Welcome to the Nehahra source release.
Woof.

The following code is based on the GPL, and requires that zlib.lib be in
your compilers path. It also requires all the 'fmod' .h and .lib files to be
in the fmod subdirectory of the source.

You can download these files from the various sites they belong at, I guess.

The included source has only been tested on windows.
If you port this source to any other platform, please e-mail
ender@telefragged.com with the info.

It's all under the GPL, various bits are copyright their respective authors.
Changed code is usually marked with // Nehahra or // Ender.

Have fun. If you do anything useful with this that would be good to
incorperate in the official Nehahra tree/release, e-mail ender@telefragged.com

Cheers,
                Ender
                Nehahra Engine Developer

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THE SUPERDUPER ENGINE
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BJP put together an absolutely fantastic engine with Enhanced GLQuake. It can run any map and play any mod. My mod refused to be run by just any engine. In it's early days (SDDMSP Beta) I could barely run it on fitzquake with edicts set to the max. Then I found the Marcher map/engine, which led me to BJPQuake. No problems with SDQuake mod. AWESOME! Fast, good looking, simple. Then the mod caught the attention of BJP himself and he helped me out with a lot of bugs in SDQuake. With those bugs quashed that I had no idea how to fix, I could do anything with SDQuake.

Ok, so this was a shooting gallery. So what. Shooting galleries are fun. What can I do to make it different? New monsters? Check. New Weapons? Totally. Sounds? Yup. Wait a minute, what do we have here? The DUKE NUKEM HIGH RESOLUTION PROJECT. Can I find software to convert these models to Quake? Yes, but not all the models. QuickPro 3D did an adequate job with a few of them, but it destroyed the lizard commando, and the others were completely unreadable in QME. Quark I still can't figure out. If someone wants to convert the lizard commando, pig tank, and pig recon car, please do, and send them to hondobondo@yahoo.com. THANKS! -- POSTSCRIPT: ALL (I THINK) MONSTERS EXCEPT ORGANIC TURRET NOW CONVERTED TO QUAKE USING MISFIT MODEL AND QUARK!!!

I eventually got tired of vanilla quake graphics and wanted to do something like darkplaces, with nice blood and lighting effects. darkplaces was uncommonly slow with sdquake, and there were rendering bugs, so using dp was out of the question. bjp told me enhanced nehahra quake had colored lighting, so i checked it out. EUREKA! i got it to compile, changed a few minor things to make it easier to start up with sdquake, but it was still missing something. something to make it superduper. i couldn't get the md2 tutorial to work, and hadn't the patience to keep trying. cel shading! i'll try that. looks simple enough. after a few false starts, i got it compiled. but it wasn't working. then i started over again and knew better what i was doing and voila! CEL SHADING IN SUPERDUPER QUAKE! HOLY CRAP THAT'S FANTASTIC!

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INSTALLATION
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To use, unzip the exe, FMOD.DLL, and id1 folder to your QUAKE directory and execute! The id1 dir contains the smoke2
texture for smoke trails, thats it. The engine by default runs the sdquake mod. To use standard quake, use -id1 as
a parameter

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FPS COMPARISONS AND WHATNOT
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gl_flashblend 0
gl_polyblend 1
r_wateralpha 0.4
gl_exttex 1
cl_altlerp 2
gl_max_size 2048
gl_texquality 2
r_interpolate_model_weapon 0
r_shadows 1
scr_showedicts 1
VSYNC OFF
1680x1050
BPP 16
DEFAULT GAME SETTINGS
GEFORCE 8600 GTS 512 MB
CORE 2 DUO E4300 OC'D TO 3GHZ
2 GB RAM

		    ENHANCED
	 	NEHAHRA GLQUAKE			SUPERDUPER ENGINE		ENHANCED GLQUAKE		DARKPLACES
DEMO1			241				228				140				267
LRB			225				120				150				129
DEMOLRB			84				36				65				16
DEMOLRB (GL_OUTLINE = 0)				60

FPS NOTES:
DARKPLACES WAS NOT USING MODEL TEXTURES BECAUSE NAMING CONVENTION IS DIFFERENT
ENHANCED GLQUAKE WAS NOT RUN USING -game sdquake OPTION SO NO SPECIAL MODELS OR MODEL TEXTURES WERE USED
SDQUAKE USING 24BIT TGAS ALWAYS
DEMOLRB USES THE SDQUAKE MOD FOR ALL ENGINES
DEMO1 AND DEMOLRB ARE IN HOUSE DEMOS MADE BY BONDO

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CHANGES BY BONDO
============================================================

COMPILED USING VC++ 6
FMOD 3.75
USING BJP'S ENHANCED NEHAHRA GLQUAKE 3.08

20080902
CHANGED CONSOLE WARNINGS OF OLD ENGINE LIMITS TO DEVELOPER WARNINGS
ADDED EF_GREEN (16)
ADDED INCREASED DL RADII FOR EF_DIMLIGHT + EF_RED OR EF_BLUE OR BOTH OR EF_GREEN
CHANGED DEFAULT HEAPSIZE TO 96MB
CHANGED DEFAULT MODE TO TYPE_GAME (ONLY MODE --- HAHAHAHAHA)
REMOVED NEHAHRA MENU CODE
CHANGED NEHAHRA DIR LOAD TO -NEHAHRA PARAMETER
MADE SDQUAKE THE DEFAULT GAME DIRECTORY
ADDED -SDQUAKE PARM FOR SUPERDUPER QUAKE MOD
REMOVED EF_NODRAW
ADDED YELLOW GLOW TO RING OF POWER
CHANGED QUADDAMAGE GLOW TO ALWAYS BLUE
ADDED BOLT3/BEAM/PLASMA/FREEDOM BOMBS TO GLOW EFFECTS
REMOVED DZIP CODE
ADDED CEL SHADING. TUTORIAL BY GONGO. SET GL_OUTLINE TO 0 TO TURN IT OFF
ADDED PLAYMUSIC COMMAND. PUT YOUR MP3/WMA/OGG FILES IN QUAKE\SDQUAKE\MUSIC AND EXECUTE 'PLAYMUSIC FILE.EXT' AT THE CONSOLE
REMOVED PLAYMOD COMMAND
INCREASED SKILL LIMIT TO 5

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TO DO
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ADD MD2/MD3 SUPPORT
GET MIRROR FUNCTION WORKING
ADD MIRRORED WATER
ADD MORE TEXTURES TO THE MIRROR FUNCTION IN GL_RMISC.C
ADD ROTATING BRUSHES
MOD: MAKE "GIBNASTY" SPRITES TO DISPLAY WHEN MONSTERS GET GIBBED
MOD: MAKE A DECENT MAP
ADD FAKE CD MUSIC PLAYING FOR TRACKS IN \MUSIC DIRECTORY