diff --git a/history.txt b/history.txt index 60a507e..281dc47 100644 --- a/history.txt +++ b/history.txt @@ -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 diff --git a/mod_nehahra/config.cfg b/mod_nehahra/config.cfg new file mode 100644 index 0000000..1e1713d --- /dev/null +++ b/mod_nehahra/config.cfg @@ -0,0 +1,222 @@ +// 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" diff --git a/mod_nehahra/devkit/demos.txt b/mod_nehahra/devkit/demos.txt new file mode 100644 index 0000000..988eea8 --- /dev/null +++ b/mod_nehahra/devkit/demos.txt @@ -0,0 +1,32 @@ + + +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 + diff --git a/mod_nehahra/devkit/devkit1.txt b/mod_nehahra/devkit/devkit1.txt new file mode 100644 index 0000000..e548abb --- /dev/null +++ b/mod_nehahra/devkit/devkit1.txt @@ -0,0 +1,3235 @@ +CHEAT CODES: + +MAX = GOD MODE +SCRAG = FLY MODE +WRAITH = NOCLIP +MONSTER = NOTARGET +GIMME = GIVE + +IMPULSE 222 = YE OLD IMPULSE 9 + + +ENJOY. + +--MINDCRIME +AUGUST 18, 2000 + + + +THE NEHAHRA PROJECT +----------------------------------- +Master Key, Edition 1, Version 1.9 +----------------------------------- +-Mindcrime +----------------------------------- + +I. Engine Notes and General Notes +II. Weapons, Artifacts, Etc, + + weapon_sprocket + weapon_gshotgun + item_artifact_flight + item_artifact_regeneration + item_artifact_resurrection + +III. Custom Items + + custom_item + trigger_custom + +IV. Added Features +V. Destroyable Objects (and the things they do) + + func_explodable + func_sobject + func_quakedmg + func_mindcrime + +VI. Other Functions and Triggers + + func_object + func_earthquake + func_cover + func_remove + func_pain + func_bobbingwater + func_bobbingobject + func_drift + trigger_qtele + func_pushable + info_weight_switch + main_weight_switch + +VII. Atmosphere (In more ways than one) + + info_start + trigger_fog + misc_smokemaker + misc_tree + floating_gibs + info_particles + efx_lightning + efx_snow + func_raining + light_lantern + light_swinging_lantern + light_candle_t + light_candle_w + light_candlews + light_candleth + +VIII. Sound + + ambient_thunder + ambient_swamp3 + ambient_rain + ambient_zzxzz + ambient_machines + ambient_whnoise + ambient_nehum + ambient_flies + ambient_sizzle + ambient_moor + ambient_eerie + ambient_fan_blowing + ambient_drain + ambient_secj + ambient_sphum + ambient_toggle + ambient_sound + ambient_global + play_sound + play_sound_triggered + play_sound_looped + snd_beat_toggle + +VIV. Triggered Events and Cinematic Scripts + + trigger_console + info_throw_rubble + misc_boom + info_idscale + trigger_camera + info_camera + info_script + info_movecam + info_fadein + info_fadeout + info_levelend + +X. Miscellaneous Stuff + + misc_hummer + monster_labguy + misc_slime_ball + misc_barrel + misc_corpse + misc_sign + misc_motel + misc_fscreen + misc_valve + monster_qforge + item2_health + spawn_monster + +XI. Monsters (New Ones and Derivatives) + + monster_ogre & monster_ogre_marksman + monster_army + monster_army2 + monster_army3 + monster_army4 + "SPAWNFLAG_DEAF" + monster_enf2 + monster_enf3 + monster_shambler + monster_shalrath + monster_qguy + monster_wraith + monster_gaunt + monster_archgaunt + monster_library + monster_oglib + monster_cook + "The Alpha Fiend" + monster_hunter + monster_vomitus + monster_baron + +XII. The Jagger (An Unusual Monster) + + monster_jagger + info_jagnest + info_jagwater + info_jagout + +XIII. The Psychology of Monsters + + "spawnflags" (SPAWNFLAG_DUMB) + "nojump" + "event" + "brain" + "relations" + "targetname" (The Actor Chart) + path_danger + +XIV. The Bosses of Nehahra + + monster_beard + monster_nehahra + the_mister + +####################################################################################### +####################################################################################### +#### +#### I. Engine Notes and General Notes +#### +####################################################################################### +####################################################################################### + +ENGINE: + +You can have transparent objects now. Func_walls or what have you. Any +visible brush function. You set a new field on it: + + "alpha" + + In this field you give a number between 0.1 - 0.9 for a + transparent result. 0.9 being less transparent than + 0.1, like wateralpha. + +NOTE: This even works on monsters! ((However, a Wraith's .alpha is already +set)) +----------- + +Also, there are also new fields called... + + + "fullbright" + + Set this to 1 on anything (i.e. a transparent brush) and it + will be fullbright. + + "skyboxsize" + + Adjust how big the skybox is. Setting this to 2048 could + improve texture quality. ((set this in Worldspawn)) + +QUAKEC: + +Included in the progs.dat are the HIPNOTIC Rotate Entities & FUNCTIONS + +INFO_ROTATE +FUNC_ROTATE_ENTITY +PATH_ROTATE +FUNC_ROTATE_TRAIN +FUNC_MOVEWALL +ROTATE_OBJECT +FUNC_ROTATE_DOOR + +Refer to Hipnotic's documentation on these and their use. + + +####################################################################################### +#### +#### II. Weapons, Artifacts, etc +#### +####################################################################################### +####################################################################################### + +The weapon setup is as follows: + + + #1 ---------SWORD + + #2 ---------Standard Quake SHOTGUN :P + + #3 ---------Standard Quake SUPER SHOTGUN + + #4 ---------THE NAILGUN + + #5 ---------SUPER NAILGUN + + #6 ---------GRENADE LAUNCHER + + #7 ---------ROCKET LAUNCHER + + #8 ---------THUNDERBOLT + + #9 ---------THE SPROCKET (Impulse 9 to select) + + #10 --------THE AUTOSHOTGUN (Impulse 100 to select) + + +The function names of the new weapons you can pick up are: + +weapon_sprocket +weapon_gshotgun + +---------------------------------------- +-------ITEM_ARTIFACT_REGENERATION------- +---------------------------------------- + +Unlike other powerups, this one does not wear off. Once you have it, you have it. +It regenerates health points, the lower in health you get, the faster it will work. + +---------------------------------- +-----ITEM_ARTIFACT_FLIGHT--------- +---------------------------------- + +A new powerup (certainly not a new concept), this one runs out like Quake's +regular artifacts. (you may notice that the Item_Artifact_Regeneration +never runs out). + + +---------------------------------------- +------ITEM_ARTIFACT_RESURRECTION-------- +---------------------------------------- + +This powerup does not run out. You cannot carry more than one. It +does nothing...that is while you're alive. +When you die and the screen tilts, you'd usually strike a key or move +the mouse to restart the level. If you have this puppy, that doesn't +happen. Instead, you slowly lift off the ground and you are back on +your feet (artifact used up, you can't rise from the dead again +unless you find another item_artifact_resurrection). + +Like anything else, this artifact has its limitations. It cannot resurrect +a body from a head (i.e. gibbed). Nor can it resurrect the player in voids +or lava; as the body is too damaged. + +####################################################################################### +#### +#### III. Custom Items +#### +####################################################################################### +####################################################################################### + +--------------------------------- +---------MISC_MISC--------------- +--------------------------------- + +This is just an MDL you can stick in your level anywhere you want. + + "model" give the name of the model with its path and file + extensions. + + i.e. "progs/key2.mdl" + +Note, this is only for show, it does nothing. + +--------------------------------- +---------CUSTOM_ITEM------------- +--------------------------------- + +You can place this custom item in your level. It's model could be +anything, the sound it makes when you pick it up, anything, etc. +It adds nothing to your inventory as a client, BUT the TRIGGER_CUSTOM +depends on it, later described, first the fields. + + + "noise" this is the sound it makes when you pick it up. + *optional* + + i.e. boss/pop1.wav + + "netname" the name of the item. + + i.e. gib of power :> + + "model" the filename of the model in its path. + + i.e. progs/gib2.mdl + + "effects" what effects the model has. + + 1 = EF_BRIGHTFIELD + + I believe these are those yellow particles... + + 4 = EF_BRIGHTLIGHT + + Glows like the keys. + + 8 = EF_DIMLIGHT + + The "glow" when you have the Pentagram of Protection + +****Advanced Fields***** + + "skin" if you are using a model that has more than one + skin and wanna use something other than the default. + + "frame" if you are using a model that has frame, like + one of the monster models (I don't know why you + would). Some minimal knowledge in MDLs or a + trip through an MDL editor and you should be + able to discern which frame you want. + + If you want to use a model with multiple frames + and want to know what frame number a certain thing + is (like a final death frame of a progs/ogre.mdl, + let me know. I'll tell ya. + +--------------------------------------- +-----TRIGGER_CUSTOM-------------------- +--------------------------------------- + +This is a trigger brush. This will trigger its targets if and only if +the player has picked up (technically 'removed') the CUSTOM_ITEM (or ALL +custom_items if you used more than one) with the *netname* that you +set in the Trigger_Custom's field "event". + +If they don't have it, it will give them a message that they should go get it. +Otherwise, it will trigger its targets and remove itself as it is no +longer needed. + + "noise1" the sound it makes when it denies you. + That is, when you haven't got the custom item yet. + + "noise" the sound it makes when it triggers its targets. + + "target" mandatory field. What targets it will trigger. + Doors, events, anything. + + "event" the "netname" of the item it looks for + + +WHAT DOES THIS ALL MEAN? Well, kids, it means, if you really wanted to +go totally apeshit, that you could riddle your level with different +key sets and items. (Reminiscent of Blood perhaps?) Cabinets, secrets, +the sky is the limit. That's just scratching the surface, the limitations +of this feature is dictated by your imagination only. You could be +quite innovative with custom_item and trigger_custom. + +NOTE #1: + +You are not restricted to one item. If you have five "gibs of power" (heh) +on your level and you set the trigger_custom to "gib of power" (like its +netname), it will NOT trigger *until* all five gibs are picked up. + +NOTE #2: + +The Trigger_Custom does have one other use. It operates like a +trigger_once when you boil it right down. If there is no custom item +on the level, it will just trigger its targets when the player +steps in it. The difference between this and a trigger_once is +that you can use the "noise" field to make it play a custom sound +or any sound from Quake or Nehahra for that matter. Although you +may already know how to do this without this function :> + + +>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> +>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> +INCLUDED CUSTOM MODELS +---------------------------------- +These are models you can use for the custom entities if you'd like. +Sometimes additional fields are grouped with the model name if it's +important. You can thank ArchMage for these. + +If you need anything else, I'll see what I can do. + + + "model" "progs/boltkey.mdl" + + "model" "progs/airkey.mdl" + + "model" "progs/catkey.mdl" + + "model" "progs/bloodkey.mdl" + + "model" "progs/earthkey.mdl" + + "model" "progs/spikekey.mdl" + + "model" "progs/firekey.mdl" + + "model" "progs/runekey.mdl" + +---------------- + "model" "progs/key2.mdl" + + "skin" 0 = tan + 1 = yellow + 2 = orange + 3 = rusted + 4 = black, smokey +---------------- + + +>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> +>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> +SOUND SUGGESTIONS +>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> + +This is just a list of a few common sounds in Quake that may be +befitting. Remember of course, that you can use ANY sound. + +"doors/medtry.wav" medieval world door sounds +"doors/meduse.wav" +"doors/runetry.wav" runic world door sounds +"doors/runeuse.wav" +"doors/basetry.wav" modern world door sounds +"doors/baseuse.wav" + +The above sounds. "Use" is when activated. "Try" is when you +try the door but don't have a key :{ + +"misc/secret.wav" secret sound +"misc/talk.wav" uhhh (!?) +"misc/trigger1.wav" trigger switch sound + + +####################################################################################### +####################################################################################### +#### +#### IV. Added Features +#### +####################################################################################### +####################################################################################### + + +Regarding: Spikeshooters + + +Set the spawnflags to 4 to get it to shoot rockets. + + +------------------------------- +--------INFO_PLAYER_START------ +------------------------------- + +If you want the engine to use a specific player model (as you can see +the model in chase_active and cutscenes). Set these fields: + + "forcemodel" Set to 1 to activate this feature + "pmodel" Set 0-5 to set the model + + 0 = standard Qguy + 1 = Grunt + 2 = Ogre Mutant + 3 = Labguy + 4 = Major Bent + 5 = Jack Torres + +------------------------------- +--------FUNC_BUTTON------------ +------------------------------- + + +You can set the SOUNDS field to 4 or 5 for normal sounding switch sounds. + +You can ALSO give it a "spawnflags" 64 if you want monsters to be able +to trigger the button (for whatever reason :) ) + +New Additions: + +You can make the func_button only work if the player has a certain +key. + + "spawnflags" = "8" "Requires Gold Key" + "spawnflags" = "16" "Requires Silver Key" + +Set them both and well, it requires they have both keys. + +------------------------------------- +--------FUNC_TRAIN------------ +------------------------------------- + +----------> "wait" + +Under the WAIT field. If you set it to -1, the train will stop and will not restart until it is triggered. + +----------> "sounds" + +Also, under SOUNDS, you can use 3,4,5,6, or 7, these are sounds ripped from the normal Quake doors, just in case you wanted something different but oddly familiar. Something neat to play with. + + +------------------------------------- +--------FUNC_DOOR-------------- +------------------------------------- + +-----------> "cnt" + +You can set the *CNT* field and set an appropriate death message (later described in +FUNC_PAIN). + + +--------------------------------------- +----------TRIGGER_HURT---------- +--------------------------------------- + +--------------> "cnt" + +You can set the death type to something appropriate. See *Death Type* fields in the new function FUNC_PAIN . You will use the *cnt* field + + + +-------------------------------------- +--------TRIGGER_PUSH------------------ +-------------------------------------- + +--------------> "sounds" + +Set this to 1 if you want the trigger_push to be silent (no windfly sound) + +--------------> "targetname" + +Set this to make it triggerable. Toggles between push and no push. + +--------------> "spawnflags" + +PUSH ONCE = 1 +START ON = 2 + +Set a spawnflag 2 on it if you want the toggable Trigger_push to begin +the level in a pushing state. On. + + +------------------------------------- +----------PATH_CORNER--------- +------------------------------------- + +----------> "delay" + +Set the delay to -1 to make them stop if you don't already know how +to make them do this without it. + +----------> "event" + +If you set the EVENT field (string), put in the targetname of the monster +you want this monster to get angry at :> When he gets to that path, he +will get angry at monster of choice. + +----------> "target2" + +If you use this field, target an alternate path_corner as the next +in the sequence. When the monster reaches this path_corner, he will +select either the path_corner's "target" or "target2". This allows +monsters to walk unpredictable paths. + +NOTE: This is especially important if you are using Spawn_monster +(later described) as you will want the spawned monster to roam. + + +--------------------------------------- +----------TRIGGER_CHANGELEVEL---------- +--------------------------------------- + + "noise" set this to the filename of a WAV file + to play when the player exits. + + i.e. cuts1/opening.wav + +In Deathmatch or Coop, when you leave a level, it will go to the next one +in the progression. HOWEVER, in single player you may wish to send the +player to a demo cutscene ((the demo cutscene itself will trigger the +console to load the next map in the sequence afterward)). + +A new field + + "demo" enter the name of the demo file, do not + use the .DEM extension. + + i.e. "demo" = "demo1" + + + +####################################################################################### +####################################################################################### +#### +#### V. Destroyable Objects (and the things they can do) +#### +####################################################################################### +####################################################################################### + +There are brush entities: FUNC_EXPLODABLE, FUNC_SOBJECT, FUNC_QUAKEDMG. + +Use the following fields: + +"blink" + +If you set this to a number between 0.1 and 0.9 it will set the "alpha" +field of its thrown rubble to this number, thereby making the rubble +translucent. I.e. like glass. I'd go higher than 0.5.. 0.6-0.9 perhaps. + + +"sounds" + +The type of sound it will make when it breaks. + + # Description + ---- ----------------------- + 0 Generic 1. + 1 Generic 2. + 2 Generic 3. + 3 Wood + 4 Glass + 5 I haven't the slightest idea what this is supposed 2b + 6 Metal + 7 Clay + + +"health" + +Defaults are 100 Points for 'func_explodable's and 10 for 'func_sobject's. +NOTE: 'func_quakedmg's health does not need to be set, nor can it be :) + +"spawnflags" + + +0 (default) rubble chunks +1 flat rubble + + +"dmg" + +This will dictate the color of the rubble it creates when it breaks apart. + +0 - brown +1 - grey + +NOTE: There is an additional skin for flat pieces + +2 - wood + + +----------------------------- +-------FUNC_EXPLODABLE------- +----------------------------- + +This is an brush that is shootable, destroyable. + +--------------------------------- +-------FUNC_SOBJECT-------------- +--------------------------------- + +This is like a FUNC_EXPLODABLE, but this is more fragile, takes less damage to kill it and it spawns smaller pieces. + +----------------------------------- +-----FUNC_QUAKEDMG--------- +------------------------------------ + +The Seekout() Command will destroy these suckers one by one +during an earthquake.(Note: It does this automatically during a Quake) +One of the quirky advantages of this is you could make a Func_Quakedmg +the sole barrier between a client and a secret, but it is not a +certainty that this secret will be available to them every time. :> + + +-------------------------------- +----FUNC_MINDCRIME-------------- +-------------------------------- + +Assign this to an object and that object is able to fall or be thrown +and do a variety of different things. + +Its usefulness is only limited by your imagination. +You could create traps with this, atmospheric stuff with it, reveal +passageways with it. God, it's a lil bit of everything rolled into one. +Functioning like a FUNC_EXPLODABLE in a way, you set it's health. When +it suffers this amount of damage, it will then fall straight down +from whereever you put it. It will do the same if triggered. +Once it hits the ground.... + +.....FIELDS :> + +------> *impulse* (0, 1, 2, or 3) + +This governs how it'll act when it hits the ground. + + 0 = nothing special, just the plain old BSP object it is. + Imagine a makeshift bridge that falls off the ceiling :> + + 1 = Becomes a pushable object. You cannot push this + off ledges, but it could be useful. + Also be sure not to use this if there is a possibility + x that a moron player could push it in a position + whereby they cannot get out :> + + 2 = will bust apart (Func_Explodable) + + 3 = becomes an unmoveable object, but when it hits the + ground it will bounce a bit. I realize that sounds + kind of lame....but if it falls into water, it'll float. + :)....kinda....