#426 posted by lpowell on 2016/09/21 23:03:14
I didn't. Doesn't work when I put it in the config, having tried formatting it in various ways. What's the correct extension for an autoexec?
.cfg
#427 posted by Mugwump on 2016/09/21 23:11:20
Iirc
#428 posted by spy on 2016/09/22 03:04:27
there's no much difference between nomonsters 0/1
the monsters still wont behave like your vanilla Q monsters
#429 posted by lpowell on 2016/09/22 04:54:48
That's too bad. I thought the quaddicted description implied it would disable *all* ai changes.
#430 posted by Yhe1 on 2016/09/22 07:12:43
The monsters do still strafe, but there is still a noticeable effect. Maybe you are inputing the command wrong
#431 posted by Henry on 2016/09/22 07:29:20
Grunts and enforcers will no longer strafe when setting nomonsters to 1. Read the source if you want.
You have to use an engine that supports it.
#432 posted by lpowell on 2016/09/22 09:05:20
I've been using reQuiem. I also know Fitzquake Mk V supports Nehahra, maybe I'll try that.
@Yhe1: I added a line to config.cfg like so
nomonsters "1"
then made an autoexec.cfg with the only line:
nomonsters "1"
and left it in the mod folder.
Assuming I'm not inputting it wrong, I could just not be noticing the difference.
Although, to be honest, whether it's working or not--I'm already back to where I was the last time I played Nehahra and it's not that bad. It's probably a combination of knowing what to expect and being better at Quake now, but I don't mind so much. It would be nice to know if I'm doing something wrong, though.
#433 posted by Mugwump on 2016/09/22 16:54:27
Have you tried this syntax: "nomonsters" "1" in your config/autoexec?
#434 posted by dwere on 2016/09/22 17:18:19
The engine accepts the command. It just doesn't make Nehahra a whole lot less annoying. I highly doubt redundant quotation marks are gonna fix that.
Shit Remember Glassman?
#437 posted by Drew on 2018/04/01 23:09:59
wish he'd released that pack he had shots of up.
#438 posted by yhe1 on 2018/04/02 06:26:08
I think mindcrime had another episode too
Nehahra Exe For Commercial Use ?
#442 posted by likkid on 2018/06/04 02:58:01
Hi, is it allowed to use Nehahra progs.dat for a commercial mod/game since quake engine does(gpl) ?
thank
#443 posted by chedap on 2020/02/28 19:20:04
Does anyone have a copy of the full Nehahra release from 2001?
The one on Quaddicted has the .pak files from the original 2000 release. It has outdated progs as well, but I managed to find those. The updated release is nowhere to be found though.
Both full releases had the same filename: nehquake.zip
Might..,
#444 posted by madfox on 2020/02/28 21:15:13
#445 posted by chedap on 2020/02/28 21:19:24
That is the original 2000 release
#446 posted by madfox on 2020/02/28 21:23:39
The one that I have is the same as from quadicted.
Spirit rezipped all files, but there is a trah map with the originals, if my memory serves me well.
#447 posted by chedap on 2020/02/28 21:32:31
The one in the trash is also the 2000 version. It's not like I haven't looked. I'm asking if anyone actually has it.
This Guy
#449 posted by chedap on 2020/02/29 03:57:32
He might, he might not. I'd prefer to avoid pestering someone out of the blue, 20 years after the fact. And just because he might have it, doesn't mean I'll get a copy, as the practice seems to show.
It's an option I may have to restort to, though if that's the case I'd probably go bug Spirit some more first.
I was hoping somebody here had it saved.
#450 posted by yhe1 on 2020/02/29 05:51:17
what is the difference between the 2000 version and the 2001 version?
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