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New Q1SP MOD - Arcane Dimensions
Download! Link

Readme! It's in the damn download zip obvz

Screenshots! It looks fucking amazing what do you expect?

Latest Patch! Here

The MOD is designed to work with QuakeSpasm 0.91.0 (Must use this version or higher). Download here: http://quakespasm.sourceforge.net/download.htm

and remember ...
RECORD A DEMO
share your experience!

Please note that there is extra console commands being set in quake.rc, you cannot run this MOD using the game command! Always create/use a shortcut!
Dude. 
Amazing work, everyone involved. You put the bar crazily high and still managed to somersault over it. I've only played a couple of maps so far and have finished none - but the start map alone is worth the price of admission. The architecture and general detail level in there reminds me of Metroid Prime, for some reason :)

Must play more now. 
 
Oh! 
And if you record demos, you'll likely need to 7zip them... all the particles effects in the mod add a ton of size to demos (you could also disable the particles... but that's boring!) 
Hail To The King 
Having a ton of fun with this. Spent an hour on Swampy and just finished Necrokeep. Monsters are cool, maps are great, effects are pretty damn kickass.
Minotaurs pose no threat whatsoever even on skill 3. They have a really hard time hitting the player, you have to purposefully walk into the stuff they throw to actually take damage, and even then they are capable of missing.


More comments later. 
Oh And Demos Later Of Course! 
 
 
Minotaurs 
can whoop your arse if they're used effectively. 
 
Minotaurs pose no threat whatsoever even on skill 3. They have a really hard time hitting the player, you have to purposefully walk into the stuff they throw to actually take damage, and even then they are capable of missing.

if you want to fight a string of minibosses one at a time the mod you're looking for is quoth 
 
Minotaurs are kind of a niche enemy. Slightly less health than a Shambler, but no where near as deadly.

I didn't use them well in my map to be honest, I used them toward the end mostly unsupported when you are already strong, but I think they would be better used earlier in a map, maybe just after getting an SSG... and then later you use them to soak damage alongside other enemies. 
Astounding. 
Not enough praise I could possibly heap onto the mountain would be sufficient, this is just incredible. So far I've played through Firetop Mountain and Necrokeep; my heart is still racing out of exhilaration and awe and sheer terror. So much fun! So much fear!

In terms of gameplay, there's enough to keep one satisfied for many, many hours. And I could study the level design probably for the rest of my life. Thank you all for this release!

I'll have some demos in the next few days. ahhhhh so gooood 
#8 
I'm not looking to fight minibosses, it's just that they look fearsome but are pretty damn weak, which is a shame. Shambler attacks are easy enough to dodge when you know them. This isn't the case with the Minotaurs, as you can easily dodge their attacks on your first encounter. Case in point: I died to the Fiends and the Shambler during the last fight in Fifth's map. I was never hit by the two Minotaurs. 
I'm Not 100% Sure 
that every enemy should be guaranteed to damage you. Some enemies are designed purely for support to other monsters. I used them in this way. I originally had 3 minotaur in my end encounter (2 were the brown spawning variety) and the map became ridiculously hard.

I like the minotaur, they're especially nice in groups but I don't have any maps that utilise them like this yet. What might be interesting now is an IK White map with all the pale monsters, minotaur, the stone guards, shamblers, scrags... 
 
Oh, it's not a question of a guaranteed hit against the player, it's more like the way it looks versus the way it behaves. I find meek enemies in appearance like the Crossbow Knights or the Fireball Warlocks (the red guys) much more demanding in terms of reflexes than the Minotaurs, or even the Golems, since they shoot faster and are way more precise. The latter look fearsome but are too easy to deal with in my opinion. The Gaunts suffer from this also, to a lesser degree. The Lost Souls are pretty much perfect though.

Minotaurs look like endgame monsters much like Shamblers or Droles, but that's all they do: they look like endgame monsters. You don't need to make them bulletsponge to make them threatening, just increase their projectile speed/recovery time on higher difficulties, and then they will be a serious threat. 
Derp 
Decrease recovery time*

I really don't want to sound ungrateful or critical just for the sake of it. As I said I'm having a lot of fun with it and it's really damn great. Haven't been killed by Ogres this many times in a while. 
 
Well, i played only through one of the maps(the one with the loads of coffins), and i gotta say, blue mace knight gave me much more problems than minotaur. The poor horned beastie is just too slow. 
FUCK YES 
 
 
Merry kissmya** Sock. It'll take me a year to play this. Looks amazing. 
 
Voted best skybox of the year
http://i.imgur.com/Pzv66sg.jpg 
 
"cruical" should probably be "crucial"? :P

Is there any way to get fog without banding? nvidia on Linux. 
Stuck In Crucial 
Grabbing the rune in crucial I cant seem to get out of the room, noclipping out I saw a wizard was outside, I killed him, but still there is no exit from the room. What am I doing wrong? :D 
 
I like what I've seen so far. I'm playing the base map and while fun there are some spots that just slay my framerate. I died while trying to jump a gap during a major chug and decided to call it there for the day. :)

Love the sound on the double shotty. Makes it feel cool to use. 
Questions. 
What is the download for the correct QuakeSpasm engine on that page?? There is nothing called QS DEV, I am guessing it is the "Latest Build #229", which wasn't referred to in the first post and downloads a zip file actually called quakespasm-r1268.zip??

Also I presume "pixels linear" as described in the Readme gives the normal smooth GLQuake effect?? 
Answers! 
@Shambler, I highly recommend you use the QS build linked at the top of this thread. I assume the Quaddicted page will eventually be setup correctly. At the moment the current stable build of QS will crash, we (team) cannot influence this so we went with the DEV build instead.

The MOD has a quake.rc file which is important, everyone should open it and read the options. The blurry texture filter is the default, there is a line in the quake.rc file to switch to better texture filtering if you want. There is also a console alias command called pixels.

The demo files are going to be large because of the QC particle system. Either switch off the particles (quake.rc) or compress the demo files with 7zip as it seems to offer the best compression ratio. There is a also google drive available to most people for sharing files. 
Sock. 
@Shambler, I highly recommend you use the QS build linked at the top of this thread.

My first question refers to that link. 
Source 
The MOD does come with full documentation (readme file) and all QC files have been included. If anyone is curious about working with the mod, start with the readme file (linked at the top) and then use the relevant editor file.

The MOD does come with 11 test maps (source included) that shows most of the features in small test environments. Check the map source files for examples and reference the readme for full details.

Over the next couple of weeks I will convert the readme file into a fancy/friendly web version with pictures. At the moment it is a rather large wall of words that was added too over a very long period of time! 
Shambler 
I would recommend using DEV build version 229. 
Shambler 
Yes, quakespasm-r1268.zip seems to be the correct download. Works for me. 
One Down 
So I got up in the morning (well, about midday to be fair) and made a big cup of tea. The plan was to drink the tea whilst playing this. A huge cup of tea like that would normally get glugged down as soon as it hit a drinkable temperature, as it would be the first drink of the day - I had just got out of bed, dehydrated from all the Christmas gluttony, you know the score.

So here's the thing - I place the tea on my desk and sit down and start playing - choosing MFX's Swampy map first. After an hour, or was it two hours (?) I finally finish the map, and then notice a full stone-cold cup of tea just sitting next to me.

What I'm trying to say is that the map was so engrossing that I became oblivious to basic bodily needs such as hydrating myself after a night of digesting half a turkey and god knows what else.

And that's just the first (and so far only) map I've tried. It's insanely epic, although if I had to crit I would say I would have preferred no droles, and maybe the amount of broken brickwork and jangled wooden planks is a bit OTT, but yeah, whoa. 
Yo Sock. 
What an awesome job.

Small bit of feedback, nothing too serious. If you're going to the effort of adding QC, why not add additional sounds instead of "crunch crunch, the bones of children"? 
Shamblernaut 
I would probably pose that question to scampie/lunaran since they could have easily sourced a crunchy noise and have it play in that area when you walk across. 
Kinn. 
You can microwave the tea, right? 
This Is Hard. 
WTF With The Test Maps ? 
Why are the test maps called "test" ? They are all full fledged awesome maps (except #11). They should all be parts of the whole episode.

Also is this a bug ? In the start map, most of the gates only get me in spect mode. When I click the mouse, it just change the view. No map loading !

This mod is an huge work of love, by the way. The maps are truely awesome. My only complains yet is the walking sound which is too repetitive. Is there a way to change it ? 
Try <enter> On Winscreen. 
I guess LMB is intended to switch between intermission cameras. 
Demos Will Come Later, 866mb! 
Played through all the maps and a few test maps.

Crucial Error - This is basically Mainframe Mayhem but with the middle of the map entirely remade. I really liked that version, especially the pipework which is quite crazy (did you make this with Trenchbroom?). I preferred the regular version's skybox and lighting outside, but other than that it's better than the original imo.

The Underearth - I don't really remember e2m7 but I really enjoyed this map. I especially liked the huge catacomb area with the zombies and warlocks. I got a bit confused with the Blood Key and I don't think I even found the door again when I picked it up.

The Mire - Excellent map, albeit a bit short. Really great verticality and cool lighting. The layout is pretty fantastic, I didn't recognize dm5 at all. The Lost Souls were used very effectively in this map.

Swampy - Wow. Just wow. One of your best, MFX. Loved everything about it. Loved the ammo scarcity that forced me to be very careful. Lots of secrets everywhere, and I discovered I could access the rooftops after I finished the map. :P
The tomes hunt is a great way to push exploration. Wins the award for the best stairs in any Quake map.

Necromancer's Keep - This is so rad. I loved the architecture style, which reminded me of ancient Rome for some odd reason. The new textures are great, I liked how this map reminded me of e1m5. Clever encounters and great secrets. Awesome final arena as well.

Lavatomb - It's alright, but nowhere near as kickass as The Mire imo. The main issue is that the rooms are too big for their own good with a lack of variation, resulting in fights that can be won at a distance without too much trouble most of the time. I did like the new elements you added for the AD version, especially the cool end fight.

Place of Many Deaths - Really loved this one. The most retro of them all, but it still looks somewhat modern. The layout was especially good and the different encounters were fresh.

Backstein Redux - It's Backstein with AD monsters and a few modifications here and there. It's great, like the original. Not too much to say about it, it plays well and looks great.

Firetop - This one is very strange and not Sock's usual style. I found this one to be the hardest of the bunch by quite a margin, as ammo is very scarce and Ogres are absolutely relentless. I must admit I got stuck in the 6 Shamblers area and didn't continue further, but I will! Later. :p

Test3 - This is amazing. I think I loved everything about it. The machinery, the traps, the pipeworks, the flags on the towers. It all looked great and played really well. Quite amazed this is 'just' a test map.

Test6 - I remember this map, but that was quite a while ago. Just like MFX's test map, it is quite incredible to see this is only a test map because it looks and mostly plays like a full release, although you can see it was made as a sort of tutorial map to showcase AD.

End - Awesome, but I didn't find the secret! :( 
Comments Part Deux 
Monsters:
New grunts and enforcers - all pretty cool. I was surprised to find GL grunts in MFX's base map. The plasma grunts and enforcers shoot fast, which is good. Pyros seem to be a bit less unfair than their Quoth counterparts. The Centurions are still as annoying as ever.

Jim - I liked the fact that you increased their projectile speed and increased the amount of projectiles they shoot. They are more of a threat now.

Ogres - Oh boy, they seem to be more precise than their RRP cousins. I often get demolished by Ogres. I really like the Hammer Ogre.

Crossbow Knights - Annoying as fuck, they shoot fast and hit hard. I like them, though they should probably have less health since their melee counterparts die in one shot.

New Knights - I didn't realize they went down this easily. Not much of a threat but cool nonetheless.

Death Knight - Loved the increased fireball speed.

Flail Death Knight - I found these guys rather easy to dispatch. I think they should fire their homing pods more often on higher skills.

Fury Knight - I seem to remember that these guys were super deadly in the old version I had. Right now they're kinda dangerous but not that much. I may be talking out of my ass but I believe their fireball attack doesn't always register when it hits the player, as I believe I got hit by them and didn't lose any HP on one of the demos.

Stone Knights - They're like regular Knights and Death Knights, but made of stone. Never been too fond of Stone monsters in Quake (I prefer fleshy monsters with gibs!).

Golem - Cool, but they have a hard time hitting the player with their projectiles. Increasing their projectile speed on higher difficulties may make them more dangerous.

Gargoyles - Pretty cool but again they have a hard time hitting the player. I had a few against me on MFX's test3 and I got hit by one I didn't see while I wasn't moving. They seem to be slightly stronger than Scrags.

Gaunts - I like their new attack but it's too slow imo. Make their projectiles faster on higher difficulties and they'll be awesome to fight, especially in packs.

Skull Wizards - Love these guys. The red ones fire fast so you have to move constantly. The green ones can be quite deadly.

Lost Souls - Perfect. Don't change anything gameplay-wise, they work very well. Their design isn't too Quake-y but they're alright and I really like the effects.

Wraiths - The guys from Dissolution. Annoying, strong, hit hard, especially the Archvile-type Wraiths. I like their attacks overall.

Minotaurs - I talked about them a lot in previous posts. Right now they're quite disappointing, which is a shame because they look great and intimidating.

Vorelings - I liked them in Quoth and I like them here.

Droles - I love Droles. I could've sworn they were immune to shells in Lavatomb.

Spiders - Not very fond of Spiders in Quake tbh, they look too generic for the game. They work okay, especially the poisonous spiders, but they're not memorable enemies unlike Vorelings.

Zombie Knights - Love these guys. Great fun.

Overall I believe there is a balance problem between low/mid-tier monsters and high-tier monsters. Enemies like the Crossbow Knights, Ogres, the Skull Wizards and even the Death Knights are much, much more dangerous than monsters like Minotaurs, Golems or Gaunts. This should not be the case.


Weapons and Items:
Projectile Shotguns - Works surprisingly well. What's interesting is that I find the regular SG more reliable than the SSG now.

Widowmaker - The model looks great, albeit a bit higher-res than the rest. Packs a punch.

Shadow Axe - Love that weapon, especially as it allows to gib corpses on the ground! >:)

Plasma Gun - Awesome. Love the projectiles and the sounds. I wasn't too convinced when looking at the screenshots, but when you have this baby in your hands all your doubts disappear in explosions of energy and blood splats.

Sharpshooter - Using this with the Widowmaker is ridiculous, haha! I love the noise it makes! Model is cool but it kinda stands out a bit too much from the rest of the items stylistically, much like the Nail Piercer.

Nail Piercer - I'm not too sure what it does, as everything went a bit fast when I used it. If it pierces multiple enemies then it's totally rad. 
Good Morning And Thank You!! 
So far I've finished playing through the Place of Many Deaths, Necrokeep, as well as the Mire and the Underearth. Can't say enough good things about the mod.

I'm going to have to replay Necrokeep quite a few times to find the flesh, blood, and bone keys. After about halfway thru the map I noclipped through the grate to get the plasma rifle (it was just too enticing hehe). Love the new model (I replaced it for quoth as well) and the explosion effect after every few shots. Like NarNar said the overall vibe is just very scary and unsettling, big props to all the mappers for continuously upping the ante.

I looked briefly at all the other maps and know I have some work to do. The base map does have the most beautiful skybox in the pack as someone else pointed out. 
Aaaaah Shit 
Download said QS build, tried to run it but now it's stuck as a ghost program I can't turn off in Task Manager 
Arrrrrrrrghhhhhh! 
Turn the 'kin' footsteps off! 
#39 
Open the readme, ctrl+f "footsteps", proceed as described. 
Yup, Can't Play It 
No matter what I do, this version of Quakespasm will run as a ghost program, meaning I can't get into it and Task Manager can't reach it. The only way to get out of this is to reboot my laptop. 
Test Maps 
Ok I played some of the test maps prior to release, and assumed because they looked and played like 5-star classics in their own right, that I was just playing test variations of "proper" AD maps.

But apparently they are still "test" maps! Explain!

PS: I've played a bunch more of the proper maps and I'm glad I wore loose jogging trousers because the tenting has been...considerable. 
 
^ PS: too much info 
 
Test Maps No Test At All ! 
Yep, the test maps SHOULDN'T be any *test* maps ! They are all awesome (except #11).

All these test-icles maps should be made full glory into the start map.

Oh, and the numbers above the portals of the testicles start map suck !

And why the start map isn't behaving normally ? I'm always set into spect mode when I run into any portal (except for only 2 maps). 
Start Map In QS OS X 
I forgot to say that I'm using QS on OSX. The app works perfectly. It's the start map which is behaving oddly (gates not working). 
 
Fire cycles through info_intermissions.

Jump goes to the next map, but you need to wait a couple seconds. 
Doesn't Work ? 
It appears to be broken in some way. If I wait one or two minutes, or click through all views, nothing happens. I have to manually load each map. This sucks !

The end map is TOTALLY AWESOME ! This is probably one of the most beautifull maps I EVER saw in Quake1, and even in many "modern" games !

I'm giving full 6 stars to that end map, I almost pooped in my pants when I saw this at first. This is just too much guys ! Hat's off ! 
Blocker Bug In Lavatomb? 
pic here:
http://i.imgur.com/kESlhFo.jpg

I've just gibbed a wave of zombies and a wizard thing, but after that there seems to be no way out of this room...

Is this a bug? Should I noclip out? 
Daya 
MarkV works for me like a charm 
Guys 
congrats on the release 
 
Explain! 
But apparently they are still "test" maps! Explain!

Test maps were developed by me for me to test game features. They started life as boxes and over time I added more stuff to them. They were specifically used by me to TEST the build everytime I made a new version. I also used them to debug new features and stress test gameplay setups. ie. single target, groups and horde setups.

The TEST maps are in the mod for mappers to look at as examples of how things are setup or to cut and paste to their own maps. Test1-3 are odd example because they needed to be vertical slices of gameplay to fully test those features.

The PROPER maps, well they are by other people! 
Sock ! 
Come on, these "test" maps aren't test maps anymore ! They fully stand out as complete playable maps, and they are really outstanding. You should add them to the main map list, as normal maps.

And what about the apparent bug on the start map not loading most maps, after I enter a gate ? 
Demos! 
The only map I didn't finish is Firetop. I will finish it later.
https://drive.google.com/file/d/0BwnUnvcoU4HFalhyQng5VWh2dk0/view?usp=sharing 
Barnak 
1) Learn to read.
2) Shut the fuck up. 
Onetruepurple-why So Harsh? 
Pretty sure Barnak don't deserve that.

Reading several recent and old onetruepurple posts, I am pretty sure most people at whom the posts are pointed at don't deserve that either. 
A Little Math Problem 
Okay, so i read that readme and i have a little question.
Who the hell wrote that part about resistances? I'm pretty sure that halving the damage actually doubles effective HP.
Am i misunderstanding something or what? 
Jeez 
the attitudes of some people is so toxic. There's really no need to be like that unless you want to prove to people that you're an arse. 
Bugs 
I've just gibbed a wave of zombies and a wizard thing, but after that there seems to be no way out of this room... Is this a bug? Should I noclip out?

Yes this is a bug that affects skill 0, the zombies are not set to get angry at the player and are stuck up in the ledges. No clip up to the top ledges, they will see you and the fight will continue.

Who the hell wrote that part about resistances? I'm pretty sure that halving the damage actually doubles effective HP.
Yes you are right, I am completely stupid! 
End Map Again 
I'm in admiration with that end map. It's so gorgeous !

It reminds me the old movie "Evil Dead", and also reminds me some old 3D modeling I was doing several years ago :

http://postimg.org/image/c1l9i849j/

http://postimg.org/image/kwy1slz3h/

The map is exactly what I'm looking the most in Quake1 : atmosphere, exploration, vista, the sense of discovery and voyage...

I'm still unable to find the secret, though. 
Barnak 
When you enter a portal press the space bar, not left mouse button. 
 
Yes this is a bug that affects skill 0, the zombies are not set to get angry at the player and are stuck up in the ledges. No clip up to the top ledges, they will see you and the fight will continue.

