Too lazy to comment

This commit is contained in:
2020-01-07 12:07:09 +01:00
parent bfffbd70ba
commit 3c0910c5c0
2771 changed files with 7184 additions and 3 deletions

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@@ -1,6 +1,3 @@
give ammo
give
give ammo all
give s 100
give s 300
give s 1000
@@ -61,3 +58,5 @@ map ad_tfuma
tool_inspector
tool_texturepointer
tool_inspector
maps
map neh1m1

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mod_nehahra/config.cfg Normal file
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// Mark V
unbindall
bind "TAB" "+showscores"
bind "ENTER" "+jump"
bind "ESCAPE" "togglemenu"
bind "SPACE" "+jump"
bind "+" "sizeup"
bind "," "+klook"
bind "-" "sizedown"
bind "." "+mlook"
bind "0" "impulse 0"
bind "1" "impulse 1"
bind "2" "impulse 2"
bind "3" "impulse 3"
bind "4" "impulse 4"
bind "5" "impulse 5"
bind "6" "impulse 6"
bind "7" "impulse 7"
bind "8" "impulse 8"
bind "=" "sizeup"
bind "[" "impulse 10"
bind "]" "impulse 12"
bind "`" "toggleconsole"
bind "a" "+moveleft"
bind "d" "+moveright"
bind "e" "+movedown"
bind "q" "+moveup"
bind "s" "+back"
bind "t" "messagemode"
bind "w" "+forward"
bind "~" "toggleconsole"
bind "CTRL" "+attack"
bind "ALT" "+strafe"
bind "SHIFT" "+speed"
bind "PAUSE" "pause"
bind "LEFTARROW" "+left"
bind "RIGHTARROW" "+right"
bind "UPARROW" "+forward"
bind "DOWNARROW" "+back"
bind "PGUP" "+lookup"
bind "PGDN" "+lookdown"
bind "END" "centerview"
bind "F1" "help"
bind "F2" "menu_save"
bind "F3" "menu_load"
bind "F4" "menu_options"
bind "F5" "menu_multiplayer"
bind "F6" "echo Quicksaving...; wait; save quick"
bind "F9" "echo Quickloading...; wait; load quick"
bind "F10" "quit"
bind "F12" "screenshot"
bind "MOUSE1" "+attack"
bind "MOUSE2" "+forward"
bind "MOUSE3" "+zoom_key"
bind "MOUSE4" "togglemenu"
bind "MWHEELUP" "impulse 10"
bind "MWHEELDOWN" "impulse 12"
bind "LSHOULDER" "impulse 12"
bind "RSHOULDER" "impulse 10"
bind "BBUTTON" "togglemenu"
bind "XBUTTON" "+zoom_key"
bind "YBUTTON" "-mlook; force_centerview; +mlook"
bind "LTRIGGER" "+jump"
bind "RTRIGGER" "+attack"
_cl_color "0"
_cl_name "player"
_cl_sky ""
_hd_folder "hd"
_snd_mixahead "0.1"
bgmvolume "1"
cfg_unbindall "1"
cl_anglespeedkey "1.5"
cl_autodemo "0"
cl_backspeed "400"
cl_bob "0.02"
cl_bobcycle "0.6"
cl_bobside "0.02"
cl_bobsidecycle "0.9"
cl_bobsideup "0.5"
cl_bobup "0.5"
cl_forwardspeed "400"
cl_item_bobbing "0"
cl_maxpitch "90"
cl_minpitch "-90"
cl_movespeedkey "2.0"
cl_pitchspeed "150"
cl_rollangle "2.0"
cl_sidebobbing "0"
cl_sidespeed "350"
cl_truelightning "0"
cl_upspeed "200"
cl_yawspeed "140"
con_verbose "0"
contrast "1"
crosshair "0"
cutscene "1"
fov "90"
gamma "0.75"
gl_flashblend "0"
gl_polyblend "1"
gl_subdivide_size "128"
gl_texture_anisotropy "1"
gl_texturemode "GL_LINEAR_MIPMAP_LINEAR"
gl_triplebuffer "1"
host_maxfps "72"
host_sleep "0"
host_startdemos "1"
hostname "UNNAMED"
in_freelook "1"
in_keymap "1"
in_system_enhanced_keys "1"
joy_deadzone "0.175"
joy_deadzone_trigger "0.2"
joy_enable "1"
joy_exponent "3"
joy_exponent_move "3"
joy_invert "0"
joy_sensitivity_pitch "150"
joy_sensitivity_yaw "140"
joy_swapmovelook "0"
lookspring "0"
m_filter "0"
m_forward "1"
m_pitch "0.022"
m_side "0.8"
m_yaw "0.022"
nomouse "0"
pq_bindprotect "0"
pq_download_http_locs "0"
pq_moveup "0"
qmb_active "0"
qmb_blood "1"
qmb_bounceparticles "1"
qmb_bubbles "1"
qmb_clipparticles "0"
qmb_disableblood "0"
qmb_explosionlightcolor "0"
qmb_explosions "1"
qmb_explosiontype "2"
qmb_flames "1"
qmb_gunshots "1"
qmb_inferno "1"
qmb_laserfire "1"
qmb_lavasplash "1"
qmb_lightning "1"
qmb_particles_quakec "1"
qmb_particles_quakec_count_30 "0"
qmb_rocketlightcolor "0"
qmb_sparks "1"
qmb_spikes "1"
qmb_tarbaby_explosions "1"
qmb_telesplash "1"
qmb_trail_grenade "1"
qmb_trail_hellknight "1"
qmb_trail_lavaball "1"
qmb_trail_normal_gib "1"
qmb_trail_rocket "1"
qmb_trail_scrag "1"
qmb_trail_spike "1"
qmb_trail_vore "1"
qmb_trail_zombie_gib "1"
r_clearcolor "2"
r_lavaalpha "1"
r_lerpmodels "1"
r_lerpmove "1"
r_mirroralpha "0.2"
r_oldwater "1"
r_particles "1"
r_quadparticles "1"
r_slimealpha "0.7"
r_stains "1"
r_viewmodel_fov "90"
r_viewmodel_offset "0"
r_viewmodel_quake "0"
r_viewmodel_ring "1"
r_viewmodel_size "0"
r_wateralpha "0.5"
r_waterripple "0"
r_waterwarp "1"
r_waterwarp_amp "150"
r_waterwarp_cycle "5"
r_waterwarp_downscale "1"
saved1 "0"
saved2 "0"
saved3 "0"
saved4 "0"
savedgamecfg "0"
scr_clock "-1"
scr_conalpha "1"
scr_conscale "1"
scr_conspeed "300"
scr_conwidth "0"
scr_crosshairscale "1"
scr_menuscale "1"
scr_originalquake2d "0"
scr_sbaralpha "1"
scr_sbarcentered "1"
scr_sbarscale "1"
scr_scaleauto "1"
scr_showfps "0"
scr_weapon_crosshair "1"
sensitivity "7"
sndspeed "11025"
sv_aim "1"
sv_altnoclip "1"
v_gunkick "1"
v_kickpitch "0.6"
v_kickroll "0.6"
v_kicktime "0.5"
v_polyblend_lite "0"
v_smoothstairs "1"
vid_fullscreen "0"
vid_hardwaregamma "0"
vid_height "480"
vid_multisample "0"
vid_refreshrate "60"
vid_sound_thread "1"
vid_touchscreen "0"
vid_vsync "0"
vid_width "640"
viewsize "100"
volume "0.7"

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DEVELOPMENT NOTES ON DEMOS
--------------------------
How to play a demo after a map is explained in the devkit1.txt.
IF you decide you want to try to create a .dem of your own to place
inbetween maps or whatnot. There are a few things you should do in
the demo file itself for it work correctly in Nehahra.
AT THE END OF THE DEMO...
you will want a stuffcmd directly to the console of the following:
NEHX15 1
if you wish it to load a map from there then stuffcmd a
MAP BLAH
message, BLAH being the name of the map. If it links to another
demo, then you will want:
PLAYDEMO DEMONAME
------------------
How you accomplish the demo is up to you. QuakeC knowledge is almost
a must unless you set it up by other means.
--Mindcrime

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mod_nehahra/dpnehahra.txt Normal file
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DarkPlaces engine, Nehahra edition, version 1.05
Pretty much just click it and play, automatically loads -game nehahra and
special settings for Nehahra.
3DFX notes:
May or may not work with WickedGL, untested.
Known to not work with 3DFX glquake opengl32.dll (despite my best efforts),
rename/delete it to fix patchy lighting.
If you rename/delete quake\opengl32.dll, and get slideshow speeds,
get newer 3DFX drivers, preferably ones labeled as 'Quake3 compatible'.
If it still gets slideshow speeds or you have a V1/V2 not compatible with
the reference drivers, please don't complain to me as I can't help.
Brightness control console variables:
brightness 1-5 (default: 1)
Up to 5x brightness (quite bright).
(note: brightness works in the options menu)
contrast 0.2-1.0 (default: 1)
reduce this in very small (.05 usually) steps to bring up the black,
washs out the image but lets you see in dark corners better.
