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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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 Coincides With Today's Discussion
#20 posted by HeadThump on 2005/10/11 15:57:22
A crouch function that could be used in Nehahra based projects that use Q3 bsps would be very useful.
If you use any of the current crouch modified .qc's with a Q3 bsp, you can crouch under things,
but if you stand while still under them you will find yourself going through those objects, if they are part of the hull. A little collision detection before allowing a return to stand should clear that up.
This is the code base I have tested
ftp://ftp.sunet.se/pub/pc/games/idgames2/quakec/misc/crouch2.zip
Also, A hub system would be very, very nice.
 Crouch
#21 posted by Mindcrime on 2005/10/11 16:23:54
I never understood the point of crouching...
To quote from the text file from that link:
Most of the levels in quake do not have much in the way of waist high obstacles, so use this to hide underwater or behind windows, or, just to look cute.
"Just to look cute"? :)
In all seriousness though, explain to me the merit of being able to crouch.. I don't refute it (yet?).. I just don't see it.
 Also
#22 posted by HeadThump on 2005/10/11 16:25:56
A point entity that can be placed in either fog or shadowed areas that can fuzz up the monsters perceptions of the presence.
The Q3 Bsp/crouch that takes advantage of the Q3bsp hull method idea can be discarded if it is too radical a departure from Quake 1 norms.
 Edit #21
#23 posted by HeadThump on 2005/10/11 16:27:00
player's presence.
 To Me,
#24 posted by HeadThump on 2005/10/11 16:29:20
it adds a bit to a player's tactical options, and
can be used to create alternative means of linking areas. Though I would agree with anyone who thinks crouching was used a bit too much in the Half Life addons.
 Hmm
#25 posted by Mindcrime on 2005/10/11 16:32:39
I don't know if I'm all that keen on Q3 maps in Quake 1. That is.. I'm all for it.. if the q3 map is indistinguishable from a highly detailed Q1 map (: If it *looks* like a Quake3 map... textures rendered in that detailed but plastic and soulless Q3 style... Blegh..
And it's not a matter of departure. Adding things like crouching is cake. But it always seemed to me to be a feature that really only exists for the novelty of it being there (rather than having any decent helpful use).
The only merit I can see is being able to map areas that you have to crouch and creep to get into (ala Q2).. What else is there?
 Oops
#26 posted by Mindcrime on 2005/10/11 16:35:31
Sorry, somehow I missed post #24. Eyes zipped right over it.
 The Merit Of Crouching
#27 posted by R.P.G. on 2005/10/11 19:53:32
If you stand over a corpse and crouch up and down very quickly it looks like you're trying to hump the corpse. Mind you this is only useful in coop or deathmatch modes.
 R.P.G...
#28 posted by distrans on 2005/10/11 20:14:57
...pics please.
 Mindcrime
#29 posted by gone on 2005/10/12 01:51:00
can you make a progs.dat that would have all the mapping features, but would not need Neh to be installed (ofcourse that means no new monsters/models)
 Oi
#30 posted by Mindcrime on 2005/10/12 06:14:00
When the re-release happens, of course, there are now game modes, settable in the maps (for the mapper's convenience), settable by CVAR (for the player's which trumps the former). Player has choice of play.
Nehahra has a vanilla quake mode.. where if you load up a standard Quake map, you would be hardpressed to tell the difference. It plays the same (the original monsters... behave as they originally did.. at least those who underwent some changes in AI or whatnot.. but Nehahra entities, when used, are there, i.e. mapping features, additional monsters).
I will be releasing a version of Nehahra that plays on other engines (It's not as if this is that difficult). My only hitch on this concerns engines that do not support some of the most important features, like alpha/transparency, the lack of which may compromise the integrity of a map or more specifically the intention of the mapper. The other stuff is chiefly take-or-leave it (like dynamic red light on gaunt boomerangs and stuff like that .. and there won't be Nehahra .dems included as I think the DP engine is the only engine that supports that demo protocol).
I'd rather not like a situation where I have 6 or 7 different progs.dat for each engine, but perhaps one progs.dat that checks for extensions. My focus is not on this at the moment, of course, but I have been preparing for this and will be doing it... despite my being a champion of the new Nehahra engine.
Did I answer your question somewhere in there? (:
#31 posted by Trinca on 2005/10/12 06:27:54
Mindcrime said: "I will be releasing a version of Nehahra that plays on other engines" perfect for me :) i can use qrack,joequake,fitzquake,tremor,fteqw or any other in my choise :)
hey mind did u know anything about glassman and the other guy?
 On The Note Of "all Engine"
#32 posted by Mindcrime on 2005/10/12 06:36:45
I had discussed this with metl some and will much more before I'm through.
It may be inevitable that different progs.dat files are required in the end. I know from my experience with my stint with 'Nehahra Nekkid' that Nehahra maps that made heavy use of transparency for use as glass look sh1t without the transparency... this would perhaps lead to tacking on ugly hacks to remove the brushes that used .alpha (which is a lesser of two evils).