Cheers, I was playing on skill 1 actually, but I noclipped and continued with no problems. 
More Demos 
Great Job! 
Played Necrokeep, Swampy and Mountain so far. That's really impressive. Loved new particles and sounds. New monsters are mostly fun.

The first meet with igniting warlock in necrokeep was outstanding with all those breaking environments around you. I played on hard and got my ass kicked a lot there, not because of the amount of monsters, but due to the lack of ammo. I had to axe many enemies after the SK door (it was hard to do with minotaurs and flying enemies).

Swampy was a lot easier on hard. That's the most impressive map so far with all those water drips everywhere. Loved the church section most of all.

Mountain map is the one I got killed most often (on hard) from the very beginning. The chthon section was awesome. 
 
For mfx: https://transfer.sh/DbDrL/fog.7z

Not sure if I broke it.

Too annoyed by having to manually record so I guess I will just have fun playing from now on. Bonerific. 
Spirit 
Thx for demo!

,it broke you it seemed, the shortcut is dangerous without proper weapons, eh?

But your fault, you could have always go back and grab some. 
Looks Ridiculously Insane 
will need to find some time to play it properly. 
I Really Enjoyed This 
All the new features/mechanics/art gelled really well. The combat and pacing was very good and was always interesting and engaging.

Firetop Mountain and Necromancers Keep are really standout maps to me, particularly the latter. I feel like that map just got everything right and I found it very compelling.

A quick note about Firetop Mountain: At the Shambler semi-circle around Chthon's pit, I just grabbed the invisibility then went around the Shamblers and got the Tome of Power which triggered Chthon who in turn wiped out the Shamblers. I'm not sure if this was intended, the presence of the invisibility makes me think it is since there really isn't any other use for it.

Anyway, thought it all was great. Very well made and well polished, no complaints... not of any merit, anyway.

This is my favorite release of 2015 and I hope to see more like this some day!

Also, no demos, sorry :/ 
Wonderful Job On AD 
My jaw is dropping each time I load a map. Nice to see dev details in the readme right off the bat. Thanks for this guys! 
 
"pixels"

That is all. Thank you. :) 
A Few Thoughts 
Necromancer's Keep (ad_necrokeep)
Possibly has the best gameplay of all the maps, along with epicness, strong architectural themes with memorable areas (i.e. it didn't all blend into one big mass), awesome exploration, well thought-out fight setpieces, trap sections that were fun and not annoying. Fire Wraith pulled my pants down over and over again but I knew it was just me being derpy and eventually I got the hang of him.

Foggy Bogbottom (ad_swampy)
Mentioned this one already - arse-shatteringly large and epic, and totally exhausting. I have played this one through twice now because it's so interesting and impressive. I got disoriented a few times but despite the size and connectivity I always managed to find the way forward before it got annoying. I felt on occasion that the "every brick is a brush" aesthetic made movement a bit sticky and awkward in a few spots though.

Obsessive Brick Disorder (ad_obd)
Loved this one. Not totally overwhelming and despite the name, the style was refreshingly clean and orderly; like sipping a light pale ale, as opposed to chugging down one of those chunky alcohol-infused stews given to homeless drunks to try to stop them eating boot polish.

Cruical Error (ad_cruical)
Base maps are not really my thing and I'll admit I didn't complete this because I got lost at a certain point and just couldn't find the way forward. However, it's obvious it's another totally impressive epic with plenty of BS&T poured into it, so might try again later.

Firetop Mountain (ad_mountain)
Another favourite, and such an awesome atmosphere here. Really felt like I was inside a volcano fortress. Enjoyed the Cthonage.

Will hopefully post thoughts on the other maps soon. 
Installing 
Norton deletes lib-vorbis3.dll - I've gone ahead anyway but what gives? 
Thanks For This Awesome Pack And Happy Holidays! 
first bunch of demos (skill 2):

https://www.dropbox.com/s/e5z7q5a5ck025aa/arcdim_demos_pathogen_part1.7z?dl=0

includes the smaller ones so far: ad_dm1, ad_dm5, ad_e2m7 and crucial_error (nice mainframe mayhem facelift! :P)

found 5/6 valves on ad_dm5 eventually, still couldn't figure out the silver key puzzle :( 
Thanks For The Demos 
watched them all so far for my map. Certainly does help see what went well and what went bad. 
Next Stop, Firetop 
an epic hilariously bad not quite complete skill 2 adventure in 7 parts (aka i hate myself so much now):

https://www.dropbox.com/s/zbjz5j3f6d4p5a0/arcdim_demos_pathogen_part2.7z?dl=0

not quite sure how many (unmarked) secrets i missed. 
Superb 
Thank you all for this release! I've played through the maps over the past two days and I'm dumbfounded by the quality.

I spent a good 30 minutes tweaking my autoexec before even starting playing, since I'm not used to Quakespasm. Unfortunately I missed the detail about increasing the heapsize, so I suffered a framerate issue on the first map (ad_crucial). Can't blame anyone but myself of course.

The new progs were fun and well polished. In the past I have tended to stay away from custom progs since they mess with expectations and key bindings. This one not so much! I enjoyed chopping zombies with the super axe, like in "Honey". I really like the machinery sound effects, and seem to remember them from earlier maps by necros. New monsters were fascinating and never unbalanced. Looked like the droles had gray blood (wood pulp?)

All maps were very pretty and well made. I did get lost in ad_swampy, probably due to some unexpected slope jumping I performed early on. Apart from that, the challenge felt fair throughout (playing on easy). 
 
"Unfortunately I missed the detail about increasing the heapsize, so I suffered a framerate issue on the first map (ad_crucial). Can't blame anyone but myself of course."

Oh .. right. Thanks for that. Clears up my framerate.

And makes me wonder why those aren't the default settings but ANYWAY ... 
First Impressions 
The build quality is excellent everywhere you look in this mod. No surprise considering who worked on it, but definitely worth saying anyway - great job.

I think a few of the monsters could use more variety in the attack patterns, but otherwise they're all pretty awesome.

I'm very slowly going through the levels recording demos, but don't want to rush. I'll post the demo pack when it's all ready.

Thanks for the awesome christmas gift. 
Continuing To Embarass Myself 
 
Looked like the droles had gray blood (wood pulp?)

That's to signal they are resistant to shotguns. Other monsters with resistances have similar particles (Like Shambler and rockets). The .txt lists all the monster resists. 
A New Standard For Quake Mapping 
I think it said something about the Droles having a shotgun shell resistance in the manual, which would explain the grey sparks instead of red blood splashes from hitting them.

I found the flesh key in Necrokeep but I still can't manage find the bone key. I did manage to find a secret plasma gun though up high one in one of the rooms. I'll agree with skacky here on the plasma gun but I'll take it further in that I don't think I've ever encountered a more satisfying weapon to use in a video game than this mod's plasma gun. Brutal Doom's plasma gun is up there as well.

Another word has to be said adding on to what I've said about the Rubicon Rumble pack, as I feel much of what I said about that mod rings true here as well. Big props to the mappers for enhancing the standard Quake universe so much that it's almost like another game. The ambient sounds really help in that regard as well, as you hear all the creaking wood panels above you, the sounds of explosions and monsters in the distance and one sound that sounds like some demon lord taunting you in the distance. I've played through all of the maps now and they're all like this so congrats guys, you've all got something really special here.

That ending map gave me some serious nostalgia goosebumps too. 
I Just Started Scrolling Down The Readme 0_0 
 
Marvelous! 
now I'm sure I became infected by culture barbarians!
you make my money so worthless for this mission pack. 
DaZ Reviews ? 
Has DaZ made a review yet ? 
Amazing 
Demos : https://dl.dropboxusercontent.com/u/33279452/ad.7z

I wanted to wait until I had finished all the levels but it's taking longer than I thought to do so and I'm in danger of forgetting things.

First of all, holy shit you lot! This mod is siiiick. So many cool things in it. All the new art, code, and systems are great. The breakables system alone gives me a mega mapper boner. I did see some of this stuff a few months ago but didn't have time to do anything with it :( The additional "full" sp maps were not in that version I saw though, which brings me nicely to :

Holy maps batman. Great use of all the new systems and features of the mod. Ad_swampy is so fucking dense it's going to take me weeks of play to get it all straight in my head. That thing is a behemoth and I wonder how many goats MFX had to sacrifice before it would compile... I still haven't finished Firetop Mountain or Ionous' map as I die every time.

It was quite awkward at first having to unlearn some behaviours with regard to the modified and new enemies. The Ogre's especially take some getting used to. Probably why I get so horribly murdered by them all the time :)

I love the new damage resistance effects. I understood immediately that my shots with certain weapons were not damaging the enemies nearly as much. Bravo for that :)

Meh, I'm rambling now. This thing is fucking great and I'm excited to see what people do with it! 
Demos, Part 4 
necrokeep skill 2 + the continuation of firetop, the secret event finished (took quite some wandering around, i didn't record all of it. silly me, shouldn't have missed it the first time anyway)

https://www.dropbox.com/s/5ump6opw9bpjc2b/arcdim_demos_pathogen_part4.7z?dl=0

necrokeep is surely a sweet map! 
I Think 
It's not so much the Ogres, but the fact that the SG is now the weapon of choice, rather than the SSG. Especially in maps where the ammo is more tight.

The higher ROF of the SG gives it a much greater DPS than before, with less wastage.

The widowmaker is awesome though. 
 
The SG always lacked viability except in sniper situations. I think the weapons, except the NG and SNG, have enough of a variance now to make it worth switching weapons more. 
Firetop Demos, Second Attempt 
Finished it, all the kills and the secret. Amazing!
https://drive.google.com/file/d/0BwnUnvcoU4HFOXN4YU43cmJVWlU/view?usp=sharing 
Ijed 
Weird, I scanned QS + dll's with TrendMicro and it didn't detect anything. Hopefully just a false positive with norton? 
 
Norton is bleh. 
Awesome Mod 
This mod is great. Thanks for all the hard work that the creators put into this. 
^^^^^^^^^^ 
What he said. 
 
You know what I love? The polish items. Like, the slight trail on the shotgun and the way the pellet seem to have travel time through the air. They don't, I'm sure, but the visual effect is infinitely satisfying and makes you feel much more in touch with the world. 
But 
All of the shotguns have been changed to projectiles instead of hitscan impact. 
 
Oh neat. Well, regardless, it's a welcome change. The guns feel WAY more fun to use. 
Admin Update 
Please could an admin update the top of the thread for me?

"stare your experience!"
Change to "share your experience!"

Add at the bottom:

DarkPlaces Patch 1
This will fix all the pink transparent textures in all MOD maps

** Please note **
Maps - ad_swampy, ad_crucial and ad_test3 do not load in DP, everything else works fine. Enjoy the DP particles!

** Spoiler below ** 
Voting Right! 
If anyone has time please go over to the MODDb page for AD and vote or write a review. It all helps people decide if they want to try the mod.

On the topic of voting, please go to the Quaddicted page and vote!

Thanks everyone 
Cruical Stare 
Will be my first map for AD.

Going to vote now. 
Maps With A Rune 
On which maps is there a rune ? 
Test Maps 3 And 6 
Anyone have played test3 yet ?

I still don't get why test maps 3 and 6 are considered as "test" maps. These maps are awesome and fully deserve to be in the full map start entries.

In my personal taste, they are even much better than some "normal" maps in the whole pack. So it's really a shame that test3 and test6 don't have their own start gates, in the normal start map. 
Okay Okay 
Truly it is a tragedy of Texas Style proportions.
But it is time to move on. 
 
For real. 
Okay For Real 
which maps in the whole pack have a rune ? I've found two but I'm unable to find the others (since there is a total of 4 runes, according to the read-me). 
 
necrokeep does not, that's all I really know... they are meant to be secret anyway! 
Demos, Part 5 
finally, played through ad_obd (not quite blindly, since i remember a thing or two about the original backstein apparently :P) and ad_swapy (100% blind) so here are skill 2 demos.

https://www.dropbox.com/s/tyfshnpt5ocxxxh/arcdim_demos_pathogen_part5.7z?dl=0

3 parts for ad_swampy demo since i got kinda derpy at a certain point and thought i had triggered a door prematurely and broken the map.

epic stuff, not much more to say here. thanks everyone for awesome work! 
Ad_swampy 
ok, my final score after an hour of additional wandering around:

http://imgur.com/xxsAZ5J

found 5/8 tomes... i guess that's enough for today :P 
Alias Commands 
uhh the alias commands (e.g. "feet" to turn off footsteps) don't work for me. please advise kthx 
 
that alias is a toggle you use post map load. I suspect what you are trying to do is turn them off always...

look in the quake.rc file and modify this section:

//-----------------------------------------------------------
// All of the MOD features can be changed before loading
// Add the values below together and update temp1
//
// 256 Turn OFF item offset (designed for new maps)
// 512 Turn OFF randomly rotate ammo/health items
// 1024 Turn ON particle system (default OFF)
// 2048 Upgrade existing Axe, +75% dmg, gib zombies
// 4096 Upgrade SSG weapon pickups, +50% dmg, uses 3 shells
// 8192 Upgrade LG weapon pickups, Direct + Splashdamage
//
// 65536 Turn ON Player Auto Aim
// 131072 Turn OFF projectiles/casings for Shotguns
// 262144 Turn OFF Z aware monsters
// 524288 Turn OFF Enemy/player footsteps
// 1048576 Turn OFF AI path extra info
// 2097152 Turn OFF Monster liquid damage
//
// For example
// 3072 = Turn on particles and upgrade axe (1024 + 2048)
//-----------------------------------------------------------
temp1 1024
 
Right 
it seems that quake.rc isn't getting executed, which is why my aliases were not set.

hmmm...shouldn't that just happen automatically? 
Found Da Problem 
was loading mod in game (typing game ad in console)

seems when you do this, QS doesn't load the exec the .rc file 
 
because re-executing commandlines or restarting demos... again... is really quite annoying.

execing quake.rc on gamedir changes just isn't a viable option for those reasons, and mods really should try to avoid needing it.
unfortunately you can't really depend upon default.cfg either, in part because you can't really depend upon config.cfg being new either.
hence why this quake.rc puts this stuff after the config.cfg file, despite it being flawed... 
Stuck 
I have a front end you guys probably never heard of "Quake On". I'm using Fitzquake 085 and it seems to be working okay. I am stuck in the 3rd map test 3 exploration etc. where the saws are. I can't go any farther 
Lizard 
press the button in the saw room, kill the monsters, and a platform should lower down with an ogre on it. You can ride the platform up to the next level 
Imps 
I just played ad_test5 and noticed that all the imps were playing exactly the same frame sequence (I was dead at the time!).

Is that planned or unavoidable, because it didn't look very good? Or was it just because I wuz a gonna? 
Hmmm 
If they all went back to their idle anim as soon as you died then they would be in sync, surely? Same would happen with any monster? 
 
AD_Lavatomb not using colored lights or is the litfile broken? 
 
Seems like ionous doesn't like much colored lights. 
Maik Franz Xaver 
Is the only AD mapper's full name I couldn't decode into a func_ nick. Who are you, freund? 
Take The First Letter Of Each Name 
 
And Thus 
The legacy of pjw/RPG/ztn/czg/JPL is preserved. 
DUH! 
(^ not initials)

Elementary. 
 
The legacy of pjw/RPG/ztn/czg/JPL is preserved.

If you mean those mappers were sacrificed to The Great Goat to spawn mfx, then yeah. 
 
Your blood adds to the D�nereater's legacy of mapping skills. 
Host_Error 
Under Quakespasm 0.90.1, when loading ad_swamp and at the nailgun room in The Necromancer Keep the map closes and the console says "HOST_ERROR: Ed_Alloc: no Free Edicts (Max_Edicts is 2048)" 
Idle 
OK, I get it now.

I must admit, I cannot remember having five or six imps hovering over my dead body before.

I started playing through the test maps AFTER I had played the 'proper' maps and it only dawned on me on test6 that I should have played them BEFORE so that I could practice on the new or adapted enemy. Ho hum. 
Blown Away 
I just gotta say, the only thing these new maps are yet lacking to be as immersive as a great Dark Souls level is some sort of environmental storytelling. 
And... 
...not to have to return to the start map every time but to have all the maps linked as an episode (and no, I don't know what the story line should be). 
Abysmoil 
the tools are certainly there to do that. The mod was never designed in this fashion because that wasn't really the goal of the mod. I think we'll start to see story focused Quake maps in the future though. 
About Those DarkPlaces Issues 
sock tweaking things to take advantage of DarkPlaces features was something that I was looking forward to checking out. I've always thought it would be neat to see content properly designed for using DP's bells and whistles.

However it sounds like the AD breakables system doesn't work in DP? Which is why those three maps are broken? So I'm curious... do you guys know what is up with that, and is there any prospect of having that stuff work with DP in the future? 
 
There are breakables in nearly, if not exactly, every map in the mod, so the problem must be something else.

The DP-problematic maps share one common denominator, though, which is being made by Maik Franz "negkros" Xavier. Coincidence I think not! 
DP Patch 
However it sounds like the AD breakables system doesn't work in DP? Which is why those three maps are broken? So I'm curious... do you guys know what is up with that, and is there any prospect of having that stuff work with DP in the future?

There is a DP/gameplay patch on the way, its being test at the moment and it should be available soon. The breakable system works fine in DP, there was confusion on the which compiler tool needed to be used, which is why some maps work and others don't.

some sort of environmental storytelling There is in mountain, you just got to find it! (in true Dark Souls tradition) 
 
Good news, thanks!

One last DP question... what's the dpsetting.cfg file for? 
DP Stuff 
The extra DP config files setup the RTLighting (dplights.cfg) editing keyboard shortcuts and my preferred settings (dpsetting.cfg) for viewing the RTlights files that I have included for a couple of the maps.

The plan was to create RTLight files for every map, but I am ran of time and everyone else was just not interested. The effort involved to fine tune RTLight files is ridiclous (there is no undo feature either) or flexible as its a separate file with no editor connection to the source map. Which makes the whole process a huge time sink. 
DP 
The issue with breakables is the "mod_bsp_portalize" cvar in DP causes it to do some analysis on each bsp model that normal engines don't do (reconstructing the portals). It's detecting an invalid node hierarchy on some of the breakables compiled with rebb's qbsp. I trust DP's error here, because it was reporting a split plane with the same node on both sides, so it is probably just a bug in rebb's qbsp that went unnoticed because it only affected small bsp's like breakables, and only when checked by Darkplaces. 
Setting "mod_bsp_portalize" To 0 In DP 
indeed solved the loading issue of ad_test3 etc under DP.

Thanks for the info, Ericw!

While still waiting for the proper patch from Sock, at least there is a temporary way to enjoy this beauty in her full glory in DP now! 
DP + Game Play Patch 1 
Here is Gameplay and DP patch V1

Game play and DP Visual Changes
* Added transparent texture support for DP
* Updated breakables for ad_crucial, ad_swampy, ad_test3
* Fixed ad_crucial so that the rune room does not lock
* Fixed bounding boxes for misc/func exploding boxes
* Removed FTE engine detection (simplified to DP/Fitz)
* Changed pixels command to understand default=blurry
* Added DP laser particle effect (TR_LASER)
* Removed EF_DIMLIGHT from plasma/laser for DP
* Added plasma burn explosion for DP (large cloud effect)
* Added altar (red/grey) DP (floating upward dots/smoke)
* Fixed skill pillar directional particles for DP
* changed misc_drip movetype to prevent engine splash sound
* Fixed extra global fog parameters for ad_end in DP
* Changed trigger_heal/hurt bubbles to be noclip instead of fly
* Fixed spiders/voreling dropping from ceiling properly in DP
* Gaunt proj speed - old (600/600/600/600) new (500/650/800/950)
* Gargoyle proj speed - old (500/550/600/650) new (500/650/800/950)
* Minotaur proj speed - old (500/600/700/800) new (500/650/800/950)

Please note that there is extra console commands being set in quake.rc, you cannot run this MOD using the game command!
Always create/use a shortcut!