If anything doesn't work right, try out these console variables:
gl_lightmode 0/1 (default: 1)
New lighting mode, 0 is old GLQuake look, 1 is software quake style
(full brightness range), compare and salt to taste... Some degradation
in image quality results, however the dynamic lighting especially benefits.
gl_multitexture 0/1 (default: 1 if you have a multitexturing 3D card)
If experiencing negative lighting or completely bizarre textures (Matrox),
you might want to set this to 0...
gl_nosubimagefragments 0/1 (default 0 unless 3DFX minigl is detected)
if you see a strange fragmented lighting glitch everywhere, turn this on but
it slows down dynamic lighting and uses a lot more memory like original
glquake did, note you must restart the level to see the change.
gl_nosubimage 0/1 (default 0)
if nosubimagefragments doesn't fix it, this should...
gl_lightmaprgba 0/1 (default 1)
setting this to 0 improves lighting quality (less banding) in 16bit modes,
however it has been known to disagree with certain drivers,
so it defaults to 1 for compatibility.
Engine and this readme written by LordHavoc ( havoc@gamevisions.com ),
based on source code by id Software ( http://www.idsoftware.com )

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mod_nehahra/help.txt Normal file
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Read Nehahra.txt and other TXT files included in this archive.
The .EXE files should sit in your quake/ directory. The PAK files in your
quake/nehahra, directory. It is not necessary to use the -game parameter
when running Nehahra.
If you have a dir structure like quake/nehahra/quake/nehahra or
quake/quake/nehahra, then you have improperly installed the game.

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<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<html>
<head>
<meta http-equiv="content-type" content="text/html; charset=win-1251">
<meta name="author" content="Vondur">
<meta name="document-state" content="dynamic">
<meta name=description content="readme for nehahra">
<title>-- nehahra project --</title>
<style>
body {
background-color: #202020;
}
p.logo {
font-family: verdana;
font-size: 25px;
font-weight: bold;
text-align: center;
color: #9F9F9F;
}
p.title {
font-family: verdana;
font-size: 14px;
font-weight: bold;
text-align: center;
color: #9F9F9F;
}
p.text {
font-family: verdana;
font-size: 13px;
text-align: justify;
color: #9F9F9F;
margin-left:25px;
margin-right:25px;
}
p.copy {
font-family: verdana;
font-size: 8pt;
font-weight: normal;
text-align: center;
color: #9F9F9F;
}
A {text-decoration: none;}
A:link {color: #9F9F9F;}
A:active {color: #9F9F9F;}
A:visited {color: #9F9F9F;}
A:hover {color: #FFFF80;}
</style>
</head>
<body>
<table bgcolor=#252525 align=center width=600px border=0 cellspacing=0 cellpadding=0>
<td valign=top>
<br>
<table bgcolor="#202020" width=550px border=0 cellspacing=0 cellpadding=2 align=center>
<td><p class=logo>
<br>
-- N E H A H R A --
<br>
p r o j e c t
<br>
<br>
</p>
</td>
</table>
<!--Part-->
<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
<td><p class=title>-- i n t r o d u c t i o n --</div></td>
</table>
<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
<td>
<p class=text><EFBFBD> Nehahra team is proud to present a new Quake story.
<br>
<09> An enhanced Quake Single Player experience consisting of two episodes. Your journey begins in a doomed human city that has become a battleground between the human colonists and Quake's old minions.
</p>
<br>
</td>
</table>
<!--End of part-->
<!--Part-->
<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
<td><p class=title>-- s t o r y --</div></td>
</table>
<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
<td>
<p class=text><EFBFBD> Following the demise of ShubNiggurath the gates to a new dimension were flung open to the realm of mankind. Seizing this opportunity the human civilization on earth spent the next five years building a colony in the new dimension. The humans call this new bastion of human civilization Forge City..........
<br><EFBFBD> For more details regarding the Nehahra story, get the Seal of Nehahra movie from <a href="http://www.planetquake.com/nehahra" target="new"><b>here</b></a>.
</p>
<br>
</td>
</table>
<!--End of part-->
<!--Part-->
<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
<td><p class=title>-- i n s t a l l a t i o n &nbsp a n d &nbsp r u n n i n g --</div></td>
</table>
<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
<td>
<p class=text><i>Installation</i>
<br>
<EFBFBD> You must install the full registered version of Quake before you can play it. Please follow the instructions on your Quake manual for installation instructions Nehahra will not run with Shareware version of Quake. Create a folder in your Quake directory and name it nehahra. Unzip the contents of this zip into the nehahra folder, make sure to maintain any directory structure which exists within the zip.
<br>
<br>
<i>Running Nehahra</i>
<br>
<EFBFBD> You may use the .bat file included in this zip to run Nehahra, or create your own using the -game parameter. The .bat file included with this zip runs Nehahra using many settings which the Nehahra team prefers to use while playing Quake. If you choose not to use the .bat file, run Nehahra using the command line nehahra -game nehahra. Check the Quake documentation for more command line and <a href="http://www.eplanetquake.com/console" target="new">console</a> commands.
</p>
<br>
</td>
</table>
<!--End of part-->
<!--Part-->
<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
<td><p class=title>-- t h e &nbsp b a s i c s &nbsp o f &nbsp p l a y --</div></td>
</table>
<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
<td>
<p class=text><i>Goal of the Game</i>
<br>
<EFBFBD> Quake has two basic goals. First, stay alive. Second, get out of the place you're in. That hasn't changed in Nehahra. First and foremost, Nehahra is meant to be survived, not necessarily conquered, though there are places where you have no choice. In some cases you may find it a near to impossible task to get %100 kills, unless you have the skill. In these scenarios escaping the level itself may be your only option.
<br>
<br>
<i>Skill</i>
<br>
<EFBFBD> The Nehahra start map allows for skill selection. Take the path that is best for you and keep in mind that Nehahra Easy is a bit like Quake Hard :)
<br>
<br>
Easy: The Skilled Player
<br>
Normal: The Veteran Player
<br>
Hard: The Elite
<br>
Nightmare: The Certifiably Insane
<br>
<br>
<i>Episode/Story</i>
<br>
<20> After the starting map, you will be shown the introductory demos
to the game and storyline. This is a continuation of the
Quake movie released called THE SEAL OF NEHAHRA. It is not
necessary that you obtain THE SEAL OF NEHAHRA, but it is
highly recommended as you'll be otherwise missing out.
<br>
<20> See <a href="http://www.planetquake.com/nehahra/download.html"><b>here</b></a> for links
to the movie
<br>
<20> After the first game three demos, the interaction begins. Through
the course of the game, you will experience in-between level
demo scenes and the occasional in-level cutscene.
<br>
<br>
<i>The Environment</i>
<br>
<20> Nehahra maintains the standard Quake environment with secret
doors, lifts, trains, and the like. In addition to this,
you may encounter an object or section of architecture that
is pushable, breakable, or interactive in other ways.
Experimentation and exploration in different situations is always
beneficial.
<br>
<br>
</p>
</td>
</table>
<!--End of part-->
<!--Part-->
<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
<td><p class=title>-- y o u r &nbsp n e w &nbsp e n v i r o n m e n t --</div></td>
</table>
<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
<td>
<p class=text>
<i>Firepower</i>
<br>
<br>
<b>Sword</b>
<br>
Hey, something new to look at.
<br>
<br>
<b>Shotgun</b>
<br>
The basic gun, to which all other guns compare favorably.
<br>
<br>
<b>Double-barrelled Shotgun</b>
<br>
A worthy weapon with three minor drawbacks: first, it uses up 2 shells
per blast; second, it's slow; third, its shot pattern is very loose at
long range. But in general, once you find this puppy, the other shotgun
starts rusting from disuse.
<br>
<br>
<b>Nailgun</b>
<br>
A two-barrel dingus that prickles bad guys with armor-piercing darts,
technically termed "nails".
<br>
<br>
<b>Supernailgun </b>
<br>
The great equalizer. Four cyclic barrels that hose out spikes like
crazy. Pro: foes drop like flies. Con: eats ammo like popcorn.
<br>
<br>
<b>Grenade Launcher</b>
<br>
Thumps neat exploding bombs into the air. You can even bounce a grenade
off the wall or floor.. When a grenade hits someone, it explodes.
If it misses, the bomb sits on the floor for a moment, then explodes.
<br>
<br>
<b>Rocket Launcher</b>
<br>
For when a grenade positively, absolutely, has to be there on time.
<br>
<br>
<b>Thunderbolt </b>
<br>
Try it. You'll like it. Use the same technique as watering your
rosebush.
<br>
<br>
<b>Autoshotgun(Tsemochian Autoshotgun)</b>
<br>
High speed shotgun from Hell. You haven't lived until you've
hosed down some baddies with this. Just don't get carried away,
it eats ammo like its going out of style.
