966 lines
28 KiB
HTML
966 lines
28 KiB
HTML
<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
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<html>
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<head>
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<meta http-equiv="content-type" content="text/html; charset=win-1251">
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<meta name="author" content="Vondur">
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<meta name="document-state" content="dynamic">
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<meta name=description content="readme for nehahra">
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<title>-- nehahra project --</title>
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<style>
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body {
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background-color: #202020;
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}
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p.logo {
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font-family: verdana;
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font-size: 25px;
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font-weight: bold;
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text-align: center;
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color: #9F9F9F;
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p.title {
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font-family: verdana;
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font-size: 14px;
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font-weight: bold;
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text-align: center;
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color: #9F9F9F;
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}
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p.text {
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font-family: verdana;
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font-size: 13px;
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text-align: justify;
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color: #9F9F9F;
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margin-left:25px;
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margin-right:25px;
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}
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p.copy {
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font-family: verdana;
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font-size: 8pt;
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font-weight: normal;
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text-align: center;
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color: #9F9F9F;
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}
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A {text-decoration: none;}
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A:link {color: #9F9F9F;}
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A:active {color: #9F9F9F;}
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A:visited {color: #9F9F9F;}
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A:hover {color: #FFFF80;}
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</style>
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</head>
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<body>
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<table bgcolor=#252525 align=center width=600px border=0 cellspacing=0 cellpadding=0>
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<td valign=top>
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<br>
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<table bgcolor="#202020" width=550px border=0 cellspacing=0 cellpadding=2 align=center>
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<td><p class=logo>
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<br>
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-- N E H A H R A --
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<br>
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p r o j e c t
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<br>
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<br>
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</p>
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</td>
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</table>
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<!--Part-->
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<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
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<td><p class=title>-- i n t r o d u c t i o n --</div></td>
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</table>
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<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
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<td>
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<p class=text>• Nehahra team is proud to present a new Quake story.
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<br>
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• 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.
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</p>
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<br>
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</td>
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</table>
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<!--End of part-->
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<!--Part-->
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<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
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<td><p class=title>-- s t o r y --</div></td>
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</table>
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<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
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<td>
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<p class=text>• 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..........
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<br>• 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>.
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</p>
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<br>
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</td>
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</table>
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<!--End of part-->
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<!--Part-->
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<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
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<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>
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</table>
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<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
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<td>
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<p class=text><i>Installation</i>
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<br>
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• 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.
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<br>
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<br>
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<i>Running Nehahra</i>
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<br>
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• 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.
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</p>
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<br>
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</td>
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</table>
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<!--End of part-->
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<!--Part-->
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<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
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<td><p class=title>-- t h e   b a s i c s   o f   p l a y --</div></td>
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</table>
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<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
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<td>
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<p class=text><i>Goal of the Game</i>
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<br>
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• 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.
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<br>
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<br>
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<i>Skill</i>
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<br>
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• 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 :)
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<br>
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<br>
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Easy: The Skilled Player
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<br>
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Normal: The Veteran Player
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<br>
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Hard: The Elite
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<br>
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Nightmare: The Certifiably Insane
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<br>
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<br>
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<i>Episode/Story</i>
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<br>
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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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<br>
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• See <a href="http://www.planetquake.com/nehahra/download.html"><b>here</b></a> for links
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to the movie
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<br>
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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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<br>
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<br>
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<i>The Environment</i>
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<br>
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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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<br>
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<br>
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</p>
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</td>
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</table>
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<!--End of part-->
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<!--Part-->
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<table bgcolor="#151515" width=550px border=0 cellspacing=0 cellpadding=0 align=center height=20px>
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<td><p class=title>-- y o u r   n e w   e n v i r o n m e n t --</div></td>
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</table>
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<table bgcolor="#202020" width=550px border=0 cellpadding=5 cellspacing=0 align=center>
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<td>
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<p class=text>
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<i>Firepower</i>
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<br>
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<br>
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<b>Sword</b>
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<br>
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Hey, something new to look at.
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<br>
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<br>
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<b>Shotgun</b>
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<br>
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The basic gun, to which all other guns compare favorably.
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<br>
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<br>
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<b>Double-barrelled Shotgun</b>
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<br>
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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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<br>
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<br>
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<b>Nailgun</b>
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<br>
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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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<br>
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<br>
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<b>Supernailgun </b>
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<br>
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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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<br>
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<br>
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<b>Grenade Launcher</b>
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<br>
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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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<br>
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<br>
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<b>Rocket Launcher</b>
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<br>
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For when a grenade positively, absolutely, has to be there on time.
