Hello,
Thank you Solecord for opening this thread.
I didnt want to create a new one, as this thread holds a lot of Darkplaces specific solutions for running and enjoying Nehahra.
Thanks to AlexQuaker and Spike for making it possible to edit & compile the Nehahra source. I spent some time playing around with it and want to share a small mod with you.
This is a small Darkplaces mod that adds/replaces some features/effects to Nehahra.
It changes all the default particles as well as adding particle fire (torches & candles & lanterns (only not swinging ones)).
It also changes the TE_LAVASPLASH effect from Gaunts and Archgaunts (which was extremely strong and didnt let you see anything anymore).
Also the weird looking effects around the spawn/teleport points are now looking more like they look like in original Nehahra.
Interesting thing about Nehahras custom effect code is that todays engine interprete them very differently. Example the above mentioned spawn/teleport points:
While Darkplaces cripples them to a weird looking spherical purple/white ball and FTE sprays them like crazy all over the place. DirectQ comes nearest to the original look of them, but still quite strong.
Interesting how different modern engines act to "not-standard" Quake code...
This is a comparism from Darkplaces of those spawn/teleport points without and with the small mod:
DOWNLOAD
Have fun,
Seven.
Some more random screenshots for those who like to look pictures
[ame]http://www.youtube.com/watch?v=P15yO2WigA0[/ame]
Thank you Solecord for opening this thread.
I didnt want to create a new one, as this thread holds a lot of Darkplaces specific solutions for running and enjoying Nehahra.
Thanks to AlexQuaker and Spike for making it possible to edit & compile the Nehahra source. I spent some time playing around with it and want to share a small mod with you.
This is a small Darkplaces mod that adds/replaces some features/effects to Nehahra.
It changes all the default particles as well as adding particle fire (torches & candles & lanterns (only not swinging ones)).
It also changes the TE_LAVASPLASH effect from Gaunts and Archgaunts (which was extremely strong and didnt let you see anything anymore).
Also the weird looking effects around the spawn/teleport points are now looking more like they look like in original Nehahra.
Interesting thing about Nehahras custom effect code is that todays engine interprete them very differently. Example the above mentioned spawn/teleport points:
While Darkplaces cripples them to a weird looking spherical purple/white ball and FTE sprays them like crazy all over the place. DirectQ comes nearest to the original look of them, but still quite strong.
Interesting how different modern engines act to "not-standard" Quake code...
This is a comparism from Darkplaces of those spawn/teleport points without and with the small mod:
DOWNLOAD
Have fun,
Seven.
Some more random screenshots for those who like to look pictures
[ame]http://www.youtube.com/watch?v=P15yO2WigA0[/ame]
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