<br>
<br>
<b>Sprocket Launcher(Tsemochian Sprocket)</b>
<br>
Crossbreed a spear, a rocket, and a grenade and you might end
up with a Tsemochian sprocket. This weapon takes some getting
used to, but after a while, you'll feel nekkid without it. :)
<br>
<br>
<i>Weapon Controls</i>
<br>
<br>
1 : SWORD : impulse 1
<br>
2 : SHOTGUN : impulse 2
<br>
3 : DOUBLE BARREL : impulse 3
<br>
4 : NAILGUN : impulse 4
<br>
5 : SUPER NAILGUN : impulse 5
<br>
6 : GRENADE LAUNCHER : impulse 6
<br>
7 : ROCKET LAUNCHER : impulse 7
<br>
8 : THUNDERBOLT : impulse 8
<br>
9 : SPROCKET : impulse 9
<br>
0 : AUTOSHOTGUN : impulse 100
<br>
<br>
<i>Power-ups</i>
<br>
In addition to the traditional power-ups, Nehahra offers:
<br>
<br>
<b>Regeneration Artifact</b>
<br>
This powerup never runs out, unless you die. You can accumulate
these. The more regeneration artifacts you have, the more you
can regenerate and the faster you regenerate. Five of these
puppies is the maximum that will have affect.
<br>
<br>
<b>Flight Artifact</b>
<br>
This powerup runs out, but lasts longer than the others. This
enables you to fly, even take enormous leaps, or hang out on
the ceiling. It takes some getting used to, but it's good
for getting to high places in a hurry :)
<br>
<br>
<b>Resurrection Artifact</b>
<br>
The most powerful of all power-ups. Like the Regeneration
Artifact, you can accumulate these. For every Resurrection
Artifact you have, you can rise from the dead right where
you fell. It gives you 3 seconds of Invulnerability when
you return, use this time wisely to get away from the
monsters who were likely standing right over you.
<br>
<br>
Remember, use your lives sparingly, these artifacts don't
grow on trees.
<br>
<br>
You will notice that when you die, an icon appears on the
screen. It could be one of three. Don't rush to hit
'quickload' just yet....
<br>
<br>
SKULL WITH BLACK EYES:
<br>
This means you are dead, no resurrection artifacts available.
That's all she wrote.
<br>
<br>
SKULL WITH RED EYES:
<br>
This means that you have one or more lives left. You can
rejoin the living by simply hitting the attack key or jump.
<br>
<br>
SKULL WITH RED EYES WITH AN 'X' OVER IT
<br>
This is unfortunate. Even this artifact has its limitations.
If you fall into a void, your accumulated lives will not
help you. If you die in lava or you have been gibbed, the
body has suffered too much damage to be restored.
<br>
<br>
<i>The Cast</i>
<br>
<br>
<b>Rottweiler</b>
<br>
Bad, bad doggie! Play dead! -- blam! -- yipe! Good dog!
<br>
<br>
<b>Grunt </b>
<br>
Between the probes wired up to their pleasure centers that give
them paroxysms of ecstasy from killing and the stimulants
flowing through their veins, grunts range from slow to paranoid,
jumpy, and surprisingly dangerous. Take care, they could be
armed with anything!
<br>
<br>
<b>Enforcer </b>
<br>
Grunt, Mark Two. Outfitted in combat armor, toting built-in blasters,
and light on their feet, they range from a nuisance to clever.
<br>
<br>
<b>Knight </b>
<br>
Canned meat. Open 'er up and see if it's still fresh.
<br>
<br>
<b>Death Knight </b>
<br>
This particular canned meat tends to open you up instead. Keep
your distance though, they've learned some new tricks over the
years.
<br>
<br>
<b>Rotfish </b>
<br>
Disgusting little critters who dish it out, but can't take it.
<br>
<br>
<b>Zombie</b>
<br>
Thou canst not kill that which doth not live. But you can blast it
into chunky kibbles.
<br>
<br>
<b>Scrag </b>
<br>
Floats like a butterfly, stings like a bee. Ugly as hell. Keep
your aim steady because these bastards can really move when
they want to!
<br>
<br>
<b>Ogre </b>
<br>
Since the death of Shub-Niggurath, ogres have come to exercise
more free will than ever before. Although sometimes cautious
and other times wanting to save their ass, they can still dish
out the pain!
<br>
<br>
<b>Spawn </b>
<br>
A merrily bouncing blob as dangerous to kill as to ignore. Blech.
<br>
<br>
<b>Fiend </b>
<br>
In essence, organic buzzsaws, rife with pummeling power! Fiends
are creatures of varied dispositions, some may be indifferent.
Beware the alpha fiends that walk among them, these guys are
especially territorial and cranky.
<br>
<br>
<b>Vore </b>
<br>
A spideresque hybrid horror. Keep your eye on the energy pod he hurls.
<br>
<br>
<b>Shambler </b>
<br>
Even other monsters fear him, so expect a clobbering. He shrugs off
explosions. Good luck.
<br>
<br>
<b>Marines</b>
<br>
These guys are on your side...in theory. You might find a few
survivors of the latest fiasco in the lands of Quake. Some of
them might even help you out. Be wary of them at times, they
are stressed, scared shitless, and not sure who to trust.
Don't set one of them off or you might become a military
statistic.
<br>
<br>
<b>Field Enforcer</b>
<br>
More human than he is ogre. One of the many half breeds from
archgaunt experiments over the course of years and nuclear
contamination from the ravaged Dimension of the Doomed. These
guys are sent out with concealed body armor and an armor shard
trench coat. With automatic shotguns as a weapon and the
stamina and strength of an ogre, they can prove to be a
tactical nightmare.
<br>
<br>
<b>Ogre Mutant</b>
<br>
More ogre than he is human. He's missing an appendage but
Tsemochian technology has generously provided him with an
alternative, a nice big gun with some convenient features.
He's a bit slow in the head, but once he's drawn a bead on you,
run for cover; having a weapon for an arm has allowed him to
become very efficient with it.
<br>
<br>
<b>Tsemoch</b>
<br>
Caffeine incarnate. With modern weaponry and unearthly
metabolisms, they are the strange products of evolution in an
alternate dimension. A little more insect than man. Some
of them tote Tsemochian sprockets, if you hear a *thoomp*,
head for the hills! It just takes one sprocket to ruin your
afternoon.
<br>
<br>
<b>Jaggers</b>
<br>
Once flourishing in the Tsemochian dimension, these
animals have seeped into every dimension touching it.
It takes a lot to drop one so if you can deal with them
peacefully, save some ammo. Give them some respect
and space and you might not get "jagged".
<br>
<br>
<b>Gaunt</b>
<br>
The monks of the medieval society. They like to gossip and
they're not afraid to tell you what's on their mind...not
that you'll understand a word of it. Not too hard to drop,
but don't get them excited...their bag of tricks is deeper
than you might suspect.
<br>
<br>
<b>Archgaunts</b>
<br>
Hierarchs in the making. These pompous, elder gaunts are
skilled in the Gaunt magics and masters of aggravation.
Fighting these guys is about as fun as a root canal. Good
luck with them!
<br>
<br>
<b>Barons</b>
<br>
A few hundred years ago, a large group of death knights
deserted the ranks of Shub-Niggurath, tired of tolerating
Archgaunt councils and the restrictions of the former
Archgaunt Hierarch, Zagheida. Since the death of Shub-
Niggurath and Hierarch Zagheida, they've come out of hiding
from remote medieval highlands and returned to their roots.
<br>
<br>
<b>Vomitus</b>
<br>
An organic gib fountain. Slow, stupid, and not too dangerous.
Slip by them and fry the bigger fish, a few years later, they
might catch up with you.
<br>
<br>
<b>Wraith</b>
<br>
Ghosts to the world, scavengers of souls. Existing in two
planes simultaneously, they vulture on the dead and go about
their strange agendas. Try not to anger them unless you
have a handle on how to hurt them :)
</p>
<br>
</td>
</table>
<!--End of part-->
<!--Part-->
<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
<td><p class=title>-- t e c h n i c a l &nbsp n o t e s --</div></td>
</table>
<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
<td>
<p class=text>
1. Coop mode is available. Keep in mind that Coop mode shuts off all in-level cutscenes as well as in-between level demo cutscenes.
<br>
<br>
2. If you have already seen the demo cutscenes and don't wish to
watch them when you play again, hit the `tilde to bring down the
console and set CUTSCENE 0. Set it back to 1 to re-enable demo
cutscenes.
