Too lazy to comment
This commit is contained in:
222
mod_nehahra/config.cfg
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222
mod_nehahra/config.cfg
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// Mark V
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unbindall
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bind "TAB" "+showscores"
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bind "ENTER" "+jump"
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bind "ESCAPE" "togglemenu"
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bind "SPACE" "+jump"
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bind "+" "sizeup"
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bind "," "+klook"
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bind "-" "sizedown"
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bind "." "+mlook"
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bind "0" "impulse 0"
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bind "1" "impulse 1"
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bind "2" "impulse 2"
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bind "3" "impulse 3"
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bind "4" "impulse 4"
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bind "5" "impulse 5"
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bind "6" "impulse 6"
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bind "7" "impulse 7"
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bind "8" "impulse 8"
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bind "=" "sizeup"
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bind "[" "impulse 10"
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bind "]" "impulse 12"
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bind "`" "toggleconsole"
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bind "a" "+moveleft"
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bind "d" "+moveright"
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bind "e" "+movedown"
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bind "q" "+moveup"
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bind "s" "+back"
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bind "t" "messagemode"
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bind "w" "+forward"
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bind "~" "toggleconsole"
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bind "CTRL" "+attack"
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bind "ALT" "+strafe"
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bind "SHIFT" "+speed"
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bind "PAUSE" "pause"
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bind "LEFTARROW" "+left"
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bind "RIGHTARROW" "+right"
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bind "UPARROW" "+forward"
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bind "DOWNARROW" "+back"
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bind "PGUP" "+lookup"
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bind "PGDN" "+lookdown"
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bind "END" "centerview"
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bind "F1" "help"
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bind "F2" "menu_save"
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bind "F3" "menu_load"
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bind "F4" "menu_options"
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bind "F5" "menu_multiplayer"
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bind "F6" "echo Quicksaving...; wait; save quick"
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bind "F9" "echo Quickloading...; wait; load quick"
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bind "F10" "quit"
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bind "F12" "screenshot"
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bind "MOUSE1" "+attack"
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bind "MOUSE2" "+forward"
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bind "MOUSE3" "+zoom_key"
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bind "MOUSE4" "togglemenu"
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bind "MWHEELUP" "impulse 10"
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bind "MWHEELDOWN" "impulse 12"
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bind "LSHOULDER" "impulse 12"
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bind "RSHOULDER" "impulse 10"
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bind "BBUTTON" "togglemenu"
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bind "XBUTTON" "+zoom_key"
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bind "YBUTTON" "-mlook; force_centerview; +mlook"
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bind "LTRIGGER" "+jump"
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bind "RTRIGGER" "+attack"
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_cl_color "0"
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_cl_name "player"
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_cl_sky ""
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_hd_folder "hd"
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_snd_mixahead "0.1"
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bgmvolume "1"
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cfg_unbindall "1"
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cl_anglespeedkey "1.5"
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cl_autodemo "0"
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cl_backspeed "400"
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cl_bob "0.02"
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cl_bobcycle "0.6"
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cl_bobside "0.02"
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cl_bobsidecycle "0.9"
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cl_bobsideup "0.5"
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cl_bobup "0.5"
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cl_forwardspeed "400"
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cl_item_bobbing "0"
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cl_maxpitch "90"
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cl_minpitch "-90"
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cl_movespeedkey "2.0"
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cl_pitchspeed "150"
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cl_rollangle "2.0"
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cl_sidebobbing "0"
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cl_sidespeed "350"
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cl_truelightning "0"
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cl_upspeed "200"
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cl_yawspeed "140"
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con_verbose "0"
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contrast "1"
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crosshair "0"
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cutscene "1"
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fov "90"
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gamma "0.75"
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gl_flashblend "0"
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gl_polyblend "1"
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gl_subdivide_size "128"
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gl_texture_anisotropy "1"
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gl_texturemode "GL_LINEAR_MIPMAP_LINEAR"
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gl_triplebuffer "1"
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host_maxfps "72"
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host_sleep "0"
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host_startdemos "1"
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hostname "UNNAMED"
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in_freelook "1"
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in_keymap "1"
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in_system_enhanced_keys "1"
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joy_deadzone "0.175"
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joy_deadzone_trigger "0.2"
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joy_enable "1"
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joy_exponent "3"
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joy_exponent_move "3"
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joy_invert "0"
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joy_sensitivity_pitch "150"
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joy_sensitivity_yaw "140"
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joy_swapmovelook "0"
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lookspring "0"
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m_filter "0"
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m_forward "1"
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m_pitch "0.022"
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m_side "0.8"
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m_yaw "0.022"
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nomouse "0"
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pq_bindprotect "0"
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pq_download_http_locs "0"
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pq_moveup "0"
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qmb_active "0"
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qmb_blood "1"
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qmb_bounceparticles "1"
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qmb_bubbles "1"
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qmb_clipparticles "0"
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qmb_disableblood "0"
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qmb_explosionlightcolor "0"
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qmb_explosions "1"
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qmb_explosiontype "2"
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qmb_flames "1"
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qmb_gunshots "1"
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qmb_inferno "1"
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qmb_laserfire "1"
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qmb_lavasplash "1"
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qmb_lightning "1"
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qmb_particles_quakec "1"
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qmb_particles_quakec_count_30 "0"
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qmb_rocketlightcolor "0"
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qmb_sparks "1"
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qmb_spikes "1"
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qmb_tarbaby_explosions "1"
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qmb_telesplash "1"
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qmb_trail_grenade "1"
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qmb_trail_hellknight "1"
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qmb_trail_lavaball "1"
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qmb_trail_normal_gib "1"
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qmb_trail_rocket "1"
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qmb_trail_scrag "1"
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qmb_trail_spike "1"
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qmb_trail_vore "1"
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qmb_trail_zombie_gib "1"
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r_clearcolor "2"
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r_lavaalpha "1"
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r_lerpmodels "1"
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r_lerpmove "1"
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r_mirroralpha "0.2"
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r_oldwater "1"
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r_particles "1"
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r_quadparticles "1"
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r_slimealpha "0.7"
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r_stains "1"
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r_viewmodel_fov "90"
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r_viewmodel_offset "0"
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r_viewmodel_quake "0"
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r_viewmodel_ring "1"
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r_viewmodel_size "0"
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r_wateralpha "0.5"
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r_waterripple "0"
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r_waterwarp "1"
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r_waterwarp_amp "150"
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r_waterwarp_cycle "5"
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r_waterwarp_downscale "1"
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saved1 "0"
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saved2 "0"
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saved3 "0"
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saved4 "0"
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savedgamecfg "0"
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scr_clock "-1"
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scr_conalpha "1"
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scr_conscale "1"
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scr_conspeed "300"
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scr_conwidth "0"
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scr_crosshairscale "1"
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scr_menuscale "1"
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scr_originalquake2d "0"
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scr_sbaralpha "1"
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scr_sbarcentered "1"
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scr_sbarscale "1"
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scr_scaleauto "1"
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scr_showfps "0"
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scr_weapon_crosshair "1"
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sensitivity "7"
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sndspeed "11025"
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sv_aim "1"
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sv_altnoclip "1"
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v_gunkick "1"
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v_kickpitch "0.6"
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v_kickroll "0.6"
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v_kicktime "0.5"
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v_polyblend_lite "0"
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v_smoothstairs "1"
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vid_fullscreen "0"
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vid_hardwaregamma "0"
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vid_height "480"
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vid_multisample "0"
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vid_refreshrate "60"
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vid_sound_thread "1"
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vid_touchscreen "0"
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vid_vsync "0"
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vid_width "640"
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viewsize "100"
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volume "0.7"
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32
mod_nehahra/devkit/demos.txt
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32
mod_nehahra/devkit/demos.txt
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DEVELOPMENT NOTES ON DEMOS
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--------------------------
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How to play a demo after a map is explained in the devkit1.txt.