((CONFIRMED NOT TO WORK)) + +------> *cnt* + +An appropriate death message, see FUNC_PAIN + +------> *sounds* + +An appropriate sound for when(and if) it explodes, see FUNC_EXPLODABLE + +------> *dmg* + +An appropriate rubble skin for when(and if) it explodes, see FUNC_EXPLODABLE + +------> *speed* + +You can make the FUNC_MINDCRIME lethal when it falls. If you do not +set the *speed* field, it will not do any damage if a client or monster +happens to be beneath it. If you set the *speed* field, the object +acts like a FUNC_PAIN in between the states of falling from its original +position and hitting the ground. Set it low and it's still damaging. +Set it very high (like 100 :>) and it'll gib ya instantly. + +------> *target* + +Use as normal. It will trigger its targets when it first begins to fall +(NOT when it hits the ground). I did it this way in case any of you +wanted to make brushes around it (like support beams) that you'd trigger +and blow up as the thing falls or something. + +-----> *targetname* + +For when the player needs a kick in the ass, trigger it and it will act +as if the player shot it off the wall/ceiling/whatever. Also more ideal +for traps. + + +########## FOR ADDITIONAL CONTROL ############### + +-----> *spawnflags* (((1 & 2))) + +MC_CONTROL = 1 + +This will enable you to control the func_mindcrime when it is killed/ +triggered. You can throw it in a given direction..remember...gravity kills. + +MC_UP = 2 + +Spawnflag 2 enables the func_mindcrime to be blasted UP when it is killed/ +triggered. + + +---------------- + +Yes.....you can use both spawnflags for maximum control and enjoyment :) + +Here are the fields that work with the spawnflags. + + +-----> *angles* (((for MC_CONTROL))) + +Use the exact same method as you would for a func_door. This will throw +the func_mindcrime in the intended direction when it is triggered/killed. +This is a VECTOR ((0 180 0)) not a FLOAT ((180)) + +-----> *boost* (((for MC_CONTROL))) + +This is how fast it will move in that intended direction. High numbers +taking preference. (i.e. 400 won't get it very far). Play around with it. +Tinker with it enough and you'll be able to throw the object where you +want it. + +-----> *nojump* (((for MC_UP))) + +for every point under 0, this will increase the func_mindcrime's velocity on +the Z scale. -500 is a good place to start. This is if you want the object +to go UP...before it comes down. Set it very high and you could simulate +objects thrown from explosions. + + +------------------------------------------------------------------- +---FUNC_MINDCRIME, FUNC_EXPLODABLE, FUNC_SOBJECT, FUNC_QUAKEDMG---- +------------------------------------------------------------------- +---------------------Yielding ITEMS!!!!---------------------------- +------------------------------------------------------------------- + +Just when you thought these functions have it all, it's time to +introduce a new feature. It will work on any explodable, including +func_mindcrimes if you use them in an explodable capacity. + +Ain't it just cool when you go running through a game, you can blow +up crates and shit, and get the goodies inside. Yes, of course, you +can already do this in Quake 1. But Mindcrime hath decreed that it +is a pain in the ass for you mappers to set it up properly +and your time could be better spent building awestrickening +architecture! Muhaha. + +This will throw items much like backpacks are thrown. They will not +be thrown far but try not to create situations where there's a cliff +or a lava pit right next to it :P + +The items will be thrown when the rubble is thrown. + +Here's the fields and how to use them. + +-----> "ammo_shells" + +Well, this is pretty self explanatory. If you set this to 1 (or any +number other than 0, the explodable will yield a box of shells). +It works the same way with the next three fields which should be +self explanatory. + +----> "ammo_nails" +----> "ammo_cells" +----> "ammo_rockets" + +Wow, that was easy. Remember, you can throw one of each or combinations. +The limitation...the price to pay...thou shalt not throw more than one +box of the same type of ammunition or the Quake Gods shall sacrifice +you to Damaul's shed. + +----> "armorvalue" + +This will throw out some armor for us to grab, unless it's set to 0, the +default. Higher the #, better the armor. + + 1 = IT_ARMOR1 + 2 = IT_ARMOR2 + 3 = IT_ARMOR3 + +----> "items" + +This one is liable to give you a migraine. You use flags +on this particular field. These are worked just like spawnflags. +If you don't know how to set it up in your mapping editor, spending +a bit of time with a calculator wouldn't kill you :> + +The following are the only items currently supported... + + +DOUBLE BARREL SHOTGUN = 2 +NAILGUN = 4 +SUPER NAILGUN = 8 +GRENADE LAUNCHER = 16 +ROCKET LAUNCHER = 32 +LIGHTNING = 64 +SPROCKET = 128 +HEALTH = 65536 +BIO SUIT = 2097152 +QUAD DAMAGE (yay!) = 4194304 +FLYING ARTIFACT = 8388608 + + +####################################################################################### +####################################################################################### +#### +#### VI. Other Functions and Triggers +#### +####################################################################################### +####################################################################################### + +--------------------------------- +-----FUNC_OBJECT----------------- +--------------------------------- + +Make a pushable BSP object. Able to be pushed off ledges. Do not use this for +particularly large objects. + +--------------------------------- +-------FUNC_EARTHQUAKE----------- +--------------------------------- + +NOTE: Really a trigger. + +This will trigger an earthquake. During said earthquake, it will randomly +seek out FUNC_QUAKEDMGs (described later) and destroy them. Do NOT depend +on the earthquake to blow up anything in particular. Use a trigger and +FUNC_EXPLODABLE for important events. +You can set the + +"cnt" + +field to reflect the length of the earthquake. It defaults to 30. + +--------------------------------- +---------FUNC_COVER-------- +--------------------------------- + +FUNC_COVER once activated via its + +"targetname" + +...will simply disappear. Gone! Of course, you know that +using the "killtarget" field on something else creates the same effect. +Set the + +"spawnflag" + +to 1 if you want the cover to be invisible: an invisible wall +of clipping that does not yield to bullets, rockets, etc. + +----------------------------- +------FUNC_REMOVE------ +------------------------------ + +It does nothing but remove monsters when they step into it. Good for +cutscenes and eliminating actors when their time on the "stage" has +ended. Just keep in mind, if you use this for whatever reason, that monsters +passing through this will disappear, gone, poof, *pop*, into sweet oblivion and +off the edicts table. + +Set *spawnflags* to 64 if you want it to spawn a teleport field when it +removes something. + +Set *spawnflags* to 128 if you want it to remove ALL things except the +player. This includes grenades, rockets, nails, items, functions, etc. + +---------------------------------------- +----------FUNC_PAIN---------------- +---------------------------------------- + +This will inflict damage on any entity touching it. +entity "func_pain" "Func2->Damage" "Causes damage" + +Set the *dmg* field to a number appropriate to how much damage you want the client to take every moment he touches it. Set this low, because it delivers pain SWIFTLY! Unless of course, you wanna gib the player, do not pass go, do not collect 200$. If you set it at 5, the damage it gives is about one third to one half that of Lava. + +{ + "dmg" int "How much damage? Set it low" + "targetname" str "Its trigger name" + "cnt" deth_types "Death Type" + model +} + +You can set the ***DEATH TYPE**** here. That is, if the FUNC_PAIN kills the client, what kind of death message will the client receive. To do this, you create a + +*cnt* field and put one of the following numbers in it: + +{ + 0 "squished---generic message" + 1 "Hot Plate" + + Say you have a plate of metal sitting over a bunch of flames. That sucker'd be hot. + This will give you an appropriate death message. + + 2 "Spikes" + + This might say "PLAYER WAS IMPALED". This is if you decide to build some spikes to fall on. Or even some spikes to run into (say a Wind Tunnel throw the client straight into a set of long spikes). + + 3 "Diced" + +This might say "PLAYER IS GOING HOME IS SEVERAL BOXES". Possible use, well, say you throw the player through a wind tunnel (heh, wind tunnel, easiest example) and straight into a razor sharp grate that gibs him into pieces. Well, this would be appropriate. + + 4 "Hands of Death" + +This says "PLAYER DIED AT THE HANDS OF DEATH". I don't know what to use it for really. Maybe inspiration will hit you :P + + 5 "Went to Hell" + +This might say "PLAYER WENT TO HELL THE FAST WAY DOWN". This would probably be more appropriate for a TRIGGER_HURT. Say you build a board that has big holes that lead into the nothing.... or maybe a "bottomless pit". + + 6 "Fell into the Void" + +I planned on having a few boards where you could fall off into the blackness if you're not too careful. This is the appropriate message. + + 7 "Swallowed" + +PLAYER WAS SWALLOWED. rofl. I dunno. Let's say if you made a big BSP statue with an open mouth and you could somehow fall in. Heheheh. + + 8 "Machines" + +Basically, the client is killed by a machine of some kind. + +9 "Furnace" + +If you make an area of let's say a ventilation system and the player could accidentally fall into the furnace. Or just go waltzing through the flames. This one's good. + + +****Other Death Messages***** + +This type of thing is highly customizable and new ones can be added with little to no effort. If you as a mapper would like your own, start counting up from 9, let me know what kind of message(s) you want for what number and I can implement it with barely any effort :) + +---------------------------------------- +---------FUNC_BOBBINGWATER-------------- +---------------------------------------- + +Used to emulate water. To use, create a thin water brush and center it +on the water line of the body of water to bob. The amount of the bob +is the depth of the brush. + +"speed" is how long in seconds it takes the brush to do one full bob. + +---------------------------------------- +----------FUNC_BOBBINGOBJECT------------ +---------------------------------------- + +Uses the same code for bobbing water except this is a solid brush. + +"speed" is how long in seconds it takes the brush to do one full bob. + +*targetname* This makes the object switchable. + + +NOTE: You will probably want to make it a one time thing. +Because of how the code makes it move, it will often get caught on itself +and freeze for a while IF you have it STOP and then RESTART again via +a func_button or trigger. + + +"dmg" If you set this, it will also act like a function_pain. + +"cnt" This sets an appropriate death message + (SEE FUNC_PAIN) + +"sounds" 1,2,3, machinery sounds...0 = no sounds + +This is good if you have, say a Crate that's floating in the water or some +kind of machine going. + +New SPAWNFLAG + +START_ON : Real = 64; + +(bobbing when the level loads up) + +PAIN_UNDER: Real = 32 + +(this will make it only inflict damage [see "dmg"] to entities beneath it. + +---------------------------- +----FUNC_DRIFT-------------- +---------------------------- + +NOTE: This ain't exactly what I'd call STABLE + +This brush entity will drift about as if floating. It will drift on the +x, y axis only, always keeping its Z position. + +Notes: + +The Func_drift is pushable as a player running into it and guiding it +can change its direction. Another inherent thing to consider is, if you +happened to make a vessel out of a func_drift, like a boat or something. +As long as you gave it rails that are just high enough to block the player +(i.e. they cannot jump on top of it or cannot step up onto it just by +moving). Then the player could push in the direction he wants to go +and the func_drift would go in it. (if that made any sense whatsoever) + +Also, something you could use to your advantage. Notice how the +func_drift doesn't drift much when you're standing on top of it. Only +when you move, it moves. But because it becomes so stable, you could +probably use it for other things. Like a stepping stone across a pool of +lava or something. + +Give it a *targetname* and it will not begin drifting from its +starting position UNTIL TRIGGERED. + +----------------------------------------- +---------TRIGGER_QTELE------------ +----------------------------------------- + +Use it exactly like a TRIGGER_TELEPORT. It's just silent and generates no +teleport fog. + +----------------------------- +-----FUNC_PUSHABLE----------- +----------------------------- + +This is an object that is pushable. You could create a pushable wall with +this and so forth. The difference between this and the "func_object" is +you cannot push this off ledges and func_objects will not work in +conjunction with... + +***********Weight Switches*************** + +This is going to describe a new feature. Understand that you cannot +create two networks of these switches. Add however many info_weight_switches +you want AND *ONE* MAIN_WEIGHT_SWITCH + +------------------------------- +-----INFO_WEIGHT_SWITCH-------- +------------------------------- + +Make it small, it's just a marker. Set it close to the ground like an +item. What it does is wait for a FUNC_PUSHABLE +(**ANY Func_Pushable**) to be pushed into it. + When that happens, the following things will happen: + +1. It will make the FUNC_PUSHABLE no longer pushable and make a sound. +2. It will trigger whatever *target*s you have given it. + +3. ((This one's a tad more complicated)) + + It will look for other Info_Weight_Switches. If it finds NONE, + it will automatically trigger the next entity to be described, + the MAIN_WEIGHT_SWITCH. And then it will remove itself as its + purpose has been served. + + If it does find another Info_Weight_Switch, it will remove itself + and not mess with the MAIN_WEIGHT_SWITCH. Only when the last + FUNC_PUSHABLE is pushed into position (on the final info_weight_ + switch) will the MAIN_WEIGHT_SWITCH be triggered. + + Need plain English? You could set up a puzzle of sorts whereby objects + have to pushed into certain positions to open a door (probably a secret). + The door will open because it will be triggered by.... + + +---------------------------- +-----MAIN_WEIGHT_SWITCH----- +---------------------------- + +Once the last INFO_WEIGHT_SWITCH on the board goes off, the Main_Weight_ +Switch will automatically trigger its targets (i.e. a door, a chain of +events, anything). + +You need not give the Main_Weight_Switch a *targetname*. + + + + +####################################################################################### +####################################################################################### +#### +#### VII. Atmosphere (In more ways than one) +#### +####################################################################################### +####################################################################################### + + +--------------------- +---INFO_START---------- +--------------------- + +It does not matter where you place this point entity on the map. +This will set default settings for a level when it loads including but not +limited to FOG, WATERALPHA settings, and GRAVITY. It also sets the +skybox to the sky you wish to use. + +You use an info_start if you want fog & certain fog settings active when the +level first loads or certain variables set to certain things. You are also +describing in its fields, the "default" which trigger_fog will use + (see trigger_fog) should you be using fog. + +Fields for Fog: + + "fog_enable" 1 or 0 (True or False) + + "fog_density" (float) [[defaults to 0.8]] + + This effects the density of the fog. + + "fog_red" 0.0 - 1.0 + + How much red to put in the fog. + + "fog_green" 0.0 - 1.0 + + How much green :> + + "fog_blue" 0.0 - 1.0 + + How much blue. + + +Other fields: + + "method" Set to 1 to make items respawn + as if it were a Deathmatch + Game + + "gravity" (float) defaults to 800 + "walpha" Wateralpha settings + "wripple" Defaults to 0, off + Set this to turn on the + water rippling feature. + 5-10 is subtle, 20+ more + ripply, etc + + "noise" enter the name of a .mod file + and it will play this .mod + + "sky" (string) enter the name of the sky + you wish to use if the level uses + a Q2 style skybox. + + Example: + + "sky" == "blah" + this will load "blah**.tga" all six + graphics starting with "blah". + + SKIES USED IN NEHAHRA ALREADY: + + oberon_ + lear_ + mtnsun_ + czg_void + cliffedge + snow2 + iceworld4 + + +OTHER NOTES: + +The Info_start also functions as a level supervisor. Rather than having four +dozen monsters constantly checking for Lava, the info_start does all the +work for them. Thinking of nothing else but making sure everything goes +as planned. It also functions as a pain inflictor when the monster is +indeed in lava. (Note: It is ideal to have a separate object doing +damage rather than the Worldspawn damaging them or them damaging themselves. +Bizarre side effects are not uncommon.) + +--------------------------- +------TRIGGER_FOG---------- +--------------------------- + +This will change fog settings for a client who comes through it. +Use the FOG FIELDS described for INFO_START. Turning on and off the +fog of course uses the field: + + "fog_enable" 1 or 0 (True or False) + +NOTE: You can completely change the fog settings by using the Fog Fields +as described in the Info_start. + +If you want the trigger_fog to set the fog settings to the default +(as set by INFO_START) then give it a spawnflag 32. + +---------------------------------------- +----------MISC_SMOKEMAKER--------------- +---------------------------------------- + +This point entity generates smoke which rises straight up from where you +put it. It might be necessary to place a few next to each other. This +feature, however, can become wearing on the engine if abused. Keep your +eye on game speed. + +What this actually does is release a very miniscule object up which has +a grenade tracer in it as often as you tell it. How fast this object +moves is based on: + + "speed" + + This defaults to 2000. How fast the object moves up from the + misc_smokemaker. + + "cnt" + + How often another object is released (how thick the smoke) + + "wait" + + How long the object lives in seconds. + ((This in conjunction with "speed" also affects thickness and + how high the smoke rises before dissipating. Do NOT count on + the ceiling to make it disappear. It rises NOCLIP and will + pass through architecture...which I suppose you could use + to your advantage in certain circumstances...) + + "targetname" + + If you give it a targetname, it will not begin smoking + until triggered. Then, if you wish, you can toggle it by + triggering it more like a switch. + +---------------------------------------- +-----------MISC_TREE-------------------- +---------------------------------------- + +Yes, folks. We now have trees. YAY. They are all without leaves +but I'm sure you will make good use of them :P You can set their +angles to allow variety. + +|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| + "model" the filename of the tree model to use. + + AVAILABLE TREES + + "progs/tree1.mdl" + "progs/tree2.mdl" + "progs/tree3.mdl" + "progs/tree4.mdl" + +|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| + + "frame" which frame to use (if it has more than one) + + TREE FRAMES NOTES + 1 0 (just 0) Zerstorer tree + + 2 0-5 gnarled thing + frame 5 is curled over + + 3 0-5 stubby + frame 5 is leaning over + + 4 0-5 generic kinda tree + frame 5 is leaning over + +|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| + + "skin" what color + + 0 = light brown bark + 1 = medium brown bark + 2 = dark brown bark + 3 = very dark, nearly black + 4 = grey, ashy, dead looking + +|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| + + "cnt" miscellaneous flag, set this to 1 to make + the tree NOT SOLID. + + +---------------------------------------- +------FLOATING_GIBS--------------------- +---------------------------------------- + +Point Entity. + +This will generate a number of Gibs....that float... +by your specifications. Place the Floating_Gibs entity UNDERWATER, probably +at the bottom of wherever you are going to put them. They are solid, +moveable, and gibbable (gibbable gibs, imagine that). + +The fields.... + +*count* How many Floating Gibs you want to generate. That is... + the TOTAL NUMBER of Gibs you want to generate. + Once it has spawned this many, it will remove itself. + (((NOTE: Watch your edicts))) + +*delay* How long in seconds it should wait inbetween releasing another + floating gib. Frequency of them, in other words, in seconds. + + +*targetname* If you give it a targetname, it becomes switchable. + It will not release any Gibs until TRIGGERED. + As I'm sure you can imagine how effectively these + yummy, floating gibs can be. Heh. + + +-------------------------- +----INFO_PARTICLES-------- +-------------------------- + +This nifty point entity gives off particles by your specifications. +This entity has been extensively tested. It functions properly but +it may take you some getting used to. + +Let's go through the many many fields :) + + "targetname" + + This makes the info_particles triggerable and toggable. + Able to turn them on and off like a light switch. + + "spawnflags" + + START_ON : Real = 64; + particles will be going when level begins. + + "method" + + 0 = normal, gives off particles + 1 = will give off particles in a radius on one side relative + to the point entity. + 2 = will give off particles in a radius on two sides. + + ((Imagine particles revolving around a central point)) + + "movedir" + + This is a VECTOR, use it like mangle. This is the initial + direction the particles move. + + "duration" + + This is the lifetime