</p>
<br>
</td>
</table>
<!--End of part-->
<!--Part-->
<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
<td><p class=title>-- l e v e l s &nbsp a n d &nbsp d e s i g n e r s --</div></td>
</table>
<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
<td>
<p class=text>
<b>The Beginning</b>
<br>
<br>
nehstart -- Welcome to Nehahra -- by Tim Elek "ELEK"
<br>
<br>
<b>Episode 1: The Fall of Forge</b>
<br>
<br>
neh1m1: Forge City1 : Slipgates -- by Tim Elek "ELEK"
<br>
neh1m2: Forge City2 : Boiler -- by Tim Elek "ELEK"
<br>
neh1m3: Forge City3 : Escape -- by Tim Elek "ELEK"
<br>
neh1m4: Grind Core -- by John McCann "DaMaul"
<br>
neh1m5: Industrial Silence -- by Christian Grawert "CZG"
<br>
neh1m6: Locked-Up Anger -- by Christian Grawert "CZG"
<br>
neh1m7: Wanderer of the Wastes -- by Jussi Jaiskelainen "Vigil"
<br>
neh1m8: Artemis System Net -- by Jussi Jaiskelainen "Vigil"
<br>
neh1m9: To the Death -- by Dmitry Svetlichny "Vondur"
<br>
<br>
<b>Episode 2: The Outlands</b>
<br>
<br>
neh2m1: The Gates of Ghoro -- by Tim Elek "ELEK"
<br>
neh2m2: Sacred Trinity -- by Christian Grawert "CZG"
<br>
neh2m3: Realm of the Ancients -- by Tim Elek "ELEK"
<br>
neh2m4: Temple of the Ancients -- by Tim Elek "ELEK"
<br>
neh2m5: Dreams Made Flesh -- by Benoit Stordeur "Bal"
<br>
neh2m6: Your Last Cup of Sorrow -- by Benoit Stordeur "Bal"
<br>
<br>
<b>Episode 3: Dimension of the Lost The End</b>
<br>
<br>
nehahra: Nehahra's Den -- by Tim Elek "ELEK"
<br>
nehend: Quintessence -- By Dmitry Svetlichny "Vondur"
<br>
<br>
<b>Cutscene maps:</b>
<br>
<br>timcut1 - Elek
<br>cathed - Elek
<br>damaul2 - Reign In Blood - Damaul
<br>exdm3 - Pandemonium - Excessus
<br>romeric1 - Cathedral of Treachery - Excessus
<br>czgneh3 - Seal of Nehahra - CZG
<br>czgnehc4 - Somewhere in Mexico - CZG
<br>baldm1 - Slipgate Facility Back lot - Bal
<br>labby - Slipgate Development Lab - Vigilante
<br>t66 - Base T66 - Vondur
</p>
<br>
</td>
</table>
<!--End of part-->
<!--Part-->
<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
<td><p class=title>-- n e h a h r a &nbsp t e a m --</div></td>
</table>
<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
<td>
<p class=text>
<b>Mindcrime - J. Thaddeus Skubis</b>
<br>Email: <a href="mailto:mindcrime@planetquake.com">mindcrime@planetquake.com</a>
<br>URL: None
<br>Primary job(s): Coding, modelling, skinning, sounds, and all around kick ass team leader
and inspiritor. This man made Nehahra what it is. Without his leadership skills
the mod would have tanked ages ago.
<br>
<br>
<b>Bal - Benoit Stordeur</b>
<br>
Email: <a href="mailto:bal@planetquake.com">bal@planetquake.com</a>
<br>URL: <a href="http://www.planetquake.com/bal">www.planetquake.com/bal</a>
<br>Primary Jobs(s): Mapper, french bearded librarian
<br>
<br>
<b>CZG - Christian Grawert</b>
<br>
Email: <a href="mailto:grawert@online.no">grawert@online.no</a>
<br>URL: <a href="http://www.planetquake.com/greyvoid">www.planetquake.com/greyvoid</a>
<br>Primary Jobs(s): Mapper, creator of immersive environments.
<br>
<br>
<b>DaMaul - John McCann</b>
<br>
Email: <a href="mailto:DaMaul@planetquake.com">DaMaul@planetquake.com</a>
<br>URL: <a href="http://www.planetquake.com/DaMaul">www.planetquake.com/DaMaul</a>
<br>Primary Jobs(s): Mapper, bear inventor
<br>
<br>
<b>DarcJedi - Jeff Heath</b>
<br>
Email: <a href="mailto:darcjedi@telefragged.com">darcjedi@telefragged.com</a>
<br>URL: <a href="http://www.telefragged.com/soup">www.telefragged.com/soup</a>
<br>Primary job(s): Skybox artist, now a professional game artist
<br>
<br>
<b>Elek - Tim Elek</b>
<br>
Email: <a href="mailto:4tim2@ameritech.net">4tim2@ameritech.net</a>
<br>URL: <a href="http://www.planetquake.com/tertiary">www.planetquake.com/tertiary</a>
<br>Primary Jobs(s): Mapper, bossy_arse, assorted graphics, and asker of too many questions
<br>
<br>
<b>Ender - James Brown</b>
<br>
Email: <a href="mailto:ender@telefragged.com">ender@telefragged.com</a>
<br>URL: <a href="http://qsg.telefragged.com">qsg.telefragged.com</a>
<br>Primary job(s): Engine coder
<br>
<br>
<b>LordHavoc - Forest Hale</b>
<br>
Email: <a href="mailto:havoc@gamevisions.com">havoc@gamevisions.com</a>
<br>URL: <a href="http://www.inside3d.com/darkplaces">www.inside3d.com/darkplaces</a>
<br>Primary job(s): Engine coder, level testing, helpfull commentator
<br>
<br>
<b>Vigilante - Jussi J<><4A>skel<65>inen</b>
<br>
Email: <a href="mailto:jussijj@icon.fi">jussijj@icon.fi</a>
<br>URL: <a href="http://www.clanworld.dk/team-cotv">www.clanworld.dk/team-cotv</a>
<br>Primary Jobs(s): Mapper, alien lifeform
<br>
<br>
<b>Vondur - Dmitry Svetlichny</b>
<br>
Email: <a href="mailto:Vondur@planetquake.com">Vondur@planetquake.com</a>
<br>URL: <a href="http://www.planetquake.com/Vondur">www.planetquake.com/Vondur</a>
<br>Primary Jobs(s): Mapper, most responsible, first one to complete all his maps!
</p>
<br>
</td>
</table>
<!--End of part-->
<!--Part-->
<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
<td><p class=title>-- c r e d i t s &nbsp a n d &nbsp t h a n k s --</div></td>
</table>
<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
<td>
<p class=text>
<20> There are many individuals who have assisted in the development of Nehahra in many ways.
The following list includes individuals who may have created textures, models, skies and
other content which was used throughout the game. Special thanks to all of these people
their roles may have been passive, but surely very important.
<br>
<br>
<b>Textures:</b>
<br>
Stecki: Decon wad
<br>
Ogro: Ogro wad
<br>
Ikka "fingers" Keranen: ikbase wad
<br>
John Fitzgibbons: Rubicon wad
<br>
Raven Software: misc. cool textures
<br>
Epic Mega Games: misc. cool textures
<br>
Xatrix: misc. cool textures
<br>
id software: misc Q3 textures
<br>
Hipnotic: misc cool textures
<br>
<br>
<b>Models/animations</b>
<br>
Brian 'EvilBastard' Collins
<br>
David 'Hotfat' Biggs
<br>
King Chou
<br>
Tan Sian Yue, a.k.a. 'Bubbah'
<br>
Garry Ant
<br>
Daniel Garcia Romero, a.k.a. 'Headcrusher'
<br>
Cayenne Mandua
<br>
V.S.KiRill
<br>
Deft'Conrad
<br>
Seth 'SerpentLord' Galbraith
<br>
<br>
<b>Code base</b>
<br>
Darien McNeils: Cutscene code base
<br>
<br>
<b>Skyboxes</b>
<br>
Stecki
<br>
Jason Abbot
<br>
Crinity
<br>
Woebane
<br>
<br>
<b>Compilers</b>
<br>
Ken Alverson for WQbsp.
<br>
Tyrann for Tyrlite and rvis+
<br>
LordHavoc for Hvis.
<br>
id software for vis
<br>
Tim 'argh' Wright for arghlite
<br>
Neil White III for LightDLX
<br>
<br>
<b>Editors</b>
<br>
Ty and Neal for Wally
<br>
Mickey for TexMex
<br>
Robert Duffy for QERadiant
<br>
Ben Morris for WorldCraft
<br>
Adobe for Photoshop
<br>
JGsoft for EditPad
<br>
PaintShopPro 6.0
<br>
EditPad by Jan Goyvaerts
<br>
<br>
<b>Sound effects</b>
<br>
Eric 'RedChurch' VonRothKirch
<br>
Chancellor Films
<br>
Purusa
<br>
<br>
<b>SPECIAL THANKS AND APOLOGIES TO ANYONE WHOSE WORK APPEARED IN
NEHAHRA THAT WE FORGOT OR COULD NOT IDENTIFY.</b>
<br>
<br>
<i><u><b>Special Thanks from the team:</b></u></i>
<br>
<br>
<b> Bal would like to thank the following:</b>
<br>
Nehahra crew for feedback and kickin ass
<br>
LordImric and Lordhavoc for having shared their cpu speed for some compiling
<br>
Stecki for the cool skybox
<br>
<br>
<b>ELEK would like to thank the following:</b>
<br>
My wife Marisa for sticking by me and giving me countless hours of time to get
this thing completed. She spent too many hours sitting alone while I poured time
into Nehahra.