Bugs: For some reason DP is creating all items with double sized bounding box setups which is causing problems with certain items. Ive got no idea why DP is doing this because every item is specifying an exact size in QC and it works fine in QS. So if anyone has a clue to why, please let me know.

As always any feedback or suggestions post them here.

Please could an admin update the top thread and remove the previous patch and comments about the ad maps and add the patch above. Thanks 
Demos 
Cheers 
I'm having problems using my home office because we way passed thermal sensation of 40 Celsius every day here. A pleasant mountain weather. Like Mount Vesuvius erupting.

Still, I could play ad_crucial, ad_dm1, ad_lavatomb, ad_obd and take a look at some test maps. Finished dm1 and crucial.

I started by ad_dm1 for the emotional memory. Also because I like to see Fifth's designs. Having played some dm1 remakes, I can't recall better gameplay than this one. The level is interesting, with lots of nice little moments and many layers of enemies. But the expanded parts don't seem to fit classic dm1 area, imo. Dm1 is all corridors and rooms (except for that lower open area), the new spaces are big courtyards. The level feel "patched". The final result is a very pretty and enjoyable level, though.

MFX's Crucial teached me how proper base mapping should be. I lived a true adventure there. That Dark Forces' flying sentry is an awesome enemy. It's interesting to see tight spaces that don't feel cramped and dark spots that don't look poorly done. It's great to play against a number of weak to average enemies and not get bored, quite the opposite. It takes tr00 level design to do it right. Thanks for the lesson. I missed a more epic ending, but nevermind.

(lunch time over, brb). 
 
Here is a year and a half well spent. I can only imagine the amount of energy you put in this and can only be grateful. Be sure every minute was worth it. We mappers now have a wide variety of weapons and enemies to tell our own tales. 
SWAMPY... Sooo Epic 
I am still progressing through this level and its pure joy. I love the visuals and pacing. Lovely game design and a little bit of story layered in to the map making it feel like some lost child or Hexen and Quake... I would have paid money for this package from you guys for sure. I would love to see making of videos for each map and what went through your heads when making these spaces. The new enemy additions are great and inject so much life into this game. I wont be surprised if this mod becomes the new base level for all future SP Quake maps. Such a good foundation of tools to create tons of compelling new levels with great gameplay. Lovely Xmas gift! Thanks to everyone that had a hand in making this pack! Its full of so much win! 
OHHHH MAN 
That end level.
And its intermissions. 
Stare Your Cruical Experience 
Walkabout 
Well thank you everyone for your feedback and demos so far, it has been awesome to see what people think of the MOD.

I plan to be gone for a while so if there are any questions, problems or stuff, hopefully the rest of the AD team will jump in and help.

I highly recommend you download the latest patch as it does fix a lot of issues with DP and scaling of monsters for higher skill levels.

I hope everyone had loads of fun with the final map by MFX!

I wish everyone here a happy new year! 
A Happy New Year For All Of You Reading This. 
I have to thank the previous commentor, Sock, it was an awesome experience doing things we love together! I thank you and everyone involved for all the experience shared, all the insights i've got from you guys is priceless and unforgotten.

Ijed! Spirit! Ionous! Scampie! Lunaran! my precious testers, you were golden.

I salute you, and sock.

May you live long and prosper. 
Oh 
i forgot, Qbism Super8 supports the mod now too!

https://qbism.com/viewtopic.php?f=1&t=23&sid=f4c0cfe7ee6879f67e70fe04ab598f9c

For all you pixelconnaisseurs... 
 
nah, im not drunkk 
Oh Hey Just Been Playin One Of Yer Maps 
Cruical Error (ad_cruical) - 2nd attempt
Gave this map another go, and when I was at the point where I got stuck last time, I just found the way forward immediately (it was a fairly hard to see small opening but the monster trail kinda guided you to it). Anyway, finished the map fine. For some reason shotgun combat feels satisfying now because of the projectile shot, so I didn't get bored plinking away at all the grunts and enforcers, and really loved it once I got my mitts on some meaty guns. Brushwork was truly splendid, as is the mfx way.

Smash and Grab (ad_test1)
Yeah, yeah - I know, test map - but it's very polished like a typical sock map. Exploring this map to hunt down all the monsters and secrets is great fun and it would be a totally valid campaign map if access to the exit was held off until a little later.

Arena Town (ad_test6)
Again, polished. There's a lot to see and do. Visually fantastic. Shitloads of exploration and 120 monsters to hunt down. With a few changes to the player routing to make the journey to the exit more structured, this would be one of my favourite sock maps. 
 
For some reason shotgun combat feels satisfying now because of the projectile shot, so I didn't get bored plinking away at all the grunts and enforcers....

Dude, that is what we thought dudes would love, dude. 
 
I tested something? :O

Guten Rutsch! 
Spirit, You Are Just Overworked 
of course you tested some "areas" of the bog. Slide well, mhahaha! 
Where Be The Rest Of These Evil Tomes?? 
AD_Swampy... this map torments me. 400 out of 428 monsters dead. Access to the exit portal but I am still missing 6 of the 8 tomes?? Man what evils is this... anyone care to share some tips on finding the rest of these suckers? or at least where is some silver keys? Love the map but dang its massive... I hear the evil chanting sound and know books are close behind locked doors with no way of getting to them! 
AD_Swampy 
I'm reigning that swampy Grizly Grotto as if I lost my diary Beyond Believe. 
Ok, Am I The Only One Getting Those Errors? 
(see my previous post, I really want to experience that mod at its fullest) 
Daya, Maybe You Can Try 
MarkV or Darkplaces?

If you really want to stick to Quakespasm, are you sure that in its commandline you have included the argument "+set max_edicts ###" or the like as recommended in the readme? 
Sooo Many Secrets!~ 
Ok so 7 tomes have been found... so one left to go! I have a door left to open that uses a purple key... and I have 16 ut of 25 secrets found and 5 monsters left to kill ha. I've had a great time so far with this map. Now to find this last bit. 
Demos 
https://drive.google.com/open?id=0B9cN5yUBCeP5TkhOOHdybGRHeGM

I haven't watched these, so I hope they are not screwed up. 
 
"You need permission"

great link Zwiffle 
Zwiffle... 
But Scampie 
I DO have permission. 
 
Then no wonder the rest of us cannot get to the files, dead men only have access to dead files... us living souls cannot access dead files without dying, thankfully Google is there to save us from your evil zombie trickery!

RIP 
AD_Swampy... So Awesome 
Yea found em all and got my reward. And almost all the secrets. This map was soo good. 
Kingold 
Putting "+set max_edicts 2048" into the .bat file I use to execute quakespasm (because somehow quakespasm doesn't remember "sndspeed 44100" and "fov 105" even if I put them into an autoexec file, and that's fucking annoying) doesn't do a damn thing, the error is still there. And I'm using QS 0.90.1 as stated in the readme.

Maybe you guys should've done more tests, as for now Darkplaces seems to be the best candidate. 
Oh Wow Even Darkplaces Can't Do It 
Could finally open up the swamp map, but now the game's framerate is stuck at 1 FPS, and that's with the patch in the OP.

How did you guys did it? 
Daya, Give MarkV A Try. 
I am pretty sure that it will help. 
Daya 
max_edicts should be set to 8192 for AD.

This value is set in the quake.rc that is included the mod, so there are only 3 ways I know of to get the wrong value loaded:

- Using "+max_edicts 2048" (or some other value that's too low) on the command line - don't do this, or if you do then set it to 8192
- Having "max_edicts 2048" in id1/autoexec.cfg or ad_v1_42final/autoexec.cfg. This will mess up AD, I guess the AD quake.rc maybe should have been set up differently so this couldn't happen.
- If you change to the AD mod in the Quakespasm console using the "game" command, you need to additionally do "exec quake.rc" to load the quake.rc. This is a QS shortcoming, most engines load the quake.rc automatically.

Hope this helps. 
The Underearth 
http://www.quaketastic.com/files/demos/ad_e2m7_adib.7z

In the first try I died after meeting a horde at the wrong place, making it an unfair battle. Not sure if it's my fault, though. The second try ends with me wandering all over for the last secret and four remaining enemies.

I liked this level. If you're into "old school", you'll find it very satisfying. I loved the secrets, because I love jumping skills and smarts to reach hard places. Too bad I couldn't find the last secret.

The last battle was kinda easier than I thought because the Minotaur doesn't help much. The path to the last battle gives a nice anticipation creep, though. It would be perfect if it ended with a big scare. 
Daya 
You're literally the only one who has problems like that. Don't you think your rig is the cause rather than the mod? Maybe you should've done more tests with your stuff? 
Underearth 
I still am not able to reach that Thunderbolt on the ledge ;_; 
Might As Well 
Jump! 
Ericw 
The first option works, thanks a ton! 
Kinn 
 
Spy 
yes? 
Some Kind 
i'm in laugh weet

______
go map hot dammit 
U Silly 
 
 
"rick" over on the Shacknews chatty has posted a couple of super-widescreen shots of AD:

http://i.imgur.com/tbLJUjC.jpg

http://i.imgur.com/vlsbCcI.jpg

Apparently Quakespasm has no worries running in 21:9 aspect. :-) 
Those Screenshots Are Sexy 
and boy would i love to play AD in 21:9 
 
Someone get Friction to take screenshots with his mega stupid wide monitor setup 
Scamps 
I suspect if you render in a window mode you could take screenshots as big as you want... 
Eeeesh 
Need chameleon swivel eyes for that shit! 
Really Good Work, Thanks Everyone For Making This For Us To Enjoy 
just some appreciation.
spent 2 hours in swampy and still 16 secrets only 
Kinn 
KINN 
Dear God 
I've spent two evenings on this and played about a map and a quarter. Finished ad_cruical, found it a bit of a grind, probably would have enjoyed it more if I'd found more than 2/9 secrets. On ad_swampy now, seems more fun (still kinda suck at finding the secrets though!) 
 
I'm pretty sure that map name is misspelled that way because everyone who playtested it assumed it was such an obvious typo that someone else was bound to point it out. 
Lunaran 
It took some time for me to get the typo pun, for the same reason I never find secrets. 
But... 
Wasn't it only misspelled in the readme? 
 
No, it's misspelled in game and I think it's on purpose. The typo is a crucial error or not? 
 
"Is the typo a crucial error or not?" 
So 
I'm just getting my teeth stuck into ad_cruical it's pretty amazing (although maybe a bit too mazey for my tastes). It's a HUGE map. Many many monsters. Found 5 secrets.

I Couldn't find the red key. I wonder if I was supposed to find it to finish the map properly. Either way, I finished the map without it, and missed about 20 kills.

I found a bug either in the map or the linux version of quakespasm, where you can break a breakable crate through a glass window.

On the start map I stumbled onto Nightmare mode by accident. It's a nice addition. I'll give more feedback as I progress. 
Breakable Crate Through A Glass Window 
I too was able to frag that crate from a glass window. On Quakespasm OS X. 
Glitch In Secret? 
Ok so I've been looking for more secrets in ad_cruical and I noticed something a bit annoying from a gameplay point of view. Slight spoiler ahead I guess for anyone reading this....

But you find this room pretty early on in the level that asks you to find 4 circuit boards. BUT if you miss this room then none of the circuits spawn anywhere in the map until you go back there and find the room. Then you have to go back through the entire level through areas you have been before and suddenly there hovers the various parts that need to be found when they should just have been their to begin with? Is this intended or a glitch?

Cheers! 
I Admit 
That's poorly designed, to begin with. Those 4 boards do indeed only spawn when you find that door, you have to walk into that room to do so.

This was cranked into the map a week before release or so, it was never tested how players would react to it, and looking back i would definitly design this "quest" differently. 
COOP Play ? 
I want to convince one of my buddy to play Quake1, and I want to show him ad_swampy, which is so totally awesome, even by today's games standards.

So is it possible ? How ? I never played Q1 in coop mode before. 
Theoretically Yes 
there are coop starting points, i have never tested this in full though.

So, please share your experience when trying to play coop, i will try to fix all reported bugs in next patch. 
Cant Play Demo Files? 
Ok for the life of me I can't play these demo files that everyone's been uploading.

So I take it you copy these files into the Quake/demos folder? or quake/AD/demos folder and then just type in playdemo demofilename and it should run?

Thanks in advance if anyone can help me with this seemingly simple function :) 
Yep 
The .dem files go into the mods folder, in this case quake/ad/ or whatever you named it.
There your engine of choice will find them, mind you set the game dir when playing this mod.. (hint hint..)

There maybe other ways to store and play demos i don't know of, sorry in advance :) 
 
quakespasm can record multiple-map or multiple-life demos that other engines won't fully play back, though. 
@Lunaran 
Even WinQuake and GLQuake can record multiple-map/multiple life demos. They just will stop playing them back on death or map change.

DarkPlaces, Mark V, Quakespasm can play back those demos beyond map change or death. 
Love The Mod... 
Finally had some time to play a little and it was glorious. ^_^

The maps are fantastic and the sheer number of monsters is great! 
Ad_swampy 
I'm outside the gk door and I'm stuck (on easy). I don't think I've done anything map-breaky (I can gj to other parts of the level but then get stuck again, perhaps not so surprisingly...) 
Ah 
So those ports just introduced a playback fix, I see now. 
 
Ah, found my way again (I was being blind). Awesome map! 
Mapping Support 
Package that has gtk1.3 ent-defs/shaders. 
 
had fun watching Shpuld playing ad_swampy!
this is the replay: (ad_crucial first)
http://www.twitch.tv/zlive/v/33756893 
Thank You To All Who Made This Possible... 
I'm finding just enough time to get through a level every two or so days. Wonderful stuff, literally, I am filled with wonder. 
Ionous' Map, ... 
... Lavatomb, is a development of his jam 6 concept. If you were, like me, staring at that multi-level vertigo and thought it couldn't get any visually richer, you should play Lavatomb. It's trim porn. It shines as lit by diamonds. I almost forgive him for not using colored lighting.

I didn't comment before because I couldn't finish his level yet, but my vacation time is over.

It has a small lateral open area, where the level can "breathe" out of the corridor maze. So far gameplay is smart and very satisfying. It has nice surprises and challenges, feels very well balanced. I already ran out of ammo, but that's probably my dumbness. AD monsters help a lot, solid use of them.

Obsessive Brick Disorder is another one I loved. But I have to map now. 
Needs More Color :P 
I still want one with colored lighting hehe. But I found the map to be very much depending on you making them monsters kill themselves because the last fight... sheesh I had to cheat because I ran out of bullets on Hard... 
The Last Fight In Ionous Map 
was a giant infight on hard. I killed only 2 (or 3) last monsters by myself while the rest killed each other. That was really fun. 
4th Rune 
Can someone please tell me which maps contain a rune? I went through all the maps and i thought i was pretty thoroughly but i only found 3 runes and not even a slight hint at the fourth. :( 
 
e4m7, Azure Agony, has one. 
^ Moved To The Drunk Thread 
Sorry. 
 
sock and mfx's maps have the runes. obd, mountain, crucial, swampy 
What Was Used To Animate The New Monsters 
The zombie knights, the new death knights, those flail knights are all animated really well, and I'm curious as to what program(s) was used for it?

Absolutely incredible mod, feels like a sequel to Quake would, at least in my head anyway. 
Problem With Rune In Obd Map 
I'm having a problem (bug ?) with the rune in Obd. While I've found all secrets and activated all buttons, killed everybody, the rune is there but can't take it. I tried easy mode and activated God mode so I don't have to redo the map again and again just to get the rune (that map is really labyrinthic, and it's pretty long to get to the end).

This is the last rune that I have to take, and it's getting frustrating.

I suspect a bug.

Any clue what may happen ? 
Ad_swampy On Skill 0 
is it possible that this is bugged? I'm pretty sure I'm at the end but the exit doesn't open. I've only found 6/8 tomes but surely they aren't required to exit the map... 
BTW 
My posts here have been a bit whiny so I thought I'd also say that this mod is completely fantastic, totally blown away by the depth and the amount of work it implies. And all for a 20 year old game, for free! 
Its Fine 
maybe you owe me a beer, but only maybe.

The exit on swampy is indeed broken on easy
i did this to collect some money from you being pissed off by this,
no this happened while last minute changes weren't being tested properly by me. Sorry, maybe i will fix this soon. 
I'm Suing SQL To Launch D 
and I'm having zero issues playing this. Just curious if anyone knows why not as the "shortcut" warning above is so adamant? 
Lolwhut 
im sueing you. 
Not Sure What The Non Issue Is Here. 
 
Rune Of Obd 
I'm still having a problem with the rune on Odb. I'm now pretty sure it's a bug.

I played a full game without cheating, in easy mode, and killed every monster on the map, found all 10 secrets, pushed all buttons, took the book, etc, but the rune is still not walkable. It's there above its bars with the bubbles on it. Whatever what I do, I can't get the rune.

Even impulse 11 don't work. 
 
I can confirm it is not bugged and is collectible.

You clearly did NOT push all the buttons. You get a message related to the rune when you push the ones needed. 
Dumptruckds 
It's fine, using a launcher like SQLauncher is the same as using a shortcut.

The reason the readme is adamant about using a shortcut is that some engines have a "game" console command that doesn't exec quake.rc (like Quakespasm), this causes problems for this mod. 
To Bug Or Not To Bug? 
having a problem with the rune on Odb. I'm now pretty sure it's a bug.
Its not a bug, you have to think laterally, you can stand under and on top of the crushers in the final room! ;) 
Oh No I'll Have To Play The Map Again 
It's a disaster 
Sock 
I'm still unable to get the rune. It is showing up there, above the bars. I can go inside that tube and walk on the rune, but nothing happens. I'm unable to remove the bars (so the rune fall on the ground, right ?). Of course, I pressed both buttons above that final room (so the rune appears above the bars). I also played alot with the crushers. I'm still stuck.

I played your previous version of this map, that you released some times ago. It was working great. Ok, I know that you made some changes for the ad pack. But did you changed the interaction with the rune too ? 
Ericw Et Al. 
Thanks and woops no litigation was intended. 
Game Command 
Can't the worldspawn function check for the status a boolean variable, then if false perform a localcmd of exec quake.rc? quake.rc could set the variable to true by default. 
Obd Rune Again 
I need to know this, if it's really NOT a bug.

Is it normal that walking on that rune shown below (with "magic" bubbles), doesn't take the rune ?

http://postimg.org/image/5mezt7m1l/

As you can see, I'm inside the tube, with crusers in the up position.
I also killed 302/302 monsters, and found 10/10 secrets.

So what am I missing if this is not a bug ? 
 
3 party point of view:

A. The screen shot does not show the HUD, therefore one cannot judge if you already have the rune.

B. If you really want to be helpful, you should provide a save game file which would allow someone to examine what you are experiencing. 
Qmaster 
I think it might be possible. If you used say the scratch1 var maybe? 
 
@Barnak
Just took the rune in that map. It works fine. I pressed all the buttons.
Maybe you didn't get the tome of power, if it's related?

btw, propos to the maker of the map. I spent easily 15 minutes, 50 shells and 20 nails searching for the way to open the purple key vault. I didn't think of look up from the arena place until I had wasted lots of ammo thinking the button was hidden inside a breakable.
I couldn't find the last secret, though. Only 9/10 :(

The same happened in ionous' map. eighth secret is well hidden! 
 
Spirirt Holy Shit 
Death Wish looks amazing! 
Unfortunately 
Setting it up is turning out to be a fucking nightmare :) so I give up 
Rune Again 
Here's a short demo showing my problem. I show that I killed every monsters, found all secrets, walk on the rune and nothing happens. The magic is still on the rune, and yet I did pressed all buttons.

http://www.filedropper.com/rune

Please I need an hint, if this isn't a bug on my installation. 
 
Playing Firetop Mountain at the moment. Some more punctuation would help parse the books more easily, I sometimes did not notice where sentences end. I feel so special for finding that quest! 
Rune Mishap 
Here's a short demo showing my problem.
You have rune 2 already, you cannot pick it up again!
Rune Locations : 1=crucial, 2=obd, 3=swampy, 4=mountain

@Spirit, The ghost knight was very much rushed at the end, last 3 days of development, there is spelling mistakes as well. :/ 
 
So worth it, I LOVED the map and this was a big part. Its navigation gets blocked by the player btw even though it should just walk through it. 
Thanks! 
ah, thanks Sock, I think I know what have happened.