of each particle in seconds. + + "wait" + + How long to wait before giving off particles in seconds. + + "cnt" + + The color of the particles. Uses color index. + 0 - 255. + + "endtime" + + the amount of time before the particles stop emitting, + set to -1 for ongoing emission (unless triggered to + stop and go) + + "delay" + + This is the length of time between particles. This is + measured in seconds, the default is 0.1 + + "impulse" + + If you've set "method" to 1 or 2, this sets the length of + the radius. + + "speed" + + -360 to 360 (0 = none) + + how fast the particle train goes around in the given radius. + "speed" == "1" means it gives off a particle at every degrees + (0 - 360 degrees in its rotation). Use this only if you + have set method to 1 or 2. + + Use a positive number to go counter clockwise. + Use a negative number for clockwise. + + + +------------------------ +---EFX_LIGHTNING-------- +------------------------ + +Point entity. + +Something to play with, this will occasionally fire a beam of +electricity straight down. A point entity. I imagine you could use +it in conjunction with ambient_thunder and rain for an intesting effect... + +If give it a "targetname", it will only fire when triggered. + +------------------------- +----EFX_SNOW------------- +------------------------- + +Point Entity. + +This makes falling snow in a radius around where you place this point +entity. + + +------------------------------- +-------FUNC_RAINING------------ +------------------------------- + +TYPE: POINT ENTITY (NOT A BRUSH) +((don't ask me why it was given the prefix func_, cuz I dunno)) + +Here's the welcome addition to the Pak. Nehahra rain is a unique, +never before done approach to rain in Quake. Here are some rules +to follow. While they are not set in stone and you are free to +experiment, if you break one of the rules than you do it at your +own level's peril :> Here are the Seven deadly sins of +func_raining :> + +1. Using them everywhere + +2. Placing the marker at any other height than where it should + begin to fall. Heh. + +3. Making the rain fall a *grotesque* amount of distance. + +4. Placing the marker directly over ground/objects/BSP + areas that are higher than the area around it. + + I. e. you place the marker directly over a crate. All the droplets + will stop at the height of the crate. The Nehahra rain + *seems* to be many objects, but in actuality is only ONE + small object that falls straight down from the marker. + + +5. Not remembering that the rain falls in a radius regardless + of whether BSP architecture should block it off. + The only exception to this is the actual + object that falls from the marker described in + previous commandment :> + + I.e. you place a func_raining marker next to a thin wall. It + falls in a radius on both sides of the wall. It doesn't + care. It has a radius and it falls in it. + +6. Beckoning the evil Packet Overflow spirits by trying to make + the rain fuller by putting a bunch of markers mere + units from each other. + +7. Not respecting the Edict Gods. See Sin #1, #3, and #6. + + +------> "targetname" + +If you set this, it will not begin raining until triggered. If it is +triggered a second time, it will remove itself (hence the rain stops). + +-----> "cnt" + +The color of the rain. + + 0 = default (watery blue) + 1 = dark, dirty + 2 = red, blood + 3 = blue + 4 = green + +-----> "frame" + +This determines the scope of the rain. How big the radius. + + 0 = default (about the size of a grid in QME :p) + 1 = about triple the size of 0, very big + 2 = very localized, even more so than 0. + + + +----------------------------------------- +-----**----->NEW LIGHTSTYLES<-----**----- +----------------------------------------- + + +Description wise, it's pretty subjective. I'll just tell you my +impression of the new lightstyles. + +15------> Slow, deliberate throb. Periods of darkness, then + a slow deliberate pulse, then darkness, then repeat. + +16------> Subtle, yet somewhat creepy pulse. +17------> a tame flicker every now and then, like an old + neon sign might when it's bulbs are + about to go. +19------> This is like a strobe, except the intensity (not + frequency) of the flashes rises and falls. Going + from black to white...to a halfway point where there's + barely any flicker, then back to black and white, etc. + +12,13,18----> This is the simplest..yet easiest. This lightstyle is + pitch black most of the time. About every 7 seconds or + so, there is a very bright yet very very brief flash. + Blink, and you'll miss it. You might wonder, why have + 3 of them? Welp, all three of these do the same and + are on the same timing but the flash is offset. + + Example: Let's say you have three doors (or three demon face + thingies like in the beginning hallway of e1m3). You set a + 12 on one, a 13 on another, and 18 on the last one. The + following result will occur: + + Darkness, Darkness, Darkness + 12 goes off + Darkness, Darkness, Darkness, + 13 goes off + Darkness, Darkness, Darkness, + 18 goes off + + + +-------------------------------- +---------LIGHT_LANTERN---------- +-------------------------------- + +Medieval lantern, hangs from something. + +--------------------------------------- +--------LIGHT_SWINGING_LANTERN--------- +--------------------------------------- + +Rather cool, swings back and forth like the wind is blowing it. + +------------------------------------- +------LIGHT_CANDLE_T----------------- +------------------------------------- + +A thin lit candle. + +------------------------------------- +-----LIGHT_CANDLE_W------------------ +------------------------------------- + +A wide lit candle. + +------------------------------------- +-----LIGHT_CANDLEWS------------------ +------------------------------------- +a lit candle on a small wooden shelf, to go on a wall. + +---------------------------------- +-----LIGHT_CANDLETH--------------- +---------------------------------- + +a thin lit candle on a(n arguably brass) candle holder. + + +####################################################################################### +####################################################################################### +#### +#### VIII. SOUND +#### +####################################################################################### +####################################################################################### + +---------------------------------------------------- +----NEW AMBIENT SOUNDS, INSTALLMENT ONE------------- +---------------------------------------------------- + + +AMBIENT_THUNDER + +Thunder is periodic now. + +AMBIENT_SWAMP3 + +A new Swamp ambient sound + +AMBIENT_RAIN + +The correct ambience to place near rain. It's the sound of rain falling +afterall. + +AMBIENT_HUMMING + +This is a rather creepy ambience. Maybe good for a medieval level where +something imminently bad waits nearby. You be the judge. It sounds +like monks humming, a far off monotone humming. + +AMBIENT_ZZXZZ + +This ambience sounds like a buzzing noise. Hard to explain. +It pulses in and out, silence inbetween. Another creepy sound. + +AMBIENT_MACHINES + +This ambience sounds like gears or some kind of engine going. A little +squeaky, like rusted appendages. + +AMBIENT_WHNOISE + +The Sound of White Noise, pulses inbetween. + +AMBIENT_NEHUM + +Kinda sounds like the electric hum of lights or subtle feedback from a guitar +amplifier if you know what that sounds like. Pretty much sounds like the +buzz of street lights. + +AMBIENT_FLIES + +The sound of buzzing insects. It's a subtle sound and works absolute wonders +with the mood. Use it where appropriate. (Perhaps you might use it in an +exterior spot where there are Fiends. The Fiends have a new idle animation +where they occasionally itch themselves much like a dog would :>) + +AMBIENT_SIZZLE + +Something's cooking... + +AMBIENT_MOOR + +Wasteland sounds. Flies. Some strange electrical sounds in the background. + +AMBIENT_EERIE + +This is a looped WAV of some eerie music. + +AMBIENT_FAN_BLOWING + +From Hipnotic.... + +AMBIENT_DRAIN + +Draining water, sounds like a plug, kinda... + +AMBIENT_SECJ + +Somewhat unsettling music, it plays through the whole level so beware! + +AMBIENT_SPHUM + +This is a weird hum, Gothic-like. I like it quite a bit :) + +------------------------------------ +-------AMBIENT_TOGGLE--------------- +------------------------------------ +NOTE: This is possibly not functioning. + +This is an ambient sound entity which uses 5 sounds and alternates +them at a frequency you tell it to. While 5 sounds might seem a +lot to you, you don't have to make all of them the same. It's +also a good way to control the frequency of them. Say you make +it use WAV1, WAV1, WAV2, WAV2, WAV3...WAV1 40% of the time, +WAV2 40% of the time, WAV3 20% of the time. It does not go +through them consecutively, it draws them at random. + +Here's the fields. + + + "delay" minimum time it should wait in between + sounds in seconds. + + "wait" maximum amount of time it will wait AFTER + it reaches the minimum that it will play + the next sound. + + "impulse" set this to 1 if you want it to be heard + throughout the entire level. + + "noise" name of first WAV file + "noise1" name of second WAV file + "noise2" name of third WAV file + "noise3" name of fourth WAV file + "noise4" name of fifth WAV file + + +GENERAL RULES: + +You can have it use any WAV in Quake or Nehahra that you like EXCEPT +looped WAV files (most are listed in next entity description). + +Some additional sounds have been added for use with this entity, +should you want to use them. Their names are as follows and their +descriptions (though the descriptions are my impressions of them, +it's up to you to decide what the hell they sound like :>) + +"sets/set1_1.wav" Techy +"sets/set1_2.wav" Techy #2 + +"sets/set2_1.wav" I just caught a chill +"sets/set2_2.wav" Just got chillier :> +"sets/set2_3.wav" dark, foreboding +"sets/set2_4.wav" something heavy just slammed +"sets/set2_5.wav" a whirlwind just went by +"sets/set2_6.wav" low hum, medieval, something lurks nearby + +"sets/set3_1.wav" an owl +"sets/set3_2.wav" distant peals of thunder +"sets/set3_3.wav" distant peals of thunder (different sound) + +"sets/set4_1.wav" a grandfather clock?? +"sets/set4_2.wav" one *GONG* from a big bell + +...New sound set added by Damaul + + +"sets/dml1_1.wav" +"sets/dml1_2.wav" +"sets/dml1_3.wav" +"sets/dml1_4.wav" +"sets/dml1_5.wav" + +------------------------------------ +------AMBIENT_SOUND----------------- +------------------------------------ + +This is a generic ambient sound marker. You can play an ambient sound +at the volume you want. + + "noise" name of the WAV file. See list in Ambient_Global. + + "volume" 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1.0 + (set the volume of the ambient sound) + +------------------------------------ +-------AMBIENT_GLOBAL--------------- +------------------------------------ + +This will make an ambient sound that can be heard anywhere in the level. +You set the name of the WAV file in the "noise" field. The WAV file +must be a looping WAV file. Examples follow. + +"ambience/class1.wav" +"ambience/class2.wav" +"ambience/class3.wav" +"ambience/rain.wav" +"ambience/drain.wav" +"ambience/filt.wav" +"ambience/maydn.wav" +"ambience/maydn2.wav" +"ambience/bugs.wav" +"ambience/bush.wav" +"ambience/begths.wav" +"ambience/flash.wav" +"ambience/whn.wav" +"ambience/rych1.wav" +"ambience/amsizl.wav" +"ambience/sphum.wav" +"ambience/drone6.wav" +"ambience/drip1.wav" +"ambience/fl_hum1.wav" +"ambience/comp1.wav" +"ambience/fire1.wav" +"ambience/suck.wav" +"ambience/wind2.wav" +"ambience/buzz1.wav" +"ambience/water1.wav" +"ambience/swamp1.wav" +"ambience/swamp2.wav" +"ambience/swamp3.wav" +"ambience/hum1.wav" + + +-------------------------------- +-------PLAY_SOUND---------- +--------------------------------- + +Plays a sound on a periodic basis. The following fields apply: + +*volume* how loud (1 default full volume) +*noise* sound to play. I.e. "boss1/out1.wav" +*wait* random time between sounds (default 20) +*delay* minimum delay between sounds (default 2) +"impulse" channel on which to play sound (0-7) (0 automatic is default) +*speed* attenuation factor + -1 - no attenuation + 1 - normal + 2 - idle + 3 - static + +-------------------------------------------- +---------PLAY_SOUND_TRIGGERED--------------- +-------------------------------------------- + +When this is activated (self.use), it plays a sound. Observe the fields. + +"toggle" determines whether sound should be stopped when triggered again +"volume" how loud (1 default full volume) +"noise" sound to play +"impulse" channel on which to play sound (0-7) (0 automatic is default) +"speed" attenuation factor + -1 - no attenuation + 1 - normal + 2 - idle + 3 - static + + +-------------------------------------------- +---------PLAY_SOUND_LOOPED------------------ +-------------------------------------------- +This handy function plays a sound that is not ordinarily looped, looped. +You have to provide it with the length of the WAV so it knows when to +repeat-- a good way to do it is to take the length of the Wav file and +knock off about .2 seconds, but that's only a suggestion :) + +You could also set the interval very high and get a periodic sound. In a +way, play_sound can do what this function does and more. So it's here +for convenience only--not really necessity. + + + "noise" name of WAV file and path, which it will play + "wait" the amount of seconds to wait before playing it + again. + + i.e. "wait" == "1.24" (1.24 seconds) + + "volume" how loud the sound is, defaults to 1 (full volume) + + "targetname" if it has one it becomes triggerable + play_sound_looped will start ON. Triggering it + turns it on and off. + + "cnt" Set to 1 and it will start OFF, used in + conjunction with "targetname" + +----------------------------------------- +---------SND_BEAT_TOGGLE----------------- +----------------------------------------- + +NOTE: May be broken + +This uses two WAV files which you can use to create a rhythm. + + "noise" the name of the first WAV file + "noise1" the name of the second WAV file + "volume" the number of times to play a WAV file + before possibly switching to another. + "delay" the amount of time inbetween 'beats' + "wait" the amount of time to wait before starting + + + "targetname" if you set this field, it will start only + when triggered. If you trigger it a second + time, it will stop playing and remove itself. + + + +####################################################################################### +####################################################################################### +#### +#### VIV. Triggered Events and Cinematic Scripts +#### +####################################################################################### +####################################################################################### + +Not the best cutscene code in the world but sufficient. + +------------------------------ +-----TRIGGER_CONSOLE---------- +------------------------------ + +Used like any other trigger. It moonlights as a trigger_multiple, but its +main function is sending a command directly to the client's console. + + "event" command + + "target" target to trigger + + +NOTE: DO *NOT* use a Trigger_Console to manipulate fog settings unless you +want FOG-FUCKAGE in Saved Games + +------------------------------ +-----INFO_THROW_RUBBLE-------- +------------------------------ + +Wherever this is placed, when you TRIGGER it, it will throw a rubbleset. +That is, it will throw 3 pieces of rubble and then remove itself. + +The fields... + +*cnt* The intensity of the throw. The higher the number, the + farther and faster the pieces will fly. +*dmg* Use this to set an appropriate skin for the rubble. + +*targetname* duh, heh, give it a name so it can be triggered. + +This is a feature that might come in handy should you want to throw +rubble but don't want to bother with making a solid, visible brush +(i.e. FUNC_EXPLODABLES, etc,.) + + +------------------------------------- +-------------MISC_BOOM--------------- +------------------------------------- + +When this is triggered, it will make an explosion. It's self.use means +boom. + + *targetname* so the trigger mechanism knows how to find it :P + +----------------------------------- +----------INFO_IDSCALE------------- +----------------------------------- + +When this is triggered, it will take what's in the *message* field and +set the V_IDLESCALE with it. Where you put this in a map is irrelevant. + +Example: "message" 1 (like an intermission) + +V_IDLESCALE is the server variable that governs how still your view is as a client. Normally it's set at 0, no movement. Set it at 1 and you will get the very subtle wavering effect that you do in regular Quake Intermissions. Set it higher and the screen will waver more. +This would be something you could play around with if, let's say you had a room where there were nauseous fumes. Lemme tell you, once that V_IDLESCALE starts going, you can get motion sickness playing it. Heheh. Just make sure if you set the IDLESCALE to 1 or higher when entering an area, you also make a trigger that sets it back to normal. + + +---------------------------------------------- +----------TRIGGER_CAMERA------------- +---------------------------------------------- + +Use like any other trigger. This will trigger a camera for a cutscene. +The following fields apply. + + *targetname* If you give it a targetname and trigger this from + something else, it will act as if the client + touched it. (not working????) + + *delay* amount of time to wait before triggering cutscene + *target* This will target an INFO_CAMERA) + *script* Give the starting SCRIPT NUMBER + *script_delay* The number of seconds we should stay on the first + script page. + + +----------------------------------------- +----------INFO_CAMERA------------- +----------------------------------------- + +This functions as a MOVIE CAMERA. + + *targetname* The name of the camera as triggered by TRIGGER_CAMERA + + (OR an Info_Script, read up on INFO_SCRIPT) + +----------------------------------------- +---------INFO_SCRIPT---------------- +----------------------------------------- + +This functions as a script machine. + + *script_num* Its script number. + *next_script* The next script number to go to + Set this to 0 (zero) if it is the final script + in the set + *script_delay* Signify how many seconds we should display the NEXT + page. + *message* Put in the text you want to display here. + *target* This will trigger a target (like an explosion) + This will also change camera angle if you make the + target another INFO_CAMERA. + Also see INFO_IDSCALE. + + +------------------------------------------------------ +---------------INFO_MOVECAM------------------- +------------------------------------------------------- + +When this is triggered, it will find an active camera (thus the one running +a current cutscene) and will move the camera toward itself. It will continue +to do until the camera has reached it, the cutscene ends, or another +info_movecam is activated. + + *speed* the default setting is 1. This is how + fast it will move the camera. Play + around with it to get a feel for it. :> + +------------------------------------------------------ +--------------INFO_FADEOUT & INFO_FADEIN-------------- +------------------------------------------------------ + +It doesn't matter where you put these entities. One fades the picture in +from a solid color (black or red), the other fades the picture out to a +solid color :> Only valid when a cutscene is in progress. + +Have an info_script trigger them. + + "speed" how fast it fades. + 0.01 very quick fade + 0.1 gradual but slow fade. + + "spawnflags" set to 1 if you want the color to be red + + +---------------------------------- +-----INFO_LEVELEND---------------- +---------------------------------- +Point Entity. When triggered, it ends the level just as if the client +stepped through a trigger_changelevel. + + "targetname" So you can trigger it. + "map" The map to load next + same format as trigger_changelevel + + +####################################################################################### +####################################################################################### +#### +#### X. Miscellaneous Stuff +#### +####################################################################################### +####################################################################################### + ------------------------- + ----MISC_HUMMER---------- + ------------------------- + + This is a car.... a hummer. + + "skin" 0 or 1, two different skins. This is indestructible. + just sits there (: + + ------------------------- + ----MONSTER_LABGUY------- + ------------------------- + + This creates a laboratory dude, human guy (i.e. the opening Nehahra + cutscenes) whereever you set him, he'll work controls and oversee + stuff. If he is threatened, he will run. He does not have an + attack, he is only cannon fodder. + + NOTE: You will need to make sure there are some path_danger entities + around for him to follow (or Path_Corners as he will try to find these + next) + + ------------------------- + ----MISC_VEND------------ + ------------------------- + + This is a vending machine :) + + "skin" + + 0 = Peej Soda Machine =) Mmmm. + 1 = Snack Vending Machine #1 + 2 = COLD DRINKS! + 3 = Snack Vending Machine #2 + (you can almost make out the brands on the + bags of junk food :) ) + + ------------------------- + ----MISC_SLIME_BALL------- + ------------------------- + + This works exactly like the MISC_FIREBALL except it throws a green chunk + with a green trail. I'd only use it for light colored slime. + + + ------------------------- + ----MISC_BARREL---------- + ------------------------- + + It's the same concept as an explobox. What this is going to do is + explode when it's accumulated enough damage but it will throw slime(acid) + within a radius. It *kinda* does that now but I'm very far from satisifed + with it. + + Like the exploboxes, barrels are pushable. Right now, they float on water + and explode in lava like the exploboxes do. I intend to do something + special with these too. A chemical reaction when you toss them in water + (and/or when you toss them in water and then blow them up). + + Fields you should concern yourself with. + + + *frame* Set this number to the size of the barrel you want. + Numbers 0, 1, or 2. + + They currently come in three sizes as you can see. 0 is a lil thing. + 1 is medium sized, bigger, but taller. 