<br>
Mindcrime for sticking through the development of this project, Nehahra has
sent him to Hell and back again
<br>
Darc Jedi for all the great skies
<br>
Jack 'Scrag Bait' Meacher for all the help he has given me along the way
<br>
The rest of the Nehahra team for sticking it out and getting it done right
<br>
All of my friends for listening to my constant Nehahra/Quake banter
<br>
<br>
<b>Vondur would like to thank the following:</b>
<br>
MindCrime, for organizing such awesome project and collecting under
its roof such cool people. It was the true pleasure to work with you, boss.
<br>
Nehahra team, you are the best people. Remember that!
<br>
Black winter days and dark music for inspiration
<br>
His cat for running around
<br>
<br>
<b>CZG would like to thank the following:</b>
<br>
My sisters.
<br>
Emma.
<br>
Donkey.
<br>
The rest of the Nehahra team.
<br>
<br>
Anticredits:
<br>
My father...
<br>
The Norwegian army.
<br>
Magne H<>stvik Lie. DU FORTJENER SMERTE!!!
</p>
<br>
</td>
</table>
<!--End of part-->
<!--Part-->
<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
<td><p class=title>-- d i s c l a i m e r s --</div></td>
</table>
<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
<td>
<p class=text>
<EFBFBD> Large portions of this product are property and are copyrighted by the Nehahra Team. If this product appears on any medium/media without consent, full
legal action will be taken.
<br>
<EFBFBD> A small number of snippets were 'borrowed' from Zerstorer: Testament
of the Destroyer. If you have not played this conversion, get it.
It's inspirational.
<br>
<EFBFBD> A small measure of the massive code that makes up the progs.dat were
originally adapted from early patches performing various tasks.
Because code has migrated from patch to patch over time, the
original sources become very vague and questionable.
While the code may not be recognizable to the original, Mindcrime
would like to thank the creators of these patches whom he has no
means of identifying. :]
<br>
<EFBFBD> This zip file may be distributed by any electronic means as long as this txt file is
included in the zip.
<br>
<EFBFBD> All other copyrights apply to their respective claimers
</p>
<br>
</td>
</table>
<!--End of part-->
<table width=550px border=0 align=center>
<td><p class=copy><EFBFBD> 2000 Nehahra Team</div></td>
</table>
</td>
</table>
</body>
</html>

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IMPORTANT!!!
If you have The Seal of Nehahra movie, you should put the game in the
same directory BUT........
DO NOT EXTRACT THE PAK0.PAK file from the PAK0.ZIP as this is a dummy pak file.
****************
I. THE STORY
****************
Following the demise of ShubNiggurath the gates to a new dimension were flung open to
the realm of mankind. Seizing this opportunity the human civilization on earth
spent the next five years building a colony in the new dimension. The humans call
this new bastion of human civilization Forge City..........
A. Background
II. INSTALLING NEHAHRA
A. Installation
You must install the full registered version of Quake before you can play it.
Please follow the instructions on your Quake manual for installation instructions
Nehahra will not run with Shareware version of Quake. Create a folder in your
Quake directory and name it nehahra. Unzip the contents of this zip into the nehahra
folder, make sure to maintain any directory structure which exists within the zip.
B. Running Nehahra
Just run the Nehahra.exe executable, that's all she wrote. No -game
parameter is necessary.
Check the Quake documentation for more command line and console commands.
III. THE BASICS OF PLAY
A. Goal of the Game
Quake has two basic goals. First, stay alive. Second, get out of the
place you're in. That hasn't changed in Nehahra. First and foremost,
Nehahra is meant to be survived, not necessarily conquered, though
there are places where you have no choice. In some cases you may
find it a near to impossible task to get %100 kills, unless you have
the skill. In these scenarios escaping the level itself may be your
only option.
B. Skill
The Nehahra start map allows for skill selection. Take the path that is
best for you and keep in mind that Nehahra Easy is a bit like Quake
Hard :)
Easy ------The Skilled Player
Normal ----The Veteran Player
Hard ------The Elite
Nightmare--The Certifiably Insane
C. Episode/Story
After the starting map, you will be shown the introductory demos
to the game and storyline. This is a continuation of the
Quake movie released called THE SEAL OF NEHAHRA. It is not
necessary that you obtain THE SEAL OF NEHAHRA, but it is
highly recommended as you'll be otherwise missing out.
((See http://www.planetquake.com/nehahra/download.html for links
to the movie))
After the first game three demos, the interaction begins. Through
the course of the game, you will experience in-between level
demo scenes and the occasional in-level cutscene.
To shut off .dem cutscenes, you may type at the console:
CUTSCENE 0
D. The Environment
Nehahra maintains the standard Quake environment with secret
doors, lifts, trains, and the like. In addition to this,
you may encounter an object or section of architecture that
is pushable, breakable, or interactive in other ways.
Experimentation and exploration in different situations is always
beneficial.
IV: YOUR NEW ENVIRONMENT
A. Firepower
Sword
Hey, something new to look at.
Shotgun
The basic gun, to which all other guns compare favorably.
Double-barrelled Shotgun
A worthy weapon with three minor drawbacks: first, it uses up 2 shells
per blast; second, it's slow; third, its shot pattern is very loose at
long range. But in general, once you find this puppy, the other shotgun
starts rusting from disuse.
Nailgun
A two-barrel dingus that prickles bad guys with armor-piercing darts,
technically termed "nails".
Supernailgun
The great equalizer. Four cyclic barrels that hose out spikes like
crazy. Pro: foes drop like flies. Con: eats ammo like popcorn.
Grenade Launcher
Thumps neat exploding bombs into the air. You can even bounce a grenade
off the wall or floor.. When a grenade hits someone, it explodes.
If it misses, the bomb sits on the floor for a moment, then explodes.
Rocket Launcher
For when a grenade positively, absolutely, has to be there on time.
Thunderbolt
Try it. You'll like it. Use the same technique as watering your
rosebush.
Autoshotgun(Tsemochian Autoshotgun)
High speed shotgun from Hell. You haven't lived until you've
hosed down some baddies with this. Just don't get carried away,
it eats ammo like its going out of style.
Sprocket Launcher(Tsemochian Sprocket)
Crossbreed a spear, a rocket, and a grenade and you might end
up with a Tsemochian sprocket. This weapon takes some getting
used to, but after a while, you'll feel nekkid without it. :)
B. Weapon Controls
1-------------SWORD----------------------IMPULSE 1
2-------------SHOTGUN--------------------IMPULSE 2
3-------------DOUBLE BARREL--------------IMPULSE 3
4-------------NAILGUN--------------------IMPULSE 4
5-------------SUPER NAILGUN--------------IMPULSE 5
6-------------GRENADE LAUNCHER-----------IMPULSE 6
7-------------ROCKET LAUNCHER------------IMPULSE 7
8-------------THUNDERBOLT----------------IMPULSE 8
9-------------SPROCKET-------------------IMPULSE 9
0-------------AUTOSHOTGUN----------------IMPULSE 100
C. Power-ups
In addition to the traditional power-ups, Nehahra offers:
Regeneration Artifact
This powerup never runs out, unless you die. You can accumulate
these. The more regeneration artifacts you have, the more you
can regenerate and the faster you regenerate. Five of these
puppies is the maximum that will have affect.
Flight Artifact
This powerup runs out, but lasts longer than the others. This
enables you to fly, even take enormous leaps, or hang out on
the ceiling. It takes some getting used to, but it's good
for getting to high places in a hurry :)
Resurrection Artifact
The most powerful of all power-ups. Like the Regeneration
Artifact, you can accumulate these. For every Resurrection
Artifact you have, you can rise from the dead right where
you fell. It gives you 3 seconds of Invulnerability when
you return, use this time wisely to get away from the
monsters who were likely standing right over you.
Remember, use your lives sparingly, these artifacts don't
grow on trees.
You will notice that when you die, an icon appears on the
screen. It could be one of three. Don't rush to hit
'quickload' just yet....
SKULL WITH BLACK EYES:
This means you are dead, no resurrection artifacts available.
That's all she wrote.
SKULL WITH RED EYES:
This means that you have one or more lives left. You can
rejoin the living by simply hitting the attack key or jump.
SKULL WITH RED EYES WITH AN 'X' OVER IT
This is unfortunate. Even this artifact has its limitations.
If you fall into a void, your accumulated lives will not
help you. If you die in lava or you have been gibbed, the
body has suffered too much damage to be restored.
D. The Cast
Rottweiler
Bad, bad doggie! Play dead! -- blam! -- yipe! Good dog!
Grunt
Between the probes wired up to their pleasure centers that give
them paroxysms of ecstasy from killing and the stimulants
flowing through their veins, grunts range from slow to paranoid,
jumpy, and surprisingly dangerous. Take care, they could be
armed with anything!
Enforcer
Grunt, Mark Two. Outfitted in combat armor, toting built-in blasters,
and light on their feet, they range from a nuisance to clever.
Knight
Canned meat. Open 'er up and see if it's still fresh.
Death Knight
This particular canned meat tends to open you up instead. Keep
your distance though, they've learned some new tricks over the
years.
Rotfish
Disgusting little critters who dish it out, but can't take it.
Zombie
Thou canst not kill that which doth not live. But you can blast it
into chunky kibbles.
Scrag
Floats like a butterfly, stings like a bee. Ugly as hell. Keep
your aim steady because these bastards can really move when
they want to!
