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mod_nehahra/nehahra.txt
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IMPORTANT!!!
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If you have The Seal of Nehahra movie, you should put the game in the
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same directory BUT........
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DO NOT EXTRACT THE PAK0.PAK file from the PAK0.ZIP as this is a dummy pak file.
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****************
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I. THE STORY
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****************
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Following the demise of ShubNiggurath the gates to a new dimension were flung open to
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the realm of mankind. Seizing this opportunity the human civilization on earth
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spent the next five years building a colony in the new dimension. The humans call
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this new bastion of human civilization Forge City..........
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A. Background
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II. INSTALLING NEHAHRA
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A. Installation
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You must install the full registered version of Quake before you can play it.
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Please follow the instructions on your Quake manual for installation instructions
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Nehahra will not run with Shareware version of Quake. Create a folder in your
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Quake directory and name it nehahra. Unzip the contents of this zip into the nehahra
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folder, make sure to maintain any directory structure which exists within the zip.
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B. Running Nehahra
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Just run the Nehahra.exe executable, that's all she wrote. No -game
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parameter is necessary.
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Check the Quake documentation for more command line and console commands.
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III. THE BASICS OF PLAY
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A. Goal of the Game
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Quake has two basic goals. First, stay alive. Second, get out of the
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place you're in. That hasn't changed in Nehahra. First and foremost,
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Nehahra is meant to be survived, not necessarily conquered, though
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there are places where you have no choice. In some cases you may
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find it a near to impossible task to get %100 kills, unless you have
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the skill. In these scenarios escaping the level itself may be your
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only option.
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B. Skill
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The Nehahra start map allows for skill selection. Take the path that is
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best for you and keep in mind that Nehahra Easy is a bit like Quake
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Hard :)
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Easy ------The Skilled Player
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Normal ----The Veteran Player
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Hard ------The Elite
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Nightmare--The Certifiably Insane
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C. Episode/Story
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After the starting map, you will be shown the introductory demos
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to the game and storyline. This is a continuation of the
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Quake movie released called THE SEAL OF NEHAHRA. It is not
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necessary that you obtain THE SEAL OF NEHAHRA, but it is
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highly recommended as you'll be otherwise missing out.
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((See http://www.planetquake.com/nehahra/download.html for links
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to the movie))
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After the first game three demos, the interaction begins. Through
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the course of the game, you will experience in-between level
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demo scenes and the occasional in-level cutscene.
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To shut off .dem cutscenes, you may type at the console:
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CUTSCENE 0
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D. The Environment
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Nehahra maintains the standard Quake environment with secret
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doors, lifts, trains, and the like. In addition to this,
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you may encounter an object or section of architecture that
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is pushable, breakable, or interactive in other ways.
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Experimentation and exploration in different situations is always
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beneficial.
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IV: YOUR NEW ENVIRONMENT
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A. Firepower
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Sword
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Hey, something new to look at.
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Shotgun
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The basic gun, to which all other guns compare favorably.
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Double-barrelled Shotgun
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A worthy weapon with three minor drawbacks: first, it uses up 2 shells
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per blast; second, it's slow; third, its shot pattern is very loose at
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long range. But in general, once you find this puppy, the other shotgun
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starts rusting from disuse.
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Nailgun
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A two-barrel dingus that prickles bad guys with armor-piercing darts,
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technically termed "nails".
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Supernailgun
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The great equalizer. Four cyclic barrels that hose out spikes like
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crazy. Pro: foes drop like flies. Con: eats ammo like popcorn.
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Grenade Launcher
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Thumps neat exploding bombs into the air. You can even bounce a grenade
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off the wall or floor.. When a grenade hits someone, it explodes.
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If it misses, the bomb sits on the floor for a moment, then explodes.
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Rocket Launcher
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For when a grenade positively, absolutely, has to be there on time.
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Thunderbolt
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Try it. You'll like it. Use the same technique as watering your
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rosebush.
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Autoshotgun(Tsemochian Autoshotgun)
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High speed shotgun from Hell. You haven't lived until you've
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hosed down some baddies with this. Just don't get carried away,
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it eats ammo like its going out of style.