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<br>
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<br>
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<b>Thunderbolt </b>
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<br>
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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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<br>
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<br>
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<b>Autoshotgun(Tsemochian Autoshotgun)</b>
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<br>
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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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<br>
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<br>
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<b>Sprocket Launcher(Tsemochian Sprocket)</b>
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<br>
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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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<br>
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<br>
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<i>Weapon Controls</i>
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<br>
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<br>
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1 : SWORD : impulse 1
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<br>
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2 : SHOTGUN : impulse 2
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<br>
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3 : DOUBLE BARREL : impulse 3
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<br>
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4 : NAILGUN : impulse 4
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<br>
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5 : SUPER NAILGUN : impulse 5
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<br>
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6 : GRENADE LAUNCHER : impulse 6
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<br>
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7 : ROCKET LAUNCHER : impulse 7
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<br>
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8 : THUNDERBOLT : impulse 8
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<br>
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9 : SPROCKET : impulse 9
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<br>
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0 : AUTOSHOTGUN : impulse 100
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<br>
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<br>
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<i>Power-ups</i>
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<br>
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In addition to the traditional power-ups, Nehahra offers:
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<br>
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<br>
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<b>Regeneration Artifact</b>
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<br>
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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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<br>
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<br>
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<b>Flight Artifact</b>
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<br>
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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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<br>
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<br>
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<b>Resurrection Artifact</b>
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<br>
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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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<br>
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<br>
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Remember, use your lives sparingly, these artifacts don't
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grow on trees.
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<br>
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<br>
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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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<br>
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<br>
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SKULL WITH BLACK EYES:
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<br>
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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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<br>
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<br>
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SKULL WITH RED EYES:
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<br>
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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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<br>
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<br>
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SKULL WITH RED EYES WITH AN 'X' OVER IT
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<br>
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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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<br>
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<br>
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<i>The Cast</i>
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<br>
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<br>
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<b>Rottweiler</b>
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<br>
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Bad, bad doggie! Play dead! -- blam! -- yipe! Good dog!
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<br>
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<br>
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<b>Grunt </b>
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<br>
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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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<br>
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<br>
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<b>Enforcer </b>
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<br>
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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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<br>
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<br>
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<b>Knight </b>
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<br>
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Canned meat. Open 'er up and see if it's still fresh.
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<br>
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<br>
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<b>Death Knight </b>
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<br>
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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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<br>
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<br>
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<b>Rotfish </b>
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<br>
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Disgusting little critters who dish it out, but can't take it.
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<br>
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<br>
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<b>Zombie</b>
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<br>
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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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<br>
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<br>
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<b>Scrag </b>
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<br>
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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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<br>
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<br>
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<b>Ogre </b>
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<br>
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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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<br>
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<br>
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<b>Spawn </b>
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<br>
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A merrily bouncing blob as dangerous to kill as to ignore. Blech.
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<br>
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<br>
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<b>Fiend </b>
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<br>
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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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<br>
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<br>
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<b>Vore </b>
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<br>
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A spideresque hybrid horror. Keep your eye on the energy pod he hurls.
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<br>
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<br>
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<b>Shambler </b>
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<br>
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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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<br>
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<br>
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<b>Marines</b>
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<br>
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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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<br>
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<br>
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<b>Field Enforcer</b>
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<br>
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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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<br>
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<br>
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<b>Ogre Mutant</b>
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<br>
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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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<br>
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<br>
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<b>Tsemoch</b>
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<br>
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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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<br>
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<br>
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<b>Jaggers</b>
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<br>
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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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<br>
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<br>
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<b>Gaunt</b>
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<br>
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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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<br>
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<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 Jääskeläinen</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>
|
|
|
|
• 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 Hæstvik 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>
|
|
|
|
• 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>
|
|
• 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>
|
|
• 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>
|
|
• This zip file may be distributed by any electronic means as long as this txt file is
|
|
included in the zip.
|
|
<br>
|
|
• 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>© 2000 Nehahra Team</div></td>
|
|
</table>
|
|
|
|
</td>
|
|
</table>
|
|
|
|
</body>
|
|
</html>
|
|
|
|
|