So this isn't a bug.

The rune feedback is lacking in quake. I don't have any indication in the hud that I have a rune. Or maybe there's something I missed in the interface. 
Sock 
I wanted to say that swampy is certainly one of the best map that I ever saw in Q1, and even in any game that I've played.

Actually, it may even be THE best map ever created, I don't know yet (I'll have to compare with a few other favorite maps). There are so much awesome maps in Q1 now.

So THANK YOU A LOT for this *A*W*E*S*O*M*E* work !

This is even creating a "problem" for me : I'll have to rise the bar pretty higher for the maps in my collection, reply all of them, and trash the ones that feel too oldish or aren't of extremelly high quality. I don't want to have too much maps in my collection, since it's becoming a nightmare to choose one to play ! 
Rune Vision 
The rune feedback is lacking in quake
You can increase the hud information in quake by using the +/- keys which are console commands "sizeup" "sizedown".

The AD start map has a room under the skill selection pillars (under the lift access), as the player collects runes they appear on shelves and eventually the portal turns red once all the runes are collected.

@Spirit, yeah the ghost has collision when it walks so that it can move around the world. I really needed more time to fix that! 
Ghost Stories... 
The ghost story in mountain is great. Maybe just a bit too easy.

I love this map too. 
Good Foundatons 
I love this map too.

I am well aware that everyone would be declaring swampy as the best map ever! I did not create the mod to personally make maps (I have released plenty of quality maps already), the mod for me was about Quake Code, the art assets, the new various environmental systems and a good foundation for other people to use for their own creations.

A good map is the sum of many good things! 
 
OK, don't get all defensive about it. :) You did good... 
Teams > Individuals 
@JneeraZ, I am not being defensive, I want everyone to realize this mod was the sum of many good people. Scampie/lun helping to balance the monsters, to the support of eric making sure the compiling/map issues get resolved, to fifth/ionous suggesting crazy new features and mfx making damn amazing maps!

There are plenty more examples of what everyone did with the mod, I just think people underestimate what a team can do and often focus on individual components instead of the whole. 
 
So mfx made all those maps?
Damn. 
Map Authors Are Listed In The Readme 
 
 
No, mfx wrote the code. 
<facepalm 
As said before, noone did anything alone, we did it all together. 
 
And the models. 
Right? 
 
No Fools, It's Me That Did It All 
I just had to use some quantum brain control at a distance. Of course, you're not aware of this. 
Ridiculous Secrets 
So, I saved my game on Swampy after 3hrs of running all over it and went to go and finish the rest of the pack before finding the last secret...24/25. ! Ahhhh! Where ist it?? PS, the purple key room on swampy was totally dope. This pack is awesome. Also, I see now way of getting to the Quad damage secret in lavatomb wihout rocket jumping, is this intended? 
Qmaster 
I designed it with the slope jump in mind. 
 
Well, I've found all the secrets in swampy now (with a little cheating) :-) Not sure which one you're missing though <wink>. And I'm missing 12 kills somehow. 
Milli-watt-hour 
don't forget that Sock doesn't identify all the secrets in the hud. Many more are still there. Especially that hidden "super secret". 
Swampy 
Just played it for an hour now. I stopped after the gold key and before the silver key doors. I'm still astonished. What can I say? Quake could be just this level, at least Quake shareware. You guys are insane. I wonder the amount of time mfx took rubbing this level. And I can only hope people don't get too intimidated (Baal knows I got) before next map jam. 
BTW 
I have the demos with lots of commentary, but I won't upload because its too negative. I tried to blast through rather than play the levels properly.

I'll come back and play the pack properly soon (ie. to enjoy it).

And I get what you say about one job at a time - once you put the captain hat on, there's little time to map.

Last thing, reading that Doom forum thread, I love how the readme is seen as secret insider knowledge, rather than, say, RTFM XD 
 
I just had to use some quantum brain control at a distance.

then why didn't you make the test maps proper maps 
 
But he did. 
Swampy 
So I'm at the room with two wooden platforms with buttons at the back. Once pressed one of those tentacle dudes spawns (forget what they're called, gaunts?), then a few hammer spinning ogres, then 2 baby skulls. Where do I go next? The same room has a closed door with the exit behind it, but I'm not sure if I'm ready for that because there's still 40 monsters to kill. I only found 2/25 secrets though. 
[kona] 
skill 0? that's a bug. if not, well, probably another bug :-) 
Haha 
i didn't laugh actually.

Kona, if you play on skill 0, there is a bug occuring right now sometimes to not let you exit the map.
A counter is set up wrong.

All other skills should be fine. 
 
Oh fuck it is skill 0, perhaps I bumped the skill 0 thingy by mistake in the start map because I always play skill 1. Hmmm you know I did wonder why it was quite a bit easier than the other levels, that must be why haha. 
 
ad_swampy was my favourite, even though I ended up playing it on easy. I think there is such a thing as "too" interconnected, one can end up getting a bit lost quite easily. But otherwise just a fantastic level, one of Quake's best ever.

The start map was probably the best design of the bunch - I'd love to see something like this as a full level.

A few of the test maps were awesome as well. Not so much the arena's, but the more progressive levels. There was a floating industrialish one that was quite cramped which I really liked. It might have been cool to see some of these merged into a single huge level, but then you might end up with too many competing themes so they're cool just small levels as well.

Overall all the levels were great. I'd need to see screenshots again to remember which filename was which, but they were all epic. I'm not sure who made what because the readme doesn't have nicknames, only real names. mfx is an easy one though haha.

This mod and these levels really do set a new standard for quake. I hope more people use it. 
Final Level 
Oh boy, I finally found the secret on the final (georgeous) level. This was epic ! Felt so much like in "Evil Dead" (the movie).

Cheers ! 
 
Late to the party here, must be something stupid I omitted but I get the error "Mod_LoadModel:progs/s_plasma.spr not found" when I start new game or try to load any map through console.
Using recommended Quakespasm version and launching with the -game argument.
Any idea ? 
@Killes 
just using that patch link won't be enough to play the game. Get the original (much larger) download, then overwrite those files with the patch thing. 
 
Right, something stupid indeed, cheers :) 
A Masterpiece 
From its initial release to right now, I'm still playing this pack. There was so much I missed my first time around, and am now going back and trying to find everything. A mod of this size just insists replay-ability, not to mention the maps which in my opinion, have more atmosphere and heart put into them then anything I have seen in a long time, even in recent titles.

The only other release that could possibly rival this is Rubicon Rumble pack. I even said at the time of its release that nothing could top it, but this may have accomplished just that. The amount of content in this mod is just staggering, this isn't a mod its an expansion, a game all on its own. If there is someone new to Quake and they just finished the original campaign and are craving more, this will be the first mod I direct them to.

I have only one gripe, and sadly its a big one. I did not enjoy the changes to the shotguns, making their shots projectiles. It completely threw me off my game, and in the end I wound up missing my targets more often than hitting them. That's the only thing I would change, to give them back their standard behavior.

This one's a real Hall-of-Famer. Congratulations to all who are involved, you should be very proud of what you have accomplished. 
 
Impulse 130 toggles between the old and new gun mode. 
Orl 
You can change the shotguns back... I forget the command though 
 
Actually I was going to post the two things i liked best about the mod (other than new levels) is:

1. the new sg/triple sg. Partly due to the increased damage - it feels like I finally levelled up after 20 years of playing, and can now blow old id monsters away. But I got used to the projectile sg and quite liked how I had to aim slightly ahead of fast moving monters. It adds a small increase in skill required.

2. breakables 
Future Maps 
For me Arcane Dimension sits there as a perfect foundation for future maps now as well. I look forward to what crazy settings folks come up with because even now I think folks have barely scratched the surface with what can be done using all the custom func / deco and sound tools along with the plethora of particle and trigger entities. The audio and visual landscape has a ton of new tools to play with and the gameplay... much fun in store! 
Yes 
Should be studying the test levels now.

Still, I miss a better boomstick. Maybe Daya's pistol, who knows. 
 
I agree with Kona's two good things (projectile shotties & breakables).

Have now finished mfx's and sock's maps, found all the runes, only, what another 5 to go, oh and the 11 test maps... 
 
How can I tell which maps I finished? Some particles changed to slow drifting grey ones, is that it? I cannot tell what the remix maps tell me, I know I played one of them but they still look active with some yellow particles. Crucial is missing the same indicator I believe? 
 
ad_lavatomb looks finished but I have not finished it for sure. 
 
can we rename this to New Q1SP Mission Pack rather than mod. There is more gameplay here than in either scourge or dissolution. 
Developer Vision 
@ijed, I think you have been a developer too long! There is certainly a lot of broken stuff in this MOD but there is also plenty of cool stuff. Also I never make maps to rush through, there is always layers of stuff waiting for explorers!

@orl, wow thank you for the compliment! The Shotguns changes can be reverted back, console command "impulse 130" or "upgproj" or add 131072 to the temp1 variable in quake.rc

@Kona, my 2 favourite things in this mod, is breakables and minions! I love that there is plenty of different monsters which spawn more monsters! It creates a lovely feeling of chaos!

@Skiffy, well the source is freely available, anyone can use it as a base for their own projects if they want. I am sure there will be maps released which require AD as a dependent.

@spirit, the only information passed between AD maps is runes and they are shown in the room below the skill pillars. I decided to keep all the maps open so everyone can re-play them with different skill levels and pick and choose what they want to play.

In hindsight it probably would have been a good idea to show progress in some way in the start map, oh well! :D 
 
Ah, I could have sworn the particles changed :D

Dear Lunaran and Baker, Quakespasm does NOT record over reloads.


SpiritQuaddict was squished
Quickloading...
Loading game from /home/me/.quakespasm/ad/quick.sav...
Completed demo


Host_Loadgame_f calls CL_Disconnect_f calls CL_Disconnect calls CL_Stop_f calls which stops the recording, at least if I understood it all correctly.

:( 
 
They said it continues recording over death and map change, not loading a save file. AFAIK, no engine handles that. 
 
Maybe you modern people like to restart the whole map each time you die. I quicksave and continue from that... 
 
And reQuiem does it just fine. ;) 
 
Still playing this mission pack too. Seriously incredible stuff, I keep replaying all of the maps. A lot of the vibe reminds me of Castlevania, which isn't a bad thing at all. Favorite thing to do in the whole map pack is using the shadow axe for all of Necrokeep until finding the plasma gun, then using that whenever the situation presents itself. Can't wait to see new maps made with this mod in the style of Warpspasm where the plasma gun becomes the primary weapon. 
 
@spirit -- like Scampie pointed out that wasn't what we were talking about.

Maybe you modern people like to restart the whole map each time you die. I quicksave and continue from that...

Mark V doesn't need you to quick save.

Type load a0 (90 seconds before death), load a1 (3 minutes before death) or load a2 (4.5 minutes before death). 
 
and here mark V was already my favorite 
 
The only reason I wrote that feature:

One time I was in the middle of a really good Skacky map (mapjam1?), had played for 45 minutes ... then died.

I didn't have it in me to redo all of that gameplay.

It's an emergency "I forgot to save" fallback to prevent that scenario.

The first auto save, (less than 90 seconds ago) isn't necessarily enough time to avoid your doom. Hence, 3 auto-saves spaced apart by 90 each.

Just to avoid the "I invested in a hour in this great map and forgot to save" problem. 
Qbism Super 8 
I can't get this mod to run with the latest version of qbism, any thoughts? 
Use Quakespasm Or Mark V 
 
 
FWIW I think sock may be working on a patch that will make AD usable with software-renderer engines. 
 
I get all my playing done with Quakespasm, i saw a screenshot MFX posted of the mod running in qbism so I wanted to try it out. 
 
Patchwork 
patch that will make AD usable with software-renderer engines
Indeed, patch 2 will be finished in a week or two and fix AD to work with WinQuake engines. In the meantime be careful downloading patches from other sources, they are not fully tested. 
Do'nt Froget Abuot Curcial! 
 
Is There... 
Is there wad with the cobweb textures? ad_start.wad included in the pack doesn't have them. 
I Just Want To Say 
That the credits sequence in the end map is awesome :) 
Qmaster Re: Cobwebs 
You could extract them from ad_necrokeep.bsp using AdQuedit - as long as the author doesn't object. 
QMaster 
you can extract the textures from the .bsp with various tools, bsp2wad.exe or texmex for example.

They aren't "protected" in any way.

Shamblernaut, thanks! 
 
Free use of the textures is more or less implied. (a few of them are from UT anyway ssshhhh) 
 
http://scampie.net/files/terra.zip

This is the full wad Lun and I used while building the map. 
Self.dopeslap = TRUE; 
 
Well Well Well... 
Looks like someone created the Widowmaker in real life -
https://www.youtube.com/watch?v=UQy-1_P8mqE 
 
Looks like someone created the Widowmaker in real life

Can you spunk all three loads at once though? Seems like each of the loads is shot individually. 
 
Sadly I believe it shoots each one in turn. I guess it's a cross between the widowmaker and the riotgun. 
When Is Patch 2 Coming Out? 
I am enjoying the mod, so far, but I am tired of shooting helpless little spiders stuck to the ceiling :^(

Thanks! 
Soon (tm) 
 
Soon (tm) 
 
Switch Off And On Again! 
When Is Patch 2 Coming Out?
Hopefully this week, I need to test all the maps in QS/DP/WinQuake before I release it. I am also distracted with making a new map. I always have problems switching between LD and Coding, it feels like I need to reboot my brain each time! 
 
New map and new patch... I am excite :D 
ACK 
Dang need to finish up the shamblers texture quick so it can go with the patch... :) 
Sock 
New map looks awesome! And ya, I know what you mean...my qc brain half doesn't turn on and off very quick. 
Necrokeep Silver Key 
I like how there is a reward for nice jumping! 
 
Started Playing It Yesterday 
Since this is a big pack, I had to reserve some extra time to play it. Loving what I've seen so far.

On the Cruical level, the texture inside the first air ducts gets too distorted if playing with gl_texturemode GL_NEAREST_MIPMAP_LINEAR, so I had to enable filtering. Quakespasm also seems to follow WinQuake's liquid turbulence too well, using low-res sine values for the turbulence, so the filtering also took care of that. however, the filtering doesn't look good on alphamasked textures. Anyway, that's just me nitpicking.

I would like to know about the thought process behind the change to the shotguns. This leaves the thunderbolt as the only hitscan weapon (other than the axe, heh), at least in the classic weapon roster. I'll be playing it in projectile mode since this is what this mod was designed for, but I'd like to know exactly what kind of experience this change was intended to provide. As a whole, I'm trying to see which game design lessons I can learn from this mod. 
 
I think the idea was to remove hitscan almost entirely to increase the skill ceiling but remove cheapness from things like grunts (a pack of grunts with hitscan can decimate the player) 
 
Giving Gaunts projectiles (and 40% of the original HP) instead of hitscan was great in particular. 
 
I love the projectile shotguns. They feel much more visceral and connected to the world. 
For Me 
Projectile will always beat hitscan. The time it takes to reach its target (even if its very fast) just feels better in every sense.

Hitscan always feels like a cop out, although it works for the LG because that's how you'd expect that weapon to work.

After all my whinging about 'realism' this is going to sound hypocritical, but it does feel more part of quake's world as JneeraZ says. More logical.

In gameplay terms it's cool as well - it didn't mess up my timings much, although I had to adjust for it slightly.

It's also more satisfying than hitscan.

To summerise:

Projetile:
Boom
Swish
Splat

Hitscan:
Boomsplat

Projectile > Hitscan 
Agreed! 
The projectile change has been a lovely change. 
Mankrip 
could you please show me a screenshot of that texture distortion?
Thanks. 
Shotguns 
I'm torn about it. I didn't change it back to hitscan, but I have to say, it threw off my timing quite a bit. I'm still having a hard time hitting scrags in AD. 
At First I Didn't Like It 
just because of initial discomfort, I suppose.
Now I love it, deeply.
I also love the changes made to gaunts, and to droles. 
All Or Nothing 
I would like to know about the thought process behind the change to the shotguns. I'd like to know exactly what kind of experience this change was intended to provide.

When I think of Quake and what makes it different to modern games, I always come back to projectile combat. The ability to move fast and dodge enemy fire instead of the usual take lots of damage and then hide / heal mechanics. I can understand in the old days of Quake, having a gun fire so many projectiles at once would have been bad, so this is probably why old games have hitscan, its technically better for the engine!

So I started a new mod called 'Repent' that would be all projectiles! I started with the shotguns and the first thing I noticed was that when I could see the projectiles the gun felt more powerful to me. The fact I could see what I was firing, where it was going and there was a slight pause before impact made the game experience better IMHO.

I then converted all shotguns in my mod to projectiles including the soldiers and fighting them became much more satisfying. It was no longer cheap hitscan weapon fire from enemies that I could hardly see, I actually had a fighting chance to dodge their attacks!

Sadly the original mod was lost in a hard disk crash, so I started again and wrote a second version which is now the mod AD. Later on in the development of the mod the plasma gun was added as a way to change the LG to projectile and that completed all the player weapons being projectile fire.

The projectile shotgun went through a lot of changes and I do mean a lot. It was constantly tweaked over and over during the course of the mod, with different speeds, particles, damage and spread patterns. One thing I did notice is that everyone on the MOD did not like the projectile shotgun at first (because its different) and then after a while loved it! I think this is partly because everyone has to re-learn what they are doing with the shotgun and I think this can be frustrating. Once the initial aiming issue is dealt with most people will like the change, its just not an easy path to follow.

For a long time the projectile shotgun was not the default, I had it setup as an option and no one used it, except Scampie! I realized that if I don't make it default no one is going to use it because they want things the same, so I decided its got to be default! I have to accept that everyone is going to be frustrated at first, but hopefully they will like it after lot of use and see the fun it can be. 
 
I fucking love the shotgun. Didn't like the sound at first but it grew. I just wish the bullets would trace through enemies. :> 
Ya 
It took a little getting used to but it quickly became a lot of fun...only thing I didnt like though was that I have trouble seeing which dots are actual projectiles, and which are the particle effect. 
 
1. Position the monster in front of the gun.
2. Adjust aim for movement.
3. Fire.

:) 
Gameplay/Visual Patch 2 
Could someone please update the header of this thread?

Offical Patch 2
New readme file - Patch 2

Thanks 
UAGH 
DOWNLOADING NOW 
 
Just in case you miss the note in the readme, there are two new FRIGGIN AWESOME maps in this - remakes of doom e1m1 and quake e2m2 
Neato 
 
 
woot woot 
The New Maps Are Sweet 
 
Going To Be Playing Through These... 
http://www.twitch.tv/ionous

Starts in about an hour. 
 
added patch 2 to the top.

Not sure if this makes patch 1 obsolete so i left the link for that. 
 
It does make patch1 obsolete.

The correct installation of AD is to download the base mod, and then apply the files from patch2 on top of it. 
AD_v1_42final_patch1_patch 
Why aren't the patches called v1.43 and v1.44? Or even 1.5 and 1.6 since apparently there are major changes? 
 
also, the Quakespasm dev build linked in the top post is obsolete now that the stable version is out.

Maybe replace the second paragraph with "The MOD is designed to work with QuakeSpasm 0.91.0 (Must use this version or higher). Download here: http://quakespasm.sourceforge.net/download.htm
 
updated the news item again, with that info 
Animated Giblets? 
So has anyone considered supporting some animation states for gibs? entrails come to mind... I would love to see them coiling in the air and land in a pile when hitting the ground. Right now its all static. Heck a simple squishy impact for most flesh chunks would be a nice addition. So you would have a in air and end landing animation sequence..

So Midair "idle"
Impact "transitions from Idle pose to rest state"
And then an end pose which could also support a few frames. Beating hearts anyone? :)

Sorry I love making the gibs for games. Did that for a few over my career. Messy but fun. I do like that AD added per monster versions though. Step in the right direction. 
Thats 
Actually a nice idea, but also maybe overkill if it were applied to everything. 
 