2 is big and fat. Variety is + always good :) + + ----------------------------- + ----MISC_CORPSE-------------- + ----------------------------- + + This will place a corpse where ever you put this entity. Currently, our + corpses of once alive monsters disappear after a while to preserve speed. + These do not disappear. However, I have added a means of getting rid + of them if you so choose. If you trigger them, they will gib. You could + probably use this to create some effect if you wanted :> + + ..fields + + *targetname* its trigger name + *cnt* the type of corpse and which death frame to use + + 0, 1, 2, 3, 4 === Dead Player + 5, 6 === Dead Grunt + 7, 8 === Dead Monster Enf2 + +NOTE: The corpses have souls, if you have wraiths in your level. They +will surely liberate them of it :) + +---------------------------------------- +-----------MISC_SIGN-------------------- +---------------------------------------- + +These are various signs for Forge City. First, let's go through the +different sign graphics available. + + "skin" what the sign displays + + 0 = Route 160, East + 1 = Route 160, West + 2 = Route 90, East + 3 = Route 90, West + 4 = Route 60, East + 5 = Route 60, West + 6 = "Danger of Death. Keep Out!" + ((electrical zap symbol)) + + "frame" shape of the sign itself. + + 0 = Roadway Route sign, free standing. + ((Note: this is currently a solid object BUT + if you wish for it to be illusionary. Set + its "cnt" to 1)) + + 1 = Wall mounted sign, only the main sign displays + ((Note: main sign being Route 160, 90, 60 or + The Danger of Death sign.)) + + 2 = Generic sign. Not solid. You stick it on a wall. + + + Thoughts...If you wanted a sign that displayed West or East only, + you could use Frame 1 flipped backwards as the backside of the + wall support is indeed the smaller sign. + +--------------------------------------------------- +------------MISC_MOTEL----------------------------- +--------------------------------------------------- +This is an large hotel sign that is bolted onto the side of a building. +It's a bit larger than a shambler. Good rule of thumb is to make sure +it will be flush against the building and is turned exactly AWAY from the +building. + +--------------------------------------------------- +------------MISC_FSCREEN--------------------------- +--------------------------------------------------- +You would position this on the wall like you would a walltorch, be +sure it is facing AWAY from the wall :) + +Used in Forge City. Works in conjunction with the MISC_VALVE in Forge. +It will read "SYSTEM NOMINAL" until triggered, then it will read a +blinking "SYSTEM OVERLOAD" and trigger its targets!, if triggered yet +again, it will just blink "ERROR" over and over again. + + "frame" (0 - 5) Different sizes for the screen, so + you can adjust which size is best for you. + 0 is small while 5 is large. + +--------------------------------------------------- +-------------MISC_VALVE---------------------------- +--------------------------------------------------- +This operates like a button. A knob that rotates and moves up +when the client touches it, when it reaches the top it will +trigger its target. Be sure to give it a target :P + +Place it on the wall like you would a walltorch and make sure it's +facing away from the wall. + +--------------------------------------------------- +-----------MONSTER_QFORGE-------------------------- +--------------------------------------------------- + +Dying Qguy with instructions to tell the client. Trigger him to make +him say stuff. + +UNIQUE TO FORGE CITY + +--------------------------------------------------- +------------ITEM2_HEALTH------------ +--------------------------------------------------- + +MEDIEVAL POTION (health substitute) + +Use Spawnflag 2 to make a Megahealth potion. + + + + +----------------------------------- +-------SPAWN_MONSTER--------------- +----------------------------------- + +This entity (used like an info_destination of sorts) will spawn monsters on +the level by your specifications. The fields.... + +"targetname" + +Type in the function name of the monster you want to spawn from this point. +The following are implemented: + +monster_fish, monster_army, monster_qguy, monster_dog, monster_knight, +monster_enforcer, monster_enf2, monster_zombie + +[[[[If you want a spawner for a type of monster not described here, let +me know and I'll add it on]]]] + +"cnt" + +Set the self.cnt to the MAXIMUM NUMBER of it's own monster type that can be +on the level. If the number of monsters (of only the type set in its +*targetname*) exceeds the CNT, it will NOT spawn another. It will wait. + + +"delay" + +It's self.delay describes the frequency of the spawns. How often it will +attempt to spawn a new monster in MINUTES. 1 = 1 minute + .5 = 30 seconds, etc. + +"impulse" + +Enable a certain weapon (esp. in use with monster_army, see text +on monster_army) + +"target" + +This gives the spawn monster a target (i.e. a path_corner) + +"relations" + +set the relations of the spawned monsters (remember -1 makes evil +qguys) + +"method" + +If set to 1, the monster will be already angry at the client. + +NOTE: + +This spawns a tfog when it spawns them, EXCEPT the fish. + + +####################################################################################### +####################################################################################### +#### +#### XI. Monsters-- New ones and derivatives. +#### +####################################################################################### +####################################################################################### + +NOTE: You can now set the health manually on any monster. Just by giving +them a field called "health" and plugging in a new number. The following are +the normal defaults for the monsters: + +This is in order of strength, sometimes with notes on why they are so high. + +ARCHGAUNT LIBRARIAN 666 [magical resistance, Hierarchs-in-the-making] +BEARD 650 [armor, magic resistance, high ranking] +SHAMBLER 600 +WRAITH 600 [ethereal, splash damage only. NOTE: they + increase their health with the more souls + they take] +ARCHGAUNT 500 [magical resistance] +BARON 500 [armor and stubborness] +JAGGER 480 [thick skinned] +SHALRATH (VORE) 400 +OGRE LIBRARIAN 375 [all attitude, the perks of being a bitch to + the archgaunt librarians] +DEMON (Alpha Fiend) 375 +DEMON (Normal Fiend) 300 +VOMITUS 300 +COOK 280 [do not taunt the happy ogre cook!] +HKNIGHT 250 +GAUNT 200 [magical resistance] +ENFORCER 3 190 [focused, big, and too dumb to know when he + should die] +ENFORCER 2 160 [large, concealed armor, armor shard trench coat] +QUAKE DUDE 120 [armor] +HUNTER (tsemoch) 120 [trained, focused, and regenerates damage] +ENFORCER 90 +WIZARD (scrags) 80 +ZOMBIE 80 +KNIGHT 75 +SOLDIER (grunts) 42 +DOG 25 +FISH 25 + + +----------------------------------------------- +------MONSTER_OGRE & MONSTER_OGRE_MARKSMAN----- +----------------------------------------------- + +Ogre's now shoot nails as Id originally intended. However, they included +the Monster_Ogre_Marksman classname too, though there really is no +difference between them. Now there is. Therefore: + +monster_ogre = shoots nails +monster_ogre_marksman = shoots grenades if you were counting on those + grenades for a place in your level. + + +------------------------------------------ +-----------MONSTER_ARMY(s)------- +------------------------------------------ + +These have now been split up into three classes. While I could have just as easily used SPAWNFLAGS, I decided to make them seperate classnames to make the code a little smoother. + + +New descriptions. + +MONSTER_ARMY Fires shotgun +MONSTER_ARMY2 Shotgun....and Rockets! +MONSTER_ARMY3 Nails only +MONSTER_ARMY4 Shotgun, Grenades and Rockets (oh my) + + +---------------------------------------- +---->>>>Monster Spawnflags<--------------- +---------------------------------------- + +SPAWNFLAG_DUMB = 32 (Later described in the Monster Behavior Chapter) + +Monster_Army's and enforcers only (not monster_enf2 & monster_enf3). + +64 = they'll be working controls while they are idle. + + +ALSO NOTE, that Monster_Army(s) and Monster_enforcer(s) now strafe and +dodge. Often jumping to get out of the way. + +Use the "nojump" field to control this. Set it to 1 if you don't want +them to jump. + + +---------------------------------------- +---------MONSTER_ENF2----------- +--------------------------------------- + +Half ogre???? +Mark2 Enforcer, uses an autoshotgun. Tall guy, trench coat. He's the size +of an ENFORCER. + +------------------------------------ +--------------MONSTER_ENF3---------- +------------------------------------ + +The offspring of a genetic experiment. Half ogre. + +Mark3 enforcer, fires a nailgun...and can use the same weapon in +direct melee, a set of nasty rotating blades. The weapon he uses + actually morphs back and forth. Err, you'd have to test him out + to know what I mean. He's a little taller than the enforcer, not much. + You could get away with using him as if he were the exact same size + as the enforcer. + +-------------------------------------- +------------MONSTER_SHAMBLER---------- +-------------------------------------- + +Set his "spawnflags" to 64 if you want a sleeping shambler. +Shamblers sleep upright and slumped over. They will not wake unless +you shoot them, touch them, make another shambler upset in their +proximity, or something triggers them. Enjoy. + +--------------------------------------- +-----------MONSTER_SHALRATH------------ +--------------------------------------- + +The Vore is now more versatile. If the +Shalrath has enough clearance, he will act like a jumping spider +at times, making him harder to hit. If the ceiling is especially +high, he may latch onto the ceiling and hang upside down, whipping +more Vore balls at ya. + +You can start them off hanging from the ceiling if you like by setting +their "spawnflags" to 64. Wherever you put them, it is assured you +will find them at the highest possible point on the X, Y axis that +you placed them. My recommendation is to put the shalrath a bit off +the ground but DO NOT stick him on the ceiling in the Map itself. +The preliminary droptofloor() function drops all objects to the floor +at each start up. If you set a monster too high, it's possible that +Quake will just remove it, considering it a "walkmonster in wall". Enjoy. + +--------------------------------------- +------------MONSTER_QGUY--------------- +--------------------------------------- + +Replaced with a Quake Guy, fully capable of taking care of himself. +He will get angry and attack other monsters (not the +client unless motivated) and other monsters will attack him as if he were another +client. + +Set the *cnt* field to 1 if you don't want them to ever use Rockets or +Grenades. + +See Section XIII regarding "relations" settings. It is also possible +to create qguys who are not friendly :) + +--------------------------------------------------- +------------MONSTER_WRAITH-------------------------- +---------------------------------------------------- + + +A Wraithlike creature. He roams freely, can go through walls. +Collects souls. + +Only bursts of enormous energy harm him. I.e. Explosions. + + +---------------------------------------------------- +---------------MONSTER_GAUNT------------------------ +---------------------------------------------------- + +A Wizard-like creature (no, not like the monster_wizard scrag). They wander. They roam. They talk their own language, hehehe. + +They use a variety of different magics for an attack, + +NOTE: If you don't want them to react and talk with another. +Place their starting positions whereby they cannot see another gaunt. + + "spawnflags" + +You can have crucified gaunts. The only thing I'll mention is, only their +hands are "nailed". Their feet are free. + + CRUCIFIED_ALIVE = 128 + +This creates a crucified gaunt (i.e. the crucified zombies) but he's +very much alive; he's killable and gibbable. + + DEAD_GAUNT = 64 + +In conjunction with this spawnflag, you can use the flag: + + "cnt" + + 0 = Randomized (Selection 1 or 2) ((default)) + 1 = Crucified Stiff + + Like his bones have locked in place in a tensed position. + + 2 = Crucified Loose + + Dead weight crucified + + 3 = 'Boxed' + + You might stick this flush against a post and facing away + from it. A partially disrobed gaunt on his knees with his + hands "tied" back and his head slumped forward. This is + not something you would put on a wall, but on the floor. + +----------------------------------------------- +----------------MONSTER_ARCHGAUNT-------------- +----------------------------------------------- + +The stronger version of the Gaunt, a new model to go with it. Their +concept...Elder Gaunts, some are evil, but others are unhappy with +the younger generations of Gaunt and current management of the lands +of Quake. So I encourage the use of the *relations* feature with them, but +it's only a suggestion. There should be plenty of archgaunts that +aren't friendly too. + + "spawnflags" ARCHGAUNT_FUNERAL = 64 + +This is an Archgaunt, lying on his back with his arms crossed over his +chest (as people are positioned in a coffin). I'm sure you could think +of an interesting place or two to use it. + +------------------------------------- +------MONSTER_LIBRARY---------------- +------------------------------------- + +The Librarian version of the ArchGaunt. He just reads his book +whereever you put him. The first time he sees the client, he'll +say "shshshshsh", then he'll look up to the client from time to +time if they are in view. He will not attack the client unless +he is disturbed from his reading (i.e. you shoot him, somebody +else shoots him whether intentional or accidental). He gets cranky +when he's disturbed :) + +--------------------------------------- +-------MONSTER_OGLIB------------------- +--------------------------------------- + +This is an Ogre who pushes a book cart, give him some path_corners. + + +--------------------------------------- +---------MONSTER_COOK------------------ +--------------------------------------- + +An Ogre....with a frying pan. + +Set his "impulse" field to 1 to shut off comments. + + +---------> "sounds" + +0, 1, 2, 3 + +These are different sets of comments so we don't have every ogre cook +giving the same spiel. Scripted comments... + +Have I mentioned that scripts are the instruments of Satan?? + + +------------------------------------ +----------"The Alpha Fiend"--------- +------------------------------------ + +There's a new monster, kinda. + +ALPHA_DEMON: monster spawnflag = 2 + +This will create an Alpha fiend if you use this flag on a fiend, +he uses slightly different animation, walks +closer to erect and is pretty vicious. He is also a little stronger +in the health department. + +------------------------- +----MONSTER_HUNTER------- +------------------------- + +The bizarre race of Tsemoch! These +"assassins" begin hunting you the moment a level begins, they use some rather +unorthodox ways of navigation, but they can be very formidable opponents +when they work together as a team. + +They specialize in ambushes and surprise. Unlike other Quake monsters +where you can run into them, they get angry, and you can run off, up a +platform, wherever and the monster will be stuck in whatever part of the +level you left them, the assassin is not limited. They can find the +client anywhere. If the client leaves them alive, it is a certainty that +they will see the assassin again (unless they leave the level before +the assassin finds them). + +Fields to manipulate their behavior: + +*impulse* use this field to dictate which weapons they can use. + If you don't set this field, it's okay, it'll default to 1. + + 1 = Super Shotgun only + 2 = Automatic Shotgun only (ouch) + 3 = Nails only + 4 = Super Shotgun/Sprocket + 5 = AutoShotgun/Sprocket + 6 = Nails/Sprocket + +*state* set this to 1 *if* you do not want them to automatically + start hunting the client when the level begins. This + does not shut off their navigation routines, it only makes + it so you have to initially come to them. It does, however + (most of the time) make them less aggressive in their + hunting as well. + + Remember, you could still trigger him to make him angry + by setting a targetname and having a trigger, er, trigger + him. (That made a lot of sense, didn't it) + +*method* You will notice that Tsemoch sometimes appear long after + you have killed everything. In theory, where there are + some Tsemoch, they have called others to respond. The + trick of this is, the Tsemoch actually respawn (except + Tsemoch that are gibbed, a fun bit of trivia). HOWEVER, + should you want to turn this feature off. Set their + "method" to "-1" + +------------------------------------ +--------MONSTER_VOMITUS------------- +------------------------------------ + +I have revived the Vomitus from the old Q1test. He's slow, he's ugly, and +he'll blow acid covered bloody chunks at ya if you're not careful. + +When he dies, he sort of "deflates" into a puddle on the floor. If you set +his spawnflags to 64, he will begin the level as a "puddle" and will rise +when he spots a client or some other monster pisses it off. + +An annoyance monster. Not very dangerous. + +----------------------------------------- +----------MONSTER_BARON------------------ +----------------------------------------- + +A few steps up from a Death Knight. He's more powerful than the death +knight, though he's much like them. He has a number of attacks including +the death knight firestorm, the hefty claymore he wields, and a powerful +hand smash. He can also jump at times. If you don't want him to jump, use + the "nojump" field, set it to 1. + + +####################################################################################### +####################################################################################### +#### +#### XII. The Jagger.....an unusual monster +#### +####################################################################################### +####################################################################################### + + +---------------------------------------- +---------------MONSTER_JAGGER----------- +---------------------------------------- + +Size: Somewhere between a dog and a fiend. + + Jaggers are not naturally predisposed to attacking the client or + anything else for that matter. If they feel threatened or their space + is being invaded, they will get upset--all monsters included. + Otherwise, they can be easily maneuvered around and peacefully handled. + They will seek out water and hunt fish. Either looking for specially + designed markers just for them, or even Swamp Ambient sounds (1-3). + Don't bother giving them Targets (as if you'd want them to follow a + Path_Corner). They'll just ignore it. + + NOTE: You can trigger them to make them pissed off. It sets + their relations to -1. (See Psychology of Monsters) + + Okay. Jaggers come with a lot of accessories. You can use some of them. + Hell, you could use none of them. + + +The... + +>>>>>---------------------------------------------- +>>>>>-------------INFO_JAGNEST--------------- +>>>>>---------------------------------------------- + +acts as a marker for the Jagger's nest :> The Jaggers will return to this + place often to make sure nothing is amiss, stockpile a few dead fish. + Any entities (like the client) who are too close to their home, the + Jaggers are liable to completely go medieval on them! A cave of some + kind is probably ideal. Not an underwater cave as they are air breathing + creatures (theoretically). + + +>>>------------------------------------------- +>>>------------INFO_JAGWATER---------- +>>>------------------------------------------- + +act like doors to and from the water, they will use it to jump at. This +is just a marker. Place this at the surface of the water RIGHT AT the +point where you'd like them to jump IN the water or OUT of the water. + If you do not place this in a level, be aware that the Jagger will NEVER + intentionally enter the water (or exit the water if he is already in it). + The one