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IF you decide you want to try to create a .dem of your own to place
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inbetween maps or whatnot. There are a few things you should do in
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the demo file itself for it work correctly in Nehahra.
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AT THE END OF THE DEMO...
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you will want a stuffcmd directly to the console of the following:
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NEHX15 1
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if you wish it to load a map from there then stuffcmd a
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MAP BLAH
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message, BLAH being the name of the map. If it links to another
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demo, then you will want:
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PLAYDEMO DEMONAME
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------------------
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How you accomplish the demo is up to you. QuakeC knowledge is almost
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a must unless you set it up by other means.
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--Mindcrime
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3235
mod_nehahra/devkit/devkit1.txt
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3235
mod_nehahra/devkit/devkit1.txt
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File diff suppressed because it is too large
Load Diff
1713
mod_nehahra/devkit/nehahra.fgd
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1713
mod_nehahra/devkit/nehahra.fgd
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File diff suppressed because it is too large
Load Diff
53
mod_nehahra/dpnehahra.txt
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53
mod_nehahra/dpnehahra.txt
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DarkPlaces engine, Nehahra edition, version 1.05
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Pretty much just click it and play, automatically loads -game nehahra and
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special settings for Nehahra.
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3DFX notes:
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May or may not work with WickedGL, untested.
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Known to not work with 3DFX glquake opengl32.dll (despite my best efforts),
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rename/delete it to fix patchy lighting.
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If you rename/delete quake\opengl32.dll, and get slideshow speeds,
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get newer 3DFX drivers, preferably ones labeled as 'Quake3 compatible'.
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If it still gets slideshow speeds or you have a V1/V2 not compatible with
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the reference drivers, please don't complain to me as I can't help.
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Brightness control console variables:
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brightness 1-5 (default: 1)
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Up to 5x brightness (quite bright).
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(note: brightness works in the options menu)
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contrast 0.2-1.0 (default: 1)
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reduce this in very small (.05 usually) steps to bring up the black,
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washs out the image but lets you see in dark corners better.
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|
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If anything doesn't work right, try out these console variables:
|
||||
|
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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 )
|
||||
10
mod_nehahra/help.txt
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10
mod_nehahra/help.txt
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@@ -0,0 +1,10 @@
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||||
|
||||
|
||||
Read Nehahra.txt and other TXT files included in this archive.
|
||||
|
||||
The .EXE files should sit in your quake/ directory. The PAK files in your
|
||||
quake/nehahra, directory. It is not necessary to use the -game parameter
|
||||
when running Nehahra.
|
||||
|
||||
If you have a dir structure like quake/nehahra/quake/nehahra or
|
||||
quake/quake/nehahra, then you have improperly installed the game.
|
||||
BIN
mod_nehahra/mods/atmos2.xm
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BIN
mod_nehahra/mods/atmos2.xm
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BIN
mod_nehahra/mods/neh1.xm
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BIN
mod_nehahra/mods/neh1.xm
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BIN
mod_nehahra/mods/neh2.xm
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BIN
mod_nehahra/mods/neh2.xm
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BIN
mod_nehahra/mods/neh3.xm
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BIN
mod_nehahra/mods/neh3.xm
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BIN
mod_nehahra/mods/neh3m1a.xm
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BIN
mod_nehahra/mods/neh3m1a.xm
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BIN
mod_nehahra/mods/neh4.xm
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mod_nehahra/mods/neh4.xm
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BIN
mod_nehahra/mods/neh5.xm
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mod_nehahra/mods/neh5.xm
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BIN
mod_nehahra/mods/neh6.xm
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BIN
mod_nehahra/mods/neh6.xm
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BIN
mod_nehahra/mods/neh7.xm
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BIN
mod_nehahra/mods/neh7.xm
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BIN
mod_nehahra/mods/neh8.xm
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mod_nehahra/mods/neh8.xm
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BIN
mod_nehahra/mods/nehend.s3m
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BIN
mod_nehahra/mods/nehend.s3m
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965
mod_nehahra/neh.html
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965
mod_nehahra/neh.html
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@@ -0,0 +1,965 @@
|
||||
<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
|
||||
<html>
|
||||
<head>
|
||||
|
||||
<meta http-equiv="content-type" content="text/html; charset=win-1251">
|
||||
<meta name="author" content="Vondur">
|
||||
<meta name="document-state" content="dynamic">
|
||||
<meta name=description content="readme for nehahra">
|
||||
|
||||
<title>-- nehahra project --</title>
|
||||
|
||||
<style>
|
||||
body {
|
||||
background-color: #202020;
|
||||
}
|
||||
p.logo {
|
||||
font-family: verdana;
|
||||
font-size: 25px;
|
||||
font-weight: bold;
|
||||
text-align: center;
|
||||
color: #9F9F9F;
|
||||
}
|
||||
p.title {
|
||||
font-family: verdana;
|
||||
font-size: 14px;
|
||||
font-weight: bold;
|
||||
text-align: center;
|
||||
color: #9F9F9F;
|
||||
}
|
||||
p.text {
|
||||
font-family: verdana;
|
||||
font-size: 13px;
|
||||
text-align: justify;
|
||||
color: #9F9F9F;
|
||||
margin-left:25px;
|
||||
margin-right:25px;
|
||||
}
|
||||
p.copy {
|
||||
font-family: verdana;
|
||||
font-size: 8pt;
|
||||
font-weight: normal;
|
||||
text-align: center;
|
||||
color: #9F9F9F;
|
||||
}
|
||||
A {text-decoration: none;}
|
||||
A:link {color: #9F9F9F;}
|
||||
A:active {color: #9F9F9F;}
|
||||
A:visited {color: #9F9F9F;}
|
||||
A:hover {color: #FFFF80;}
|
||||
</style>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
|
||||
<table bgcolor=#252525 align=center width=600px border=0 cellspacing=0 cellpadding=0>
|
||||
<td valign=top>
|
||||
<br>
|
||||
|
||||
<table bgcolor="#202020" width=550px border=0 cellspacing=0 cellpadding=2 align=center>
|
||||
<td><p class=logo>
|
||||
<br>
|
||||
-- N E H A H R A --
|
||||
<br>
|
||||
p r o j e c t
|
||||
<br>
|
||||
<br>
|
||||
</p>
|
||||
</td>
|
||||
</table>
|
||||
|
||||
<!--Part-->
|
||||
|
||||
<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
|
||||
<td><p class=title>-- i n t r o d u c t i o n --</div></td>
|
||||
</table>
|
||||
|
||||
<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
|
||||
<td>
|
||||
<p class=text><EFBFBD> Nehahra team is proud to present a new Quake story.