Some engines support fog, some don't. Most engines support skyboxes, a few don't.
It will be done but might prove to be tricky.
Speeds: also.. in response to your question which I guess I didn't quite answer...
Yes, I could make a progs.dat with Nehahra mapper features that require no additional files. Okay.. that require just a few files (explodable brushes need rubble MDLs). But if the capability to use new monsters is there (and there's quite a few more added to the list with Episode 4) why in god's name not have them there for use?
#33 posted by gone on 2005/10/12 07:23:58
only to be able to make a standalone map that doesnt need Neh to be installed
 Oi.
#34 posted by Mindcrime on 2005/10/12 07:30:35
Not a big problem. But is a map that has its own progs.dat "stand-alone"?
Yes, I could do that. You realize, absent of fog and skyboxes and transparency and the like which are engine based, there's not a trigger or function in Nehahra that wouldn't work on any engine (software included).
It might be nifty to put together a little package like that.
 MacNehahra
#35 posted by JohnXmas on 2005/10/12 10:51:05
After having played and enjoyed Nehahra several times, an anguishing question is bugging me: are they chances the new "all engine" release version will include MacNehahra?
 Errrr...
#36 posted by Mindcrime on 2005/10/12 11:02:57
I don't know about a Mac port to the nehahra.exe... You would have to talk to Bengt. Find his page off the engines page on the nehahra website (his engine is the first listed). Engine stuff is not my department.
However, the new nehahra progs should run fine with the original EXE too...
 No Mac
#37 posted by aguirRe on 2005/10/12 11:37:56
or Linux versions from me. But as Mindcrime says, older Neh versions should also work as there (so far) aren't any new engine requirements.
 Oi
#38 posted by Mindcrime on 2005/10/12 11:58:41
What aguirRe said!
 Rawr
#39 posted by grahf on 2005/10/13 02:24:32
http://macglquake.sourceforge.net/downloads.html
And darkplaces works on Mac too, you can compile it yourself or get it from Nexuiz.
Hi mindcrime! If you really have a complete hub system just waiting to be dropped into Nehahra, and it won't break other things, then why not go for it... I'm sure *somebody* would do something cool with it.
Actually, I'm curious as to how it works and what data is carried between maps. Health/armor/ammo I assume, but what about monsters killed and items picked up? Will they regenerate when I return to a level? and what about cross-level triggers or the multiple player starts needed in the hub?
 The Tsemoch
#40 posted by Mindcrime on 2005/10/13 09:23:42
I hope no one is particularly fond of this monster as it is. I do not know what charm that modified Q1test model with the spikes and the weird skin had for me during Nehahra development the first time around, but it doesn't work for me this time. I'm going to change the concept of it a little, still retaining the weapon options. Model and sounds might be completely replaced.
Considering it was one of the least popular monsters.. I don't expect I'll hear many objections.
 Hubs
#41 posted by Mindcrime on 2005/10/13 09:33:31
Well, putting the hub system won't be as easy as a drag and drop.. but it wouldn't be overly difficult.
For that system, parms and info are smuggled/updated via cvars, stuffcmded aliases, and execing config files... Entering a map where you've already been is technically loading a saved game on a map, only the code catches the player as he reenters, updates items, accounts for some lost time, and repositions the player.
(I probably just gave a bunch of QC coders some bright ideas eh? :>)
Downside: No multiplayer.
 Odd Man Out
#42 posted by HeadThump on 2005/10/13 09:37:24
but the Tsemoch hunters were my favorite monsters to fight.
 Tsemoch :| Oof
#43 posted by Mindcrime on 2005/10/13 10:18:27
Headthump: Would it bother you to see a different model and hear different sounds though? Tactically, AI-wise, I can't change them much. It would damage the integrity of the intended gameplay in neh1m9, for starters.
 Since You Asked For It
#44 posted by necros on 2005/10/13 10:50:55
i'll give one suggestion, and that would be to rework some (if not all) the new monster models, in particular, the jagger and gaunt/archgaunt models are pretty bad.
their animations are rather wooden (esp nehah.mdl but also max.mdl->walkanim), and in some cases, poorly timed (the gaunt's death animation).
also, skins could use a bit of work (the jagger's eyes... black circles with solid red pupils and paint.exe spraycan tool red for blood splatters)
also, completly agree, the hunter tsemoch is one ugly model (not even mentioning the skin)
and (i think you mentioned it?) the baron needs some work. his animations are really nice, but they've got some pretty bad vertex dancing in places and from the side, all his vertices look like they were rounded off to the nearest integer coordinate in a very coarse grid... remnants from the conversion process?
heh, hope i don't anger everyone by criticising the 'epic' quake mod of all time. :P
but yeah, i think with some clean models the monsters would really benefit.
cheers :)
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