Ogre
Since the death of Shub-Niggurath, ogres have come to exercise
more free will than ever before. Although sometimes cautious
and other times wanting to save their ass, they can still dish
out the pain!
Spawn
A merrily bouncing blob as dangerous to kill as to ignore. Blech.
Fiend
In essence, organic buzzsaws, rife with pummeling power! Fiends
are creatures of varied dispositions, some may be indifferent.
Beware the alpha fiends that walk among them, these guys are
especially territorial and cranky.
Vore
A spideresque hybrid horror. Keep your eye on the energy pod he hurls.
Shambler
Even other monsters fear him, so expect a clobbering. He shrugs off
explosions. Good luck.
Marines
These guys are on your side...in theory. You might find a few
survivors of the latest fiasco in the lands of Quake. Some of
them might even help you out. Be wary of them at times, they
are stressed, scared shitless, and not sure who to trust.
Don't set one of them off or you might become a military
statistic.
Field Enforcer
More human than he is ogre. One of the many half breeds from
archgaunt experiments over the course of years and nuclear
contamination from the ravaged Dimension of the Doomed. These
guys are sent out with concealed body armor and an armor shard
trench coat. With automatic shotguns as a weapon and the
stamina and strength of an ogre, they can prove to be a
tactical nightmare.
Ogre Mutant
More ogre than he is human. He's missing an appendage but
Tsemochian technology has generously provided him with an
alternative, a nice big gun with some convenient features.
He's a bit slow in the head, but once he's drawn a bead on you,
run for cover; having a weapon for an arm has allowed him to
become very efficient with it.
Tsemoch
Caffeine incarnate. With modern weaponry and unearthly
metabolisms, they are the strange products of evolution in an
alternate dimension. A little more insect than man. Some
of them tote Tsemochian sprockets, if you hear a *thoomp*,
head for the hills! It just takes one sprocket to ruin your
afternoon.
Jaggers
Once flourishing in the Tsemochian dimension, these
animals have seeped into every dimension touching it.
It takes a lot to drop one so if you can deal with them
peacefully, save some ammo. Give them some respect
and space and you might not get "jagged".
Gaunt
The monks of the medieval society. They like to gossip and
they're not afraid to tell you what's on their mind...not
that you'll understand a word of it. Not too hard to drop,
but don't get them excited...their bag of tricks is deeper
than you might suspect.
Archgaunts
Hierarchs in the making. These pompous, elder gaunts are
skilled in the Gaunt magics and masters of aggravation.
Fighting these guys is about as fun as a root canal. Good
luck with them!
Barons
A few hundred years ago, a large group of death knights
deserted the ranks of Shub-Niggurath, tired of tolerating
Archgaunt councils and the restrictions of the former
Archgaunt Hierarch, Zagheida. Since the death of Shub-
Niggurath and Hierarch Zagheida, they've come out of hiding
from remote medieval highlands and returned to their roots.
Vomitus
An organic gib fountain. Slow, stupid, and not too dangerous.
Slip by them and fry the bigger fish, a few years later, they
might catch up with you.
Wraith
Ghosts to the world, scavengers of souls. Existing in two
planes simultaneously, they vulture on the dead and go about
their strange agendas. Try not to anger them unless you
have a handle on how to hurt them :)
V. TECHNICAL NOTES
1. Coop mode is available. Keep in mind that Coop mode shuts off
all in-level cutscenes as well as in-between level demo cutscenes.
2. If you have already seen the demo cutscenes and don't wish to
watch them when you play again, hit the `tilde to bring down the
console and set CUTSCENE 0. Set it back to 1 to re-enable demo
cutscenes.
((NOTE: There is a bug whereby weapons will not be returned to you.
It does not appear to happen often, but this bug is extremely elusive
and because of this, unfixable at this time))
3. If you want to tone down the AI (especially on the Tech monsters: grunts,
enforcers, etc) to bring it a little closer to normal Quake gameplay) go to the console
and set the NOMONSTERS cvar to 1, setting it to 0 returns it to normal. 0 is the default.
4. If you want normal Quake explosions, set NO_SPR32 to 1
VI. LEVELS & DESIGNERS
******************************************
The Beginning
nehstart -- Welcome to Nehahra -- by Tim Elek
******************************************
Episode 1: The Fall of Forge
******************************************
neh1m1: Forge City1 : Slipgates -- by Tim Elek
neh1m2: Forge City2 : Boiler -- by Tim Elek
neh1m3: Forge City3 : Escape -- by Tim Elek
neh1m4: Grind Core -- by John McCann
neh1m5: Industrial Silence -- by Christian Grawert
neh1m6: Locked-Up Anger -- by Christian Grawert
neh1m7: Wanderer of the Wastes -- by Jussi Jaiskelainen
neh1m8: Artemis System Net -- by Jussi Jaiskelainen
neh1m9: To the Death -- by Dmitry Svetlichny
*******************************************
Episode 2: The Outlands
*******************************************
neh2m1: The Gates of Ghoro -- by Tim Elek
neh2m2: Sacred Trinity -- by Christian Grawert
neh2m3: Realm of the Ancients -- by Tim Elek
neh2m4: Temple of the Ancients -- by Tim Elek
neh2m5: Dreams Made Flesh -- by Benoit Stordeur
neh2m6: Your Last Cup of Sorrow -- by Benoit Stordeur
*******************************************
Episode 3: Dimension of the Lost
The End
*******************************************
nehahra: Nehahra's Den -- by Tim Elek
nehend: Quintessence -- By Dmitry Svetlichny
*******************************************
XI. The Team!
Mindcrime: Coding, modelling, skinning, sounds, and all around kick ass team leader
and inspiritor. This man made Nehahra what it is. Without his leadership skills
the mod would have tanked ages ago.
Ender: Engine coder
Lord Havoc: engine coder, level testing, helpful commentator
DaMaul: Mapper, bear inventor
CZG: Mapper, creator of immersive environments.
Bal: Mapper, french bearded librarian
ELEK: Mapper, bossy_arse, assorted graphics, and asker of too many questions
Vigilante: Mapper, alien lifeform
Vondur: Mapper, most responsible, first one to complete all his maps!
Darc Jedi: Skybox artist, now a professional game artist
XII. Passive Contributors Credits and Thanks!
There are many individuals who have assisted in the development of Nehahra in many ways.
The following list includes individuals who may have created textures, models, skies and
other content which was used throughout the game. Special thanks to all of these people
their roles may have been passive, but surely very important.
Textures:
Stecki: Decon wad
Ogro: Ogro wad
Ikka "fingers" Keranen: ikbase wad
John Fitzgibbons: Rubicon wad
Raven Software: misc. cool textures
Epic Mega Games: misc. cool textures
Xatrix: misc. cool textures
id software: misc Q3 textures
Hipnotic: misc cool textures
Models/animations
Brian 'EvilBastard' Collins
David 'Hotfat' Biggs
King Chou
Tan Sian Yue, a.k.a. 'Bubbah'
Garry Ant
Daniel Garcia Romero, a.k.a. 'Headcrusher'
Cayenne Mandua
V.S.KiRill
Deft'Conrad
Seth 'SerpentLord' Galbraith
Code base
Darien McNeil: Cutscene code base
Skyboxes
Stecki
Jason Abbot
Crinity
Woebane
Compilers
Ken Alverson for WQbsp.
Tyrann for Tyrlite.
LordHavoc for Hvis.
id software for vis
Tim 'argh' Wright for arghlite
Neil White III for LightDLX
Tyrann for rvis+
Editors
Ty and Neal for Wally
Mickey for TexMex
Ben Morris for WorldCraft
Adobe for Photoshop
JGsoft for EditPad
PaintShopPro 6.0
SOUND EFFECTS
Eric 'RedChurch' VonRothKirch
Chancellor Films
Parusa
SPECIAL THANKS AND APOLOGIES TO ANYONE WHOSE WORK APPEARED IN
NEHAHRA THAT WE FORGOT OR COULD NOT IDENTIFY.
***********************************
XIII. Special Thanks from the team:
***********************************
Bal would like to thank the following:
Wadfather site for great skyboxes
nehahra crew for feedback and kickin ass
LordImric and Lordhavoc for having shared their cpu speed for some compiling
Stecki for the cool skybox
ELEK would like to thank the following:
My wife Marisa for sticking by me and giving me countless hours of time to get
this thing completed. She spent too many hours sitting alone while I poured time
into Nehahra.
Mindcrime for sticking through the development of this project, Nehahra has
sent him to Hell and back again
Darc Jedi for all the great skies
Jack 'Scrag Bait' Meacher for all the help he has given me along the way
The rest of the Nehahra team for sticking it out and getting it done right
All of my friends for listening to my constant Nehahra/Quake banter
Vondur would like to thank the following:
MindCrime, for organizing such awesome project and collecting under
its roof such cool people. It was the true pleasure to work with you, boss.
Nehahra team, you are the best people. Remember that!
Black winter days for inspiration
My cat for running around
Dark music
CZG would like to thank the following:
My sisters.
Emma.
Donkey.