|
||||
<br>
|
||||
<09> An enhanced Quake Single Player experience consisting of two episodes. Your journey begins in a doomed human city that has become a battleground between the human colonists and Quake's old minions.
|
||||
</p>
|
||||
<br>
|
||||
</td>
|
||||
</table>
|
||||
|
||||
<!--End of part-->
|
||||
<!--Part-->
|
||||
|
||||
<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
|
||||
<td><p class=title>-- s t o r y --</div></td>
|
||||
</table>
|
||||
|
||||
<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
|
||||
<td>
|
||||
<p class=text><EFBFBD> Following the demise of ShubNiggurath the gates to a new dimension were flung open to the realm of mankind. Seizing this opportunity the human civilization on earth spent the next five years building a colony in the new dimension. The humans call this new bastion of human civilization Forge City..........
|
||||
<br><EFBFBD> For more details regarding the Nehahra story, get the Seal of Nehahra movie from <a href="http://www.planetquake.com/nehahra" target="new"><b>here</b></a>.
|
||||
|
||||
</p>
|
||||
<br>
|
||||
</td>
|
||||
</table>
|
||||
|
||||
<!--End of part-->
|
||||
<!--Part-->
|
||||
|
||||
<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
|
||||
<td><p class=title>-- i n s t a l l a t i o n   a n d   r u n n i n g --</div></td>
|
||||
</table>
|
||||
|
||||
<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
|
||||
<td>
|
||||
<p class=text><i>Installation</i>
|
||||
<br>
|
||||
<EFBFBD> You must install the full registered version of Quake before you can play it. Please follow the instructions on your Quake manual for installation instructions Nehahra will not run with Shareware version of Quake. Create a folder in your Quake directory and name it nehahra. Unzip the contents of this zip into the nehahra folder, make sure to maintain any directory structure which exists within the zip.
|
||||
<br>
|
||||
<br>
|
||||
<i>Running Nehahra</i>
|
||||
<br>
|
||||
<EFBFBD> You may use the .bat file included in this zip to run Nehahra, or create your own using the -game parameter. The .bat file included with this zip runs Nehahra using many settings which the Nehahra team prefers to use while playing Quake. If you choose not to use the .bat file, run Nehahra using the command line nehahra -game nehahra. Check the Quake documentation for more command line and <a href="http://www.eplanetquake.com/console" target="new">console</a> commands.
|
||||
|
||||
|
||||
</p>
|
||||
<br>
|
||||
</td>
|
||||
</table>
|
||||
|
||||
<!--End of part-->
|
||||
<!--Part-->
|
||||
|
||||
<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
|
||||
<td><p class=title>-- t h e   b a s i c s   o f   p l a y --</div></td>
|
||||
</table>
|
||||
|
||||
<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
|
||||
<td>
|
||||
<p class=text><i>Goal of the Game</i>
|
||||
<br>
|
||||
<EFBFBD> Quake has two basic goals. First, stay alive. Second, get out of the place you're in. That hasn't changed in Nehahra. First and foremost, Nehahra is meant to be survived, not necessarily conquered, though there are places where you have no choice. In some cases you may find it a near to impossible task to get %100 kills, unless you have the skill. In these scenarios escaping the level itself may be your only option.
|
||||
<br>
|
||||
<br>
|
||||
<i>Skill</i>
|
||||
<br>
|
||||
<EFBFBD> The Nehahra start map allows for skill selection. Take the path that is best for you and keep in mind that Nehahra Easy is a bit like Quake Hard :)
|
||||
<br>
|
||||
<br>
|
||||
Easy: The Skilled Player
|
||||
<br>
|
||||
Normal: The Veteran Player
|
||||
<br>
|
||||
Hard: The Elite
|
||||
<br>
|
||||
Nightmare: The Certifiably Insane
|
||||
|
||||
<br>
|
||||
<br>
|
||||
<i>Episode/Story</i>
|
||||
<br>
|
||||
<20> After the starting map, you will be shown the introductory demos
|
||||
to the game and storyline. This is a continuation of the
|
||||
Quake movie released called THE SEAL OF NEHAHRA. It is not
|
||||
necessary that you obtain THE SEAL OF NEHAHRA, but it is
|
||||
highly recommended as you'll be otherwise missing out.
|
||||
<br>
|
||||
<20> See <a href="http://www.planetquake.com/nehahra/download.html"><b>here</b></a> for links
|
||||
to the movie
|
||||
<br>
|
||||
<20> After the first game three demos, the interaction begins. Through
|
||||
the course of the game, you will experience in-between level
|
||||
demo scenes and the occasional in-level cutscene.
|
||||
<br>
|
||||
<br>
|
||||
<i>The Environment</i>
|
||||
<br>
|
||||
<20> Nehahra maintains the standard Quake environment with secret
|
||||
doors, lifts, trains, and the like. In addition to this,
|
||||
you may encounter an object or section of architecture that
|
||||
is pushable, breakable, or interactive in other ways.
|
||||
Experimentation and exploration in different situations is always
|
||||
beneficial.
|
||||
<br>
|
||||
<br>
|
||||
</p>
|
||||
</td>
|
||||
</table>
|
||||
|
||||
<!--End of part-->
|
||||
<!--Part-->
|
||||
|
||||
<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
|
||||
<td><p class=title>-- y o u r   n e w   e n v i r o n m e n t --</div></td>
|
||||
</table>
|
||||
|
||||
<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
|
||||
<td>
|
||||
<p class=text>
|
||||
|
||||
<i>Firepower</i>
|
||||
<br>
|
||||
<br>
|
||||
<b>Sword</b>
|
||||
<br>
|
||||
Hey, something new to look at.
|
||||
<br>
|
||||
<br>
|
||||
<b>Shotgun</b>
|
||||
<br>
|
||||
The basic gun, to which all other guns compare favorably.