exception would be if you made a slope down into the water where + they can easily walk in and out. + +Put the entrance "info_jagwater" where ever you like... + +Then put another "info_jagwater" where you want them to jump out (preferably +above the waterline) and set the SPAWNFLAG to 1, 2, anything but Zero. +They'll use this as an exit. + +If you don't wanna mess with Spawnflags. Create a new entity called + +---------------------------- +-----INFO_JAGOUT------------ +---------------------------- + +it will function exactly the same. + + +####################################################################################### +####################################################################################### +#### +#### XIII. The Psychology of Monsters +#### +####################################################################################### +####################################################################################### + +SPAWNFLAGS + +Quake monsters in the past never got upset or even noticed when you happened +to chuck a grenade from around the corner. They seem deaf and blind. Well, +not any more. Now, monsters can often "hear" what's going on and pay +attention to deadly objects like grenades and rockets. An Ogre may be in +another part of the level, but if you fire a rocket on your side of the wall, +he is liable to "hear" it and become upset long before you get to him. +The monsters are becoming more aware. HOWEVER, because this feature +could seriously spoil setup situations where you need a monster to never get +angry in advance (like monsters you have in an isolated box not far away +that are supposed to teleport at a certain time). You can set a spawnflag +to turn off this awareness. + +SPAWNFLAG_DUMB = 32 + +This makes 'em deaf and dumb, like the ol' Quake monsters we know and love. + + +Using Quake monsters is no longer so cut and dry, at least, not if you don't want +it to be. You will find you can control them more than ever before. + +((Fields ["nojump", "event", "brain", "relations")) + +############### +#1 "nojump" +############### + +If you set their + +*nojump* + +to 1, then the monster will not try to jump +down off ledges. This is to ensure that that monster you stick up on a coign +of vantage point (like a strategically placed Ogre, doesn't jump down). +Some monsters already don't jump like the knights. A lot of times, they +are able to assess the situation and decide whether or not jumping is a +good idea. Of course, some monsters are dumber than others. + +This also keeps monsters from jumping to dodge (those that do) +((This still works, but this exact feature has been added to #3)) + +############## +#2 "event" +############## + +If you set a field + +*event* + +and stick the targetname of a monster in here. That monster becomes his +self.objekt. + +What the {self.objekt} does is quite simple. The monster will seek +out this objekt as he would any goal (i.e. path corner). However, when he +is close enough, he will stop walking. If the objekt moves, he will follow +the objekt. Boiling it down, all monsters think: + +"If I have a self.objekt, I'm going to follow it until it dies or I die :>" + +NOTE: Try to not pair up monsters who can't keep up with each other. + If this sort of thing is trivial to you, it won't hurt anything + one way or the other. Just don't expect...well, an example.. + + EXAMPLE: You take a grunt and give him a MONSTER_ENF3 as a + self.objekt. The Monster_Enf3 runs...even when walking. + The grunts lil ole prowl will never keep up. + Do it the other way around and the Monster_Enf3 has + no problems catching up and can take breathers + in between + + +################# +#3 "brain" +################# + +This describes their traits, tactics, and mentality to a degree. This +field is used with flags. + +The list below: + +NAVLOGIC = 1 (Move to last location I saw enemy) +INTREPID = 2 (No fear, No retreat) +BLINK = 4 (A good way to fudge) +NO_JUMP = 8 (Don't jump) +NO_SWIM = 16 (Don't swim) + +All monsters do not support these features, observe the list below: + +monster_zombie +monster_fish +monster_tarbaby +monster_vomitus +monster_wraith +monster_fish +monster_jagger +monster_nehahra (later described in 'Bosses of Nehahra') + + +TRIGGER_SPAWN = 32 (Appear only when triggered) + +Some individual features of self.brain are not supported by certain +monsters so don't waste your time setting them. Others already +have them builtin, so setting it is unnecessary. + +Now, the wonders of: + + ------------ + NAVLOGIC = 1 + + NO SUPPORT: monster_hunter (They don't need it) + + BUILTIN: monster_enforcer + monster_enf2 + monster_enf3 + monster_hell_knight + monster_baron + monster_shalrath + monster_cook (heh) + monster_gaunt + monster_archgaunt + monster_qguy + + +This is a simple addition that can make for all the difference in +the world at times. Movetogoal is not always ideal and can make +monsters poke around or take the wrong corner. They'll still do +that to a degree if you set this flag, BUT there is great overall +improvement in pursuit and chasing scenarios. + +When a monster loses sight of you, he will remember the last place +he saw you and pursue that area first. If he has to jump down off +a platform to reach it, he will..in theory :) + +EXAMPLE: + +Say you are being chased by a pissed off Shambler with NAVLOGIC +enabled and you're on your last leg. You sprint down a long corridor with +an angry abominable snowman at your heels. There is a side hallway to the +right and you see, just up ahead, that the corridor turns off to the right. + + Scenario One: No NAVLOGIC + + You hightail it to the end of the hall as the Shambler blasts + another bolt at ya, passing the sidehall. You continue down + the corridor to the right. The shambler doesn't see you, but + knows your general direction, so he moves to the right. Then + sensing the sidehallway, he takes it..instead of continuing down + the corridor. + + Scenario Two: With NAVLOGIC + + You pass the sidehall and continue down the corridor as it + turns off to the right. The shambler last saw you at + the end of the hall, so he goes directly for that position. + He shambles past the sidehall to where the corridor takes + a turn and then movetogoal() moves him in the right + direction. Only, NAVLOGIC made sure he went down the + right hall. + + ------------- + INTREPID = 2 + + NO SUPPORT: NONE + BUILTIN: NONE (Read details) + +Monsters often gauge distances and look for contents when +planning a move or especially taking a jump. While they +often blunder into lava or water anyway, perhaps dodging +a missile or grenade (makes the game so fun, doesn't it?), +they are at least semi-cautious. If you have set the +INTREPID flag in their brain, they'll never even bother +looking for threatening substances and just take a mad +dive down after you, or try to pursue you relentlessly +without care of personal injury. This also means that +monsters that normally "retreat", that is, back up when +injured (like grunts, enforcers, enf2s, ogres), will not. +They'll stand there and take it like a man..or eh an ogre. +Some monsters are just naturally intrepid (like shamblers) +or don't bother trying to jump off platforms (like shamblers +and knights, etc) + +NOTE: This also kills their dodging routines. They will not +dodge if they are INTREPID. + + ---------------- + BLINK = 4 + + NO SUPPORT: monster_hunter (they already have their own system) + + BUILTIN: monster_beard + +It's often said that cheaters never win and people hate bots who +fudge. Well, bots are supposed to replicate human players, monsters +are monsters and do what they please, especially with magic at their +disposal. Blink is pretty complicated or maybe I just know in advance +that I'm that long-winded and will make it sound that complicated. This +does not make them better fighters, make them "blink" their eyes, or +enable them to recite Cyrano De Bergerac. It is a navigation tool +they can use to catch up with the client, should they be stuck somewhere. +Because 10 doors, three platforms, a teleport, and a large drop ago, you +ran into a monster but were so swift that you left him in the dust. Well, +if he doesn't have BLINK enabled, he's gonna run around hopelessly in +la la land looking for you. However, with BLINK, there's a good chance +he can catch up with you in a hurry, or at least get himself in the +same time zone. The beauty of it is, you'll almost never catch them in +the act as this is something they do "behind your back". + +I should also mention that they do not use this solely for the purpose of +catching up with the client. They may very well do it to confuse or +try a different approach. Sometimes you may leave a monster in a room, run +off for a bit to collect some ammo and health, and when you return, you +wonder why the hell you didn't run into him on the way and where did he go? + +Blink relies on two things, a third as a last ditch effort. +TRIGGER_TELEPORT and INFO_TELEPORT_DESTINATION are the first two. If +you have very few teleports in your level, like only a few, your level +may not be a good candidate for 'Blinking'. The only way to know for +sure is to test it out on your level. He alternates between three methods. + +--> Fudge Factor One + +If the monster senses you are very far away, he'll look for a teleporter. +If sees one, he'll take it. Novel idea, I know. HOWEVER, consider this. +You breezed through and pissed this monster off and now you're about +2,500 units away and long out of sight and range. Surely, he could +have thought of taking that teleporter when you left the room, computed it +was the right move, and done it a while back. But all that calculating +just ain't healthy for our friend, good ol' Quake. To move our archgaunt +to that teleporter now, it'll take from now til next X-mas. Quake is +a fast game and we ain't got that kind of time, but he probably would be +to that teleporter right now had he thought of it earlier. So, you know +what? Where we are is Point A and that teleporter is Point B, to hell +with the distance in between. *Blink* ((then teleport)) Yay. + +--> Fudge Factor Two + +Whoa, the client is way far away. Blam, let's look in a big radius around +him for teleport destinations. Wow, found a few. Ok, this one's closer +than the other to the client. Ok, this point in the +level is closer to the client than I currently am. BLAM. *Blink* +We're there and full and ready to ride the network of teleporters until +we're at an acceptable distance (or "in the neighborhood" as I say). + +--> Fudge Factor Three + (Last Ditch Effort. Item Blink) + +Damn! No teleporters to ride. Well, let's think. Check to see if the +client is above me aways. Yes, he is. Shit, I probably gotta reach +that height to have a path at him, to get closer at the very least. +Let's look for items nearby. Ammo, guns, keys, doesn't matter. Found +a few. They're higher than me, therefor they make a nice marker. +Now in order to reach that thing, I'd have to seriously navigate this area +and figure my way up there, but considering that Id Software made me as +blind as a bat (*Mindcrime inserts bitch & moan about lack of good +builtin navigation, Film at Eleven*) I'm just gonna skip over the hard +part, as that'd take much too much thinking, and do a quick, silent +teleport to that location. Ok, I'm there. Can I move freely or am I stuck +in something? Not stuck, good. Back to movetogoal to find me that +client! May not be in the same neighborhood, but I'm getting closer +to his altitude. Chances are, I might be able to close in on him. + + + ---------------- + NO_JUMP = 8 + +I'm not gonna jump unless my life depends on it and/or I have a moment +of temporary insanity. This simply sets the field "nojump" to 1. I +added this flag just in case you wanted to save on amount of TXT in your +BSP. Believe it or not, there is a limit to the text length :< + + ---------------- + NO_SWIM = 16 + +Only the following monsters can swim: (Not including fish but, you know :P) + +monster_army (all varieties) +monster_qguy +monster_enforcer +monster_hunter +monster_enf2 +monster_ogre + +If, for whatever reason, you need or want to shut off this feature. You +use this flag in their self.brain. They will NOT swim with this flag, +just sink like normal. This is also means they will not intentionally +jump in the water. + + ---------------------- + TRIGGER_SPAWN = 32 + + FEATURE SUPPORTS: MONSTER_ARMY(s) + MONSTER_ENF(s)/MONSTER_ENFORCER + MONSTER_KNIGHT + MONSTER_HELL_KNIGHT + MONSTER_BARON + MONSTER_HUNTER + MONSTER_DEMON + MONSTER_JAGGER + MONSTER_GAUNT + MONSTER_ARCHGAUNT + MONSTER_SHALRATH + MONSTER_SHAMBLER + MONSTER_WIZARD + MONSTER_ZOMBIE + +If you set this flag to the .brain, the monster will appear in the exact +spot you placed them when triggered. Beforehand, there will be no trace +of them being there whatsoever. This feature is likely to save you a +lot of trouble in appointing info_teleport_destinations, those cute +black boxes outside of the level, and trigger_teleports. + +There is one field that goes along with this that you also set on the +monster... + + "style" if set to 1 and there is a teleport fog when + they appear. + + Otherwise, there is not. + + + +################# +#4 "relations" +################# + +*relations* + +If you set the *relations* field on supported monsters, it will have this +effect depending on the setting. + +-1 = Monster_Qguy & monster_jagger ONLY. Normal Quake monster. +0 = the default, normal Quake monster +1 = will not attack the client, but won't help him either + liable to turn on the client at the drop of a hat. +2 = an idle ally, they will become upset at any + monster who has a client enemy. They won't get angry + at the client unless the client hurts them or + poses some kind of a threat whether intentional or + unintentional. +3 = same as 2, but these guys make an attempt to follow + you around. +4 = They will not attack the client under any circumstance. + They'll also follow you. + +Regarding the MONSTER_QGUY, the Qguy defaults on relations 2. If, by +chance, you wanted to make evil qguys who want to kill you just like the +normal monsters. Set their relations to -1. + +Setting a monster_jagger's relations to -1 makes them more hostile as +well. + +This is a list of monsters this does not support. If you set the relations +field on these monsters, you may not see any results whatever *or* +you may observe some very strange, indecisive behavior. You are +forewarned. + +---unsupported monsters--- + +Wraiths, monster_library, monster_cook, monster_jagger + +Note on Gaunts: + +You can set the *relations* field on them BUT they are less faithful, if there +is a Gaunt that is angry at the client in the equation, they'll always +take that gaunt's side. Piss off one, piss off the whole brotherhood :> + + +--------------------------------------------------------- +-------------------->>>>>THE ACTOR CHART +--------------------------------------------------------- + +NOTE: One of the earliest additions to the Nehahra game code, + not very logical, in fact, seems quite weird and + overextended, but what the hell, I left it in. + +If you set the targetnames of any of the following monsters +as shown. They will do nothing until triggered. Then, if they +have a movetarget, they'll go. They'll walk. They'll stand. +Whatever they would have done...but nothing until triggered. + +I put this here for cutscenes BUT if you use them properly, you can +make sure a monster is mozying on by at the right time. + + +MONSTER TARGETNAME +------------ ---------------- +MONSTER_ENF2 actor1, actor2, actor3 +MONSTER_ARMY actor7, actor8 + actor4, actor5 +MONSTER_QGUY actor6, actor9, actor10 +MONSTER_WRAITH actor11, actor12 +MONSTER_ENFORCER actor13, actor14 +MONSTER_ENF3 actor15, actor16 +MONSTER_KNIGHT actor17, actor18 +MONSTER_HKNIGHT actor19, actor20 +MONSTER_OGRE actor21, actor22 +MONSTER_GAUNT actor23, actor24, actor25 + + +----------------------------------- +--------PATH_DANGER---------------- +----------------------------------- + +You use this like a path_corner, targeting other path_dangers. It also +supports the use of multiple paths ("target" and "target2") like path_ +corner does. + +If you want lab guys to get away, you'll need to set up path_dangers. + +NOTE: You do not make the path_danger the monster's target. When the +time comes to flee, he will look for path_dangers, and once he finds one, +he'll ride the chain. + + +####################################################################################### +####################################################################################### +#### +#### XIV. The Bosses of Nehahra +#### +####################################################################################### +####################################################################################### + +-------------------------------------------------------- +-----------------MONSTER_BEARD-------------------------- +-------------------------------------------------------- + + +This is the Captain of the Death Knights. Long beard. Darker armor. + Glowing red eyes. He's a beauty and he doesn't go down that easy. + +The only way to kill a Monster_Beard is to gib him or kill him a number +of times. He will assuredly +get back up and come back after you until you do. He has one unique +attack which are glowing fireballs that rotate around him and then +launch at you. It's a good way to become toast, but he can just barely +control the power he has been granted. It can be taken advantage of. + + +-------------------------------------------------------- +-----------------MONSTER_NEHAHRA------------------------ +-------------------------------------------------------- + +He's big, he's ugly, and he'll squash you like the bug you are. He +has a variety of attacks including a kick, a smash, and fire breath +that can ignite you. He definitely gets the best boss award in my book. + +Nehahra's massive frame is comprised of not one, but several bounding boxes. +He takes damage locationally. Attacks to his legs or +feet are not very potent. Attacks to his main body are normal damage. +But when you hit him the head with your attacks, you do X4 damage to him +as if you had the Quad. Now, if you put the Quad in the equation, +you're doing serious damage and that 50,000 health doesn't seem so big +any more. + +Now, the very edges of his sides do protrude from his bounding boxes +(like his hands) so slanted walls would be a good idea. Reservations +have to be made for a guy so big. + +One of his unusual features is the ability to destroy architecture. +He can sense if something is a Func_explodable, func_sobject, or even +a func_mindcrime. Mind you, Nehahra does not run on a script of any +kind. He just KNOWS if it's in his way and then he removes it by +giving it a nice hand smash from Hell. + + +------------------------------- +-------"THE_MISTER"------------ +------------------------------- + +The final boss of Nehahra only appears in NEHEND.BSP. There is no +monster function to place in a map. He appears there and only there :) + diff --git a/mod_nehahra/devkit/nehahra.fgd b/mod_nehahra/devkit/nehahra.fgd new file mode 100644 index 0000000..00a0aae --- /dev/null +++ b/mod_nehahra/devkit/nehahra.fgd @@ -0,0 +1,1713 @@ +// +// +// Quake 1 Nehahra game definition file +// for Worldcraft edited by Bal +// +// Please, log all the changes! +// +// Last changes: +// +// -------------------------------- +// 9.nov.1999 by Vondur +// Added sound sequences and cinematic scripts [see bottom] +// Some bugs fixed also +// -------------------------------- +// -------------------------------- +// 10.nov.1999 by Vondur +// Added Hipnotic rotation entities +// -------------------------------- +// -------------------------------- +// 14.nov.1999 by CZG +// Added extra light entities +// Added custom_item and trigger_custom +// Made play_sound_triggered and trigger_counter into PointClass +// Added targetname as baseclass on func_button +// Fixed bounding box on new lights and misc_corpse +// Added weightswitches +// -------------------------------- +// -------------------------------- +// 20.nov.1999 by CZG +// Removed weapon_blaster that Mindcrime decided to scrap. Boo-hoo! :-( +// Added ambient_sound +// Fixed wrong classname on light_candlews and light_candleth +// Fixed bounding boxes on item_s +// -------------------------------- +// -------------------------------- +// 25.nov.1999 by CZG +// Tweaked some light settings to awoid unnecessary errors. +// -------------------------------- +// -------------------------------- +// 28.nov.1999 by CZG +// Added a spawnflag and "speed" to func_plat +// -------------------------------- +// -------------------------------- +// 08.dec.1999 by CZG +// Updated the trigger_push. +// Added Lip and Message to func_button +// Updated the explosive stuff with flat rubble spawnflag. +// Updated the func_mindcrime with control. +// Basicly added every frigging thing I could see from update 29. +// -------------------------------- +// -------------------------------- +// 02.Jan.2000 by CZG +// Brought this .fgd up to par with update 32, +// although I can't test if the trigger_fog and info_start works, as the fog +// won't cooperate with my 3D card :-( +// -------------------------------- +// -------------------------------- +// 20.Jan.2000 by CZG +// This should work