly, the topic is here:
http://quakeone.com/forums/quake-help/servers-coding/10530-qc-what-do-i-need-run-reacc-without-crashes.html
#407 posted by necros on 2014/03/12 18:06:58
oh sorry, i didn't even know it was written in pascal.
Rtlights For Nehahra
#408 posted by jakub on 2016/01/28 08:53:56
hi there, sorry for ressurecting this old thread. i made rtlights for the whole nehahra + some other small graphics tweaks. darkplaces isn't very popular around here, but maybe it will be interesting for somebody who would like to give nehahra another go.
more info, screens & download at the bottom of the first post here: http://quakeone.com/forums/quake-mod-releases/finished-works/11833-jakubs-rt-lights-experiment.html
take care
jakub
Super Necrobump
I was wondering if anyone would consider picking up the torch for Nehahra?
It would be super, super cool if the mod got a bit of spit and polish to make it fully compatible with modern standard engines.
The mod deserves more love and should be more easily accessible in all its glory for players new to Quake. It would also be a lovely 20th birthday present. ;)
Yes, More Support For That Gem !
#410 posted by Barnak on 2016/05/06 22:49:25
I was never able to play Nehara with QuakeSpasm on a Mac. I did "played" its maps but without the mod features, so most of the maps are "broken".
I never understood why Nehara can't be played with QS. Any info on this ?
#411 posted by Kinn on 2016/05/06 23:44:53
I have no idea what changes were made in the nehahra engine, but I'm guessing no-one wanted to have to maintain all that nehahra-specific stuff in QS just for that one person who wants to play it that one time.
#412 posted by Baker on 2016/05/07 00:00:24
Proper Nehahra requires a lot of engine modifications, extra built-in QuakeC functions, some minor physics changes, a couple of barely new particles that are hardcoded, awkward ways of doing what we now do in other ways, and if you intent to do it right, extra cvars and commands and other little things to support the demo playback. Plus some other things that are too technical and boring to describe.
To Sum It Up
#413 posted by mfx on 2016/05/07 02:52:02
its awkward and boring, right?
My memories of playing nehara are faint, and yeah...
I don't have a problem with not being able to play it. (Strafe jumping monsters in quake, wtf lol..?)
I'd put 50� in the bucket for a proper support by june nevertheless. (Lets revive the bounties.. or sth...)
#414 posted by skacky on 2016/05/07 03:12:10
You can switch strafing off.
Yeah With The New AI Off
#415 posted by nitin on 2016/05/07 03:37:33
it's much more enjoyable IMHO. And the maps still rock.
I was thinking of the mod itself being made a little more compatible. That way it would be one job done once and then everyone could play Nehahra more easily.
Is there anything that the mod does that couldn't be redone to suit modern engines?
PS: I'd also be up for chucking some money towards a bounty...
#417 posted by mh on 2016/05/07 23:44:10
Is there anything that the mod does that couldn't be redone to suit modern engines?
This is one example and I'm working from memory here so I could have some things wrong.
Skyboxes.
The modern standard is to add a "sky" field to the worldspawn entity.
The Nehahra standard is, IIRC, to stuffcmd a "loadsky" command when the player enters the map.
In fact Nehahra could be considered the king of stuffcmd. There's one case, I don't remember exactly what, where it stuffcmds the same setting every frame (in addition to all the other stuff it uses stuffcmd for).
This is an example of the kind of thing Baker means when he says "awkward ways of doing what we now do in other ways".
The point I'm making here is that bringing Nehahra up to modern standards is a little bit more than just a simple touch-up here and there. It's virtually a rewrite.
On Spirit's Recommendation
#418 posted by nitin on 2016/05/08 04:23:06
I tried the Requiem engine for nehahra and it works very well.
Directq
#419 posted by yhe1 on 2016/05/09 04:36:06
Directq 1.88 patch 1 also supports nehahra
#420 posted by Baker on 2016/05/09 05:57:21
Here is a DOS Quake engine with Nehahra support
http://dk.toastednet.org/QDOS/
!
There's one case ... where it stuffcmds the same setting every frame
Yes - we all love Nehahra... but QS support is too hard, and i would kindof die before we inlined it.
Someone should update and host QuDos' (cross-platform) NehQuake (as an Darkplaces alternative) if it hasnt been done. Maybee i still have the source.
Nehahra Autoshotgun
#423 posted by yhe1 on 2016/05/21 05:12:43
Import Nehahra's autoshotgun into arcane dimensions
#424 posted by lpowell on 2016/09/21 22:30:03
I originally posted this question on the Quaddicted forums, but since no help seems to be forthcoming there, I thought I'd repost it here:
Hi all. Wondering if anyone could help me out in my second attempt to play Nehahra [using ReQuiem]. I played through about half of the first episode a while ago, but a hard drive crash erased my progress. It seemed like the start to a great campaign... except for the strafing AI which lots of people seem to complain about. I tried using the nomonsters 1 command, and ReQuiem seemed to accept it as valid in the console but it had no effect, either when I used it in-game or before loading the first map with the console. Everyone was still running around and strafing like an asshole. That's my job! Also didn't work when I put +nomonsters 1 in the command line, nor when I put quotation marks around "1".
Did You Try Putting It In The Config Or An Autoexec?
#425 posted by Mugwump on 2016/09/21 22:42:35
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