|
||||
<br>
|
||||
<br>
|
||||
<b>Double-barrelled Shotgun</b>
|
||||
<br>
|
||||
A worthy weapon with three minor drawbacks: first, it uses up 2 shells
|
||||
per blast; second, it's slow; third, its shot pattern is very loose at
|
||||
long range. But in general, once you find this puppy, the other shotgun
|
||||
starts rusting from disuse.
|
||||
<br>
|
||||
<br>
|
||||
<b>Nailgun</b>
|
||||
<br>
|
||||
A two-barrel dingus that prickles bad guys with armor-piercing darts,
|
||||
technically termed "nails".
|
||||
<br>
|
||||
<br>
|
||||
<b>Supernailgun </b>
|
||||
<br>
|
||||
The great equalizer. Four cyclic barrels that hose out spikes like
|
||||
crazy. Pro: foes drop like flies. Con: eats ammo like popcorn.
|
||||
<br>
|
||||
<br>
|
||||
<b>Grenade Launcher</b>
|
||||
<br>
|
||||
Thumps neat exploding bombs into the air. You can even bounce a grenade
|
||||
off the wall or floor.. When a grenade hits someone, it explodes.
|
||||
If it misses, the bomb sits on the floor for a moment, then explodes.
|
||||
<br>
|
||||
<br>
|
||||
<b>Rocket Launcher</b>
|
||||
<br>
|
||||
For when a grenade positively, absolutely, has to be there on time.
|
||||
<br>
|
||||
<br>
|
||||
<b>Thunderbolt </b>
|
||||
<br>
|
||||
Try it. You'll like it. Use the same technique as watering your
|
||||
rosebush.
|
||||
<br>
|
||||
<br>
|
||||
<b>Autoshotgun(Tsemochian Autoshotgun)</b>
|
||||
<br>
|
||||
High speed shotgun from Hell. You haven't lived until you've
|
||||
hosed down some baddies with this. Just don't get carried away,
|
||||
it eats ammo like its going out of style.
|
||||
<br>
|
||||
<br>
|
||||
<b>Sprocket Launcher(Tsemochian Sprocket)</b>
|
||||
<br>
|
||||
Crossbreed a spear, a rocket, and a grenade and you might end
|
||||
up with a Tsemochian sprocket. This weapon takes some getting
|
||||
used to, but after a while, you'll feel nekkid without it. :)
|
||||
<br>
|
||||
<br>
|
||||
|
||||
<i>Weapon Controls</i>
|
||||
<br>
|
||||
<br>
|
||||
1 : SWORD : impulse 1
|
||||
<br>
|
||||
2 : SHOTGUN : impulse 2
|
||||
<br>
|
||||
3 : DOUBLE BARREL : impulse 3
|
||||
<br>
|
||||
4 : NAILGUN : impulse 4
|
||||
<br>
|
||||
5 : SUPER NAILGUN : impulse 5
|
||||
<br>
|
||||
6 : GRENADE LAUNCHER : impulse 6
|
||||
<br>
|
||||
7 : ROCKET LAUNCHER : impulse 7
|
||||
<br>
|
||||
8 : THUNDERBOLT : impulse 8
|
||||
<br>
|
||||
9 : SPROCKET : impulse 9
|
||||
<br>
|
||||
0 : AUTOSHOTGUN : impulse 100
|
||||
|
||||
<br>
|
||||
<br>
|
||||
<i>Power-ups</i>
|
||||
<br>
|
||||
In addition to the traditional power-ups, Nehahra offers:
|
||||
<br>
|
||||
<br>
|
||||
<b>Regeneration Artifact</b>
|
||||
<br>
|
||||
This powerup never runs out, unless you die. You can accumulate
|
||||
these. The more regeneration artifacts you have, the more you
|
||||
can regenerate and the faster you regenerate. Five of these
|
||||
puppies is the maximum that will have affect.
|
||||
<br>
|
||||
<br>
|
||||
<b>Flight Artifact</b>
|
||||
<br>
|
||||
This powerup runs out, but lasts longer than the others. This
|
||||
enables you to fly, even take enormous leaps, or hang out on
|
||||
the ceiling. It takes some getting used to, but it's good
|
||||
for getting to high places in a hurry :)
|
||||
<br>
|
||||
<br>
|
||||
<b>Resurrection Artifact</b>
|
||||
<br>
|
||||
The most powerful of all power-ups. Like the Regeneration
|
||||
Artifact, you can accumulate these. For every Resurrection
|
||||
Artifact you have, you can rise from the dead right where
|
||||
you fell. It gives you 3 seconds of Invulnerability when
|
||||
you return, use this time wisely to get away from the
|
||||
monsters who were likely standing right over you.
|
||||
<br>
|
||||
<br>
|
||||
Remember, use your lives sparingly, these artifacts don't
|
||||
grow on trees.
|
||||
<br>
|
||||
<br>
|
||||
You will notice that when you die, an icon appears on the
|
||||
screen. It could be one of three. Don't rush to hit
|
||||
'quickload' just yet....
|
||||
<br>
|
||||
<br>
|
||||
SKULL WITH BLACK EYES:
|
||||
<br>
|
||||
This means you are dead, no resurrection artifacts available.
|
||||
That's all she wrote.
|
||||
<br>
|
||||
<br>
|
||||
SKULL WITH RED EYES:
|
||||
<br>
|
||||
This means that you have one or more lives left. You can
|
||||
rejoin the living by simply hitting the attack key or jump.
|
||||
<br>
|
||||
<br>
|
||||
SKULL WITH RED EYES WITH AN 'X' OVER IT
|
||||
<br>
|
||||
This is unfortunate. Even this artifact has its limitations.
|
||||
If you fall into a void, your accumulated lives will not
|
||||
help you. If you die in lava or you have been gibbed, the
|
||||
body has suffered too much damage to be restored.
|
||||
<br>
|
||||
<br>
|
||||
<i>The Cast</i>
|
||||
<br>
|
||||
<br>
|
||||
|
||||
<b>Rottweiler</b>
|
||||
<br>
|
||||
Bad, bad doggie! Play dead! -- blam! -- yipe! Good dog!
|
||||
<br>
|
||||
<br>
|
||||
<b>Grunt </b>
|
||||
<br>
|
||||
Between the probes wired up to their pleasure centers that give
|
||||
them paroxysms of ecstasy from killing and the stimulants
|
||||
flowing through their veins, grunts range from slow to paranoid,
|
||||
jumpy, and surprisingly dangerous. Take care, they could be
|
||||
armed with anything!
|
||||
<br>
|
||||
<br>
|
||||
<b>Enforcer </b>
|
||||
<br>
|
||||
Grunt, Mark Two. Outfitted in combat armor, toting built-in blasters,
|
||||
and light on their feet, they range from a nuisance to clever.