fine with the brains and stuff of update 37 now. +// -------------------------------- +// -------------------------------- +// 30.Jan.2000 by CZG +// Updated to #39. Simplified stuff, adding a few (choices) +// -------------------------------- +// -------------------------------- +// 24.Feb.2000 by CZG +// Should be capable with Update 44 now. +// Spank me if not. +// -------------------------------- +// -------------------------------- +// 07.Mar.2000 by CZG +// Added the water rippling feature, and fixed some furgled +// stuff with the transparencies. +// -------------------------------- +// +// worldspawn +// + +@SolidClass = worldspawn : "World entity" +[ + message(string) : "Text on entering the world" + worldtype(choices) : "Ambience" : 0 = + [ + 0 : "Medieval" + 1 : "Runic (metal)" + 2 : "Present (base)" + ] + sounds(integer) : "CD track to play" : 1 + light(integer) : "Default light level" +] + +// +// base marker definitions +// + +@baseclass = Appearflags [ + spawnflags(Flags) = + [ + 256 : "Not in Easy" : 0 + 512 : "Not in Normal" : 0 + 1024 : "Not in Hard" : 0 + 2048 : "Not in Deathmatch" : 0 + ] +] + +@baseclass = Targetname [ targetname(target_source) : "Name" ] +@baseclass = Target [ target(target_destination) : "Target" ] + +// +// player starts, deathmatch, coop, teleport +// + +@baseclass base(Appearflags) size(-16 -16 -24, 16 16 32) + color(0 255 0) = PlayerClass [] + +@PointClass base(PlayerClass) = info_player_start : "Player 1 start" [] +@PointClass base(PlayerClass) = info_player_deathmatch : "Player deathmatch start" [] +@PointClass base(PlayerClass) = info_player_coop : "Player cooperative start" [] +@PointClass base(PlayerClass) = info_player_start2 : "Player episode return point" [] +@PointClass base(PlayerClass, Targetname) = info_teleport_destination : "Teleport destination" [] +@PointClass = info_null : "info_null (spotlight target)" +[ + targetname(target_source) : "Name" +] +@PointClass = info_start : "info_start" +[ + sky(string) : "Name of skybox" + fog_enable(choices) : "Fog when starting." : 0 = + [ + 0 : "Off" + 1 : "On" + ] + fog_start(integer) : "Start drawing fog" : 50 + fog_end(integer) : "Stop drawing fog" : 1500 + fog_density(integer) : "Fog density (Relative)" : 1 + fog_red(integer) : "Fog redness (Relative)" : 1 + fog_green(integer) : "Fog greeness (Relative)" : 1 + fog_blue(integer) : "Fog blueness (Relative)" : 1 + gravity(integer) : "Gravity" : 800 + walpha(integer) : "R_Wateralpha" : 1 + wripple(integer) : "Water ripple" : 0 + noise(string) : "Path to ambient mod file" +] + +// +// CTF stuff +// + +@PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) = + item_flag_team1 : "CTF: Red Team Flag" [] +@PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) = + item_flag_team2 : "CTF: Blue Team Flag" [] +@PointClass base(PlayerClass) = info_player_team1 : "CTF: Red team base start" [] +@PointClass base(PlayerClass) = info_player_team2 : "CTF: Blue team base start" [] + +@PointClass base(Appearflags) = info_intermission : "Intermission camera" +[ + mangle(string) : "Pitch & Yaw" +] + +// +// items +// + +@baseclass size(0 0 0, 32 32 32) color(80 0 200) base(Appearflags) = Ammo +[ + spawnflags(flags) = + [ + 1 : "Large box" : 0 + ] +] + +@PointClass base(Ammo) = item_cells : "Thunderbolt ammo" [] +@PointClass base(Ammo) = item_rockets : "Rockets" [] +@PointClass base(Ammo) = item_shells : "Shells" [] +@PointClass base(Ammo) = item_spikes : "Perforator/Nailgun ammo" [] + +@PointClass size(0 0 0, 32 32 48) base(Appearflags) = item2_health : "Medieval health pack" +[ + spawnflags(flags) = + [ + 1 : "Rotten" : 0 + 2 : "Megahealth" : 0 + ] +] + +@PointClass size(0 0 0, 32 32 16) base(Appearflags) = item_health : "Health pack" +[ + spawnflags(flags) = + [ + 1 : "Rotten" : 0 + 2 : "Megahealth" : 0 + ] +] + +@PointClass base(Appearflags) = + item_artifact_envirosuit : "Environmental protection suit" [] +@PointClass base(Appearflags) = + item_artifact_super_damage : "Quad damage" [] +@PointClass base(Appearflags) = + item_artifact_invulnerability : "Pentagram of Protection" [] +@PointClass base(Appearflags) = + item_artifact_invisibility : "Ring of Shadows" [] + +@PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) = + item_armorInv : "200% armor (Red)" [] +@PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) = + item_armor2 : "150% armor (Yellow)" [] +@PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) = + item_armor1 : "100% armor (Green)" [] +@PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) = + item_key1 : "Silver key" [] +@PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) = + item_key2 : "Gold key" [] +@PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) = + item_sigil : "Sigil" +[ + spawnflags(Flags) = + [ + 1 : "Episode 1" : 0 + 2 : "Episode 2" : 0 + 4 : "Episode 3" : 0 + 8 : "Episode 4" : 0 + ] +] + +// +// weapons +// + +@baseclass size(-16 -16 0, 16 16 32) color(0 0 200) base(Appearflags) = Weapon [] + +@PointClass base(Weapon) = weapon_supershotgun : "Super shotgun" [] +@PointClass base(Weapon) = weapon_nailgun : "Nailgun" [] +@PointClass base(Weapon) = weapon_supernailgun : "autoshotgun" [] +@PointClass base(Weapon) = weapon_grenadelauncher : "Grenade launcher" [] +@PointClass base(Weapon) = weapon_rocketlauncher : "Rocket launcher" [] +@PointClass base(Weapon) = weapon_lightning : "Thunderbolt" [] +@PointClass base(Weapon) = weapon_sprocket : "sprocket!" [] +@PointClass base(Weapon) = weapon_sword : "sword" [] +@PointClass base(Weapon) = weapon_gshotgun : "gshotgun" [] + +// +// badasses +// + +@baseclass base(Appearflags, Target, Targetname) color(200 0 0) = Monster +[ + spawnflags(Flags) = + [ + 1 : "Ambush" : 0 + 32 : "Deaf 'n dumb" : 0 + ] + brain(Choices) : "Brain See devkit for details" : 0 = + [ + 0 : "0 - Brainless" + 1 : "1 - NavLogic" + 2 : "2 - Intrepid" + 4 : "4 - Blink" + 8 : "8 - No Jump" + 16 : "16 - No swim" + 32 : "32 - Spawned" + ] + style(choices) : "TFog when spawned?" : 0 = + [ + 0 : "Yes" + 1 : "No" + ] + nojump(integer) : "Not jumping monster" : 0 + event(string) : "Follow this monster" + relations(choices) : "Relation to player" : 0 = + [ + -1 : "Normal (Jaggers and Qguys)" + 0 : "Normal Quake monster" + 1 : "No attack, easy to irritate" + 2 : "Idle ally, attacks if provoked" + 3 : "Ally that attempts to follow you" + 4 : "Ally that never attacks" + ] +] + +@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_army : "Grunt sg" +[ + spawnflags(Flags) = + [ + 64 : "controls" : 0 + ] +] +@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_army2 : "Grunt sg rl" +[ + spawnflags(Flags) = + [ + 64 : "controls" : 0 + ] +] +@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_army3 : "Grunt ng" +[ + spawnflags(Flags) = + [ + 64 : "controls" : 0 + ] +] +@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_army4 : "Grunt st gl rl" +[ + spawnflags(Flags) = + [ + 64 : "controls" : 0 + ] +] +@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_enforcer : "Enforcer" [] +@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_enf2 : "Enforcer2 asg" [] +@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_enf3 : "Enforcer3 ng" [] +@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_qguy : "quake guy" +[ + cnt(integer) : "rl/gl" : 0 +] +@PointClass base(Targetname, Appearflags) size(-16 -16 -24, 16 16 40) = monster_hunter : "hunter" +[ + impulse(choices) : "Weapons" : 1 = + [ + 1 : "sg" + 2 : "asg" + 3 : "ng" + 4 : "ssg/sl" + 5 : "asg/sl" + 6 : "ng/sl" + ] + state(choices) : "Alert at level load?" = + [ + 0 : "Yes" + 1 : "No" + ] + cnt(integer) : "delay" +] +@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_gaunt : "gaunt" +[ + spawnflags(flags) = + [ + 64 : "Dead, set pose" : 0 + 128 : "Crucified, alive" : 0 + ] + cnt(choices) : "Death pose" : 0 = + [ + 0 : "Random (1 or 2)" + 1 : "Stiff" + 2 : "Loose" + 3 : "Boxed" + ] +] +@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_archgaunt : "archgaunt" +[ + spawnflags(flags) = + [ + 64 : "Dead in coffin" : 0 + ] +] +@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_library : "library gaunt" [] +@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_cook : "ogre cook" [] +@PointClass base(Monster) size(-32 -32 -24, 32 32 40) = monster_dog : "Nasty Doggie" [] +@PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_ogre : "Ogre" [] +@PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_oglib : "Ogre librerian" [] +@PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_ogre_marksman : "Ogre marksman" [] +@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_knight : "Knight" [] +@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_hell_knight : "Hell knight" [] +@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_baron : "Hell baron" [] +@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_wizard : "Scrag" [] +@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_wraith : "wraith" [] +@PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_demon1 : "Fiend" +[ + spawnflags(Flags) = + [ + 2 : "alpha fiend" : 0 + ] +] +@PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_jagger : "jagger" [] +@PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_vomitus : "Vomitus" +[ + spawnflags(flags) = + [ + 64 : "deflated" : 0 + ] +] +@PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_shambler : "Shambler" [] +@PointClass base(Monster) size(-128 -128 -24, 128 128 256) = monster_boss : "Chthon" [] +@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_drone : "Drone" [] +@PointClass base(Monster) size(-32 -32 -24, 32 32 48) = monster_shalrath : "Shalrath" +[ + spawnflags(flags) = + [ + 64 : "Ceiling" : 0 + ] +] +@PointClass base(Monster) size(32 32 48) = monster_tarbaby : "Tarbaby" [] +@PointClass base(Monster) size(32 32 48) = monster_fish : "Rotfish" [] +@PointClass base(Monster) size(-16 -16 -24, 16 16 32) = monster_oldone : "Shub-Niggurath" [] +@PointClass base(Monster) size(-16 -16 -24, 16 16 32) = monster_zombie : "Zombie" +[ + spawnflags(Flags) = + [ + 1 : "Crucified" : 0 + 2 : "Ambush" : 0 + 8 : "Crucified unmoving" : 0 + ] +] +@PointClass = monster_beard : "Bearded boss" [] +@PointClass = monster_nehahra : "Nehahra" [] +@Pointclass = info_jagnest : "jagnest" [] +@Pointclass = info_jagwater : "jagwater" +[ + spawnflags(flags) = + [ + 1 : "info_jagout" : 0 + ] +] + +// +// lights +// + +@baseclass = Light [ + light(integer) : "Brightness" : 200 +// message added by CZG for his own greedy purposes + message(string): "LightDLX tags" + wait(string) : "Fading" + delay(string) : "Attenuation" +// mangle(string) : "Spotlight angle (yaw pitch 0)" + style(Choices) : "Appearance" : 0 = + [ + 0 : "Normal" + 10: "Fluorescent flicker" + 2 : "Slow, strong pulse" + 11: "Slow pulse, noblack" + 5 : "Gentle pulse" + 1 : "Flicker A" + 6 : "Flicker B" + 3 : "Candle A" + 7 : "Candle B" + 8 : "Candle C" + 4 : "Fast strobe" + 9 : "Slow strobe" + 15: "throb1" + 16: "creepy pulse" + 19: "Neh strobe" + 12: "flash1" + 13: "flash2" + 18: "flash3" + ] +] + +@PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname) = + light : "Invisible lightsource" + [ + spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] + ] +@PointClass size(-8 -8 -24, 8 8 8) base(Light, Target, Targetname) = + light_lantern : "lantern" + [ + spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] + ] +//added by CZG +@PointClass size(-4 -4 0, 4 4 16) base(Light, Target, Targetname) = + light_candle_t : "Thin candle" + [ + spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] + ] +@PointClass size(-4 -4 0, 4 4 16) base(Light, Target, Targetname) = + light_candle_w : "Thick candle" + [ + spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] + ] +@PointClass size(-8 -8 -16, 8 0 16) base(Light, Target, Targetname) = + light_candlews : "Candle on wood holder" + [ + spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] + ] +@PointClass size(-4 -4 0, 4 4 40) base(Light, Target, Targetname) = + light_candleth : "Candle on holder" + [ + spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] + ] +//that's what I added... +@PointClass size(-8 -8 -24, 8 8 8) base(Light, Target, Targetname) = + light_swinging_lantern : "swinging lantern" + [ + spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] + ] +@PointClass size(-8 -8 -8, 8 8 8) base(Light, Targetname, Target) = + light_fluoro : "Fluorescent light" + [ + spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] + ] +@PointClass size(-8 -8 -8, 8 8 8) base(Light, Targetname, Target) = + light_fluorospark : "Sparking fluorescent light" + [ + spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] + ] +@PointClass size(-8 -8 -8, 8 8 8) base(Light, Targetname, Target) = + light_globe : "Globe light" [] +@PointClass size(-10 -10 -12, 12 12 18) base(Light, Targetname, Target) = + light_flame_large_yellow : "Large yellow flame" [] +@PointClass size(-10 -10 -12, 12 12 18) base(Light, Targetname, Target) = + light_flame_small_yellow : "Small yellow flame" + [ + spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] + ] +@PointClass size(-10 -10 -12, 12 12 18) base(Light, Targetname, Target) = + light_flame_small_white : "Small white flame" + [ + spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] + ] +@PointClass size(-10 -10 -20, 10 10 20) base(Light, Targetname, Target) = + light_torch_small_walltorch : "Small walltorch" [] + +// +// misc +// + +@PointClass base(Appearflags) = air_bubbles : "Air bubbles" [] +@PointClass base(Appearflags, Targetname) = + event_lightning : "Chthon's lightning" [] +@PointClass base(Appearflags) = misc_fireball : "Small fireball" + [ speed(integer) : "Speed" : 40 ] +@PointClass = misc_explobox : "Large nuclear container" [] +@PointClass = misc_explobox2 : "Small nuclear container" [] +@PointClass base(Targetname) = trap_spikeshooter : "Triggered shooter" +[ + spawnflags(Flags) = + [ + 1 : "Superspike" : 0 + 2 : "Laser" : 0 + ] +] +@PointClass base(trap_spikeshooter) = trap_shooter : "Continuous shooter" [] + +// +// sounds +// + +@PointClass = ambient_drip : "Dripping sound" [] +@PointClass = ambient_drone : "Engine/machinery sound" [] +@PointClass = ambient_comp_hum : "Computer background sounds" [] +@PointClass = ambient_flouro_buzz : "Fluorescent buzzing sound" [] +@PointClass = ambient_light_buzz : "Buzzing sound from light" [] +@PointClass = ambient_suck_wind : "Wind sound" [] +@PointClass = ambient_swamp1 : "Frogs croaking" [] +@PointClass = ambient_swamp2 : "Frogs croaking B" [] +@PointClass = ambient_thunder : "Thunder sound" [] +@PointClass = ambient_swamp3 : "swamp3" [] +@PointClass = ambient_rain : "rain" [] +@PointClass = ambient_humming : "humming" [] +@PointClass = ambient_zzxzz : "zzxzz" [] +@PointClass = ambient_machines : "machines" [] +@PointClass = ambient_whnoise : "whnoise" [] +@PointClass = ambient_nehum : "nehum" [] +@PointClass = ambient_flies : "flies" [] +@PointClass = ambient_moor : "moor" [] +@PointClass = ambient_eerie : "eerie" [] +@PointClass = ambient_fan_blowing : "fanblowing" [] +@PointClass = ambient_drain : "drain" [] +@PointClass = ambient_sound : "Generic ambient" +[ + noise(string) : "wav file to use" + volume(integer) : "Sound volume (1-0)" : 1 +] + +@PointClass base(Target) = play_sound : "play sound" +[ + volume(integer) : "Volume" : 1 + noise(string) : "Path to .wav" + wait(integer) : "Base wait time" : 20 + delay(integer) : "Random variation" : 2 + impulse(integer) : "Channel to play on (1-7)" : 0 + speed(choices) : "Attenuation" : 1 = + [ + -1: "no attenuation" + 1: "normal" + 2: "idle" + 3: "static" + ] +] +@PointClass size(-8 -8 -8, 8 8 8) base(Targetname, Appearflags) = play_sound_triggered : "Triggered sound" +[ + spawnflags(flags) = + [ + 1 : "Toggle" : 0 + ] + volume(string) : "Volume" : "1.0" + noise(string) : "Sound to play" + impulse(integer) : "Channel (0 to 7)" : 0 + speed(choices) : "Attenuation" : 1 = + [ + -1: "no attenuation" + 1: "normal" + 2: "idle" + 3: "static" + ] +] +@PointClass size(-8 -8 -8, 8 8 8) base(Targetname, Appearflags) = play_sound_looped : "Looped sound" +[ + noise(string) : ".wav to play" + wait(integer) : "Lenght of .wav" : 20 + volume(string) : "Volume" : "1.0" + cnt(choices) : "On when level starts?" : 0 = + [ + 0 : "Yes" + 1 : "No" + ] +] +// +// moving things +// + +@baseclass base(Appearflags, Targetname) = Door +[ + speed(integer) : "Speed" : 100 + sounds(choices) : "Sound" : 1 = + [ + 1: "Stone" + 2: "Machine" + 3: "Stone Chain" + 4: "Screechy Metal" + ] + wait(choices) : "Delay before close" : 4 = + [ + -1 : "Stays open" + ] + lip(integer) : "Lip" + dmg(integer) : "Damage inflicted when blocked" : 0 + message(string) : "Message if triggered" + health(integer) : "Health (shoot open)" : 0 +] + +@SolidClass base(Door, Target) = func_door : "Basic door" +[ + spawnflags(flags) = + [ + 1 : "Starts Open" : 0 + 4 : "Don't link" : 0 + 8 : "Gold Key required" : 0 + 16: "Silver Key required" : 0 + 32: "Toggle" : 0 + ] + cnt(choices) : "Obituary" : 0 = + [ + 0 : "squished" + 1 : "hot plate" + 2 : "spikes" + 3 : "diced" + 4 : "hands of death" + 5 : "went to hell" + 6 : "fell into void" + 7 : "swallowed" + 8 : "machines" + 9 : "furnace" + ] + alpha(string) : "Transparency (0.1 - 1.0)" + fullbright(choices) : "Fullbright ?" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] +] + +@SolidClass base(Door) = func_door_secret : "Triggered door" +[ + spawnflags(flags) = + [ + 1 : "Open once only" : 0 + 2 : "Moves left first" : 0 + 4 : "Moves down first" : 0 + 8 : "Not shootable" : 0 + 16 : "Always shootable" : 0 + ] + alpha(string) : "Transparency (0.1 - 1.0)" + fullbright(choices) : "Fullbright ?" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] +] + +@SolidClass base(Appearflags, Targetname) = func_wall : "Moving wall" +[ + alpha(string) : "Transparency (0.1 - 1.0)" + fullbright(choices) : "Fullbright ?" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] +] + +@SolidClass base(Targetname) = func_button : "Button" +[ + spawnflags(flags) = + [ + 8 : "Gold key required" : 0 + 16 : "Silver key required" : 0 + 64 : "Monster use" : 0 + ] + speed(integer) : "Speed" : 5 + target(target_source) : "Targetted object" + killtarget(string) : "Killtarget" + health(integer) : "Health (shootable if > 0)" + sounds(choices) : "Sounds" : 1 = + [ + 1: "Steam metal" + 2: "Wooden clunk" + 3: "Metallic clink" + 4: "In-out" + 5: "Nehahra" + ] + wait(choices) : "Delay before reset" : 3 = + [ + -1: "Stays pressed" + ] + delay(integer) : "Delay before trigger" + message(string) : "Message when pressed" + lip(integer) : "Lip" : 8 + alpha(string) : "Transparency (0.1 - 1.0)" + fullbright(choices) : "Fullbright ?" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] +] + +@SolidClass base(Targetname) = func_train : "Moving platform" +[ + sounds(choices) : "Sound" : 1 = + [ + 0: "None" + 1: "Ratchet Metal" + 3: "door1" + 4: "door2" + 5: "door3" + 6: "door4" + 7: "door5" + ] + wait(integer) : "wait (-1)" + speed(integer) : "Speed (units per second)" : 64 + target(target_source) : "First stop target" + dmg(integer) : "Damage on crush" : 0 + alpha(string) : "Transparency (0.1 - 1.0)" + fullbright(choices) : "Fullbright ?" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] +] + +@PointClass base(Targetname) size(16 16 16) = + path_corner : "Moving platform stop" +[ + target(target_source) : "Next stop target" + target2(target_source) : "Alternate stop target" + wait(integer) : "Wait time" + delay(integer) : "Delay (-1)" + event(string) : "Angry at..." +] + +@SolidClass = func_plat : "Elevator" +[ + spawnflags(Flags) = + [ + 1 : "Low trigger" : 0 + ] + height(integer) : "Travel altitude (can be negative)" : 0 + speed(integer) : "Speed" : 100 + sounds(choices) : "Sound group" : 1 = + [ + 0: "None" + 1: "Base fast" + 2: "Chain Slow" + + ] + alpha(string) : "Transparency (0.1 - 1.0)" + fullbright(choices) : "Fullbright ?" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] +] + +@SolidClass = func_dm_only : "Deathmatch teleporter" [] +@SolidClass = func_illusionary : "Solids can be walked through" +[ + alpha(string) : "Transparency (0.1 - 1.0)" + fullbright(choices) : "Fullbright ?" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] +] + +@SolidClass = func_episodegate : "Episode Gate" +[ + spawnflags(Flags) = + [ + 1 : "Episode 1" : 1 + 2 : "Episode 2" : 0 + 4 : "Episode 3" : 0 + 8 : "Episode 4" : 0 + ] + alpha(string) : "Transparency (0.1 - 1.0)" + fullbright(choices) : "Fullbright ?" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] +] + +@SolidClass = func_bossgate : "Boss gate" +[ + alpha(string) : "Transparency (0.1 - 1.0)" + fullbright(choices) : "Fullbright ?" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] +] + +// +// triggers +// + +@baseclass base(Target) = Trigger +[ + style(integer) : "Style" : 32 + killtarget(target_source) : "Kill target" + sounds(choices) : "Sound style" : 3 = + [ + 1 : "Secret sound" + 2 : "Beep beep" + 3 : "Large switch" + 4 : "Set message to text string" + ] + delay(integer) : "Delay before trigger" : 2 + message(string) : "Message (set sound too!)" +] + +@SolidClass = trigger_changelevel : "Trigger: Change level" +[ + map(string) : "New map name" + demo(string) : "Demo cutscene to play" + spawnflags(flags) = + [ + 1: "No Intermission" : 0 + ] +] + +@SolidClass base(Trigger, Targetname) = trigger_once : "Trigger: Activate once" +[ + spawnflags(flags) = [ 1: "Entity only" : 0 ] +] +@SolidClass base(Trigger, Targetname) = trigger_multiple : "Trigger: Activate multiple" +[ + spawnflags(flags) = [ 1: "Entity only" : 0 ] + wait(integer) : "Delay before reset" : 10 +] +@SolidClass base(Trigger) = trigger_onlyregistered : "Trigger: Registered only" +[ + spawnflags(flags) = [ 1: "Entity only" : 0 ] +] +@SolidClass base(Trigger, Targetname) = trigger_secret : "Trigger: Secret" +[ + spawnflags(flags) = [ 1: "Entity only" : 0 ] + wait(integer) : "Delay before reset" : 10 +] + +@SolidClass base(Target, Targetname) = trigger_teleport : "Trigger teleport" +[ + spawnflags(Flags) = + [ + 1 : "Player only" : 0 + 2 : "Silent" : 0 + ] +] +@SolidClass base(Target, Targetname) = trigger_qtele : "Trigger teleport silent" +[ + spawnflags(Flags) = + [ + 1 : "Player only" : 0 + 2 : "Silent" : 0 + ] +] + +// need updates: + +@SolidClass = trigger_setskill : "Trigger set skill" +[ + message(choices) : "Skill to change to" : 1 = + [ + 0 : "Easy" + 1 : "Medium" + 2 : "Hard" + 3 : "Nightmare!" + ] +] +@PointClass base(Trigger, Targetname) = trigger_relay : "Trigger relay" +[ +] +@SolidClass base(Trigger) = trigger_monsterjump : "Trigger monster jump" +[ + speed(integer) : "Jump Speed" : 40 + height(integer) : "Jump Height" : 128 +] +@PointClass base(Trigger, Targetname) = trigger_counter : "Trigger counter" +[ + spawnflags(flags) = [ 1: "No Message" : 0 ] + count(integer) : "Count before activation" : 2 +] +@SolidClass base(Targetname) = trigger_push : "Trigger player push" +[ + spawnflags(flags) = [ + 1: "Once Only" : 0 + 2: "Start on" : 0 + ] + speed(integer) : "Speed of push" : 40 + sounds(integer) : "Silent push" : 0 +] +@SolidClass base(Trigger) = trigger_hurt : "Trigger player hurt" +[ + dmg(integer) : "Damage" : 10 + cnt(choices) : "Obituary" : 0 = + [ + 0 : "squished" + 1 : "hot plate" + 2 : "spikes" + 3 : "diced" + 4 : "hands of death" + 5 : "went to hell" + 6 : "fell into void" + 7 : "swallowed" + 8 : "machines" + 9 : "furnace" + ] +] +// +//Fogginess, could use some improvement... +// +@SolidClass = trigger_fog : "Trigger_fog" +[ + spawnflags(flags) = + [ + 32 : "Reset to defaults" : 0 + ] + fog_disable(choices) : "Turn fog on/off" : 1 = + [ + 1 : "Off" + 0 : "On" + ] + fog_start(integer) : "Start drawing fog" : 50 + fog_end(integer) : "Stop drawing fog" : 1500 + fog_density(string) : "Fog density (Relative)" + fog_red(string) : "Fog redness (Relative)" + fog_green(string) : "Fog greeness (Relative)" + fog_blue(string) : "Fog blueness (Relative)" +] +@SolidClass base(Trigger, Targetname) = trigger_console : "trigger_console" +[ + event(string) : "Console command" + wait(choices) : "Delay before reset" : 4 = + [ + -1 : "Once only" + ] +] +@PointClass base(Targetname) = info_throw_rubble : "Rubble thrower" +[ + cnt(integer) : "Power of throw" : 2000 + dmg(choices) : "Rubble skin" : 0 = + [ + 0 : "Brown" + 1 : "Grey" + ] + blink(string) : "Rubble transparency (1-0)" +] +@PointClass base(Targetname) = misc_boom : "Misc_boom" [] +// +// +// +// +// +// Nehahra +// + +@SolidClass base(Targetname) = func_mindcrime : "Mindcrime" +[ + spawnflags(flags) = [ + 1 : "Controlable" : 0 + 2 : "Throw upwards" : 0 + 4 : "Spin" : 0 + ] + target(string) : "target" + speed(choices) : "Damage on touch" : 0 = + [ + 0 : "No damage" + ] + impulse(choices) : "Behaviour on ground" : 1 = + [ + 0 : "Normal" + 1 : "Become pushable" + 2 : "Burst (Set sound & skin)" + 3 : "Bounce or float" + ] + cnt(choices) : "Obituary" : 0 = + [ + 0 : "squished" + 1 : "hot plate" + 2 : "spikes" + 3 : "diced" + 4 : "hands of death" + 5 : "went to hell" + 6 : "fell into void" + 7 : "swallowed" + 8 : "machines" + 9 : "furnace" + ] + sounds(choices) : "Sound" : 0 = + [ + 0 : "generic 1" + 1 : "generic 2" + 2 : "generic 3" + 3 : "wood" + 4 : "glass" + 5 : "weird" + 6 : "metal" + 7 : "clay" + ] + dmg(choices) : "Skin" : 0 = + [ + 0 : "Brown" + 1 : "Grey" + 2 : "Wood (Frubble only)" + ] + angles(integer) : "Angle to throw at. (Set flag)" + boost(integer) : "Speed to throw at. (Set flag)" + nojump(integer) : "Negative upwards velocity. (Set flag)" + ammo_shells(choices) : "Throw some shells" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] + ammo_nails(choices) : "Throw some nails" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] + ammo_cells(choices) : "Throw some cells" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] + ammo_rockets(choices) : "Throw some rockets" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] + armorvalue(choices) : "Throw some armor" : 0 = + [ + 0 : "No" + 1 : "Green" + 2 : "Yellow" + 3 : "Red" + ] + items(choices) : "Item value. Flagwise" : 0 = + [ + 0 : "0 - None" + 2 : "2 - Super shotgun" + 4 : "4 - Nailgun" + 8 : "8 - Super nailgun" + 16 : "16 - Grenade launcher" + 32 : "32 - Rocket launcher" + 64 : "64 - Thunderbolt" + 128 : "128 - Sprocket" + 65536 : "65536 - Health" + 2097152 : "2097152 - Biosuit" + 4194304 : "4194304 - Quad damage" + 8388608 : "8388608 - Flying artifact" + ] +// Gee, can you say high numbers? + alpha(string) : "Transparency (0.1 - 1.0)" + blink(string) : "Rubble transparency (0.1 - 1.0)" + fullbright(choices) : "Fullbright ?" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] +] +@SolidClass base(Targetname) = func_earthquake : "earthquake" +[ + cnt(integer) : "length" +] +@SolidClass = func_pushable : "Pushable object" +[ + alpha(string) : "Transparency (0.1 - 1.0)" + fullbright(choices) : "Fullbright ?" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] +] +@PointClass size(-4 -4 -4, 4 4 4) base(Target) = info_weight_switch : "Weight switch" +[ +] +@PointClass base(target) = main_weight_switch : "Main weight switch" +[ +] +@SolidClass base(Targetname) = func_explodable : "explodable" +[ + spawnflags(flags) = [ + 1 : "Flat rubble" : 0 + ] + target(string) : "target" + health(integer) : "Health" : 100 + dmg(choices) : "Skin" : 0 = + [ + 0 : "Brown" + 1 : "Grey" + 2 : "Wood (Frubble only)" + ] + sounds(choices) : "sound" : 0 = + [ + 0 : "generic 1" + 1 : "generic 2" + 2 : "generic 3" + 3 : "wood" + 4 : "glass" + 5 : "weird" + 6 : "metal" + 7 : "clay" + ] + ammo_shells(choices) : "Throw some shells" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] + ammo_nails(choices) : "Throw some nails" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] + ammo_cells(choices) : "Throw some cells" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] + ammo_rockets(choices) : "Throw some rockets" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] + armorvalue(choices) : "Throw some armor" : 0 = + [ + 0 : "No" + 1 : "Green" + 2 : "Yellow" + 3 : "Red" + ] + items(choices) : "Item value. Flagwise" : 0 = + [ + 0 : "0 - None" + 2 : "2 - Super shotgun" + 4 : "4 - Nailgun" + 8 : "8 - Super nailgun" + 16 : "16 - Grenade launcher" + 32 : "32 - Rocket launcher" + 64 : "64 - Thunderbolt" + 128 : "128 - Sprocket" + 65536 : "65536 - Health" + 2097152 : "2097152 - Biosuit" + 4194304 : "4194304 - Quad damage" + 8388608 : "8388608 - Flying artifact" + ] + alpha(string) : "Transparency (0.1 - 1.0)" + blink(string) : "Rubble transparency (0.1 - 1.0)" + fullbright(choices) : "Fullbright ?" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] +] +@SolidClass base(Targetname) = func_sobject : "sobject" +[ + spawnflags(flags) = [ + 1 : "Flat rubble" : 0 + ] + target(string) : "target" + health(integer) : "health" : 10 + dmg(choices) : "Skin" : 0 = + [ + 0 : "Brown" + 1 : "Grey" + 2 : "Wood (Frubble only)" + ] + sounds(choices) : "sound" : 0 = + [ + 0 : "generic 1" + 1 : "generic 2" + 2 : "generic 3" + 3 : "wood" + 4 : "glass" + 5 : "weird" + 6 : "metal" + 7 : "clay" + ] + ammo_shells(choices) : "Throw some shells" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] + ammo_nails(choices) : "Throw some nails" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] + ammo_cells(choices) : "Throw some cells" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] + ammo_rockets(choices) : "Throw some rockets" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] + armorvalue(choices) : "Throw some armor" : 0 = + [ + 0 : "No" + 1 : "Green" + 2 : "Yellow" + 3 : "Red" + ] + items(choices) : "Item value. Flagwise" : 0 = + [ + 0 : "0 - None" + 2 : "2 - Super shotgun" + 4 : "4 - Nailgun" + 8 : "8 - Super nailgun" + 16 : "16 - Grenade launcher" + 32 : "32 - Rocket launcher" + 64 : "64 - Thunderbolt" + 128 : "128 - Sprocket" + 65536 : "65536 - Health" + 2097152 : "2097152 - Biosuit" + 4194304 : "4194304 - Quad damage" + 8388608 : "8388608 - Flying artifact" + ] + alpha(string) : "Transparency (0.1 - 1.0)" + blink(string) : "Rubble transparency (0.1 - 1.0)" + fullbright(choices) : "Fullbright ?" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] +] +@SolidClass = func_quakedmg : "quakedmg" +[ + spawnflags(flags) = [ + 1 : "Flat rubble" : 0 + ] + dmg(choices) : "Skin" : 0 = + [ + 0 : "Brown" + 1 : "Grey" + 2 : "Wood (Frubble only)" + ] + sounds(choices) : "sound" : 0 = + [ + 0 : "generic 1" + 1 : "generic 2" + 2 : "generic 3" + 3 : "wood" + 4 : "glass" + 5 : "weird" + 6 : "metal" + 7 : "clay" + ] + ammo_shells(choices) : "Throw some shells" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] + ammo_nails(choices) : "Throw some nails" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] + ammo_cells(choices) : "Throw some cells" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] + ammo_rockets(choices) : "Throw some rockets" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] + armorvalue(choices) : "Throw some armor" : 0 = + [ + 0 : "No" + 1 : "Green" + 2 : "Yellow" + 3 : "Red" + ] + items(choices) : "Item value. Flagwise" : 0 = + [ + 0 : "0 - None" + 2 : "2 - Super shotgun" + 4 : "4 - Nailgun" + 8 : "8 - Super nailgun" + 16 : "16 - Grenade launcher" + 32 : "32 - Rocket launcher" + 64 : "64 - Thunderbolt" + 128 : "128 - Sprocket" + 65536 : "65536 - Health" + 2097152 : "2097152 - Biosuit" + 4194304 : "4194304 - Quad damage" + 8388608 : "8388608 - Flying artifact" + ] + alpha(string) : "Transparency (0.1 - 1.0)" + blink(string) : "Rubble transparency (0.1 - 1.0)" + fullbright(choices) : "Fullbright ?" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] +] +@PointClass base(Targetname) = misc_smokemaker : "Smokemaker" +[ + speed(integer) : "Speed of smoke" : 2000 + cnt(string) : "Frequency" + wait(integer) : "Smoke lifetime" +] +@PointClass base(Appearflags) = misc_slime_ball : "Ball of green gunk" + [ speed(integer) : "Speed" : 40 ] + +@PointClass size(-16 -16 -32, 16 16 16) = misc_barrel : "explosive barrel" +[ + frame(choices) : "frame" : 0 = + [ + 0 : "small" + 1 : "medium" + 2 : "large" + ] +] +@PointClass size(-24 -24 -24, 24 24 0) = misc_corpse : "corpse" +[ + targetname(string) : "name" + cnt(choices) : "type" : 0 = + [ + 0 : "player 1" + 1 : "player 2" + 3 : "player 3" + 4 : "player 4" + 5 : "grunt 1" + 6 : "grunt 2" + 7 : "enf2 1" + 8 : "enf2 2" + ] +] + +// +// Misc +// + +@PointClass = misc_hummer : "Hummer" [] +@PointClass = misc_vend : "Vending machine" +[ + skin(choices) : "Type" : 0 = + [ + 0 : "Peej soda" + 1 : "Snack #1" + 2 : "Cold drinks" + 3 : "Snack #2" + ] +] +@PointClass = misc_sign : "Forge city sign" +[ + skin(choices) : "Skin" : 0 = + [ + 0 : "Route 160, east" + 1 : "Route 160, west" + 2 : "Route 90, east" + 3 : "Route 90, west" + 4 : "Route 60, east" + 5 : "Route 60, west" + 6 : "Danger of death" + ] + frame(choices) : "Frame" : 0 = + [ + 0 : "Freestanding sign" + 1 : "Wall mounted sign" + 2 : "Generic sign" + ] + cnt(choices) : "Solid?" : 0 = + [ + 0 : "Yes" + 1 : "No" + ] +] +@PointClass = misc_motel : "Motel sign" [] +@Pointclass base(Targetname) = misc_fscreen : "Computer screen" +[ + frame(choices) : "Size" : 0 = + [ + 0 : "0" + 1 : "1" + 2 : "2" + 3 : "3" + 4 : "4" + 5 : "5" + ] +] +@Pointclass base(Target) : "Valve" [] +@PointClass = misc_tree : "Tree" +[ + model(string) : "Model to use" + frame(integer) : "Frame to use" + skin(integer) : "Skin to use" + cnt(choices) : "Solid?" : 0 = + [ + 0 : "Yes" + 1 : "No" + ] +] +@PointClass = misc_misc : "Idle model" +[ + model(string) : "Model to use" +] +@PointClass = efx_lightning : "lightning" +[ + targetname(string) : "name" +] +@PointClass = efx_snow : "snow" [] +@PointClass = func_raining : "rain" + [ + targetname(string) : "Name" + cnt(choices) : "Rain color" : 0 = + [ + 0 : "watery blue" + 1 : "Dark, dirty" + 2 : "Red, blood" + 3 : "Blue" + 4 : "Green" + ] + frame(choices) : "Radius" : 0 = + [ + 0 : "Aprox. 150 units" + 1 : "Aprox. 700 units" + 2 : "Less than 100 units" + ] +] +@PointClass = floating_gibs : "floating gibs" +[ + count(integer) : "count" + delay(integer) : "delay" + targetname(string) : "name" +] +@PointClass base(Targetname) = info_particles : "Particle effect" +[ + spawnflags(flags) = + [ + 64 : "Start on" : 0 + ] + method(choices) : "Method" : 0 = + [ + 0 : "Normal" + 1 : "One sided radial" + 2 : "Two sided radial" + ] + movedir(string) : "Direction vector (X Y Z)" + duration(string) : "Particle lifetime" + wait(string) : "Wait before beginning" + cnt(integer) : "Color index (0 - 255)" + endtime(choices) : "Length of effect" : 0 = + [ + -1 : "Don't stop" + ] + delay(string) : "Time between each particle" + impulse(integer) : "Radius" + speed(integer) : "Rotation speed (-360 > 360)" +] +@pointclass = item_artifact_regeneration : "regen" [] +@pointclass = item_artifact_flight : "flight" [] +@pointclass = item_artifact_resurrection : "resurrection" [] +@Solidclass = func_object : "func_object" [] +@Solidclass = func_cover : "func_cover" +[ + targetname(string) : "name" + spawnflags(flags) = [ 1: "invisble" : 0 ] +] +@Solidclass = func_remove : "func_remove" +[ + spawnflags(flags) = + [ + 64 : "Teleport effect" : 0 + 128 : "Remove all" : 0 + ] +] +@Solidclass = func_pain : "func_pain" +[ + dmg(integer) : "damage" + targetname(string) : "name" + cnt(choices) : "Obituary" : 0 = + [ + 0 : "squished" + 1 : "hot plate" + 2 : "spikes" + 3 : "diced" + 4 : "hands of death" + 5 : "went to hell" + 6 : "fell into void" + 7 : "swallowed" + 8 : "machines" + 9 : "furnace" + ] +] +@Solidclass = func_bobbingwater : "bobbingwater" +[ + speed(integer) : "speed" +] +@Solidclass = func_bobbingobject : "bobbingobject" +[ + speed(integer) : "speed" + targetname(string) : "name" +] +@SolidClass base(Targetname) = func_drift : "Floating object" [ ] + +// +//Added by Vondur +// + +// Sound Sequences + +@PointClass = ambient_toggle : "Sound sequence" +[ + noise(string) : "noise" + noise1(string) : "noise1" + noise2(string) : "noise2" + noise3(string) : "noise3" + noise4(string) : "noise4" + delay(integer) : "min time between sounds" : 5 + wait(integer) : "max time between sounds" : 10 + impulse(integer) : "1 - whole level" : 0 +] + +@PointClass = ambient_global : "Global sound" +[ + noise(string) : "noise" + volume(integer) : "volume" : 1 +] + +@PointClass = snd_beat_toggle : "Rhythm" +[ + volume(integer) : "times to play" : 1 + noise(string) : "first wav" + noise1(string) : "second wav" + delay(integer) : "time between beats" : 2 + wait(integer) : "time before" : 20 + targetname(target_source) : "Name" +] + +// +// Cinematic Scripts +// + +@PointClass = info_idscale : "Wave Effect" +[ + targetname(target_source) : "Name" + message(integer) : "Wave effect" : 1 +] +@SolidClass base(Trigger) = trigger_camera : "Trigger Camera" +[ + script(integer) : "Starting script number" : 0 + script_delay(integer) : "Delay on first page" : 0 +] +@PointClass = info_camera : "Movie Camera" +[ + targetname(target_source) : "Name" +] +@PointClass = info_script : "Script Machine" +[ + script_num(integer) : "Script number" : 0 + next_script(integer) : "Next script number (0 if final)" : 0 + script_delay(integer) : "NEXT page delay" : 0 + message(string) : "Message" + target(target_source) : "Target" +] +@PointClass = info_movecam : "Active Camera Finder" +[ + targetname(target_source) : "info_camera name" +] +@PointClass = info_fadeout : "Fadeout picture" +[ + targetname(target_source) : "Name" + speed(integer) : "0.01 quick -0.1 slow" : 0 + spawnflags(flags) = [ 1: "Red Color" : 0 ] +] +@PointClass = info_fadein : "Fadein picture" +[ + targetname(target_source) : "Name" + speed(integer) : "0.01 quick -0.1 slow" : 0 + spawnflags(flags) = [ 1: "Red Color" : 0 ] +] + + +// +// Hipnotic Rotation Geometry +// + +@PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = info_rotate : "Point of rotation" [] +@PointClass size(-8 -8 -8, 8 8 8) base(Targetname, Target) = func_rotate_entity : "Creates rotating entity" +[ + spawnflags(flags) = + [ + 1 : "Toggle" : 0 + 2 : "Start on" : 0 + ] + deathtype(string) : "Kill Message" + rotate(string) : "Rate of rotation (x y z)" + target(string) : "Center of rotation" + speed(string) : "Speed (0 to full) time" +] +@PointClass base(Targetname, Target) = path_rotate : "path_rotate" +[ + spawnflags(flags) = + [ + 1 : "Rotation" : 0 + 2 : "Angles" : 0 + 4 : "Stop" : 0 + 8 : "No Rotate" : 0 + 16 : "Damage" : 0 + 32 : "Move Time" : 0 + 64 : "Set Damage" : 0 + ] + rotate(string) : "Rotation (x y z)" + angles(string) : "Angles (x y z)" + noise(string) : "Wait Noise" + noise1(string) : "Move Noise" + wait(integer) : "Wait Time" + event(string) : "Event Target" + message(string) : "Event Message" + dmg(integer) : "Damage" + speed(integer) : "Move Time(if flaged) or Speed" +] +@PointClass size(-8 -8 -8, 8 8 8) base(Targetname, Target) = func_rotate_train : "Moving platform" +[ + noise1(string) : "Train move noise" + noise(string) : "Train stop noise" + path(string) : "First path_rotate" + deathtype(string) : "Kill Message" + speed(integer) : "Speed" : 100 + dmg(integer) : "Damage" : 0 + sounds(choices) : "Sound" : 1 = + [ + 0: "None" + 1: "Ratchet Metal" + ] +] +@SolidClass base(Targetname, Target) = rotate_object : "Object to be rotated"[] +@PointClass size(-8 -8 -8, 8 8 8) base(Targetname, Target) = func_rotate_door : "Create rotating door" +[ + spawnflags(flags) = + [ + 1 : "Stay open" : 0 + ] + dmg(integer) : "Damage" : 2 + speed(integer) : "Time to rotate" : 10 + angles(string) : "Angles (x y z)" + rotate(string) : "Rotate (x y z)" + sounds(choices) : "Sound" : 1 = + [ + 0: "None" + 1: "Medieval (default)" + 2: "Metal" + 3: "Base" + ] +] +@SolidClass base(Targetname) = func_movewall : "Emulate collision on rotating brushes" +[ + spawnflags(flags) = + [ + 1 : "Visible" : 1 + 2 : "Damage on touch" : 0 + 4 : "Non-Solid" : 0 + ] + dmg(integer) : "Damage" +] + + +//End of Vondur's addition + +// Custom items added by CZG +@PointClass size(-8 -8 0, 8 8 32) base(Target) = custom_item : "Customizable item" +[ + effects(choices) : "Effects" = + [ + 1 : "Yellow particles" + 4 : "Bright glow" + 8 : "Flickering glow" + ] + noise(string) : "Pickup sound" + netname(string) : "Name of item" + model(string) : "Model to use" + skin(integer) : "Skin # to use" : 1 + frame(integer) : "Frame # to use" : 1 +] +@SolidClass base(Target) = trigger_custom : "Trigger for custom_item" +[ + noise1(string) : "Locked sound" + noise(string) : "Sound when triggered" + event(string) : "Name of item to use" +] diff --git a/mod_nehahra/dpnehahra.txt b/mod_nehahra/dpnehahra.txt new file mode 100644 index 0000000..b918084 --- /dev/null +++ b/mod_nehahra/dpnehahra.txt @@ -0,0 +1,53 @@ +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 ) diff --git a/mod_nehahra/help.txt b/mod_nehahra/help.txt new file mode 100644 index 0000000..87fec4b --- /dev/null +++ b/mod_nehahra/help.txt @@ -0,0 +1,10 @@ + + +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. diff --git a/mod_nehahra/mods/atmos2.xm b/mod_nehahra/mods/atmos2.xm new file mode 100644 index 0000000..7ba5393 Binary files /dev/null and b/mod_nehahra/mods/atmos2.xm differ diff --git a/mod_nehahra/mods/neh1.xm b/mod_nehahra/mods/neh1.xm new file mode 100644 index 0000000..244702f Binary files /dev/null and b/mod_nehahra/mods/neh1.xm differ diff --git a/mod_nehahra/mods/neh2.xm b/mod_nehahra/mods/neh2.xm new file mode 100644 index 0000000..9c63c37 Binary files /dev/null and b/mod_nehahra/mods/neh2.xm differ diff --git a/mod_nehahra/mods/neh3.xm b/mod_nehahra/mods/neh3.xm new file mode 100644 index 0000000..25675b2 Binary files /dev/null and b/mod_nehahra/mods/neh3.xm differ diff --git a/mod_nehahra/mods/neh3m1a.xm b/mod_nehahra/mods/neh3m1a.xm new file mode 100644 index 0000000..1b5a280 Binary files /dev/null and b/mod_nehahra/mods/neh3m1a.xm differ diff --git a/mod_nehahra/mods/neh4.xm b/mod_nehahra/mods/neh4.xm new file mode 100644 index 0000000..f21f39d Binary files /dev/null and b/mod_nehahra/mods/neh4.xm differ diff --git a/mod_nehahra/mods/neh5.xm b/mod_nehahra/mods/neh5.xm new file mode 100644 index 0000000..395c721 Binary files /dev/null and b/mod_nehahra/mods/neh5.xm differ diff --git a/mod_nehahra/mods/neh6.xm b/mod_nehahra/mods/neh6.xm new file mode 100644 index 0000000..73fd835 Binary files /dev/null and b/mod_nehahra/mods/neh6.xm differ diff --git a/mod_nehahra/mods/neh7.xm b/mod_nehahra/mods/neh7.xm new file mode 100644 index 0000000..91dcb38 Binary files /dev/null and b/mod_nehahra/mods/neh7.xm differ diff --git a/mod_nehahra/mods/neh8.xm b/mod_nehahra/mods/neh8.xm new file mode 100644 index 0000000..19235a4 Binary files /dev/null and b/mod_nehahra/mods/neh8.xm differ diff --git a/mod_nehahra/mods/nehend.s3m b/mod_nehahra/mods/nehend.s3m new file mode 100644 index 0000000..61920d7 Binary files /dev/null and b/mod_nehahra/mods/nehend.s3m differ diff --git a/mod_nehahra/neh.html b/mod_nehahra/neh.html new file mode 100644 index 0000000..cb53ad0 --- /dev/null +++ b/mod_nehahra/neh.html @@ -0,0 +1,965 @@ + + + + + + + + + +-- nehahra project -- + + + + + + + + +
+
+ + + +
+
+ + + + + +