"Why aren't the patches called v1.43 and v1.44? Or even 1.5 and 1.6 since apparently there are major changes? "

That's a good idea, actually. Just make it a complete download each time with a new version number. Nobody likes cumulative updates. 
E1m1 & E2m2 
Cool maps!

Missed a few secrets on e1m1 but managed to find them all (somehow) on e2m2. Had a rather hilarious moment in e2m2 where I had no ammo to shoot a raised button in order to escape from a pit :D

The ammo situation seemed very tight unless you keep finding areas off the beaten track. I just didn't find any for a while I suppose.

Demos https://dl.dropboxusercontent.com/u/33279452/e1m1_e2m2_daz.7z 
Daz Your Youtube Is Dusty! 
You should record all of Arcane Dimension with Perfect secret and monster kills. I would love to see you tackle the monster that is AD_Swampy in one perfect run.. haha 
Thanks Guys 
i'd like to see more rmx maps

request to mr.Sock, could you adjust your e1m1/m2 rmx maps to an AD mod 
 
Tried to watch Daz's demos but I get an error on his E2M2 demo, model 191 not found? 
Raining Gibs 
When I first setup gib models I had everything exploding into fleshy flying bundles of goo! The sight of the gib showers made me laugh because it looked like some crazy 80's B movie with Ketchup everywhere. As more people joined the mod eventually I toned it down because the surprise and horror of gibs is lost if you see it all the time.

So has anyone considered supporting some animation states for gibs?
The problem with gibs is that when models fall they bounce based on a square bounding box. There is no roll, tilt or ragdoll physics, its just cubes arbitrarily spinning on their three axes! It could be cool to have animated gibs but it is a lot of extra work and I will be surprised if anyone adding monsters to AD will even think about standard gibs.

@Spy, There is a lot to consider when convert existing maps to AD, breakables, fog, new monsters, a couple of extra areas and more testing. I think my time would be better spent remixing new maps, maybe more from the E2 series. They have such lovely flow about them and I really like non linear designs more nowadays.

@Fifth, sounds like you are running an old version of the patch! ;) Download the latest and make sure you install it over a clean version of the original Mod directory! 
Two Demos On E1m1 
Very Cool Maps! 
E1M1 was cool. Loved what you did with the secrets, though I couldn't find a way to open the RL one. Lovely details. Cool setups, right balance, short and sweet.

E2M2 is very, very good. Tight cityscape with many, many secrets. Loved the progression and all the little nooks and crannies that allow a creative flow, even more so than the original. Ammo situation was indeed pretty damn tight but very enjoyable. These Z-Aware Ogres are devastating, though I did not even take this Quad in the end.

Skill 3 demos: https://drive.google.com/file/d/0BwnUnvcoU4HFNHpJRkZMd0d6dDA/view?usp=sharing 
 
I've made a terrible mistake...

people spend 2 minutes actually playing the map, and 10 minutes shooting random walls looking for secrets! :D 
Wouldnt Be A Doom Map Remake 
if people didnt spend time randomly shooting walls. 
Found All Secrets In Your Map Scampie 
Folks are just blind and don't follow wires hehe. 
MFX 
I can't take a screenshot right now, but it's a moire pattern distortion similar to this:
http://www.cs.berkeley.edu/~sequin/CS184/IMGS/TexMapSampl_F32.jpg

It's like the renderer is ignoring the _MIPMAP_LINEAR part of gl_texturemode GL_NEAREST_MIPMAP_LINEAR. I've also made sure that anisotropic filtering is enabled, but still nothing. Intel GPU, by the way. 
Steam Post For AD 
http://steamcommunity.com/app/2310/discussions/0/458607699624014899/

Feel free to reply and subscribe to the discussion so the post is included on the community hub. 
Doomworld Approves 
Mod_LoadModel: Progs/s_plasma.spr Not Found 
@KIlles I get this if I try to put patch2 on top of base AD, but not with base AD itself. 
D'oh! 
@Killes; Don't use Mac OS X D&D to unpack the patch zips into the AD directory, it will remove the old "progs" directory rather than merging. HTH 
 
btw patching would be easier for people if the original mod and each patch were in pak files. 
^^^^^^^^^^ 
I second this. Why wouldn't you? 
Thank You 
There is a lot to consider when convert existing maps to AD, breakables, fog, new monsters, a couple of extra areas and more testing. I think my time would be better spent remixing new maps, maybe more from the E2 series. They have such lovely flow about them and I really like non linear designs more nowadays.

oh, I've got it. Can't wait for your following rmx map(s) 
Breakables 
I really enjoy the breakables. At first I was a little miffed that EVERY secret seemed to use a breakable of some sort, but I found that it really depended on the map. The one secret type that really annoyed me was where you shot a board to have a goodie fall down, usually in my face ha! But like the projectile shotties they grew on me. It became a very satisfying action. I feel as though my maps are less full of character without the breakables.

What did you all think of them? Were they overused? It really is a nice system that sock has coded up. Should all future Q1SP's use breakables now? Or would that be to much like half-life. 
 
Breakables, spinning stuff, 3 barrel SG and Lost Souls are mandatory to me from now on. 
MFX 
Thx 
i see. 
Smash And Grab 
I really enjoy the breakables, What did you all think of them?
For me the breakables are about how the monsters can interact with them. If the player hides behind or if the monster is blocked by a breakable, it will attack/jump its way through to the player.

The map ad_test1 has plenty of good examples, different materials, multi stages and surprise encounters bursting through walls with special monster animations. The secret to breakables is the angle key, placing them in locations that the player will not expect and making the environment feel alive through change.

Should all future Q1SP's use breakables now?
There are plenty of styles and ideas that can still be made with classic Quake. The mod does have all the source files (QC) included so anyone can create their own variant if they want, just pick and mix the stuff you like and throw away the rest! 
More Thoughts 
I played some AD maps one more time recently on normal to find more secrets and to enjoy the atmosphere.

I must say that ad_mountain has impressed me much more on the second playthrough: the knight that guides you through (unmarked) secrets from the very beginning adds a lot to the overall atmosphere of the map. I managed to find the knight story secret this time and I can say it was amazing!
It's so great when map has different story layers that may be revealed to players that look for them.

I'm not a big fan of quake maps that force some story directly to the player during the usual playthrough, but this kind of storytelling is really great in quake - if player wants more than just interesting combat encounters in beautiful locations then the map can provide it to him, just give some subtle clues that it exists.

Also the colored lighting was amazing in this map.

Great job, Sock!

PS I'll post some more feedback as long as I progress thru other maps one more time. 
E2M2 
Love it! Awesome super secret! 
 
Playing the Hanger remake while listening to this in the background is a very enriching experience. You should try it out

https://www.youtube.com/watch?v=q657rEkgfKs 
Hit Or Miss 
@PuLSaR, thanks for the feedback. Firetop Mountain is certainly an odd map, if the player does not discover the knights tale the map will appear to be just a mediocre stroll downwards to an often made boss battle. Its certainly a risk to make the true nature of the map a secret, but I had always hoped that when someone discovers the story they will be grinning from ear to ear at finding something special.

@Qmaster, AD_E2M2 has two super secrets, one dedicated to Scampie and the other to OTP who told me about an unusual way to play Zendar!

I rather hoped there would be more demo's of E2M2 because it is such a good non linear layout. The demo's I have seen so far were awesome to watch, thank you Daz and Skacky. Such a shame the Quake community is so quiet nowadays, oh well, ce la vie! 
Finished New Maps 
They are awesome.

Scampie's one had great detailing and lighting. Short and sweet. Didn't find any secret tho. Will come back to it later.

E2M2 was an amazing experience despire evil z aware ogres. Great flow, exploration and visual language. The only thing I don't get is why all secrets are unmarked (the same goes to ad_mountain). For me every secret is an achivement and I want to know how many secrets are left for me to find.
I've spent >20 minutes wandering around and discovering secrets after the exit had been open. Found quite a lot, including Scampie ledge. I've got 87/96 kills but I still haven't found the way to get into the underground section. Will come back and find it later.

Great work, guys! Keep making new AD maps. 
 
E2M2 has way too many secrets to mark. 
Omg 
I felt guilty after reading the above post and still not having posted my demos, so I went to Quaketastic and discovered that I've already uploaded them in December, but forgot to post here :(

Better late than never I suppose.

DM1 - First one I've played from the bunch, very fun interpretation, though towards the end it felt a little repetitive.

swampy - Second one I've played, first one I've not finished out of frustration. This is a fantastically crafted map by all accounts but I found it utterly relentless. If I already wasn't func's biggest asshole, uploading 344MB of demos where I don't even finish the map would make me one.

necro - Came here to wind down from swampy, did not disappoint. Very fun, and lots of nice little touches everywhere, though I was a bit bored by the e1m5 bit. Scampie also continues to display his skill of coming up with similar ideas as I but actually implementing them.

DM5 - Nice honeyification, though the crux illumini felt a bit iffy for me. Great display of new stuff from AD. I think I still prefer negke's dm456sp though.

crucial - Clear improvement over mfxsp17 in many ways. mfx I hope you download these demos at least if you decide not to watch me fail swampy for 344 megabytes.

firetop - Probably the least "sock" map by sock. Does a great job with setting a malicious atmosphere from the start. The super secret is genius (I didn't get it in the demos though), but by the time you reach it, you don't really need the reward anymore.

lavatomb - Ionous I respect you immensely but this map was not for me at all. :(

obd - backstein is still too fresh in my mind, so haven't played yet...

===== TIME WARP!! =====

E1M1 - Nice, felt a bit empty and sterile though whereas Quake's E1M1 was pretty lively.

E2M2 - Holy wow this was an outstanding experience. I got 100% and I'm not even sure if I found everything. The moment when everything started clicking together was brilliant. Please excuse that one bit of godmode at the end ;-) 
E2M2 
Wait what scampie secret?? I have all kills and secrets found but...what scampie secret? 
And 
I found both silver keys 
Also Reposting #tf Reactions Just Because I Can: 
<onetruepurple> i've already jizzed and i've only read the readme

<onetruepurple> fifth
<onetruepurple> fuck you for making a superior dm1sp than the one i'm working on

<@SleepwalkR> So, play AD or write TB2 docs?
<onetruepurple> play AD
<onetruepurple> and watch out for blue DK's with maces, they are complete cunts

<onetruepurple> fifth you are a fuck

<onetruepurple> so far the swampy map is reflecting the "start off as completely powerless" idea from telefragged quite well
<onetruepurple> ie i am getting fucking owned by rotfish and scrags

<FifthElephant> Btw, if you're recording demos I would heartily recommend opening up quake.rc and setting temp1 to 0.... otherwise be prepared for some interestingly large demo files.
<ericw> what does that do?
<FifthElephant> stops particles and stuff from being displayed
<onetruepurple> fuck no i want particles
<ericw> just 7zip that shit
<FifthElephant> OTP, record a demo of swampy with particles on it... I hope you have a 3 petabyte hard drive
<@voodoochopstiks> watch out for close combat with those crossbow dudes
<onetruepurple> lmo 43,5mb and im not even 10% in the mp

<onetruepurple> whatever mfxs first map was >>>>> swampy
<skacky_> are you on crack onetruepurple
<skacky_> swampy is easily one of his best
<onetruepurple> 285 monsters in and i'm still on fucking ng and like 10 shells
<skacky_> git gud
<onetruepurple> "yes otp....... this is ze experiment in obligatory secrets.................." -mfx on func once i point out how fucking unplayable this map is
<onetruepurple> and i just fucking heard a drole idle sound

<@skacky_> onetruepurple if you thought swampy was hard, firetop will be a nightmare
<@skacky_> it's really tough
<@onetruepurple> bring it SOC

<@onetruepurple> ok well
<@onetruepurple> made it out a fucking dick hard ambush with 4hp
<@onetruepurple> then a spider bit 3hp off and i fell down
<@onetruepurple> dying
<@onetruepurple> thanks santa
<@Shambler> ROFL
<@Shambler> so rekt

<@onetruepurple> ok beat firetop
<@onetruepurple> <@skacky_> onetruepurple if you thought swampy was hard, firetop will be a nightmare
<@onetruepurple> eat a dick
<@onetruepurple> swampy makes warpspasm look like e1m1
<@onetruepurple> the entirety thereof
<@skacky_> onetruepurple is bad

<@skacky_> gonna play through firetop again I guess
<@skacky_> since I got stuck with 7 hp and no ammo
<@onetruepurple> skacky is bad

<@onetruepurple> SleepwalkR I'm sure that the default q1 monsters were made harder
<@onetruepurple> which is pretty annoying considering the amount of new content
<@onetruepurple> monsters go into pain frames definitely more rarely than in vanilla q1
<@onetruepurple> i try to axe some knights as usual and i walk away with 40hp missing

<@skacky_> crossbow knights are much much more dangerous than minotaurs for example
<@onetruepurple> crossbow knights are also BS
<@skacky_> this shouldn't be the case
<@onetruepurple> they look like the weak knights but have the health of the normal ones
<@SleepwalkR> Yeah, the crossbow seems to do a ridiculous amount of damage?`

<@Shambler> @skacky, @otp, @sleepwalkr : please give me your top recommendations of the ideal emotional state for starting AD_v1_b1_final.zip in, thanks
<@skacky_> in a sarlacc pit
<@skacky_> but emotionally
<@SleepwalkR> mentally balanced
<@Shambler> okay that's me fucked then

<@onetruepurple> lmfao mfxsp17v2_final.bsp
<@onetruepurple> i should youtube those demos
<@onetruepurple> kited the last 50 minutes to and through ranging from 2-25 HP and 0-30 shells
<@negke> crazy hard! wow, it's rude to the players

<onetruepurple> i dunno if giving all weapons to grunts and enforcers are like was a good decision
<onetruepurple> at least it's not nehahra where grunts could shoot player rockets and they'd look like every other grunt
<@Bal> well that crucial map was really dark, and often times you couldn't see what type they were before they started shooting
<@Bal> felt kind of messy
<@Bal> I like how quake enemies are not random, you can easily identify them from their silhouette, and know what to expect

<@voodoochopstiks> Shambler you play any HC?
<onetruepurple> Shambler playing anything remotely close to "difficult" = lol
<@Shambler> errrr
<@Shambler> 1. fuck you sideways up the ass otp you gibbering n00b who was crying over the AD swamp map
<@Shambler> 2. fuck playing anything with permadeath
<@negke> you mean like in quake you're permanently dead if your health runs out
<@Shambler> @negke what crack are you smoking?? if you die in quake you don't have to restart the whole game
<@Shambler> actually
<@Shambler> !kickban negke being very stupid

<@voodoochopstiks> ok I am finall un-hungover enough to play more AD

<@voodoochopstiks> nope nvm I was too hungover
<@voodoochopstiks> couldnt last 15 mins
<@voodoochopstiks> managed to finish test3 tho
<@voodoochopstiks> nice style to it 
 
After finishing all maps of AD, I found myself going back to play Nehahra. 
Test Maps 
I forgot to mention, that test maps were really nice. It should be mentioned in readme that this mod has a lot of little test maps that are fun to play through.

mfx gets "recognizable style" achievement from me, cuz I thought that ad_test3 map felt like mfx map after finishing it (I supposed that all test maps were made by sock then). Then I got into readme and found that it really was mfx map. Good job!

btw ad_swampy was the most easy map on hard comparing to other entries that were really badass. 
 
mfx gets "recognizable style" achievement

That is true 
Stop Playing On Skill 3? 
Swampy isn't especially hard on skill 1...

(And there was a point about 1/3rd into crucial where I ran out of ammo both on play throughs, maybe I just suck though) 
The New Ogre Aiming 
makes us all suck again. It's refreshing to be scared by an ogre. 
 
Just replayed Crucial Error. It's really an amazing level, and it turns into the Quake 3 Arena intro cinematic once you get the rocket launcher. Not much else one can ask for in a base map and easily on par with the RRP. 
Heh! 
Thanks! 
Hanger 16 Run All Secrets 
https://www.youtube.com/watch?v=3x32Qvo52HE

Me doing a all secrets / monster kills run for the Hanger 16 level.

Fun! also experimenting more with my Youtube channel... 
Nu Maps. 
E1M1

Very nice design / good base style / tribute to Doom E1M1

Very sparse on health and not enough ammo to finish it without secrets. Maybe partly down to awful projectile shotguns. 
Shambler. 
You mean the entirely optional projectile shotguns? 
OTP. 
I mean the entirely necessary you licking my asscrack clean. 
@Shambler 
I tested the ammo situation on e1m1 with projectile shotguns. It is possible to finish without any secrets killing all monsters in the way. I did run out of ammo on my first attempt, but I put it down to my lack of aiming skill. 
Nu Maps. 
E2M2

Very very nice design / lovely medieval style / enhancement to Quake E2M2

Fairly grim and gruelling gameplay until later on. Felt like it had been playtested and balanced with normal Quake Ogres and shotguns, then had the new ones put in without rebalancing. Middle of the map was pure quicksave-fest. Exploring for secrets later on was much better and a lot of fun (couldn't figure how to get plasma without GJ tho). 
Music 
Quakespasm uses gamedir\music instead of gamedir\sound\cdtracks. Let's see if music will work now� 
 
Yeah that's the music directory you should always use. All soundtrack-file-playing engines support that directory (including DarkPlaces). 
 
Question: Are all maps as huge as ad_crucial? I've only finished it today. =P

Also, is there an ending? I didn't notice anything different in the start map after beating Crucial Error. 
 
nah mankrip, they're not all as big as cruical. 
Impressions+demos 
start
nice details and atmosphere. cool idea with all those various entrances which adds anticipation of what player gonna expect.

cruical
nice action packed map, loved the complex layout, though alot of totally pitch black places which was kinda annoying.

e1m1
cool detailed remix, loved lighting.

e2m2
awesome remix as well, loved all the neat details and all those mod's new things implementatiotn there.

lavatomb
a bit of annoying map, despite nice visuals and gameplay, especially in the beginning. died alot in lava, didn't finish as was unable to proceed. also alot of totally black areas with ammo/items in them had to blindly vacuum clean there to get some stuff.

mountain
the best map so far. alot of nice details and all those secrets. though a bit hard when there's sequenced combat, but that cuz of my poor skills ;) oh and final bossfight was cool.

still have a lot of maps to play, not hurrying here as i play when having proper quakey mood :)


demos 
Minotaur Who Made It? 
Who made the Minotaur model? I am curious if its custom AD or from some other mod / game? :) 
 
It's from Hexen 2 I believe. A few of the enemies are from it, it's a popular game for quake modders to rip from due to how easy it is to get it to work. 
Lost In Configuration 
@Qmaster, there are two super secrets in E2M2, one is a location and the other is a speed runners delight!

@OTP, I don't get the impression from that TF log that the launch of the mod was liked much. Bal certainly has a good point, the visual profiles of the new monsters is not really obvious and a bit wishy washy.

@PuLSaR, The test maps were designed to test things, nothing more. They were added to the final release for mappers to check out in an editor. I really wish I had released them separate as a dev/map pack, it seems no one is getting the reason for why they exist. :(

@mwh, I know hard/nightmare skill is crazy hard compared to ID/custom maps, but easy/normal should be good? I think the inconsistency with the skill levels is because its by different map authors. Everyone has their own ideas of what skill levels should be setup as.

@mankrip, The huge maps are just by MFX (crucial/swampy/test3), everything else is small to medium in size.

@Vondur, thanks I will check out the demo's. Taking your time is certainly a good plan, there is no rush to explore the content. :)

@Shambler, FINALLY! comments by Shambler! Haha, I was beginning to think you hated the mod! (which is probably true by the sound of your comments) Well if you don't like the projectile shotgun or Z aware enemy system, switch them off! Moaning about the defaults when YOU can change the MOD setup to your OWN defaults, is crazy!