|
||||
<br>
|
||||
<br>
|
||||
<b>Knight </b>
|
||||
<br>
|
||||
Canned meat. Open 'er up and see if it's still fresh.
|
||||
<br>
|
||||
<br>
|
||||
<b>Death Knight </b>
|
||||
<br>
|
||||
This particular canned meat tends to open you up instead. Keep
|
||||
your distance though, they've learned some new tricks over the
|
||||
years.
|
||||
<br>
|
||||
<br>
|
||||
<b>Rotfish </b>
|
||||
<br>
|
||||
Disgusting little critters who dish it out, but can't take it.
|
||||
<br>
|
||||
<br>
|
||||
<b>Zombie</b>
|
||||
<br>
|
||||
Thou canst not kill that which doth not live. But you can blast it
|
||||
into chunky kibbles.
|
||||
<br>
|
||||
<br>
|
||||
<b>Scrag </b>
|
||||
<br>
|
||||
Floats like a butterfly, stings like a bee. Ugly as hell. Keep
|
||||
your aim steady because these bastards can really move when
|
||||
they want to!
|
||||
<br>
|
||||
<br>
|
||||
<b>Ogre </b>
|
||||
<br>
|
||||
Since the death of Shub-Niggurath, ogres have come to exercise
|
||||
more free will than ever before. Although sometimes cautious
|
||||
and other times wanting to save their ass, they can still dish
|
||||
out the pain!
|
||||
<br>
|
||||
<br>
|
||||
<b>Spawn </b>
|
||||
<br>
|
||||
A merrily bouncing blob as dangerous to kill as to ignore. Blech.
|
||||
<br>
|
||||
<br>
|
||||
<b>Fiend </b>
|
||||
<br>
|
||||
In essence, organic buzzsaws, rife with pummeling power! Fiends
|
||||
are creatures of varied dispositions, some may be indifferent.
|
||||
Beware the alpha fiends that walk among them, these guys are
|
||||
especially territorial and cranky.
|
||||
<br>
|
||||
<br>
|
||||
<b>Vore </b>
|
||||
<br>
|
||||
A spideresque hybrid horror. Keep your eye on the energy pod he hurls.
|
||||
<br>
|
||||
<br>
|
||||
<b>Shambler </b>
|
||||
<br>
|
||||
Even other monsters fear him, so expect a clobbering. He shrugs off
|
||||
explosions. Good luck.
|
||||
<br>
|
||||
<br>
|
||||
<b>Marines</b>
|
||||
<br>
|
||||
These guys are on your side...in theory. You might find a few
|
||||
survivors of the latest fiasco in the lands of Quake. Some of
|
||||
them might even help you out. Be wary of them at times, they
|
||||
are stressed, scared shitless, and not sure who to trust.
|
||||
Don't set one of them off or you might become a military
|
||||
statistic.
|
||||
<br>
|
||||
<br>
|
||||
<b>Field Enforcer</b>
|
||||
<br>
|
||||
More human than he is ogre. One of the many half breeds from
|
||||
archgaunt experiments over the course of years and nuclear
|
||||
contamination from the ravaged Dimension of the Doomed. These
|
||||
guys are sent out with concealed body armor and an armor shard
|
||||
trench coat. With automatic shotguns as a weapon and the
|
||||
stamina and strength of an ogre, they can prove to be a
|
||||
tactical nightmare.
|
||||
<br>
|
||||
<br>
|
||||
<b>Ogre Mutant</b>
|
||||
<br>
|
||||
More ogre than he is human. He's missing an appendage but
|
||||
Tsemochian technology has generously provided him with an
|
||||
alternative, a nice big gun with some convenient features.
|
||||
He's a bit slow in the head, but once he's drawn a bead on you,
|
||||
run for cover; having a weapon for an arm has allowed him to
|
||||
become very efficient with it.
|
||||
<br>
|
||||
<br>
|
||||
<b>Tsemoch</b>
|
||||
<br>
|
||||
Caffeine incarnate. With modern weaponry and unearthly
|
||||
metabolisms, they are the strange products of evolution in an
|
||||
alternate dimension. A little more insect than man. Some
|
||||
of them tote Tsemochian sprockets, if you hear a *thoomp*,
|
||||
head for the hills! It just takes one sprocket to ruin your
|
||||
afternoon.
|
||||
<br>
|
||||
<br>
|
||||
<b>Jaggers</b>
|
||||
<br>
|
||||
Once flourishing in the Tsemochian dimension, these
|
||||
animals have seeped into every dimension touching it.
|
||||
It takes a lot to drop one so if you can deal with them
|
||||
peacefully, save some ammo. Give them some respect
|
||||
and space and you might not get "jagged".
|
||||
<br>
|
||||
<br>
|
||||
<b>Gaunt</b>
|
||||
<br>
|
||||
The monks of the medieval society. They like to gossip and
|
||||
they're not afraid to tell you what's on their mind...not
|
||||
that you'll understand a word of it. Not too hard to drop,
|
||||
but don't get them excited...their bag of tricks is deeper
|
||||
than you might suspect.
|
||||
<br>
|
||||
<br>
|
||||
<b>Archgaunts</b>
|
||||
<br>
|
||||
Hierarchs in the making. These pompous, elder gaunts are
|
||||
skilled in the Gaunt magics and masters of aggravation.
|
||||
Fighting these guys is about as fun as a root canal. Good
|
||||
luck with them!
|
||||
<br>
|
||||
<br>
|
||||
<b>Barons</b>
|
||||
<br>
|
||||
A few hundred years ago, a large group of death knights
|
||||
deserted the ranks of Shub-Niggurath, tired of tolerating
|
||||
Archgaunt councils and the restrictions of the former
|
||||
Archgaunt Hierarch, Zagheida. Since the death of Shub-
|
||||
Niggurath and Hierarch Zagheida, they've come out of hiding
|
||||
from remote medieval highlands and returned to their roots.
|
||||
<br>
|
||||
<br>
|
||||
<b>Vomitus</b>
|
||||
<br>
|
||||
An organic gib fountain. Slow, stupid, and not too dangerous.
|
||||
Slip by them and fry the bigger fish, a few years later, they
|
||||
might catch up with you.
|
||||
<br>
|
||||
<br>
|
||||
<b>Wraith</b>
|
||||
<br>
|
||||
Ghosts to the world, scavengers of souls. Existing in two
|
||||
planes simultaneously, they vulture on the dead and go about
|
||||
their strange agendas. Try not to anger them unless you
|
||||
have a handle on how to hurt them :)
|
||||
|
||||
</p>
|
||||
<br>
|
||||
</td>
|
||||
</table>
|
||||
|
||||
<!--End of part-->
|
||||
<!--Part-->
|
||||
|
||||
<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
|
||||
<td><p class=title>-- t e c h n i c a l   n o t e s --</div></td>
|
||||
</table>
|
||||
|
||||
<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
|
||||
<td>
|
||||
<p class=text>
|
||||
1. Coop mode is available. Keep in mind that Coop mode shuts off all in-level cutscenes as well as in-between level demo cutscenes.
