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what episodes are in nehahra?
help? I have tried playing nehahra and
using Darkplaces quake in touch.
worked but when I open any map
appears on the top screen “unknown
command ‘gl_fogdensity’” and others
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Unregistered user “Lane Powell” posted:
Any way to skip the intro cutscene? It’s too long and I’m not interested.
Unregistered user “1path0gen1” posted:
@Lane Powell Add
cutscene “0.000000”
in autoexec.cfg. Or launch with “+map neh1m1” in command line, obviously.
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I really wasn’t fond of this one. Mostly because of the new AI, but Ill get into that later. I’ll break down a few of the differences and major points in this First Impression.
First off, it’s REALLY nice looking, and the new enemies are very interesting and unique, but… I was having quite a few problems with the gameplay. Not all of them are negative changes, and the bullet points below should not be read as bad marks. However they all add up to a narrative which I think sums up my experiences well enough.
(Note: I stopped playing after I escaped forge city on Normal mode. So this isn’t a Review, but a First Impression. The game may very well change after the first couple levels and/or a few console or game commands might make it a lot different for some players.)
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Ill start my bullets here.
The Controls. I played using GlQuake since it was the only version that would work for me. I was unable to scroll backwards through my weapons, only forwards (Plus I had to use a console command to enable mouse look) since it was an old version of quake I think. This wasn’t a problem when I played Beyond Belief (More of an annoyance than anything) and it wasn’t really a problem now, but it is still a bit of a glaring difference that will mess up some players, especially later in the game with more weaponry. But the game didn’t really have any glaring -
Weaponry issues. I only got to use the shotgun, double shotgun and nailgun since i stopped at…level 4 I think it was? Only difference here was that the shotgun’s spread seems to have been increased. This isn’t a problem by itself, but it IS a bit of a problem when you take into account
-
The side stepping. Yes I can turn it off, but it was implemented for a reason so I felt obligated to keep it on for the “full experience” Its a neat mechanic, but there are several issues with HOW it was done. Namely the fact that
3a) It happened way to often. I felt like I was playing in an online deathmatch in CoD (Diving, jumping around, camping, spray and pray). However, the only difference is that I didn’t have a automatic rifle but a pump action shotgun. The things I were shooting at were literally flying around the screen to the point where I had to hold down the trigger and spend 15 shells killing an enforcer because:
3b) Their health was increased. OR it may be the potentially increased spread of the shotty making less pellets hit. I wasn’t really sure. More health isn’t an issue because there is a TON of ammo lying around, and neither is the increased spread for the same reason. However, what was really noticeable was that
3c) The enemy chance to attack was significantly increased. Normal mode felt like Nightmare to me with the attack frequency. No joke. The enemies spam their weapons.
This was all listed under “3” for a reason. That being that added up, it was an absolute mess to get anywhere relatively in-tact.
In fact, the first level I almost couldn’t beat for all the above reasons as well as the
- Medpacks being so spaztasticly placed. The first level had them placed so sparingly that half the time I was running around with 5 HP because a grunt managed to circle strafe me to death. I couldn’t even get one one of the sorely needed medpacks because I presumably had to shove a barrel around and jump on it and I ended up blowing up said barrel to kill the hyped-up grunt nearby.
The second level was the exact opposite! There were MILLIONS of medpacks and only 30 or so enemies!
The third level had next to none in the first half, with millions in the second half (with an even distribution of enemies no less)
At one point in the third level, I had to climb a set of stairs. At the top were 3 of the new super-nailgun enemies and a super hyped up enforcer. This was in itself a ridiculous situation because no amount of dodging would keep me from getting hit and they wouldn’t follow me to another area, but it was aggravated by my ability to keep getting
- Caught on the level geometry and dying painfully. Sure it looks nice and completely awesome (for Quake no less) but everything had weird hitboxes that I kept catching my elbow on trying to dodge out of the way of things.
Overall, I didn’t have fun with this pack so far. It looks gorgeous, the new enemies are interesting, and the story is great so far too! But I don’t think Ill be finish it with the new AI, nor recommend casual players to use the new AI.
Its better off without it.
Cheers!
Nehahra without nomonsters 1 is absolutely terrible in my opinion. No one should have to endure that…
You can try the requiem engine if you have trouble, it will let you cycle weapons etc. https://www.quaddicted.com/engines/requiem (use the second link)
Unregistered user “NightFright” posted:
Latest Fitzquake Mk V also runs Nehahra now.
BTW, does anybody have these two patches once released for Nehahra: nehupdate3.zip / nehmusicfix.zip?
Unregistered user “Dark Satan” posted:
Pak2.pak didnt seem to be extracting to the folder I wanted it to go in.
Unregistered user “RamboX” posted:
Interesting…
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While I absolutely hated the spastic strafing by monsters, I felt I should play it that way to get an original experience from it. Overall though I thought this was pretty neat, I loved the details it added with the ogre chefs and the wraiths collecting souls from dead creatures. Say hat you will about the Max fight I found it to be the most interesting fps boss that I can currently recall. I would definitely suggest a play through even now.
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Unregistered user “Skully” posted:
The maps themselves were pretty good, even if the new AI can be annoying at times. What I really didn’t like was the intro cutscene, mainly the voice acting. Hearing that obnoxious 1950s gangster voice for almost every single character was too much for me. It was so bad I had to mute the sound half way into it. Not like the dialogue really mattered anyway, I couldn’t understand what anyone was saying half the time. Who on earth did you get to voice act those characters? He was awful!