I know not everyone is going to like the defaults, I can understand that, so here is an example setup in quake.rc:

131072 No projectiles/casings for Shotguns
262144 No Z aware monsters
524288 No Enemy/player footsteps

Temp1 = 917504

If you want particles add 1024 to the total. 
 
The launch of the mod was very well liked overall, OTP just picked a few snippets out of context. 
Many Model Sources 
I am curious if Minotaur is custom AD or from some other mod / game?

The Minotaur(white/brown), Spider(brown/green), Scorpion(green/black) and Skull Wizard(red/green/brown/grey) are from Hexen 2 with many new/update skins by me. Quake modders rip models from Hexen 2 because the model format is the same. The palette/skin has to be converted (not a perfect match) and the game code logic has to be written from scratch. Its not a drag and drop process.

Voreling, Gaunt and Drole are from Quoth. Jim is a complete rework of the bob asset from Quoth. All the game logic is written by me as the Quoth source is closed and not available.

The Wraith (+variants) is from Quake expansion pack by Rogue Software, with extra skins by me/Lunuran. The game code logic was written by me.

Centurion and Pyro are from Rubicon2. I used the game code from Rubicon2 as a base and I changed it to suit the MOD with more options.

Soldier (+variants) is based on new HD model from Capnbubs and all the Enforcer variants are based on the ID model. All the game code logic was updated by me.

Zombie Knight and Knight are by Lunuran with Game logic by me. Both models have awesome extra animations and are not the same as previous released models.

Crossbow Knight, Death Guard, Hunter Ogres (chainsaw/mace/hammer), Death Knight, Fury Knight and Sergeant Knight are animated by necros and skin/model based on ID asset with lots of changed by me. Most of the game logic code is new and written by me.

Lost Souls based on a skull model from Q3, remade, skinned and animated by me. All game logic code written by me.

In a perfect world all of the new models (especially the hexen 2) should of been new assets. Unfortunately there was so little time and no one on the team dedicated to creating new assets. 
Scaling Monsters 
I'm sure that the default q1 monsters were made harder

This is a good point, all of the monsters have skill level modifiers. It works in very subtle ways; like projectile speeds, extra attacks and less chance of pain animations. The parameters are GRADUALLY linked to skill levels, so for example a voreballs doesn't go from 250 to 350 when switching from skill 2 to 3, but speeds up gradually across all skill levels.

The skill level scaling does not affect monster health or minion spawning speeds. The previous nightmare behaviour (spam turrets) is maintained, but the pace of change from easy to nightmare should feel gradual.

I highly recommend anyone who is curious about the changes to open defscustom.qc and check out the constant variables and see how the skill levels scale the monster abilities.

I know this feature is going to upset some people because this can compound some monster setups linked to skill levels. Though I have stressed on many occasions, this MOD is an alternative Quake, its NOT designed to be exactly the same. There is no point making Quake again, it already exists, this MOD is trying to be something different.

Probably the downside to the skill scaling system is, it cannot be switched off with a quake.rc option, its always on! Personally I like the extra challenge of monsters that scale with skill levels because I often play maps on several skill levels and I like the gradual scaling.

The major issue with skill level scaling is when a mapper creates specific encounters for skill levels with tougher monsters and they are scaled by the code at the same time! This can create really tough higher skill setups with very sharp difficulty spikes. 
Sock 
sorry little confused re scaling, do you mean a the speed of a voreball, for exmaple, in a map played on will gradually increase if you play the map long enough? 
Interesting Background Info 
Thanks for the info Sock. Its a good hitlist then for me to work through and update the more obviously borrowed ones so Arcane Dimensions is its entire own thing at one point. Fun side project to go along with my more chose select Q1 remakes.

And what about the ogres? a bunch was made but for some reason none replace the vanilla Q1 version? 
 
Personally I think the minotaur and the stone giant guys are most in need of love considering their size and relative pixel density... 
 
Well...if you redo the hexen 2 models I would also change the design quite a bit to make them proper Quakey and wierd instead of generic medieval trope monsters. 
Top Speed 
@nitin, the scaling only affects the final top speed, the majority of projectiles do not change speed during flight (there are exceptions, rocket soldier and drole)

Another example:
Hell Knights fire spike projectiles are scaled as follows:
200=easy, 250=normal, 300=hard, 350=nm

The original default was 300, the majority of original defaults have been setup as hard and the easy/normal scale down and the NM sales up. Anyone playing against a Hell knight on skill HARD should feel like its regular Quake and the other skill levels are scaled accordingly. 
Sock 
I'm sorry that is the impression you got - I specifically picked out the quotes that are feedback and suggestions rather than pure praise (of which there was lots). 
Also Unpopular Opinion 
I don't mind the Hexen 2 models nearly as much as all the content from rogue, specifically the profoundly goofy wraith models. 
Misfits 
update the more obviously borrowed ones so Arcane Dimensions is its entire own thing at one point.

That would be an amazing thing to a happen for the MOD. The use of the Hexen 2 models has always been a thorn in the side of the MOD.

what about the ogres? a bunch was made but for some reason none replace the vanilla Q1 version?

I wanted to replace all the ogres, but MFX kept using the old assets and I did not want to force him to change. His original reason was because of variety but eventually the new/old models turned into a way to make the Z aware ogres look different. People on the team could not tell the difference and a bunch of Z Aware ogres can wreck a player very quickly if not visually forewarned.

Well...if you redo the hexen 2 models I would also change the design quite a bit to make them proper Quakey and wierd instead of generic medieval trope monsters.

Yeah, I totally agree, many of the hexen2 models/skins really don't fit well with Quake. I used them because I wanted more options for different encounters and I love small like creatures for swarm attacks! 
 
Oh and, if we collect a few more Skiffy models, then all the engine coders will have a GREAT reason to whop in .md3 support so we can see them without wibblie-wobblies >:} 
MD3 Yes! 
Yes cause all my models are MD3 before they become MDL hehe

Good to hear folks would not mind them more Quaky when I eventually redo some of them. 
My Biggest Gripe 
was with the hats of the "dguard" guys... they kinda look like mushrooms to me... maybe I'm crazy. 
Take Me To The Top! 
Mountaineering tour on ad_swampy.
http://quaketastic.com/files/demos/top.7z 
@Skiffy 
Have you played Kinn's excellent maps:

Bastion of the Underworld and The Marcher Fortress? 
Video Views 
@OTP, its fine don't worry, I read the TF channel stuff and just saw a pile of moaning! No one likes to eat shit sandwiches, you have to include some nice stuff once in a while! :P

@Fifth, the Death Guard is indeed weird. Its a scaled down version of the Hell knight which was originally designed to replace the Red Knights, but then Lunuran released his knight which is light years ahead. The death guard is suppose to be dressed in leather armour, hence its lower health and gimp look!

Anyway, since there is very little YT content available for AD (Daz seems to have retired!) I am going to start making promo like videos showing slices of combat and new monsters. As always any feedback or suggestions on the Videos are welcome.

Part 1 - The Wraith 
More Trailers Indeed Will Help. 
Blame Xcom2! It has consumed his soul from the looks of things...

Parubaru... these are maps not from Arcane correct? :) No I do not think I played the. 
Seen Videos 
I've seen playthroughs of those maps. They need to be recompiled with tools from today to have nicer lighting. Would look extra epic. 
 
bastion/marcher

Yes they are from a time when sunlight was pretty much minlight that cast shadows.

I think you'll find more than just the lighting in those maps is somewhat dated by today's standards though... 
Marching On 
@Kinn, nah you are too modest, the architecture in Marcher (spiral curved staircases anyone!) is still epic and the flow is really good. Lots of brilliant encounter setups, the bell ringing, the SK breaking floor and the final arena fight. It may not have the looks of modern lighting, it certainly has the gameplay IMHO.

Fun Fact : Marcher was one of the original inspirations for AD, the gib system and use of H2 models is the reason they exist in AD! 
Not Dogging Their Quality. 
When I say they need to its more I would love it if they did hehe. But those are cool maps. Fun to hear how inspiration just triggers and circle through communities. 
Awww 
Thanks guys :} Of course it's hard to take an objective view of one's own work.

I'm hoping to extrude a little AD-flavoured treat from my nozzle before QExpo '16. 
Vore Fun? 
Just dropped this in the Screenshots / Beta thread...

Vore Wip Screenshot!

Go there for more details! :) 
Slowly Working My Way Through. 
I think I've played all the test maps, all the ExMx remakes, all the DMx remakes, Necrokeep and Lavatomb now. I couldn't actually finish the last two though.

I'm finding the maps consistently great or better, the secrets & exploration really cool. The visual enhancements e.g. particles, smoke wisps, cobwebs, candles, skulls, and breakables are all good and used really nicely.

Some of the new monsters are nice. The Imps are well balanced and fun to fight. The Vores that spawn Vorelings and the floating twats who spawn Spiders are a neat touch. The Golems are decent, although the "don't use non-shotgun" feedback is a counter-intuitive, stone monster blood could just be grey.

The non-Quake-style monsters I don't generally like. Spiders, mages, etc.

The general gameplay / balance with the new monsters and weapon tweaks, I mostly hate. I think it's wrong at a fairly basic level, i.e. having a lot of enemy that are hard to hit, more accurate, and / or do a lot of damage, combined with weapons that are made less effective. The monsters require spammy shooting or sniping and the shotguns and ammo levels are contrary to this. Individual changes that are okay seperately but don't work together. I've found most maps start fine, turn into gruelling F6-fests in the middle, and then only get more fun in the end hunting for secrets after everything is dead.

So far E2M2 has been my favourite map. Start map has been my favourite gameplay. 
Marcher 
@Kinn, Your marcher fortress was indeed the major impetus for my current project. I see it as a challenge to one up you.

And Sock and all the AD crew, darnitall if I don't have to up my ante even further for my mapsterpiece. AD is just too good!! 
 
Sh4mbl3r lol are you playing on skill 3 or something? Skill levels are your friend. I'm crap at quake but had a blast in AD on skill 1

Qmaster, that's cool to hear. 
 
Oh and shambles you know you can just switch the weapon behaviour back like sock already said.

I prefer the new behaviour personally. 
 
Marcher still has some of the best pacing of all Quake maps. 
True 
 
 
Goddamn sounds like I need to go back and play it for reference. 
Minotaur. 
Skiffy, I asked because when I first saw it, my first thought was 'signature monster of iconic Q1SP has made a reapperance. 
@Shambler 
One thing is for sure about the enemy balance, the crossbow knights are just as scary as shamblers because they are ridiculously hard to dodge, they are tougher than knights and scrags, and getting it with one bolt does way too much damage. The test map crossbow knight arena was one of the hardest rooms in Quake I have ever played. I died so many times. In a test map. 
BUT... 
You absolutely fixed the gaunts. Those were great and because you can actually dodge the projectiles they are no longer flying shamblers like in quoth. 
And 
the gaunt idle sound is by far the most atmospheric, most creepy sound effect in all of gaming history. Sorry for triple post. 
 
I'm not sold on the gaunts to be honest. Projectiles are not fast enough and they die easy. But I didn't really like them in quoth either. 
Gaunts And Droles 
were my favorite qouth monsters. I think I love their qouth versions more. Gaunts have become more generic with projectile attacks and droles with shotgun ressistance is not my thing, I used to use super shotgun to kill them mostly in qouth. That's my only complaint about AD monsters. 
 
I don't like the droles in quoth, I wasn't a fan of them in AD but sock knows this. I tried to get him to add the Gug but he was having none of it :p 
Hmm 
to #433: go watch the movie Pitch Black with Vin Diesel, I'm pretty sure the sample is lifted from that movie :)

I'd be sold on Gugs and Droles in AD. At this point it makes more sense to create a melting pot of ideas for mappers in one nifty package instead of keeping them separated, if this is indeed to become the new Quoth.

Also, eyeing the door next to the entrance to Crucial makes it feel like the next patch will have another base map :) 
Double Post 
https://www.youtube.com/watch?v=CAcLXQ1pv50 Can clearly hear the Gaunt sounds less than 20 secs in :D 
 
actually through some bizarre coincidence, the gaunt idles are from sock's pyramid of the magician map ( https://lvlworld.com/review/id:1743 )
sound/sockter/bird_04a.wav 
 
I believe all these sounds come from one of soundbanks that are used all over gaming and movie industries. 
AD Missing Big Robot For Base Maps. 
Giant robot from Rubicon Rumble ... needs to be added in AD. The one which can have its arms blown off and stomps around all evil.. Basically we don't have a Shambler equivalent for entirely base themed maps and that guy was awesome. Besides if he gets added then I can redo the Meshes to be super pretty... :P 
Skiffy 
I approached Sock with exactly that suggestion. Are you on about the one that looks like ED-209?

I suspect he'd be up for a big base monster... probably on the condition that I finish my base map on time...

https://twitter.com/GavinEdgington/status/681843235732467712 
 
I'm not sure Sock would want that exact monster. AD has been accused of just ripping off other mods. I think it's a little unfair considering the new monster behaviours etc. It would be nice to see something a bit more unique.

I think the RRP base monster is on the right lines though in terms of scale. That guy was 'borrowed' from Malice, the first Total Conversion for Quake. You can see them in the 9 minute 30 mark in this vid -

https://youtu.be/alEMMICcRHE 
Ripping Off Other Mods 
Wait...whats bad about using the great work that has gone before and improving on it. My mod (not yet released) does just that...I have ripped from literally every great mod/map ever and put it all in one mod. I keep what I kill.

But ya, gugs suck. I don't like attacks that can't be dodged or blocked or somehow avoided by the player-s skill. That is what makes AD's gaunts so great and AD's crossbow knights so hard (still like em though). 
Malice Are Not The Same 
The ones from Rumble are not the same. The texture was redone from what I can see. But yes something like that is what I would love to see. On another note If I was to redo one of the characters then it be the guys on flying disks.... I dislike those a lot hehe. Give them jetpacks danget and hover around like the Icarus from Quake2 :P 
 
no love for the centurion? *single tear runs down face* 
 
which one is that? 
 
that's the guy on the flying disk :) 
Oh! 
No I did not like him much sorry. He would look cooler with a jetpack hehe. Because jetpacks! 
#432 
Not really, unlike the shambler, the attacks for the gaunts in quoth can be evaded in the open. If you do it right, the lighting is always like if it was after you just a bit behind you.
I remember reading that It was done on purpose to stray from shambler's trademark, but i don't remember where i read that. 
AD Missing Big Robot For Base Maps. 
there's an excellent big mechanic robot from abyss of pandemonium mission and retextured for travail pak 
 
The Hunter from RRP also comes to mind. 
Not Quaky Enough For Me. 
I'll come up with something when I get around to it I am sure for a big stomping Shambler equal of a mech / base type enemy. More thinking stuff like the titans from warhammer as a starting point. 
Skiffy 
Theres some neat design ideas from Kawaiik (kawaii quake)... Maybe food for thought??

http://androidarts.com/kawaiik/kawaiik.htm 
The Hunter From RRP Is Better BUT!.... 
I think the ABC warrior genetics from the Judge Dredd Universe has the right material feel. Heavy metalic cast iron type weight and imposing presense. The face but a little altered could work too. Remix it all in a blender and we have a winner I say.

Example A

Example B

Kawaiik Site I am familier with. Love the level texture experiment he came up with in there as well.

Texture Test 
 
IMO I think whatever design you come up with shouldn't have a human face on it. 
Pride And Ogres 
I've found most maps start fine, turn into gruelling F6-fests in the middle, and then only get more fun in the end hunting for secrets after everything is dead.
This sounds like classic playing the MOD at the wrong skill level. Play at normal skill, enjoy the more relaxed pace, view the sights and spend time working out the secrets. No one cares what skill level you play at, as long as you enjoy the maps!

the crossbow knights are just as scary as shamblers because they are ridiculously hard to dodge
I find them manageable, as long as you listen for their sight sound, always keep moving and strafe all the time. You can stun them easy with nails, melee dance them as they switch states or just circle around them.

Marcher still has some of the best pacing of all Quake maps
Yeah the pacing is very good, its going to be hard to match how great that map is. Ive found that with my maps, I reached a good point with Zendar and its been downhill ever since! :)

actually through some bizarre coincidence, the gaunt idles are from sock's pyramid of the magician map
That is the most crazy thing I have heard in a long while!?! My friend gave me that sound from a pro sound library, so it will be everywhere! Thanks necros, that's made my day!

AD has been accused of just ripping off other mods. I think it's a little unfair considering the new monster behaviours etc. It would be nice to see something a bit more unique
Sadly yes, lots of people don't look beyond the models and ignore the extra features added to the monsters. Constantly get the reference with the Minotaur and Marcher. The code and behaviour are different, oh well it seems the visuals dictate players perceptions. 
 
That is the most crazy thing I have heard in a long while!?! My friend gave me that sound from a pro sound library, so it will be everywhere! Thanks necros, that's made my day!

haha yeah, it was really wild too. i had been struggling for a couple of weeks trying to get some sounds for the gaunt. I loved the Pitch Black monster sounds (Kell's original design was a cross between the Night Gaunt and the Pitch Black monster) and tried to sample some from the film but there was always too much background noise. Then you had released your map around that time and I was running around in it enjoying the scenery when I suddenly heard that sound and the hairs on the back of my neck went up. :)

btw: if you speed it up by like 800% it is just a normal bird chirp! 
Credit 
This mod relies heavily on monsters, features, effects that are the blood, sweat and tears of 20 years Q1SP mapping and modding, artwork and coding.

There are so many things that are more than familiar at first sight.

Even if every single one of them is modified.

Brand new code does not make the idea new.

Lack of oriniganilty is one thing.

Where is the written credit for the idea, the thought, the inspiration?

A couple of lines thrown into what is 'patch2' readme file more reminiscent of a devkit.txt.

And 'mod resouce credits', one-word mentions of maps, mods and mappers and coders, at almost the very end of that devkit file.

Buried deep in technical information a player is hardly ever going to need, let alone understand or use.

At the very least, there should be a readme file with the vital engine, installation and gameplay information and of course a credit list at least as long as the ad_v1_42p2_readme file. 
You Suck 
 
Sorry. 
 
Anger Issues 
Lack of oriniganilty is one thing.
Thank you for your feedback parubaru, so thoughtful! :D 
Oriniganilty 
moved to the drunk thread. 
Played A Bit More. 
Swampy was absolutely amazing. The design was as delightful as I'd expect - the second swampy area in particular is as good as medieval shizzle as I've seen. Secrets and layout were great too.

Gameplay was much better in this. Some bright spark obviously looked at the mod and thought "hang on, trickier weapons and trickier enemy, lets put a bit more health and ammo in" and wtf amazingly that works. Also helps that there usually seemed to be plenty of space to escape and work it out, even if that usually meant falling into the swamp. 
Also MFX Remix. 
Criucla or whatever it was called. Very cool just as the original was (perhaps not as exciting as playing the original for the first time). Gameplay again was mostly better except for the Bobs which were shit in Quoth and combining them with projectile shotguns is the worst idea in the history of mapping. Other than that the modified Quouth enemies were not too grim and the situations were reasonable. 
And Firetop Mountain. 
Played this on Normal skill to see if it helped (also started the above maps on Normal skill, got bored, and put them back to Hard). It was fine. The end arena was really cool and fun. I didn't like the textures as much in this one although the design and layout were good of course. 
And Stuff. 
Zombie Knights - very cool and characterful.

Poison / Fire effects - just as annoying as usual. Who actually plays this and thinks "oh this effect is really fun". Balls.

Skulls are kinda annoying and Swampy was good because it waited until you had decent weapons and escape routes before spawning the cunts. Although there was one bloody awkward situation with two spawners and a Vore. I think I only had grenades left after that, thank fuck for the respawning stuff after GK door. 
Suits You Sir? 
Poison / Fire effects - just as annoying as usual. Who actually plays this and thinks "oh this effect is really fun". Balls.
I think debuff effects are on the same level as environmental hazards, they exist and they are something the player has to manage. There are several ways to negate the effects, the environmental suit is a godlike artifact in this mod because it protects against so much and picking up any health pack will instantly remove any fire/poison debuff. 
@sock 
Yes, I mean that several aspects of the mod, especially regarding 'new' monsters, lack originality.