|
||||
<br>
|
||||
<br>
|
||||
2. If you have already seen the demo cutscenes and don't wish to
|
||||
watch them when you play again, hit the `tilde to bring down the
|
||||
console and set CUTSCENE 0. Set it back to 1 to re-enable demo
|
||||
cutscenes.
|
||||
</p>
|
||||
<br>
|
||||
</td>
|
||||
</table>
|
||||
|
||||
<!--End of part-->
|
||||
<!--Part-->
|
||||
|
||||
<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
|
||||
<td><p class=title>-- l e v e l s   a n d   d e s i g n e r s --</div></td>
|
||||
</table>
|
||||
|
||||
<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
|
||||
<td>
|
||||
<p class=text>
|
||||
|
||||
<b>The Beginning</b>
|
||||
<br>
|
||||
<br>
|
||||
nehstart -- Welcome to Nehahra -- by Tim Elek "ELEK"
|
||||
<br>
|
||||
<br>
|
||||
<b>Episode 1: The Fall of Forge</b>
|
||||
<br>
|
||||
<br>
|
||||
neh1m1: Forge City1 : Slipgates -- by Tim Elek "ELEK"
|
||||
<br>
|
||||
neh1m2: Forge City2 : Boiler -- by Tim Elek "ELEK"
|
||||
<br>
|
||||
neh1m3: Forge City3 : Escape -- by Tim Elek "ELEK"
|
||||
<br>
|
||||
neh1m4: Grind Core -- by John McCann "DaMaul"
|
||||
<br>
|
||||
neh1m5: Industrial Silence -- by Christian Grawert "CZG"
|
||||
<br>
|
||||
neh1m6: Locked-Up Anger -- by Christian Grawert "CZG"
|
||||
<br>
|
||||
neh1m7: Wanderer of the Wastes -- by Jussi Jaiskelainen "Vigil"
|
||||
<br>
|
||||
neh1m8: Artemis System Net -- by Jussi Jaiskelainen "Vigil"
|
||||
<br>
|
||||
neh1m9: To the Death -- by Dmitry Svetlichny "Vondur"
|
||||
<br>
|
||||
<br>
|
||||
<b>Episode 2: The Outlands</b>
|
||||
<br>
|
||||
<br>
|
||||
neh2m1: The Gates of Ghoro -- by Tim Elek "ELEK"
|
||||
<br>
|
||||
neh2m2: Sacred Trinity -- by Christian Grawert "CZG"
|
||||
<br>
|
||||
neh2m3: Realm of the Ancients -- by Tim Elek "ELEK"
|
||||
<br>
|
||||
neh2m4: Temple of the Ancients -- by Tim Elek "ELEK"
|
||||
<br>
|
||||
neh2m5: Dreams Made Flesh -- by Benoit Stordeur "Bal"
|
||||
<br>
|
||||
neh2m6: Your Last Cup of Sorrow -- by Benoit Stordeur "Bal"
|
||||
<br>
|
||||
<br>
|
||||
<b>Episode 3: Dimension of the Lost The End</b>
|
||||
<br>
|
||||
<br>
|
||||
nehahra: Nehahra's Den -- by Tim Elek "ELEK"
|
||||
<br>
|
||||
nehend: Quintessence -- By Dmitry Svetlichny "Vondur"
|
||||
<br>
|
||||
<br>
|
||||
<b>Cutscene maps:</b>
|
||||
<br>
|
||||
<br>timcut1 - Elek
|
||||
<br>cathed - Elek
|
||||
<br>damaul2 - Reign In Blood - Damaul
|
||||
<br>exdm3 - Pandemonium - Excessus
|
||||
<br>romeric1 - Cathedral of Treachery - Excessus
|
||||
<br>czgneh3 - Seal of Nehahra - CZG
|
||||
<br>czgnehc4 - Somewhere in Mexico - CZG
|
||||
<br>baldm1 - Slipgate Facility Back lot - Bal
|
||||
<br>labby - Slipgate Development Lab - Vigilante
|
||||
<br>t66 - Base T66 - Vondur
|
||||
</p>
|
||||
<br>
|
||||
</td>
|
||||
</table>
|
||||
|
||||
<!--End of part-->
|
||||
|
||||
<!--Part-->
|
||||
|
||||
<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
|
||||
<td><p class=title>-- n e h a h r a   t e a m --</div></td>
|
||||
</table>
|
||||
|
||||
<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
|
||||
<td>
|
||||
<p class=text>
|
||||
<b>Mindcrime - J. Thaddeus Skubis</b>
|
||||
<br>Email: <a href="mailto:mindcrime@planetquake.com">mindcrime@planetquake.com</a>
|
||||
<br>URL: None
|
||||
<br>Primary job(s): Coding, modelling, skinning, sounds, and all around kick ass team leader
|
||||
and inspiritor. This man made Nehahra what it is. Without his leadership skills
|
||||
the mod would have tanked ages ago.
|
||||
<br>
|
||||
<br>
|
||||
<b>Bal - Benoit Stordeur</b>
|
||||
<br>
|
||||
Email: <a href="mailto:bal@planetquake.com">bal@planetquake.com</a>
|
||||
<br>URL: <a href="http://www.planetquake.com/bal">www.planetquake.com/bal</a>
|
||||
<br>Primary Jobs(s): Mapper, french bearded librarian
|
||||
<br>
|
||||
<br>
|
||||
<b>CZG - Christian Grawert</b>
|
||||
<br>
|
||||
Email: <a href="mailto:grawert@online.no">grawert@online.no</a>
|
||||
<br>URL: <a href="http://www.planetquake.com/greyvoid">www.planetquake.com/greyvoid</a>
|
||||
<br>Primary Jobs(s): Mapper, creator of immersive environments.