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Sprocket Launcher(Tsemochian Sprocket)
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Crossbreed a spear, a rocket, and a grenade and you might end
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up with a Tsemochian sprocket. This weapon takes some getting
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used to, but after a while, you'll feel nekkid without it. :)
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B. Weapon Controls
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1-------------SWORD----------------------IMPULSE 1
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2-------------SHOTGUN--------------------IMPULSE 2
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3-------------DOUBLE BARREL--------------IMPULSE 3
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4-------------NAILGUN--------------------IMPULSE 4
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5-------------SUPER NAILGUN--------------IMPULSE 5
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6-------------GRENADE LAUNCHER-----------IMPULSE 6
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7-------------ROCKET LAUNCHER------------IMPULSE 7
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8-------------THUNDERBOLT----------------IMPULSE 8
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9-------------SPROCKET-------------------IMPULSE 9
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0-------------AUTOSHOTGUN----------------IMPULSE 100
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C. Power-ups
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In addition to the traditional power-ups, Nehahra offers:
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Regeneration Artifact
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This powerup never runs out, unless you die. You can accumulate
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these. The more regeneration artifacts you have, the more you
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can regenerate and the faster you regenerate. Five of these
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puppies is the maximum that will have affect.
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Flight Artifact
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This powerup runs out, but lasts longer than the others. This
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enables you to fly, even take enormous leaps, or hang out on
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the ceiling. It takes some getting used to, but it's good
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for getting to high places in a hurry :)
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Resurrection Artifact
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The most powerful of all power-ups. Like the Regeneration
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Artifact, you can accumulate these. For every Resurrection
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Artifact you have, you can rise from the dead right where
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you fell. It gives you 3 seconds of Invulnerability when
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you return, use this time wisely to get away from the
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monsters who were likely standing right over you.
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Remember, use your lives sparingly, these artifacts don't
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grow on trees.
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You will notice that when you die, an icon appears on the
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screen. It could be one of three. Don't rush to hit
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'quickload' just yet....
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SKULL WITH BLACK EYES:
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This means you are dead, no resurrection artifacts available.
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That's all she wrote.
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SKULL WITH RED EYES:
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This means that you have one or more lives left. You can
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rejoin the living by simply hitting the attack key or jump.
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SKULL WITH RED EYES WITH AN 'X' OVER IT
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This is unfortunate. Even this artifact has its limitations.
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If you fall into a void, your accumulated lives will not
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help you. If you die in lava or you have been gibbed, the
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body has suffered too much damage to be restored.
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D. The Cast
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Rottweiler
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Bad, bad doggie! Play dead! -- blam! -- yipe! Good dog!
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Grunt
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Between the probes wired up to their pleasure centers that give
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them paroxysms of ecstasy from killing and the stimulants
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flowing through their veins, grunts range from slow to paranoid,
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jumpy, and surprisingly dangerous. Take care, they could be
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armed with anything!
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Enforcer
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Grunt, Mark Two. Outfitted in combat armor, toting built-in blasters,
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and light on their feet, they range from a nuisance to clever.
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Knight
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Canned meat. Open 'er up and see if it's still fresh.
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Death Knight
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This particular canned meat tends to open you up instead. Keep
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your distance though, they've learned some new tricks over the
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years.
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Rotfish
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Disgusting little critters who dish it out, but can't take it.
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Zombie
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Thou canst not kill that which doth not live. But you can blast it
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into chunky kibbles.
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Scrag
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Floats like a butterfly, stings like a bee. Ugly as hell. Keep
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your aim steady because these bastards can really move when
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they want to!
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Ogre
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Since the death of Shub-Niggurath, ogres have come to exercise
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more free will than ever before. Although sometimes cautious
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and other times wanting to save their ass, they can still dish
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out the pain!
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Spawn
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A merrily bouncing blob as dangerous to kill as to ignore. Blech.
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Fiend
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In essence, organic buzzsaws, rife with pummeling power! Fiends
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are creatures of varied dispositions, some may be indifferent.
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Beware the alpha fiends that walk among them, these guys are
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especially territorial and cranky.
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Vore
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A spideresque hybrid horror. Keep your eye on the energy pod he hurls.
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Shambler
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Even other monsters fear him, so expect a clobbering. He shrugs off
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explosions. Good luck.