The rest of the Nehahra team.
Anticredits:
My father...
The Norwegian army.
Magne H<>stvik Lie. DU FORTJENER SMERTE!!!
******* Disclaimers *******
* Large portions of this product are property and are copyrighted by the Nehahra Team.
* If this product appears on any medium/media without consent, full
legal action will be taken.
* A small number of snippets were 'borrowed' from Zerstorer: Testament
of the Destroyer. If you have not played this conversion, get it.
It's inspirational.
* A small measure of the massive code that makes up the progs.dat were
originally adapted from early patches performing various tasks.
Because code has migrated from patch to patch over time, the
original sources become very vague and questionable.
While the code may not be recognizable to the original, Mindcrime
would like to thank the creators of these patches whom he has no
means of identifying. :]
* This zip file may be distributed by any electronic means as long as this txt file is
included in the zip.
* All other copyrights apply to their respective claimers

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This is an updated version of the Nehahra.exe with the old style
HUD if you were one of those who didn't approve of the Nehahra HUD.
This EXE hasn't been extensively tested. I do know that the
PAUSEDEMO feature freezes up my computer, so you might want to
stay clear of that puppy.
Send bug reports to: ender@telefragged.com
--Mindcrime
May 22, 2001

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MOD MUSIC FIX
For Nehahra Episodes 1, 2, 3
-----------------------------------
By Mindcrime
Feb. 4, 2001
-----------------------------------
Some may have noticed the music files don't play on neh1m9, neh2m6, and nehend.
This fixes this, if you unzip the files and pay attention to the filepaths.
atmos2.xm
nehend.s3m
These go in your quake/nehahra/mods dir, not Paked, the engine apparently does
not recognize sound files paked up.
Gracias and Enjoy.
--Mindcrime

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-----------------------
NEHAHRA DEATHMATCH/COOP
-----------------------
Nehahra Multiplayer works the same way good old Quake does. Not much
has changed except some optimizations. However, there are a few
included features which I took the liberty of adding before this
release and in waiting for the multiplayer capable exe to be ready.
PLAYER MODEL/SKIN
In single player, you are the Jack Torres model, not that you see yourself
in single player unless you have CHASE_ACTIVE 1 which doesn't really work
as nicely as we would have liked.
In Coop and Deathmatch:
You are not restricted to using the standard QuakeGuy.
There is a console command called PMODEL which sets your model/skin.
There is not a great variety but enough to make DM interesting. Note
that all thrown heads are the standard head, this was a last minute
addition I decided to put in.
Pmodel will be saved in your config.cfg as well.
PMODEL
0 = standard Qguy
1 = Grunt
2 = Ogre Mutant
3 = Labguy
4 = Major Bent
5 = Jack Torres
To switch models, you'd simply type PMODEL # ((# being the model number)).
This is indeed stored in your config.cfg file and will always be set when
you connect, to whatever value you last set the pmodel to.
When you switch pmodels, it will respawn you frag loss free. This opens up
room for abuse but it's especially important for certain deathmatch modes
like Deathmatch 3 which will be later described. The name of the game is
fun anyway =]
DEATHMATCH 3
Teamplay Deathmatch in conjunction with use of skins. ((i.e.
qguys versus Grunts, Bents versus Labguys :>)). Like skin/models
cannot injure like skin/models.
TYPE (or Bind to a key) 'IMPULSE 221' to check on overall team scores.
Keep in mind that this keeps track of the scores even if someone leaves,
it doesn't recount the scores each time, it records it at the gain or loss
of every frag.
DEATHMATCH 4
This is deathmatch in the air :) Potentially anyway. Everyone has
constant flight as if they had the Flight Artifact.
This probably wouldn't work well on all levels, but if you come to find
a favorite. You could probably run a 1 map server for a while and suck
all the fun out of it you can. Flight can enable you to get to a lot
of places you otherwise could not and will spoil the "illusion" of many
levels depending on how they are built.
DEATHMATCH 5
DeathMatch Mode 5 is a little something I put in for myself but I think
others may appreciate it as well. Among other things, Mode 5 allows
you to run DM games on maps that are not otherwise DMable (due to
lack of weapons placed in the level, info_player_deathmatch entities, etc).
But this is not to say that I would condone using it to play on
Nehahra SP levels and other non-Id SP levels because many levels
simply weren't built for this.
Sometimes the exits of certain maps (Nehahra SP maps in particular) are
not easily accessible from multiplayer(sometimes the death of a monster may
open a door for example) so the usage of FRAGLIMIT and/or
TIMELIMIT is highly recommended.
However, this works very nicely in normal DM maps.
When looking for a location to spawn, Mode 5 will use both
info_player_deathmatch and info_player_coop. Each player spawns with
all weapons and some ammo for each weapon. 50 shells, 50 nails, 50 cells,
and 10 rockets. It also gives you one regeneration artifact.
OTHER NOTES:
1. Demo cutscenes will be skipped in COOP/DM just as if CUTSCENE = 0
2. In-level cutscenes will be skipped in COOP/DM.
3. Fog can be toggled from the client side so any mapper wishing to do
a DM level is advised not to count on it being there and
unchangable.
4. You can use the Nehahra.exe to connect to normal netquake servers,
but you must be running the nehahra.exe to connect to a nehahra.exe
server.

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Music for "The NEHAHRA Project" [format .xm]
SongList:
NEH1.XM Solarfall- By Purusa
NEH2.XM Patala- By Purusa
NEH3.XM Thou Art Forged- By Purusa
NEH4.XM Techno-Magic- By Purusa
NEH5.XM Target Locked- By Purusa
NEH6.XM Mountains of Might- By Purusa
NEH7.XM Waste & Desolation- By Purusa
NEH8.XM Delicious Carnage- By Purusa
NEHEND.s3m - By Purusa
ATMOS2.XM - By Damaul
(c) 2000 by Purusa

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Enhanced Nehahra Engine
=======================
BACKGROUND
This Nehahra engine is a bug-fixed version of the released 2.54 source with many features added.
It has also most of the numerous fixes/features of the Enhanced GLQuake version
(http://user.tninet.se/~xir870k), please see its readme for details. The engine can be used for
both watching the "Seal of Nehahra" movie and for playing the actual game. It can also be used
for playing most other Q1 mods.
For all Nehahra material and more info, please visit http://www.planetquake.com/nehahra.
==================================================================================================
FEATURES
* Very large capacity and robustness; all known bsps are loadable and playable.
* Very high limits (e.g. edicts) and almost no engine choking (e.g. packet overflow).
* Fast loading of bsps.
* Low memory requirements, especially when loading many bsps in sequence.
* Low system requirements; most systems should be able to use the engine.
* Low CPU load.
* Enhanced brightness (gamma) handling.
* Enhanced texture quality.
* Enhanced sound quality; almost eliminated sound drop out or stuttering.
* Standard skybox and fog support.
* Support for external bsp/mdl/spr textures in three commonly used engine styles.
* Smooth model interpolation.
* Enhanced shadows.
* Enhanced console handling and warning/error messages.
* Many movie and gameplay issues fixed.
* Enhanced non-Nehahra support.
* Enhanced QC (progs) validation.
* Enhanced log file handling.
* DZipped demo support outside or inside pak file.
==================================================================================================
NOTES
There is a difference in the gamma (brightness) handling in the older Nehahra 2.54/2.67 versions
and this version. If your graphics card supports hardware gamma handling, you can change gamma via
cvar gamma (or slider in options menu) in-game. This is the recommended mode.
If hardware gamma is unsupported or undesired, add the option "-gamma #" to the command line,
where # could be e.g. 1.1 or some other float value that looks good. Note that in this mode, the
engine only sets the gamma at startup so it doesn't help to change it in-game.
If you get an error message regarding fmod.dll when starting, make sure to use the file from the
Nehahra pack. Later versions are for unknown reasons not backwards compatible.
Some extensions have broken compatibility. The engine is using a custom network protocol that is
different from the standard protocol 15 and this affects both multiplay and demos. This means that
when using the engine as a server, you must normally have the same engine as a client. However,
the engine can act as a client to any standard server. See also cvar sv_protocol below.
Demos recorded with this engine can't be played back directly in a standard engine, but using the
ConvDem utility, you can convert them to standard format. Any standard demo can of course be
played back using this engine.
==================================================================================================
TIP
Adding option "-condebug +developer 1" to the engine command line is recommended to see and log to
file extra warning messages from the engine that might indicate problems in the map, e.g. missing
model skins. The log is written to qconsole.log in the game directory and is overwritten each time
the engine is started.
==================================================================================================
CHANGES (see also readme for Enhanced GLQuake)
The changes are as follows :
Nehahra 3.08 (Aug 7 2007)
1. Fixed bug that prevented underwater polys to be rendered when using "-nomtex" option.
2. Improved visibility of entity particles when seen from a distance (Ghoro or Quoth DLord).
3. Fixed bug that in rare cases could cause an invalid decompression of a dz (e4m8_recam).
4. Added feature to play back first demo from a dz if a demo with the same name as the dz cannot
be found.