|
||||
<br>
|
||||
<br>
|
||||
<b>DaMaul - John McCann</b>
|
||||
<br>
|
||||
Email: <a href="mailto:DaMaul@planetquake.com">DaMaul@planetquake.com</a>
|
||||
<br>URL: <a href="http://www.planetquake.com/DaMaul">www.planetquake.com/DaMaul</a>
|
||||
<br>Primary Jobs(s): Mapper, bear inventor
|
||||
<br>
|
||||
<br>
|
||||
<b>DarcJedi - Jeff Heath</b>
|
||||
<br>
|
||||
Email: <a href="mailto:darcjedi@telefragged.com">darcjedi@telefragged.com</a>
|
||||
<br>URL: <a href="http://www.telefragged.com/soup">www.telefragged.com/soup</a>
|
||||
<br>Primary job(s): Skybox artist, now a professional game artist
|
||||
<br>
|
||||
<br>
|
||||
<b>Elek - Tim Elek</b>
|
||||
<br>
|
||||
Email: <a href="mailto:4tim2@ameritech.net">4tim2@ameritech.net</a>
|
||||
<br>URL: <a href="http://www.planetquake.com/tertiary">www.planetquake.com/tertiary</a>
|
||||
<br>Primary Jobs(s): Mapper, bossy_arse, assorted graphics, and asker of too many questions
|
||||
<br>
|
||||
<br>
|
||||
<b>Ender - James Brown</b>
|
||||
<br>
|
||||
Email: <a href="mailto:ender@telefragged.com">ender@telefragged.com</a>
|
||||
<br>URL: <a href="http://qsg.telefragged.com">qsg.telefragged.com</a>
|
||||
<br>Primary job(s): Engine coder
|
||||
<br>
|
||||
<br>
|
||||
<b>LordHavoc - Forest Hale</b>
|
||||
<br>
|
||||
Email: <a href="mailto:havoc@gamevisions.com">havoc@gamevisions.com</a>
|
||||
<br>URL: <a href="http://www.inside3d.com/darkplaces">www.inside3d.com/darkplaces</a>
|
||||
<br>Primary job(s): Engine coder, level testing, helpfull commentator
|
||||
<br>
|
||||
<br>
|
||||
<b>Vigilante - Jussi J<><4A>skel<65>inen</b>
|
||||
<br>
|
||||
Email: <a href="mailto:jussijj@icon.fi">jussijj@icon.fi</a>
|
||||
<br>URL: <a href="http://www.clanworld.dk/team-cotv">www.clanworld.dk/team-cotv</a>
|
||||
<br>Primary Jobs(s): Mapper, alien lifeform
|
||||
<br>
|
||||
<br>
|
||||
<b>Vondur - Dmitry Svetlichny</b>
|
||||
<br>
|
||||
Email: <a href="mailto:Vondur@planetquake.com">Vondur@planetquake.com</a>
|
||||
<br>URL: <a href="http://www.planetquake.com/Vondur">www.planetquake.com/Vondur</a>
|
||||
<br>Primary Jobs(s): Mapper, most responsible, first one to complete all his maps!
|
||||
|
||||
</p>
|
||||
<br>
|
||||
</td>
|
||||
</table>
|
||||
|
||||
<!--End of part-->
|
||||
<!--Part-->
|
||||
|
||||
<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
|
||||
<td><p class=title>-- c r e d i t s   a n d   t h a n k s --</div></td>
|
||||
</table>
|
||||
|
||||
<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
|
||||
<td>
|
||||
<p class=text>
|
||||
|
||||
<20> There are many individuals who have assisted in the development of Nehahra in many ways.
|
||||
The following list includes individuals who may have created textures, models, skies and
|
||||
other content which was used throughout the game. Special thanks to all of these people
|
||||
their roles may have been passive, but surely very important.
|
||||
<br>
|
||||
<br>
|
||||
<b>Textures:</b>
|
||||
<br>
|
||||
Stecki: Decon wad
|
||||
<br>
|
||||
Ogro: Ogro wad
|
||||
<br>
|
||||
Ikka "fingers" Keranen: ikbase wad
|
||||
<br>
|
||||
John Fitzgibbons: Rubicon wad
|
||||
<br>
|
||||
Raven Software: misc. cool textures
|
||||
<br>
|
||||
Epic Mega Games: misc. cool textures
|
||||
<br>
|
||||
Xatrix: misc. cool textures
|
||||
<br>
|
||||
id software: misc Q3 textures
|
||||
<br>
|
||||
Hipnotic: misc cool textures
|
||||
<br>
|
||||
<br>
|
||||
<b>Models/animations</b>
|
||||
<br>
|
||||
Brian 'EvilBastard' Collins
|
||||
<br>
|
||||
David 'Hotfat' Biggs
|
||||
<br>
|
||||
King Chou
|
||||
<br>
|
||||
Tan Sian Yue, a.k.a. 'Bubbah'
|
||||
<br>
|
||||
Garry Ant
|
||||
<br>
|
||||
Daniel Garcia Romero, a.k.a. 'Headcrusher'
|
||||
<br>
|
||||
Cayenne Mandua
|
||||
<br>
|
||||
V.S.KiRill
|
||||
<br>
|
||||
Deft'Conrad
|
||||
<br>
|
||||
Seth 'SerpentLord' Galbraith
|
||||
<br>
|
||||
<br>
|
||||
<b>Code base</b>
|
||||
<br>
|
||||
Darien McNeils: Cutscene code base
|
||||
<br>
|
||||
<br>
|
||||
<b>Skyboxes</b>
|
||||
<br>
|
||||
Stecki
|
||||
<br>
|
||||
Jason Abbot
|
||||
<br>
|
||||
Crinity
|
||||
<br>
|
||||
Woebane
|
||||
<br>
|
||||
<br>
|
||||
<b>Compilers</b>
|
||||
<br>
|
||||
Ken Alverson for WQbsp.
|
||||
<br>
|
||||
Tyrann for Tyrlite and rvis+
|
||||
<br>
|
||||
LordHavoc for Hvis.
|
||||
<br>
|
||||
id software for vis
|
||||
<br>
|
||||
Tim 'argh' Wright for arghlite
|
||||
<br>
|
||||
Neil White III for LightDLX
|
||||
<br>
|
||||
<br>
|
||||
<b>Editors</b>
|
||||
<br>
|
||||
Ty and Neal for Wally
|
||||
<br>
|
||||
Mickey for TexMex
|
||||
<br>
|
||||
Robert Duffy for QERadiant
|
||||
<br>
|
||||
Ben Morris for WorldCraft
|
||||
<br>
|
||||
Adobe for Photoshop
|
||||
<br>
|
||||
JGsoft for EditPad
|
||||
<br>
|
||||
PaintShopPro 6.0
|
||||
<br>
|
||||
EditPad by Jan Goyvaerts
|
||||
<br>
|
||||
<br>
|
||||
<b>Sound effects</b>
|
||||
<br>
|
||||
Eric 'RedChurch' VonRothKirch
|
||||
<br>
|
||||
Chancellor Films
|
||||
<br>
|
||||
Purusa
|
||||
<br>
|
||||
<br>
|
||||
<b>SPECIAL THANKS AND APOLOGIES TO ANYONE WHOSE WORK APPEARED IN
|
||||
NEHAHRA THAT WE FORGOT OR COULD NOT IDENTIFY.</b>
|
||||
<br>
|
||||
<br>
|
||||
<i><u><b>Special Thanks from the team:</b></u></i>
|
||||
<br>
|
||||
<br>
|
||||
<b> Bal would like to thank the following:</b>
|
||||
<br>
|
||||
Nehahra crew for feedback and kickin ass
|
||||
<br>
|
||||
LordImric and Lordhavoc for having shared their cpu speed for some compiling
|
||||
<br>
|
||||
Stecki for the cool skybox
|
||||
<br>
|
||||
<br>
|
||||
|
||||
<b>ELEK would like to thank the following:</b>
|
||||
<br>
|
||||
My wife Marisa for sticking by me and giving me countless hours of time to get
|
||||
this thing completed. She spent too many hours sitting alone while I poured time
|
||||
into Nehahra.