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Marines
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These guys are on your side...in theory. You might find a few
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survivors of the latest fiasco in the lands of Quake. Some of
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them might even help you out. Be wary of them at times, they
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are stressed, scared shitless, and not sure who to trust.
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Don't set one of them off or you might become a military
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statistic.
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Field Enforcer
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More human than he is ogre. One of the many half breeds from
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archgaunt experiments over the course of years and nuclear
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contamination from the ravaged Dimension of the Doomed. These
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guys are sent out with concealed body armor and an armor shard
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trench coat. With automatic shotguns as a weapon and the
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stamina and strength of an ogre, they can prove to be a
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tactical nightmare.
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Ogre Mutant
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More ogre than he is human. He's missing an appendage but
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Tsemochian technology has generously provided him with an
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alternative, a nice big gun with some convenient features.
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He's a bit slow in the head, but once he's drawn a bead on you,
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run for cover; having a weapon for an arm has allowed him to
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become very efficient with it.
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Tsemoch
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Caffeine incarnate. With modern weaponry and unearthly
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metabolisms, they are the strange products of evolution in an
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alternate dimension. A little more insect than man. Some
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of them tote Tsemochian sprockets, if you hear a *thoomp*,
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head for the hills! It just takes one sprocket to ruin your
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afternoon.
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Jaggers
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Once flourishing in the Tsemochian dimension, these
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animals have seeped into every dimension touching it.
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It takes a lot to drop one so if you can deal with them
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peacefully, save some ammo. Give them some respect
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and space and you might not get "jagged".
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Gaunt
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The monks of the medieval society. They like to gossip and
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they're not afraid to tell you what's on their mind...not
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that you'll understand a word of it. Not too hard to drop,
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but don't get them excited...their bag of tricks is deeper
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than you might suspect.
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Archgaunts
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Hierarchs in the making. These pompous, elder gaunts are
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skilled in the Gaunt magics and masters of aggravation.
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Fighting these guys is about as fun as a root canal. Good
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luck with them!
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Barons
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A few hundred years ago, a large group of death knights
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deserted the ranks of Shub-Niggurath, tired of tolerating
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Archgaunt councils and the restrictions of the former
|
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Archgaunt Hierarch, Zagheida. Since the death of Shub-
|
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Niggurath and Hierarch Zagheida, they've come out of hiding
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from remote medieval highlands and returned to their roots.
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Vomitus
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An organic gib fountain. Slow, stupid, and not too dangerous.
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Slip by them and fry the bigger fish, a few years later, they
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might catch up with you.
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Wraith
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Ghosts to the world, scavengers of souls. Existing in two
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planes simultaneously, they vulture on the dead and go about
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their strange agendas. Try not to anger them unless you
|
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have a handle on how to hurt them :)
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V. TECHNICAL NOTES
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1. Coop mode is available. Keep in mind that Coop mode shuts off
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all in-level cutscenes as well as in-between level demo cutscenes.
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2. If you have already seen the demo cutscenes and don't wish to
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watch them when you play again, hit the `tilde to bring down the
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console and set CUTSCENE 0. Set it back to 1 to re-enable demo
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cutscenes.
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||||
((NOTE: There is a bug whereby weapons will not be returned to you.
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It does not appear to happen often, but this bug is extremely elusive
|
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and because of this, unfixable at this time))
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3. If you want to tone down the AI (especially on the Tech monsters: grunts,
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enforcers, etc) to bring it a little closer to normal Quake gameplay) go to the console
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and set the NOMONSTERS cvar to 1, setting it to 0 returns it to normal. 0 is the default.
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4. If you want normal Quake explosions, set NO_SPR32 to 1
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VI. LEVELS & DESIGNERS
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||||
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******************************************
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The Beginning
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nehstart -- Welcome to Nehahra -- by Tim Elek
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||||
******************************************
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Episode 1: The Fall of Forge
|
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******************************************
|
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neh1m1: Forge City1 : Slipgates -- by Tim Elek
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neh1m2: Forge City2 : Boiler -- by Tim Elek
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||||
neh1m3: Forge City3 : Escape -- by Tim Elek
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neh1m4: Grind Core -- by John McCann
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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
|
||||
*******************************************
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||||
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
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user