I also mean the readme file's content should have been separated into two files: one devkit.txt with all the technical stuff, and another with engine, installation, gameplay change information, along with a proper credits section with all the authors whose work served as inspiration. 
JimBob 
Gameplay again was mostly better except for the Bobs which were shit in Quoth and combining them with projectile shotguns is the worst idea in the history of mapping
I liked the bob enemy in Quoth, I just wished it had less health, which the Jim version does. It moves in a similar way and does all the usual tricks and has that awesome attack sound. I can see how it can cause players to panic and be frustrated, but its less annoying than spawns! 
To Read Or Not Read 
proper credits section with all the authors whose work served as inspiration
The readme file has credit for ALL the assets used by other people and thanks you for ALL the people that helped. If you feel someone is missing then please let me know. 
Shambler, 
one of the things I discussed with sock was that none of the AD team would get the monster setups and balancing nailed down until sometime after the mod was released, there's so much new stuff that it will take the community a while to figure it out 
FINISH IT 
also +1 centurion. 
@parubaru 
There was a glib saying at one of my old jobs that a tv show re-run was "new to you" if an audience member hadn't seen the show already. Having not played Quoth ever and not having played the Quake mission packs or even Hexen 2 in many years a lot of the content in AD was pretty fresh and fun. I think you can forgive sock and the gang for using those assets for a number of reasons, but the main thing is the mod is fun, it's free and making mdls is extremely difficult and always has been. (Note everyone shitting themselves over Skiffy's new Shambler.) They gave credit for the assets and knocked the mod out of the park. what have YOU done for the Quake scene that's anywhere near as cool?

Huh? Yeah I thought so. 
 
I hate that argument. It's stupid. 
 
"what have YOU done for the Quake scene that's anywhere near as cool?"

Yeah, that's a terrible argument.

Have you made a movie? No? Then never give me your opinion of a movie ever... 
Re Using Assets 
Models are hard to make because of the archaic tool chain. I know there are better ones now, but even so.

Now, try picking a job to do from here:

* Texture Art
* QA
* Code
* Modelling
* Animation
* Mapping
* Project Management
* PR
* All of the Above

To a greater or lesser extent, making a mod for any game is forcing yourself to take the last one on that list.

Re using assets is a way to reduce part of that crushing workload. And remember you're supposed to be doing all that for fun.

Getting others to help you make a mod is another way, but people are incredibly flaky when it comes to doing hard work for free (fucking weirdos).

Most players of games rarely acknowledge or know about the huge efforts made on their behalf.

Here's a simple way to put it. If you'd paid, say, $10USD for Arcane Dimensions across Steam you'd be well within your rights to expect all the content to be original.

But you didn't. So you have to settle for 'only' 90% of the content being original.

I reskinned the robot from Shrak for RRP because I know how blinkered player perception can be. It helped a little bit, I think.

As a side note, I'm not sure how much of RRP could fairly be called original content. Much, much less than AD. The maps, the Hunter, some code for the Tarbaby's a few odds and sods stolen from RMQ.

All told it's probably around 20% (and maybe I'm being generous). And I didn't even properly document all the places I stole content from - nowhere near as concisely as Sock did for AD.

---------------------

The Centurion is cool. But I did find myself wishing he'd had more acrobatic death animations. Like the hoverboard crashing like a Bob and throwing the guy off to gib against a wall.

I did start to code in a death where he'd accelerate as a projectile and splat, but gave up before I'd started because of too many other things to. 
Hm 
RRP is probably more original than 20%. But only because of the maps made by MFX and Hrimfaxi. 
Moving On 
what have YOU done for the Quake scene that's anywhere near as cool?
This is never a good argument and always ends with everyone getting defensive and angry. Its fine, let parubaru pour all the hate he wants in my direction, I am sure one day the shoe will be on the other foot!

I feel proud of the AD MOD, it was a good experience, I worked with a lot of cool people, learned a ton of cool stuff about MOD teams and finally understood that you cannot control everything, A MOD team is very much about embracing diversity.

I also had the chance to create my own interpretation of monsters and weapons and while some worked better than others, it was interesting to see how everyone reacted to certain designs. Probably the most important thing for me is that all of the assets are open source. Anyone from the community can take the MOD, change around stuff or merge into their own Quake projects as much as they like!

Standing on the shoulders of giants

There is rarely ever true originality, all projects and ideas are based on something that has come before. Its never about who creates something first, its about embracing new ideas and letting everyone change, re-arrange and explore new creative directions. 
Arcane Dimension Rocks! 
And will be the bases of many epic maps for 2016! I cant find much to complain about there. Enjoy it folks because its free and was done for the joy of it by all the devs in this thread. 
 
yeah, i do wish he had a cooler death -- hoverboard slipping out from under him and crashing into a wall, while he falls to his death separately, is kind of what i pictured.

Or having it explode and gib the guy is a cheaper way to make it cooler. 
 
I'm not giving much feedback yet, because there's tons of stuff in this mod and I want to experience everything first, to understand the cohesive vision behind the details. But so far it's amazing. 
Centurion 
Or having it explode and gib the guy is a cheaper way to make it cooler
I added a bunch more skins so a pack of them can look slightly different. He now fires plasma instead of nails and his gib death is a large sprite explosion and a shower of gibs! 
What Have You Done Comment 
Was just a jab not really intended as an argument of any kind. Immature on my part. My bad. 
So Yeah. 
I quicksaved right before the exit of Swampy, thinking "great, I'll go explore later and find the silver key for the roof secret and all the other shit and those books".

And then I went into ad_end to check it out, saw if was a floating map, and promptly overwrote that quicksave.

FML. 
 
we really need engines to store up to 5 incremental quicksaves before overwriting the oldest one 
 
that can be done with aliases in a config file

alias quicksave1 "save quick1;bind F7 load quick1;bind F5 quicksave2"
alias quicksave2 "save quick2;bind F7 load quick2;bind F5 quicksave3"
alias quicksave3 "save quick3;bind F7 load quick3;bind F5 quicksave4"
alias quicksave4 "save quick4;bind F7 load quick4;bind F5 quicksave5"
alias quicksave5 "save quick5;bind F7 load quick5;bind F5 quicksave1"
bind F5 quicksave1

(caveat: i just typed this out and haven't tested it yet) 
Metl 
nice! 
 
Or simply have support for more saves in the Save menu.

Makaqu supports 100 saves (00 to 99), and I usually use 30 to 40 in big mods.

Cycled quicksaves would be messy to load. 
 
Have you ever needed to go back 25 saves? 
More Snaps 
we really need engines to store up to 5 incremental quicksaves before overwriting the oldest one
What about the feature Baker put into MarkV with a1,2,3 etc timed saves? Would it make sense for something like this to be added to QS? or other engines? 
MarkV Cool Idea 
#490 
I use saves for historical reasons, to be able to quickly go back to cool places/battles at anytime. Not just as an assistance to beat the game. I usually create 3 to 6 saves per map.

Yes, I'm emotionally attached to savegames. 
A Few More Things: 
Changing default gameplay settings
No I don't do this. Same with using cheats and gameplay mods in normal games, same with the coop mode in Warpspasm. I want to see what the gameplay is like how the developer intended it.

Feet
Naff as any fule kno and turned off straight away.

Other ambient sounds, creaking etc
Really good, the creaking is well creepy. Like the new effects, used very well.

Breakables
I think I mentioned this before?? Also really good, great addition and used well. I like how the surfaces are indicated, I also like monsters breaking through them (an atmospheric trap with a bit of warning.

Mage bellends
Not Quakey enough but I do like their teleporting effect a lot.

Backstein Redux
Fine but I don't think the gameplay mods add anything apart from slowing it down while you dodge Flying Skulls. Harder on Normal than Backstein was on hard.

Projectile shotguns
I wasn't quite clear enough before, I think they are actually quite neat and I kinda like the effect (except shells are a bit meh and the orange particles make shooting secrets a bit less obvious). The problem comes when faced with certain enemies e.g. accurate Ogres, distant crossbow knights, tiny flying skulls and dodging bobs etc.

Crossbow Knights
Kinda annoying but kinda well done aesthetically. I think these have to be used with a lot of care in maps to not be super frustrating and instant health loss. Having multi-angle ambushes in Lavatomb with the knights completely invisible against a grimy alcove was not a high point.

Traps in Necrokeep
The right hand path is possibly the worst gameplay I've seen in any recent Quake map? Did you really have to go through a few instant death crushers then get pushed off into a room full of buzzsaws that spawned a vore in the middle, or did I imagine that after a particularly traumatic curry experience?? I did actually get through the final pushers/crushers to avoid the buzzsaw/vore farce, it took me about 40 attempts from a quicksave??

Secrets
Generally great in everything, both the execution and the detailing inside. Always a pleasure.

Triple shotgun
Cool. 
Played It All Now! 
Loved the projectile shotguns. The triple barrelled shotgun/widowmaker is very satisfying to use and has a great sound. The only downside is that it gives you a risk free way to take on zombies at close range: not sure that's an improvement over all.

The new axe is fun (and in contrast to the above, using it to take out zombies at close range is an interesting challenge: do you just use the axe to knock them down and gib, or switch back and forth with another weapon, etc).

Monsters... I think possibly the new crossbow dudes have too much health? Liked all the base monsters I think. The bob-a-like's seemed less of a pain than the quoth ones.

There seemed to be an endless parade of ogre variants that I never really got the difference between (although the hammer one was fun, generally I try pretty hard to not get in melee range of ogres ...). The death knighty things were more differentiated. Liked the zombie knights.

I think I enjoyed most of the more different stuff too -- mages, wraiths, etc. As someone said ages ago the minotaurs somehow manage to not be as hard as it feels like they should be -- perhaps a function of how they are used though.

Loved the breakables! 
I Thought That 
the right hand path in necrokeep was fucking great. Very tense in a long form way that quake maps rarely achieve/do right.

I also enjoyed Xen though, so... 
Maps 
(no demos, sorry)

ad_swampy

Just an amazing experience. I think I've easily played this for 6+ hours, mostly hunting for secrets of course. I think I even stopped getting lost after a while, although finding the purple (?) key door after finally finding that key was pretty irritating.

ad_cruical

Also great, although I found the ammo balance a bit off.

ad_obd

Sometimes I feel like I'm the only person in the world who didn't really like backsteingotik. I enjoyed this more, for whatever reason.

ad_mountain

I really liked this (on skill 1). Different to the usual quake experience, but in a good way IMO.

ad_end

An appropriately twisted way of "finishing"

ad_lavatomb

Still feels like a jam map somehow. A very good one, though :-)

ad_necrokeep

Enjoyed this one a lot. Some bitching secrets! (Are you really just supposed to rocketjump into the windy tunnel?)

ad_dm1

A bit more easy paced to start with, which was nice (if I remember correctly). Enjoyed.

ad_dm5

Not really a remix if the original is so hidden away :-) Enjoyed figuring out the mechanics, found the layout a bit confusing and hard to know if I'd been somewhere before.

ad_e2m7

Seemed like a pretty faithful remix. Can't remember where the secrets were in e2m7 though...

ad_e2m2

Lots of fun figuring out how to get into the nooks and crannies. I love exploring maps like this.

ad_e1m1

Only very vaguely remember the original. Was fun though. 
Credits 
Detailed investigation and review of all 3 published readme files is in progress.

The results are to be posted here sometime next week. 
You're Fun 
 
Parubaru... 
Wow really? Ok whatever makes your hair blow back man. 
Parubaru I Have A Brand New Harsh Post Just For You. 
Get fucked sideways with a rusty spade. 
Onetruepurple 
Why so harsh again?:) 
Necrokeep/. 
How the fuck do you get the moving altar secret under the silver key stairs?? 
Mwh 
ad_e1m1

Only very vaguely remember the original. Was fun though.


You're aware that it's Doom e1m1, not Quake e1m1? 
Hungarian Inquisition 
did I imagine that after a particularly traumatic curry experience??
I think you are being a bit dramatic! I thought necrokeep was amazing, I loved exploring the different paths, it had a lovely setup of traps and broke up the typical quake combat with minion spawners perfectly!

get the moving altar secret under the silver key stairs??
I could not get this one either, I saw the tracks on the floor and it drove me mad for ages. It is a very obvious and yet very devious secret. There is a texture difference close by ...

Detailed investigation and review of all 3 published readme files
I am getting the impression this is turning into something vindictive on your part, are you planning to audit all past MODs for credit issues? or this just something personal? Do you have some grievance or vendetta you are trying to accomplish with this? 
@mwh 
The triple barrelled shotgun/widowmaker is very satisfying to use and has a great sound. The only downside is that it gives you a risk free way to take on zombies at close range:
The triple shotgun is designed to be an alternative item to give to the player instead of the GL. It does so much close range damage it would be really odd if it did not gib zombies! There is a crazy amount of exceptions going on with shotguns inside the combat qc. It probably would have been easier to setup as hitscan because the code can make an instant decision and not wait for pellets to impact.

do you just use the axe to knock them down and gib
Originally the new axe had a low random chance to knockdown, but it was changed after much testing by Scampie and it is much better now as a two stage process, knockdown and gib.

I think possibly the new crossbow dudes have too much health?
Yeah the HP is high so that the monster has a chance to fire twice at the player before death. It is well under GL/RL damage and a NG/SNG take care of these units very quickly. They are designed to be the next step up from a soldier/knight and appear at the same time as a NG.

an endless parade of ogre variants that I never really got the difference between
Yeah I went a bit crazy with the skin variety and model types. There is a difference with attack patterns, damage and HP but its not really obvious and a little bit pointless.

Loved the breakables
Yeah I hope more mappers embrace the monster interaction and use them for more surprises ambushes.

Thanks for all the feedback on the maps. 
Crossbow Knights 
From a game logic stand point they're great, and it's awesome to see that a stealth enemy can work in Q1SP. My only gripe is that it shares the model with the weaker kind of knight while having the health of the old skinny red knight 
 
My only gripe is that it shares the model with the weaker kind of knight

Would a skin repaint do the trick? 
 
"My only gripe is that it shares the model with the weaker kind of knight while having the health of the old skinny red knight "

That's a good observation, I'd be surprised if it never came up.. 
 
Ends up working like another stealth tactic.

About variety of stuff: I think the mapper should choose the right limited subset of all ogres and knights and weapons to tell the story. 
FFS. 
Still can't find the fucker. I know know the textures in that area as well as the inside of CZG's ass. There is a different texture on the steps to the Flesh Key secret and that's all I could spot. I can tell you that all the arches have a wee star on the top and a little beige overlap at the bottom, and that the beige stairs alternate bricks and slabs and that one torch fitting near the outer grilles is slightly greener than the other, and that the apex of the two central arches looking on the SK level are terracotta and the outer ones are brick and all the wee fallen bricks inside the gold key door are the same dark brown BUT I CAN'T FIND ANY FUCKING TEXTURE DIFFERENCES.

Also gibbable bodies are cool. 
AAAAARRRRGGHHH. 
I LOOKED AT THAT CEILING ABOUT 10 TIMES IN THE LAST 20 MINUTES FFFS. 
I Chuckedeleled Too, That's A Hell Of A Secret Right There! 
me myself still hasn't found all secrets in this map.
And that vore trap is awesome, you puss. 
Oh Good 
I'm glad other people can't find that secret too (I read the map source in the end!)

adib: yes :-) I remember quake e1m1 pretty well :-)

And yeah as kinn says if the crossbow knights were coloured more like the regular knights and less like the super weak ones I wouldn't have complained. 
Also. 
Ghost Death Knights - awesome touch. Work well with the rest of the visual vibes. 
Ogre Bastille Part Deux. 
Obviously this was not a map to try as an early taster of AD. There is still no limits to the vast amount of Fuck Off the Crossbow Knights can do, and the ZOgres are more punishing in this than in other much easier maps like Firetop.

OTOH the design and exploration is truly excellent. As a remake it's perfect, apart from perhaps a weak ending arena. The crypt secret and the SK terrace are ace.

I do think there needs to be more marked secrets to reward the player hunting around though, for example:

<spoiler>
1 - left blue room at start
2 - right blue room at start
3 - ammo cache above main entrance
4 - LG on shambler terrace
5 - left ledge nails opposite GK
6 - right ledge nails opposite GK
7 - silver key terrace (gotta remember SK door)
8 - blue window on SK terrace
9 - blue window in SK terrace
10 - biosuit behind window
11 - shortcut back from GK door
12 - ammo pack in SK terrace
13 - plasma gun near end
</spoiler>

Plus the normal 3...

There might be more OFC. And no I didn't do the time limited ROS thing, fuck that. 
Shambles 
It's because the secrets are so secret, it's a secret that they're secrets. 
Use More Skill 
I dont know I find most Q1 monsters to be cannon fodder so the crossbow guys and zaware ogres are a nice change of pace for me. And their reload delay is their doom. 
Use More Macho Knob-waving. 
That's why I haven't been reading this thread much.

Someone make a box room full of 30 spawn, with 30 crossbow knights on surrounding ledges, so you people can use more fucking skill there. 
You Are Funny 
Not a very fun sounding map obviously. Though Devil Daggers currently looks like that madness. 
AD_END. 
Via console, I haven't found runes.

Lovely map, proper vibes, really nice to have as a secret map. 
 
yea that map was soo pretty. I full map in that style would be something else! 
Secret Hunting In Swampy. 
Jesus, this is a game in itself. Got both silver keys, the blood key (that whole section is fantastic), and 7/8 tomes, and still only got 20/25. Gonna be a long hunt.... 
 
Oh one other "thing" that's kind of a shame although obviously unavoidable is that each map has its own visual language and that definitely makes it harder to find secrets on the first time through. Maybe I should have played the test maps first (still haven't played those...) 
Trenchbroom 
Anyone got a fixed entity definition?

I looked at fixing it myself but the errors on reading are odd, the lines it says are erroneous seem fine.

TB1 BTW. 
Swampy Secrets 
Yesh thoshe secretsh be tricky. Tough one is near the part where two skull wizards are spamming you from behind breakables and bars...no one looks up, not even I and I make maps too and use this trick to make secrets. That quad secret took me days to find. 
Ijed 
I used the .def with TB1 for ad_e2m7 and it worked fine.
The .fgd uses some Jackhammer extensions. TB2 does support it though. 
22/25 
Apparently I had found all tomes, and I got a Drole as a reward.

Had to noclip to find the last few, I think the trigger is missing from the one in the tower overlooking the MH bridge. 
Several Of Us Got All 25 
 
Ok, Thanks Eric 
 
Well Done Qmaster. 
Several of you have smaller cocks too. Whatever. 
Lacking Hitscan Weapons 
Okay, I have a final verdict on one thing: The lack of hitscan weapons sucks.

Hitscan weapons are usually bad, but there are cases in which they're needed. There is a single enemy in AD which is a perfect example of this: The flying saucer drones in Crucial Error.

They dodge quickly, they fire fast, they're small and they keep themselves distant from the player. They make us waste ammo like crazy because:
1) When they stop for a moment and we shoot, they dodge again to a random direction before the bullets can hit them;
2) When they're moving, their movement ends too quickly for us to predict their path, aim and shoot in time for our bullets to travel and hit them. And they shoot a barrage of lasers immediately upon stopping, which punishes players who tries to aim for their stopping position.

I'm not against the modified shotguns per se, but the lack of a hitscan weapon to take care of those flying drones makes all battles against them frustrating. Those drones makes us waste ammo like crazy, I end up just shooting randomly in the hopes that some of the bullets will hit. That's awful.

And this highlighted a lost opportunity. In vanilla Quake, the thunderbolt is the most useless weapon to me. It consumes ammo too quickly, its ammo is sparse, and it's not much more effective against enemies because in vanilla Quake the nailguns fills the "high rate of fire" role in a more economical/easily replenishable way, the shotgun is a more economical hitscan weapon, and the rocket launcher deals more damage per hit.