5. Changed so options "-hipnotic", "-rogue" or "-quoth" will automatically enable "-id1".
6. Fixed bug and added proper handling of the colourmapped TE_EXPLOSION2 effect that before
just had a red dynamic light.
7. Restored behaviour for the demos/map/startdemos commands to the same as in original GLQuake if
"-id1" is enabled.
8. Restored colour of console say/say_team messages to the same as in original GLQuake.
9. Optimized lightmap handling and reduced its memory usage typically by 25%.
Nehahra 3.07 (Jan 12 2007)
1. Restored r_shadows functionality and improved rendering.
2. Moved gl_glows handling to transparent entities to avoid depth-buffer anomalies.
3. Significantly improved rendering speed of transparent entities.
4. Fixed bug that made wraiths opaque when animation interpolation was disabled.
5. Added option "-id1" that puts id1 directory before nehahra in search order and restores the
original cheat codes. This will help running non-Nehahra mods.
6. Added cvar r_nowaterripple to permanently disable waterripple.
7. Fixed bug when playing back demos that are dzipped together with other files.
8. Fixed bug that caused gl_glows halos to shrink with distance if both gl_fogenable/gl_fogdisable
were 1.
Nehahra 3.06 (May 25 2006)
1. Fixed playing back demos that are dzipped together with other files (e.g. txt files). Now only
the file with the same name as the .dz but with extension .dem will be unpacked and played.
2. Fixed minor screen flicker when loading maps with excessive lightmaps.
3. Removed option "-noalpha" and replaced by existing cvar gl_notrans logic (still unclear what
-noalpha was supposed to be doing).
Nehahra 3.05 (Jan 21 2006)
1. Increased MAX_MODELS/MAX_SOUNDS from 256 to 1k and added warnings when exceeding normal limits.
This breaks protocol/demo compatibility, new server protocol number is 10002. Client can still
connect to or playback std protocol 15 (with or without Nehahra extensions).
2. Increased clipnode capacity from 32k to almost 64k.
3. Improved gl_glows handling in fog, now the halos shrink with increasing distance and fog
density.
4. Added persistent cvar r_interpolate_model_weapon that only affects weapon interpolation
(default enabled).
5. Improved handling when running movie only (no Nehahra game contents installed).
6. Restored original Q1 menu and help system when not loading the Nehahra custom menu.
7. Restored option "-particles" to control amount of particles and changed default from 1024 to
2048. This also restores functionality and looks of leak line (pointfile) to be the same as in
GLQuake.
8. Added fog support from worldspawn. Use key "fog [density] [red] [green] [blue]" (similar to
FitzQuake). When using the Nehahra progs, its fog control will still override.
9. Fixed rare crash bug in frame interpolation code, probably caused by entity model morphing,
e.g. a monster changing into a gibbed head.
10.Added cvar host_maxfps (default 72, usable range 10-1000). Set to 100 to mimic older versions.
11.Added control of the cutscene cvar via the video options menu and made it persistent.
12.Fixed a bug in the waterripple slider in the video options menu.
13.Disabled engine abort for some errors, e.g. touching a teleporter that has no destination.
14.Changed so missing sprites/smoke2.tga file at startup doesn't cause an abort.
15.Changed error message at startup when not finding any Nehahra contents.
Nehahra 3.04 (Sep 7 2005)
1. Added compensation for invalidly rotated skybox in Invein.
2. Changed so fog also affects transparent entities.
3. Added cvar gl_skyfix (default 1) to control transparent skybox fix (multitexture is still
required for fix to work). Disable for special effects only.
Nehahra 3.03 (Jun 6 2005)
1. Fixed abort bug when playing some dzipped demos.
2. Decreased default zone size from 512k to 256k.
Nehahra 3.02 (Apr 9 2005)
1. Reduced rendering load by restoring gl_finish logic, i.e. glFinish will only be called when
gl_finish is enabled.
2. Fixed playmod bug that caused slowdown and sound distortion in neh1m2 (near SK) and neh1m3
(water tunnel exit).
3. Decreased max fps from 100 to 72 to reduce CPU load in low-stress situations. To disable this,
set new cvar host_sleep to 0 (this will also increase CPU load).
Nehahra 3.01 (Feb 18 2005)
1. Fixed bug that caused skyboxes to be hidden in fog (e.g. neh1m3).
2. Improved precision in ftos QC function which e.g. enables better fog control.
3. Added hack for more fullbright flame/candle/lantern models and optimized gl_glows handling.
4. Fixed bug in options menu that prevented "Use Mouse" from working.
5. Changed default value for the gl_glows cvar to 1 and made it persistent.
6. Changed glow colour for quad damage to green/yellow (same as 2.67).
7. Fixed repaint of skins when r_fullbright is toggled and smooth animations is enabled.
8. Improved workaround for missing skybox (nehahra) when using "-nomtex".
9. Added workaround for initial distortion in skybox top face.
10.Added cvar gl_skyclip (default 4608) to control far clip for sky in fog.
11.Added skybox support also in pcx format.
12.Fixed minor bug in skybox handling for images not exactly 256x256.
13.Added command "fog" to ease fog control.
14.Restored cvar r_particles to disable particles.
15.Fixed bug that caused sprites to partially or completely disappear near water.
16.Fixed status bar updating when using "gimme" command.
17.Disabled logging of # SFX in developer mode.
18.Fixed bug in movie selection for low resolutions.
19.Added Nehahra icon to exe.
20.Changed title bar to Nehahra.
21.Restored printout of OpenGL vendor and version.
22.Improved MOVETYPE_FOLLOW handling.
Nehahra 3.00 (Nov 21 2004)
1. Fixed crash bug when disabling sounds with "-nosound".
2. Fixed crash bug when not having "-no8bit" enabled.
3. Fixed pausedemo while recording.
4. Fixed issues when playing the movie (e.g. invalid skies and premature aborts).
5. Added workaround so the "Loading" plaque is displayed between chained demos.
6. Fixed support for cvar r_waterripple (name mixup with gl_waterripple).
7. Fixed a lot of issues in multiplayer and dedicated modes.
8. Added workaround for transparent skyboxes in multitexture mode.
9. Added warning and workaround for missing skybox (nehstart, neh3m4) when using "-nomtex".
10.Changed to alternate trail handling for e.g. thicker rocket trails. Trails can now also be
disabled in menu.
11.Fixed playback of dz demos outside or inside pakfiles (321 MB pak0.pak -> 35 MB).
12.Fixed bug when exceeding max # textures by adding protection and increasing MAX_GLTEXTURES
from 1k to 2k.
13.Added cvar modvolume (0.0-1.0, default 0.5) that controls mod (music) volume.
14.Fixed so also mod (music) follows "-nosound" option.
15.Fixed bug in precached sounds (nailgun sound in menu).
16.Fixed some weird behaviour with 32-bit sprites (cache pollution etc).
17.Added texture name to cache mismatch warning.
18.Simplified multitexture handling and added "-nomtexarb" option for disabling ARB multitexture.
19.Fixed engine always going to menu after start.
20.Added cvar gl_fogdisable to permanently disable fog.
21.Added skybox support for tgas not exactly 256x256.
22.Added automatic loading of skybox if "sky" key present in worldspawn.
23.Added command "sky" with same functionality as "loadsky".
24.Added workaround for QC bug (neh1m8) that floods the console with empty newlines in developer
mode.
25.Disabled logging of sounds to sounds.txt in developer mode.
==================================================================================================
NEW OR CHANGED COMMAND LINE OPTIONS (see also readme for Enhanced GLQuake)
-id1 Put id1 directory before nehahra in search order and restore the original cheat
codes. This will help running non-Nehahra mods. This is automatically enabled when
using "-hipnotic", "-rogue" or "-quoth".
-noalpha Removed.
-nosound Disable also mod (music) as well as sounds.
-particles x Set amount of particles (default 2048).
==================================================================================================
NEW OR CHANGED CVARS AND COMMANDS (see also readme for Enhanced GLQuake)
Graphics, skybox/fog
--------------------
gl_skyfix 0/1 Enable transparent skybox fix (default 1). Multitexture is still required
for fix to work. Disable for special effects only.
Graphics, misc
--------------
gl_glows 0/1 Enable glow for selected models, e.g. torches (default 1).
r_nowaterripple 0/1 Disable waterripple effect. This overrides r_waterripple and can be used
to disable waterripple independently of QC setting.
r_waterripple 0/1 Enable waterripple effect. This can be overridden with r_nowaterripple.
Sounds
------
modvolume 0-1 Set mod (music) volume (default 0.5).
==================================================================================================
Original GLQuake source code by John Carmack, http://www.idsoftware.com
Nehahra 2.54 source code by Ender/LordHavoc http://www.planetquake.com/nehahra
Many modifications inspired by Metlslime's FitzQuake, http://www.celephais.net/fitzquake
Tyrann's TyrQuake, http://disenchant.net
QIP Quake, http://www.inside3d.com/qip
LordHavoc's DarkPlaces, http://icculus.org/twilight/darkplaces
ProQuake, http://www.planetquake.com/proquake
JoeQuake http://joequake.quake1.net

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