|
||||
<br>
|
||||
Mindcrime for sticking through the development of this project, Nehahra has
|
||||
sent him to Hell and back again
|
||||
<br>
|
||||
Darc Jedi for all the great skies
|
||||
<br>
|
||||
Jack 'Scrag Bait' Meacher for all the help he has given me along the way
|
||||
<br>
|
||||
The rest of the Nehahra team for sticking it out and getting it done right
|
||||
<br>
|
||||
All of my friends for listening to my constant Nehahra/Quake banter
|
||||
<br>
|
||||
<br>
|
||||
|
||||
<b>Vondur would like to thank the following:</b>
|
||||
<br>
|
||||
MindCrime, for organizing such awesome project and collecting under
|
||||
its roof such cool people. It was the true pleasure to work with you, boss.
|
||||
<br>
|
||||
Nehahra team, you are the best people. Remember that!
|
||||
<br>
|
||||
Black winter days and dark music for inspiration
|
||||
<br>
|
||||
His cat for running around
|
||||
<br>
|
||||
<br>
|
||||
|
||||
<b>CZG would like to thank the following:</b>
|
||||
<br>
|
||||
My sisters.
|
||||
<br>
|
||||
Emma.
|
||||
<br>
|
||||
Donkey.
|
||||
<br>
|
||||
The rest of the Nehahra team.
|
||||
<br>
|
||||
<br>
|
||||
Anticredits:
|
||||
<br>
|
||||
My father...
|
||||
<br>
|
||||
The Norwegian army.
|
||||
<br>
|
||||
Magne H<>stvik Lie. DU FORTJENER SMERTE!!!
|
||||
|
||||
|
||||
</p>
|
||||
<br>
|
||||
</td>
|
||||
</table>
|
||||
|
||||
<!--End of part-->
|
||||
<!--Part-->
|
||||
|
||||
<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
|
||||
<td><p class=title>-- d i s c l a i m e r s --</div></td>
|
||||
</table>
|
||||
|
||||
<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
|
||||
<td>
|
||||
<p class=text>
|
||||
|
||||
<EFBFBD> Large portions of this product are property and are copyrighted by the Nehahra Team. If this product appears on any medium/media without consent, full
|
||||
legal action will be taken.
|
||||
<br>
|
||||
<EFBFBD> A small number of snippets were 'borrowed' from Zerstorer: Testament
|
||||
of the Destroyer. If you have not played this conversion, get it.
|
||||
It's inspirational.
|
||||
<br>
|
||||
<EFBFBD> A small measure of the massive code that makes up the progs.dat were
|
||||
originally adapted from early patches performing various tasks.
|
||||
Because code has migrated from patch to patch over time, the
|
||||
original sources become very vague and questionable.
|
||||
While the code may not be recognizable to the original, Mindcrime
|
||||
would like to thank the creators of these patches whom he has no
|
||||
means of identifying. :]
|
||||
<br>
|
||||
<EFBFBD> This zip file may be distributed by any electronic means as long as this txt file is
|
||||
included in the zip.
|
||||
<br>
|
||||
<EFBFBD> All other copyrights apply to their respective claimers
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</p>
|
||||
<br>
|
||||
</td>
|
||||
</table>
|
||||
|
||||
<!--End of part-->
|
||||
|
||||
<table width=550px border=0 align=center>
|
||||
<td><p class=copy><EFBFBD> 2000 Nehahra Team</div></td>
|
||||
</table>
|
||||
|
||||
</td>
|
||||
</table>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
||||
536
mod_nehahra/nehahra.txt
Normal file
536
mod_nehahra/nehahra.txt
Normal file
@@ -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 H<>stvik Lie. DU FORTJENER SMERTE!!!
|
||||
|
||||
|
||||
|
||||
******* Disclaimers *******
|
||||
|
||||
* Large portions of this product are property and are copyrighted by the Nehahra Team.
|
||||
* If this product appears on any medium/media without consent, full
|
||||
legal action will be taken.
|
||||
* A small number of snippets were 'borrowed' from Zerstorer: Testament
|
||||
of the Destroyer. If you have not played this conversion, get it.
|
||||
It's inspirational.
|
||||
* A small measure of the massive code that makes up the progs.dat were
|
||||
originally adapted from early patches performing various tasks.
|
||||
Because code has migrated from patch to patch over time, the
|
||||
original sources become very vague and questionable.
|
||||
While the code may not be recognizable to the original, Mindcrime
|
||||
would like to thank the creators of these patches whom he has no
|
||||
means of identifying. :]
|
||||
* This zip file may be distributed by any electronic means as long as this txt file is
|
||||
included in the zip.
|
||||
* All other copyrights apply to their respective claimers
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
12
mod_nehahra/nehexe.txt
Normal file
12
mod_nehahra/nehexe.txt
Normal file
@@ -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
|
||||
18
mod_nehahra/nehmodfix.txt
Normal file
18
mod_nehahra/nehmodfix.txt
Normal file
@@ -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
|
||||
100
mod_nehahra/nehmulti.txt
Normal file
100
mod_nehahra/nehmulti.txt
Normal file
@@ -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.
|
||||
|
||||
16
mod_nehahra/nehmusic.txt
Normal file
16
mod_nehahra/nehmusic.txt
Normal file
@@ -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
|
||||
BIN
mod_nehahra/pak0.pak
Normal file
BIN
mod_nehahra/pak0.pak
Normal file
Binary file not shown.
BIN
mod_nehahra/pak1.pak
Normal file
BIN
mod_nehahra/pak1.pak
Normal file
Binary file not shown.
BIN
mod_nehahra/pak2.pak
Normal file
BIN
mod_nehahra/pak2.pak
Normal file
Binary file not shown.
BIN
mod_nehahra/pak3.pak
Normal file
BIN
mod_nehahra/pak3.pak
Normal file
Binary file not shown.
BIN
mod_nehahra/pak4.pak
Normal file
BIN
mod_nehahra/pak4.pak
Normal file
Binary file not shown.
BIN
mod_nehahra/progs.dat
Normal file
BIN
mod_nehahra/progs.dat
Normal file
Binary file not shown.
270
mod_nehahra/readmeneh.txt
Normal file
270
mod_nehahra/readmeneh.txt
Normal file
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user