Or would you like to register?
| Author: | Nehahra Team |
| Title: | Nehahra |
| Download: | nehahra.zip (878693eadf73d5fffcaf6715e1b058bb) |
| Filesize: | 53817 Kilobytes |
| Release date: | 17.08.2000 |
| Homepage: | http://nehahra.planetquake.gamespy.com/ |
| Additional Links: | erc's Excellence • Ethereal Hell • Quake Terminus • Retroquake • TEAMShambler (A) • TEAMShambler (B) • Ten Four • Underworldfan's • |
| Type: | Partial conversion |
BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds: ![]() | |
| File | Size | Date |
|---|---|---|
| nehahra.exe | 641 KB | 27.08.2000 |
| nehexe.exe | 428 KB | 08.03.2001 |
| nehahra/readmeneh.txt | 14 KB | 11.03.2008 |
| nehahra/pak3.pak | 62185 KB | 27.08.2000 |
| nehahra/help.txt | 1 KB | 21.05.2001 |
| nehahra/nehmodfix.txt | 1 KB | 04.02.2001 |
| nehahra/pak1.pak | 27915 KB | 26.08.2000 |
| nehahra/pak2.pak | 56330 KB | 22.08.2000 |
| nehahra/nehahra.txt | 20 KB | 22.05.2001 |
| nehahra/progs.dat | 998 KB | 05.06.2001 |
| nehahra/mods/neh6.xm | 420 KB | 19.09.2000 |
| nehahra/mods/neh1.xm | 361 KB | 19.09.2000 |
| nehahra/mods/neh3m1a.xm | 624 KB | 03.02.2001 |
| nehahra/mods/neh8.xm | 523 KB | 19.09.2000 |
| nehahra/mods/neh7.xm | 673 KB | 19.09.2000 |
| nehahra/mods/neh3.xm | 748 KB | 25.09.2000 |
| nehahra/mods/neh2.xm | 325 KB | 19.09.2000 |
| nehahra/mods/neh4.xm | 375 KB | 19.09.2000 |
| nehahra/mods/neh5.xm | 1754 KB | 19.09.2000 |
| nehahra/mods/atmos2.xm | 435 KB | 03.04.2000 |
| nehahra/mods/nehend.s3m | 381 KB | 06.05.2001 |
| nehahra/nehmusic.txt | 1 KB | 22.05.2001 |
| nehahra/dpnehahra.txt | 3 KB | 27.08.2000 |
| nehahra/neh.html | 28 KB | 18.08.2000 |
| nehahra/nehexe.txt | 1 KB | 22.05.2001 |
| nehahra/pak0.pak | 1 KB | 17.08.2000 |
| nehahra/devkit/devkit1.txt | 114 KB | 22.07.2001 |
| nehahra/devkit/nehahra.fgd | 43 KB | 11.08.2000 |
| nehahra/devkit/demos.txt | 1 KB | 19.08.2000 |
| nehahra/nehmulti.txt | 4 KB | 27.08.2000 |
| nehahra/pak4.pak | 1799 KB | 27.08.2000 |
| nehmovie.exe | 512 KB | 06.08.2000 |
| readme_spirit.txt | 1 KB | 11.03.2008 |
| glquake.exe | 490 KB | 07.08.2007 |
| FMOD.DLL | 115 KB | 19.02.2001 |
| DPNehahra.exe | 564 KB | 27.08.2000 |
nehahra.zip - Nehahra
17 maps by famous mappers, cutscenes, new monsters, great features. Comes with a custom engine. Extraordinary.Note: You can turn off the new AI (side-strafing monsters) with
nomonsters "1"
Note: This package was compiled by Spirit in 2008 because of the "mess of files" one needed to install, read the included readme_spirit.txt for changes. Mindcrime said it looked right but please report in if you spot anything faulty in the packaging.
Tags: epic, classic, mission pack, story, forge city, conversion, movie, episode, decon, rubicon, mustplay, cutscenes
Editor's Rating: Excellent
User Rating: 4.6/5 with 27 ratings
You can NOT add ratings if you are not logged in.
You can NOT add ratings if you are not logged in.

Easily install and launch Quake maps with the cross-platform
• PAK:
Really it's parts of the Forge City maps and also the boss maps that lack a bit. Most levels in between are good though, many are awesome and would stand out very well as separate releases. And it is the best looking Quake add on ever. No arguing that.
Can I play this pack with darkplaces?
What exe should I run?
Thanks
Rightclick the exe, create shortcut and add -nehahra to the target/commandline. That should work.
P.S. In order to play scourse of armagon and Diss of eternity I created a quake bat file and echoed 1,2,3 for quake, hipnotic and rogue, respectively and they all worked fine. when I tried to add as 4 echo nehahra, it loads only quake 1.
I updated darkplaces with darkplacesengineauto..> 10-Nov-2010 09:13 20.6M
but still nothing.
I'm probably doing something wrong sine I don't know where is the target/commandline.
Please help because I keep hearing that this Nehahra is the best quake creation ever!!!!
Otherwise I'm going to quakekill myself. I'm not quakekidding!!! Help!!!
http://www.quaddicted.com/category/quake-injector/
1) I installed and run nehahra with injector.
It starts (I gave darkplaces as executable) the scenery at level selection great but once I start the game and while viewing the long-long-long.....long intro (by the way is there a key or smth to stop the intro?) anyway during that I press escape and the menu appears with old shaky letters just like quake 1 I had 14 years ago!!! No dark places menu, nothing. Any ideas?