-- i n t r o d u c t i o n --

+ + + +
+

• Nehahra team is proud to present a new Quake story. +
+ • 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. +

+
+
+ + + + + + +

-- s t o r y --

+ + + +
+

• 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.......... +
• For more details regarding the Nehahra story, get the Seal of Nehahra movie from here. + +

+
+
+ + + + + + +

-- i n s t a l l a t i o n   a n d   r u n n i n g --

+ + + +
+

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. +
+
+Running Nehahra +
+• 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 console commands. + + +

+
+
+ + + + + + +

-- t h e   b a s i c s   o f   p l a y --

+ + + +
+

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. +
+
+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 + +
+
+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 here 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. +
+
+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. +
+
+

+
+ + + + + + +

-- y o u r   n e w   e n v i r o n m e n t --

+ + + +
+

+ +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. :) +
+
+ +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 + +
+
+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. +
+
+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 :) + +

+
+
+ + + + + + +

-- t e c h n i c a l   n o t e s --

+ + + +
+

+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. +

+
+
+ + + + + + +

-- l e v e l s   a n d   d e s i g n e r s --

+ + + +
+

+ +The Beginning +
+
+nehstart -- Welcome to Nehahra -- by Tim Elek "ELEK" +
+
+Episode 1: The Fall of Forge +
+
+neh1m1: Forge City1 : Slipgates -- by Tim Elek "ELEK" +
+neh1m2: Forge City2 : Boiler -- by Tim Elek "ELEK" +
+neh1m3: Forge City3 : Escape -- by Tim Elek "ELEK" +
+neh1m4: Grind Core -- by John McCann "DaMaul" +
+neh1m5: Industrial Silence -- by Christian Grawert "CZG" +
+neh1m6: Locked-Up Anger -- by Christian Grawert "CZG" +
+neh1m7: Wanderer of the Wastes -- by Jussi Jaiskelainen "Vigil" +
+neh1m8: Artemis System Net -- by Jussi Jaiskelainen "Vigil" +
+neh1m9: To the Death -- by Dmitry Svetlichny "Vondur" +
+
+Episode 2: The Outlands +
+
+neh2m1: The Gates of Ghoro -- by Tim Elek "ELEK" +
+neh2m2: Sacred Trinity -- by Christian Grawert "CZG" +
+neh2m3: Realm of the Ancients -- by Tim Elek "ELEK" +
+neh2m4: Temple of the Ancients -- by Tim Elek "ELEK" +
+neh2m5: Dreams Made Flesh -- by Benoit Stordeur "Bal" +
+neh2m6: Your Last Cup of Sorrow -- by Benoit Stordeur "Bal" +
+
+Episode 3: Dimension of the Lost The End +
+
+nehahra: Nehahra's Den -- by Tim Elek "ELEK" +
+nehend: Quintessence -- By Dmitry Svetlichny "Vondur" +
+
+Cutscene maps: +
+
timcut1 - Elek +
cathed - Elek +
damaul2 - Reign In Blood - Damaul +
exdm3 - Pandemonium - Excessus +
romeric1 - Cathedral of Treachery - Excessus +
czgneh3 - Seal of Nehahra - CZG +
czgnehc4 - Somewhere in Mexico - CZG +
baldm1 - Slipgate Facility Back lot - Bal +
labby - Slipgate Development Lab - Vigilante +
t66 - Base T66 - Vondur +

+
+
+ + + + + + + +

-- n e h a h r a   t e a m --

+ + + +
+

+Mindcrime - J. Thaddeus Skubis +
Email: mindcrime@planetquake.com +
URL: None +
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. +
+
+Bal - Benoit Stordeur +
+Email: bal@planetquake.com +
URL: www.planetquake.com/bal +
Primary Jobs(s): Mapper, french bearded librarian +
+
+CZG - Christian Grawert +
+Email: grawert@online.no +
URL: www.planetquake.com/greyvoid +
Primary Jobs(s): Mapper, creator of immersive environments. +
+
+DaMaul - John McCann +
+Email: DaMaul@planetquake.com +
URL: www.planetquake.com/DaMaul +
Primary Jobs(s): Mapper, bear inventor +
+
+DarcJedi - Jeff Heath +
+Email: darcjedi@telefragged.com +
URL: www.telefragged.com/soup +
Primary job(s): Skybox artist, now a professional game artist +
+
+Elek - Tim Elek +
+Email: 4tim2@ameritech.net +
URL: www.planetquake.com/tertiary +
Primary Jobs(s): Mapper, bossy_arse, assorted graphics, and asker of too many questions +
+
+Ender - James Brown +
+Email: ender@telefragged.com +
URL: qsg.telefragged.com +
Primary job(s): Engine coder +
+
+LordHavoc - Forest Hale +
+Email: havoc@gamevisions.com +
URL: www.inside3d.com/darkplaces +
Primary job(s): Engine coder, level testing, helpfull commentator +
+
+Vigilante - Jussi Jääskeläinen +
+Email: jussijj@icon.fi +
URL: www.clanworld.dk/team-cotv +
Primary Jobs(s): Mapper, alien lifeform +
+
+Vondur - Dmitry Svetlichny +
+Email: Vondur@planetquake.com +
URL: www.planetquake.com/Vondur +
Primary Jobs(s): Mapper, most responsible, first one to complete all his maps! + +

+
+
+ + + + + + +

-- c r e d i t s   a n d   t h a n k s --

+ + + +
+

+ + • 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 McNeils: Cutscene code base +
+
+Skyboxes +
+ Stecki +
+ Jason Abbot +
+ Crinity +
+ Woebane +
+
+Compilers +
+ Ken Alverson for WQbsp. +
+ Tyrann for Tyrlite and rvis+ +
+ LordHavoc for Hvis. +
+ id software for vis +
+ Tim 'argh' Wright for arghlite +
+ Neil White III for LightDLX +
+
+Editors +
+ Ty and Neal for Wally +
+ Mickey for TexMex +
+Robert Duffy for QERadiant +
+ Ben Morris for WorldCraft +
+ Adobe for Photoshop +
+ JGsoft for EditPad +
+ PaintShopPro 6.0 +
+EditPad by Jan Goyvaerts +
+
+Sound effects +
+ Eric 'RedChurch' VonRothKirch +
+ Chancellor Films +
+ Purusa +
+
+SPECIAL THANKS AND APOLOGIES TO ANYONE WHOSE WORK APPEARED IN +NEHAHRA THAT WE FORGOT OR COULD NOT IDENTIFY. +
+
+Special Thanks from the team: +
+
+ Bal would like to thank the following: +
+ 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 and dark music for inspiration +
+ His cat for running around +
+
+ + CZG would like to thank the following: +
+ My sisters. +
+ Emma. +
+ Donkey. +
+ The rest of the Nehahra team. +
+
+ Anticredits: +
+ My father... +
+ The Norwegian army. +
+ Magne Hæstvik Lie. DU FORTJENER SMERTE!!! + + +

+
+
+ + + + + + +

-- d i s c l a i m e r s --

+ + + +
+

+ +• 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 + + + + + +

+
+
+ + + + + +

© 2000 Nehahra Team

+ +
+ + + + + diff --git a/mod_nehahra/nehahra.txt b/mod_nehahra/nehahra.txt new file mode 100644 index 0000000..7221e58 --- /dev/null +++ b/mod_nehahra/nehahra.txt @@ -0,0 +1,536 @@ + + +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 Hæstvik 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 + + + + + + diff --git a/mod_nehahra/nehexe.txt b/mod_nehahra/nehexe.txt new file mode 100644 index 0000000..e5810d8 --- /dev/null +++ b/mod_nehahra/nehexe.txt @@ -0,0 +1,12 @@ + +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 \ No newline at end of file diff --git a/mod_nehahra/nehmodfix.txt b/mod_nehahra/nehmodfix.txt new file mode 100644 index 0000000..32c4795 --- /dev/null +++ b/mod_nehahra/nehmodfix.txt @@ -0,0 +1,18 @@ +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 \ No newline at end of file diff --git a/mod_nehahra/nehmulti.txt b/mod_nehahra/nehmulti.txt new file mode 100644 index 0000000..b0788af --- /dev/null +++ b/mod_nehahra/nehmulti.txt @@ -0,0 +1,100 @@ +----------------------- +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. + diff --git a/mod_nehahra/nehmusic.txt b/mod_nehahra/nehmusic.txt new file mode 100644 index 0000000..f9ac5e8 --- /dev/null +++ b/mod_nehahra/nehmusic.txt @@ -0,0 +1,16 @@ +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 \ No newline at end of file diff --git a/mod_nehahra/pak0.pak b/mod_nehahra/pak0.pak new file mode 100644 index 0000000..3edc5d7 Binary files /dev/null and b/mod_nehahra/pak0.pak differ diff --git a/mod_nehahra/pak1.pak b/mod_nehahra/pak1.pak new file mode 100644 index 0000000..fbeca4b Binary files /dev/null and b/mod_nehahra/pak1.pak differ diff --git a/mod_nehahra/pak2.pak b/mod_nehahra/pak2.pak new file mode 100644 index 0000000..0b3eb36 Binary files /dev/null and b/mod_nehahra/pak2.pak differ diff --git a/mod_nehahra/pak3.pak b/mod_nehahra/pak3.pak new file mode 100644 index 0000000..8ab421e Binary files /dev/null and b/mod_nehahra/pak3.pak differ diff --git a/mod_nehahra/pak4.pak b/mod_nehahra/pak4.pak new file mode 100644 index 0000000..91dbca2 Binary files /dev/null and b/mod_nehahra/pak4.pak differ diff --git a/mod_nehahra/progs.dat b/mod_nehahra/progs.dat new file mode 100644 index 0000000..82d1089 Binary files /dev/null and b/mod_nehahra/progs.dat differ diff --git a/mod_nehahra/readmeneh.txt b/mod_nehahra/readmeneh.txt new file mode 100644 index 0000000..6b9107e --- /dev/null +++ b/mod_nehahra/readmeneh.txt @@ -0,0 +1,270 @@ + +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 + diff --git a/textures/Doom3_alphalabs/a_enwall13.png b/textures/Doom3_alphalabs/a_enwall13.png new file mode 100644 index 0000000..93efd7b Binary files /dev/null and b/textures/Doom3_alphalabs/a_enwall13.png differ diff --git a/textures/Doom3_alphalabs/a_enwall20.png 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