Once again thank you for your help... We here in Greece salute ... the quake lords...
Still haven't played this whole :(
couldn't load autoexec.cfg
couldn't load nehstart.bsp
Ben using Quakespasm.exe and GLquake doesn't work on my computer.
Any tips?
Thanks.
On nehend DP does play the music. Here it does not seem to be a xm though, its volume is controlled through the general sound slider.
The maps have their tracks set with the "noise" key and a path like "mods/atmos2.xm". The engine seems to use that and then play the track with the "playmod" command. DP does not seem to use that.
I assume for reduced confusion I should remove all executables but the glquake.exe and rename that one to nehahra-glquake.exe or something. To use a recent Darkplaces the easiest way is to download it and rename the exe to nehahra.exe (I will not do that in this package).
just finished replaying this. what an excellent mod! an amazing collection of programmers, mappers and artists wrapped up into one fabulous epic.
Still the best addon ever made for Quake, but certainly among the most challenging ones as well. The levels are amazing for the time of their release, full of atmosphere and details (e.g. watch out for Ogres doing unexpected things!). Storytelling is also strong here, even though it's maybe a bit overdone with the long intro. There are also a few new enemies and weapons - my personal favorite is the Auto Shotgun which can deal with strong opponents even better than the SNG, but at the cost of serious kickback while firing. Main issue with Nehahra is the question about which port to use these days. aguirRe's Enhanced GLQuake (included in this repacked release) works but is a bit outdated by now. I ended up using JoeQuake because I could also use colored lights (LIT files) with it while keeping effects such as water surface warp (Darkplaces doesn't have it). Basically all worked fine until I killed Nehahra - then packet overflow and crash to console. If there's something on my wishlist, then an attempt to get this working on more ports such as FitzQuake, QuakeSpasm or maybe even DirectQ. Nehahra is a classic which would certainly deserve it. As for the rating, there can only be one verdict...
Directq does support this
Directq 1.88 v1
I don't understand all that hype with this pak. Maybe its been awesome for its time of release. But Travail much superior. Looking at maps there's much better maps from previous work of the authors. The weapon models were pretty great though. But the monster models ugh, particularly that Brian 'Head' Welch model. The ending were pretty weak too. Quaddamage for the first boss. wtf? And the fighting Max just an ugly dm playing.
3/5stars
endcred.dem seems to be missing
i use the reQuiem engine most, and it seems to handle this mod.
OK, so I get to Industrial Silence, and the wall textures turn to a whiteout effect. This goes away if I go into the Options and revert to standard settings, and then all is well until I get killed (whether or not I modify the settings). Any tips? Thanks!
dont use dark places :P
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
Any way to skip the intro cutscene? It's too long and I'm not interested.
@Lane Powell Add
cutscene "0.000000"
in autoexec.cfg. Or launch with "+map neh1m1" in command line, obviously.
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.)
1) 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
2) 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
3) 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
4) 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
5) 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)
Latest Fitzquake Mk V also runs Nehahra now.
BTW, does anybody have these two patches once released for Nehahra: nehupdate3.zip / nehmusicfix.zip?
Pak2.pak didnt seem to be extracting to the folder I wanted it to go in.
Interesting...
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.
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!
"What I really didn't like was the intro cutscene, mainly the voice acting."
I couldn't agree more! That and the hideous player model. If I remember correctly, the voice "actor" is no actor at all but one of the authors, possibly the project leader. It should be noted in the end credits.
Wow. This is actually quite terrible. Took me years to finish it as I just couldn't stomach the horrendous voice acting, terrible cutscenes, and horrible sound effects. Finally finished it today.
Enemies: Jagger - Ugly, sound effects taken from Fiend and Abuse mutants which are simply not Quakey. Vomitus - Not horrible but skin is no good. Marines - I don't need help. Field Enforcer - Hideous...would only really work in the Noir jam. Ogre Mutant - Also hideous, hate his sound effects. Tsemoch - Annoying, stupid hard, not Quakey Gaunt - Too many different attacks, difficult to learn, Can't dodge his red lightning - this should be something limited to Shambler imo. Archgaunt - The gravity reversing is not a bad idea though it is rather jarring. His freezing death is a nice concept but why? Doesn't make sense in context at all. These are even more annoying than Tsemochs. Barons - Sound effects aren't the best, jumpy, somewhat annoying. Meh. Wraith - Actually kinda cool.
Monster strafing - Just no. This isn't deathmatch. This isn't fun Quake singleplayer. Not right. I know it can be somewhat disabled but still. Death knight changes - Yuck, plunging while lit up is wierd. Vore changes - somewhat fits the cannon of Azure Agony's vore jumping section but the logic is odd and the vore is already hard to avoid the projectile...seems unnecessarily more difficult.
Level quality - some levels are quite well made though layouts and quality overall is rather mediocre.
Cutscenes and Seal movie were awful. I muted it after a minute. And soooooo loooooooong!! Come on!
Overall not impressed. This could have been better.
Hi there. Can someone give me a tip how to play this mod. I mean what port should I use? Thank you in advance.
Hey so, if anybody's here, does nomonsters "1" disable the enemies strafing or does it just make them do it less or something? I've typed it in a lot in different ways and they're still strafing.
Post a Comment
Your comment will be parsed with Markdown!Keep the comments on topic and do not post nonsense.
Did you read the file's readme?