Arcane Dimensions really lost the opportunity to make the thunderbolt shine. If Crucial Error had it, I'd use it against those flying drones every time, while the projectile weapons would still be used on everyone else because I'd conserve the thunderbolt ammo for the flying drones. And that would be a perfect thematic match of high-tech weapon against high-tech enemy. It would be just flawless.

The projectile shotguns helps to make the thunderbolt strategically unique, and the flying drones helps to make this strategical strength of the thunderbolt a requirement. 
Not Sure I Agree 
But I'd like to add that the Plasma Gun absolutely SHOULD NOT permanently replace the LG, it's not an upgrade in my opinion. 
Plasma Replacement SHOULD NOT Be Permanent 
This. Wish it was just toggleable like the plasma gun in mispack2. Wait...plasma gun...Plasma Gun 
Mankrip 
I think the thunderbolt doesn't reach too far. It would have to be a close combat. 
Mm? 
Doesn�t this depend on the map you're playing? 
Adib 
The thunderbolt has a 600 units range. That's plenty for this case, because the drones keep some distance from the player but they don't go that far away.

By the way, the limited range of the thunderbolt also helps to ensure that its instantaneous hit property can't be abused. 
Welcome Brown Ranger! 
I just started playing AD and I am just floored! Floored by the amount of offerings this mod has for the Quake community. It mixes Quoth, and other mods in addition to new ones and provides the base for new mappers to utilize these tools.

I am going to slowly convert what I was working on to AD because I am just so impressed by the variety provided. The best part, is the conversion has been relatively simple so far.

I only played a handful of the maps so far: (Swamp, Crucial, Deaths, Tomb, Mire) and they blew me away!

The entire AD team should be proud of themselves not just for the wonderful maps but the collaboration to provide a basis for future Quake maps to come.

Cheers to you all!

Now, I just gotta dive through the readme and make sense of all the new offerings there are! I did hear that Sock will be making a more friendly fancy web version of this document? I happily await that as well. ;) 
I did hear that Sock will be making a more friendly fancy web version of this document? I happily await that as well. ;)

Yay, that's what everyone hopes for. 
HD Packs 
Errrrr. 
HD is generally not fashionable because it usually looks like overly-crisp, out of place, ASS.

OTOH, those look pretty good, they actually look like HD QUAKE textures rather than glossy bumpmapped Q3A textures badly ported into Quake.

The Sock map ones look pretty much spot on. The Swampy ones look a little bit too high contrast and too busy, if you can tone that down a bit they'd look spot on too. 
HD-ness 
What Shambler said.

The full-black lines between the bricks in the Swampy screenshots need toning down - they don't quite look right.

Other than that - congrats on releasing some HD textures that don't make me want to immediately poke my eyes out with a rusty sickle, I guess :) 
Kinn 
I can make a pack like this if you promise to record a gif. 
Kinn 
I can make a pack like this if you promise to record a gif. 
@Shambler & Kinn 
Thanks very much for the nice feedbacks!

the packs are essentially based on Moon[Drunk]'s Quake Revitalisation Project. My new textures are basically a re-adaptetion / continuation of his.
I would like to respect ... as far as it is possible ... his artistic choices.

Moreover QRP texture are needed to fully run the pack. Differentiation between mine and his textures will affect negatively the final result. 
Icaro 
Thx for that, as i said on quakeone.com.
One doesn't have to be a "fan" of those HD addons to admire the amount of work (and skill) that went into making those textures.

And i just discovered all the other supported maps!
(jam2, retrojams, tronyn maps etc...)

Thx for that again, to each his his own i guess.

\�/ 
I Have To Also Say 
those look very good Icaro. Are you doing these on a map by map basis? 
Runes... 
How do I give myself runes in AD? Impulse 11 isn't doing the trick. 
Nevermind... 
I got it! 
Good Question Nonetheless, So Let's Answer. 
The readme file has a 'mod settings' section,
that leads you to the quake.rc file.

Said file contains the following:

// DEVELOPER ONLY (need to set developer to "1")

// Impulse 240 - Give ALL rune sigils
// Impulse 241 - Give rune sigil 1
// Impulse 242 - Give rune sigil 2
// Impulse 243 - Give rune sigil 3
// Impulse 244 - Give rune sigil 4
// Impulse 245 - Give SILVER+GOLD key

Is that correct? Is it the only way? 
You Got That From Your Official Readme Audit? 
 
@nitin 
Yes ... you can follow the evolution here:

http://quakeone.com/forums/quake-mod-releases/works-progress/11588-hd-textures-sp-maps.html

feel free to joint the discussion 
Moddb Page Down? 
The moddb page no longer exists, did the mod developers have it removed? 
 
Yes the mod page is down, not sure if/when it will be coming back. You should still be able to download the mod from quaddicted and quaketastic though 
Sock == Trinca? 
 
Painfully Aware 
The moddb page no longer exists, did the mod developers have it removed?
The Quake community has been "borrowing" content from so many sources over the years I think we have all forgotten what we are doing. Quake has been under the radar of the general public for so long that no one has really cared or been interested.

Copy another mod / game / movie (If I want to play Quake, I'll play Quake - not HL: Quake) Consider the legal ramifications!

This MOD contains Hexen2, UT, Q3 and HL2 content!

ModDB has plenty of pages talking about this issue and why MODs at ModDB should be "legal" and not full of "other" content.

http://www.moddb.com/tutorials/getting-started-with-mods
http://www.moddb.com/features/the-legalities-of-modding

"So why has the ModDb page been removed" because it should not be there! As I have said to the AD team via email, the mod will still exist on Quaddicted if anyone wants to download it. Any site personally connected to me I have removed it from.

Personally it makes me sad because so much work was put into the MOD that I got blinkered and forgot what was happening. Moral of the story, don't take shortcuts, create it all yourself.

Sock == Trinca?
Whatever floats your boat! 
 
Trinca always seemed more like a double to me. 
So... 
Why was it removed again? I don't see the point, if it's so under the radar anyway. 
 
it sounds like mod db doesn't want to host that kind of content.

Which is fine, we have made quake mods for 20 years without people needing to host them on moddb. Quake1 people generally host them on their own homepage, or cdrom.com, or shub hub, or quaketastic, or quaddicted, whatever other quake-specific file hosts. 
No Fancy Document? 
Would this mean no fancy document for the readme/dev tools will be created?

I may have to start creating one myself in one form or another. ;)

Either way, it is unfortunate to hear about the limited hosting but at least the passionate folks can still let the mod breathe. 
 
But sock, you have your own hosting..? 
Ehhhhh What Major Release Doesn't Use Recycled Assets From... 
...20 year old games??

FFS. Original link edited. Go download if you haven't already. 
 
still need an updated URL for "official patch 2" in the thread topic 
 
and the patch 2 readme URL is broken 
 
and the screenshot links! 
PlanetQuake 
Hosted plenty mods, maps, etc. of the user created variety. Many Quake deathmatch levels had Q3 textures, many single player releases had Q2 textures or Hexen 2 textures.

Even mods like QMatrix which was a defacto trademark violating mod just by the name.

And if you want to get "strict" Quakespasm, FitzQuake, ezQuake, ProQuake are trademark violating engine names for an open source project -- which is why DarkPlaces, for instances, doesn't have the word "Quake" in the name. Which, of course the strict interpretation would be absurd.

However, Moddb being a general purpose site no doubt has plenty of 12 year olds that would use content from other games wholesale to make a "new game".

Unfortunately, with mature game platforms the participants tend to know where gray turns into black -- but immature modders tend to not know when the gray area hits black.

Moddb has to address that concern with lowest common denominator thinking.

Which is just how the binary corporate world works, where no gray area exists. 
 
IMO it doesn't matter that it's on moddb. As long as it's hosted and available to download. I highly doubt anyone is getting in trouble for reused assets from hexen etc. 
Sock 
I understand the moddb thing, but why would oyu take it off sites 'personally connected to you'? 
 
So he doesn't get sued, seems obvious to me! 
 
So it's more another case of sock overreacting than an actual problem found or caused by ModDB? The mod is on Quaddicted, so nothing is lost fortunately. What nitin said, though.
Does this mean the AD mapping doc isn't going to happen now? 
 
No idea, you'll have to ask him. I'd do it myself if I had time, but I'd rather spend time in the editor.

I think sock is trying to play it safe in all honesty. Not all modders care about litigious game companies but they probably should. I think if someone like Skiffy had come along at the beginning of the mod then Sock would have been able to create all new content without any concerns. Sadly we didn't have a dedicated modeller, we just made do with the best we could. 
Copyright - Hope - Fair Use - Derivative Work - Transformativeness 
 
Letter of the law is one thing ... Not wanting to even chance having to deal with it is another. I can totally understand the latter. 
 
Moddb would get a DMCA takedown notice, there is practically zero danger. Copyright infringement is a basic part of modding. 
Lawyers Are Too Busy And Dont Get Paid For This. 
You know when lawyers get involved? If there is real money to make. Otherwise they have better things to do like troll companies making millions a day. Us guys tinkering away in the dark is just not on their todo list. 
 
Until it is. I can see the risk aversion. It only takes once... 
 
in the unlikely event someone cares, you'll get a C&D before anything resembling a lawsuit happens. 
On Behalf Of The Modder Community 
I hereby order a Cease and Desist of premature, unnecessary Cease and Desisting. 
Moving On 
Would this mean no fancy document for the readme?
Probably not, the readme file does contain a ton of stuff about the new features and the special fgd/def files have full details of all new parameters. There is also all the test maps (source included) that can be loaded in any Quake editor.

So it's more another case of sock overreacting than an actual problem found or caused by ModDB?
There are plenty of trolls on ModDB that love to stir up trouble and I did not want to argue over "other" content when in theory its wrong. I would prefer to move on and concentrate my energy on new projects!

I understand the moddb thing, but why would you take it off sites 'personally connected to you'?
I don't need to host it anymore, its available on Quaddicted (main file+patches). I don't always host all my work on my site; speedmaps, jams and retrojams are not on my site either! 
 
Congrats on taking control! That's awesome. 
Sock 
fair enough.

As long as there will be new projects and you are not put off the whole idea because of ModDB trolls :) 
AD Made Me Reconsider My Position On Copyright 
I've always been a pretty strict copyrightarian in my other endeavours (Doom, Debian) but AD has made me reconsider things a little bit. I mean I own the other games anyway, and having the assets reused and remixed with the incredible original content is basically giving a new breath of life to these old games gathering dust on my shelf. (or shoebox in the attic, more realistically). At the end of the day I guess AD would not exist and I would not be enjoying it if it hadn't lifted some models from hexen2, etc., and I'm glad it does exist, because the whole is greater than the sum of its parts, and those old assets are honoured by their inclusion IMHO. 
... It Is Even More Than That! 
-AD and the other mods, the alleged infringers, are in reality the only reason why people still buy quake today.

- the fact that AD contains some assets from hexen2, etc, but only need a purchased version of Quake to run, might be consider a copyright violation, but on the other hand, the copyright owner still benefits from the infringer.

- even if purchased, these games do not run on a modern machine, they need modern engines, developed by the same infringer community.

a very nice case 
Yep 
People complaining about copyright infringement can fuck off.

Copyright is supposed to protect entire products from being stolen and resold at another's benefit.

Modding is by definition based on others work, for a non profit end. 
I'm Not So Drastic 
the right of the copyright owners should be protected. Especially if money are involved.

but alleging copyright infringements on a 20 year old game(s), after that the source code was licensed under the GPL on 1999, is something different. Especially a case like this one, in which the owner can only benefits from the situation; even more, these benefits seem to be the real intent behind the decision of the GPL licensing. 
 
You guys are arguing from an emotional and logical point of view. The legal view is the one that matters. 
Logic Can Shape Law 
 
True 
But money makes the world go round :)

If the return on prosecuting / ordering a cease and disist on a modder isn't going to cover the lawyer's salary then they don't bother.

My point was more about internet denizens trying to spoil things for everyone else. 
Hmmm 
If the various sounds, models and textures from other games were slowly replaced with community made versions, would that make everyone shut the fuck up about this?

That alone sounds like a good motivation for a community project.

Sounds, textures - that would be pretty easy. Models not so easy, but I'm sure there's room to use re-skins of existing monsters in place of new ones to cut down on some of the work? 
I Had The Same Thought 
But not the energy to go through with it. 
 
Just for the record I don't believe any lawyer will ever give even a single solitary fuck about what we are doing here...

but if it means we don't have to endure pages and pages of this tedious shite everytime someone releases a map with a hexen 2 model in it, then I think it's worth doing for the long-term good of the quakery. 
 
I think we'd need a solid modeller/animator for that kind of work. Those guys tend not to stick around for too long, no idea why but it's probably because they're usually replacing assets and not creating new stuff (which is the best thing about modding). Plus you usually have to couple them with a good programmer to enjoy the fruits of the labour. 
Exactly. 
 
Http://i.imgur.com/lxQ9O.jpg 
for kinn 
Spirit 
fuck you that's worse that goatse, tubgirl and motorcycle.jpg all combined

trigger warning that shit, maybe? 
Are Those Wookies? 
Maybe shaved wookies? 
 
"Looks good to me" -half of the regulars of func in 2016 
Swan Song 
As long as there will be new projects
Not from me, AD was my swan song, it has all the textures, models and code I have created over 3 years rolled into one big package!

because the whole is greater than the sum of its parts, and those old assets are honoured by their inclusion
My thoughts exactly, I spend ages trying to glue it all together into one package. Its certainly not perfect but modding never is!

If the various sounds, models and textures from other games were slowly replaced with community made versions, would that make everyone shut the fuck up about this?
That is a lot of extra work, there is the Minotaur, Golem, Skull Wizard, Spiders, Scorpions and Wraith that would need to be replaced and there is also textures and misc (skull, tree and statue) models!

if it means we don't have to endure pages and pages of this tedious shite everytime someone releases a map with a hexen 2 model in it
People are people and people love to complain! :D

The AD project was always about sharing and re-use of assets as long as it did not involve any money. Anybody here in the community can re-use these assets however they want in their Quake projects!

Just remember the Quake community is a bubble and beyond the walls is a crusading copyright army waiting to wag the finger! Just don't make the mistake I did and try to market your work to the Internet! :) 
Sock, Goddammit ! 
Please, don't stop making stuff for that awesome great game Quake1 is !

Even by today's graphics standards and ultra-realistic games, I think Q1 (and also Q3) is still a better game to play.

I've tried many other recent games during the last years, and none has the nice set of features that Q1 has.

You are a quake God, and I'll praise that you still do more maps for it !

P.l.e.a.s.e !?

Or I'll create a new Sock Gayatri Mantra to be played in Quake Temples for Eternity ! 
 
Should ... should we be watching this? I mean ... 
Everyone Evolves Barnak 
How would you feel with doing the same over and over again? Just because you can do it, does not mean you have to..
Does your admiring involve a step back from the achieved maps/mod/code/level of professionality in general from where it is now?
I'm sure it does not, you expect all maps from now on to be at least as good as the AD ones.

That's quite a burden, don't you think? (tho it can also be a good motivation)

Been there, done that. This has to be enough sometimes.

IMO. For now.. 
I'm A Little Worried 
... 
Mfx 
I agree 100% with you. I feel just sad that sock would stop his awesome production for one of the greatest game EVER !

I know myself, since I also produced lost of great stuff for another kind of software, and stopped after 8 years of creations.

But again, it is always a sad time when you see someone as talented as Sock leaving.

Sorrow, pain and suffering, is such this world !

Time to build a HUGE Sock temple in the Quake universe ! That would be a great idea for other mappers, isn't ? 
Talent Is Never Lost 
only if one chooses himself to.
Artistic expression goes a long way, it must not involve Ogres, brushes, maybe not even a computer.
What you loose maybe somebody elses gain(joy) in the end. 
Edit 
What you loose, may be somebody elses gain(joy) in the end. 
 
Fun little ideas always comes up. If Sock eventually gets some little ideas that would work best in a small Quake map, why not do it?

Sometimes the fun is in the ambition, sometimes it's in the experimentation. AD has both, but not all releases must be like it. 
No Edit Feature, ARGHH ! 
Shit, I made several writing mistakes in my previous post, and can't edit them ! WTF !?

"I know myself, since..." ---> "I know IT myself, since..."

"lost of great stuff..." ---> "LOTS of great stuff..."

Almost "funny" mistakes that change the meaning...

Goddamit, this board need an edit button. Geez, we're in 2016 ! Not in 1996 ! 
Lack Of Edit 
hopefully makes people think about what they post though.... 
I'm Only Speaking For Myself 
Cannot speak for anyone else.

Sure, if there is sth. cool coming up, unexpected and long awaited.. Why not just go map?!? It is all about fun, and giving fun to others. Nothing more.

Still i have an aspiration to myself, only to myself in that regard. Never repeat, always push bounds, never rest.

Can you imagine what effort was put into the making of it all? Can you imagine compiling a map 2000 times, fixing bugs 1999 times? Maybe you can, not the point really.

What i am saying doesn't matter really, there is always fresh blood draining down the necrotic realms of id legacy.

I'll be sure watching it. It is so nice. 
The Sock Temple(s) 
May I suggest a new map theme for a new jam ?

As an honnor and celebration of Sock's contribution to the Quake community :

The Sock Temple of Evil ! With Knights and priests chanting Mantras :

"Om S-s-s-s-sock, Ommmm S-s-s-s-s-sock !"

With plenty of zombies sacrifices and crucifixions, Shamblers and Vores bathing in blood (and sacrificed), a large sacrifice altar in the middle of a large central room, etc... 
 
Last sentence is an Eco reference btw, you barbarians.

RIP 
 
mfx > Barnak

Anyone can build; it's just a choice.

Whether someone builds or not is just a decision. Sock chose to build. 
 
I think a big point of AD wasn't to see sock make a 100 new maps but to give the community a bunch of cool new options for future projects.

I would be really disappointed if AD doesn't spawn some new maps. I for one plan to make a few new maps before I move to pastures new. 
I Agree 
I think the purpose of AD was to give mappers a fresh new outlook for this year and beyond. I know that I am happily mapping using the AD tools. It may be a while, but I will be happy to share my creations when the time comes! 
Back On Topic 
found videos of some russian blokes playing the mod in co-op... but for some reason playing with fullbright on?!

https://www.youtube.com/watch?v=lG6kDCpW6GI 
Computer 
I think the guy's PC isn't up to snuff. Looking at this Q3 videos and the textures are about as muddy as you can get. I might do a Let's Play type video for AD when I have time. Certainly worth the effort! 
I've Already Started Using The Breakables! 
 
Model Replacements 
That is what I will be doing for this mod. I have a list from earlier that makes it obvious which ones to tackle because indeed I would prefer AD was all its own in the end.

But first finish the VORE and then my studies and then after that I will walk back in here for the real work to begin. Minotaur and Skull wizards are on my hitlist first. Needs something more Quaky.. so yea not entirely the same characters at that point. 
\o/ Hooray! 
 
 
"Needs something more Quaky" -dude who added tits to the Vore 
 
OTP... he hasn't finished the model yet. And for the record quake is full of tits, you're the biggest tit around! 
Me Too Qmaster! 
The additional tools are great! I am trying to use the textbook entity in a unique way. Also already have a secret tied to breakables and plan on having monsters utilize them to shake up the player. ;)

Furthermore, things like trigger_entity state on and off can really help create interesting logic in a map. 
New People 
Have to keep coming. Quaddicted, Custom Gamer, this new coop server, this kind of things play a big role in this. 
New Blood 
Please, don't stop making stuff for this awesome game Quake1
Step away from the crack pipe!?! ;)

A big point of AD was to give the community a bunch of cool new options for future projects.
Fifth's comment is perfect, its time for new people to get into Quake and create content. Embrace the new maps and support/help/give feedback to new authors, this is how communities grow, new blood! 
OTP You're The One Seeing Boobs... 
There is no boobs on the Vore you perv. Go map or something. 
 
OTP doesn't map, he trolls... it's his raison d'etre. 
Go Fap 
 
Credits 
First, technical questions about the readme file:

1.Shouldn't ericw be given credit for engine support?

2.Shouldn't all authors be referred to by full real name, nickname, or both (instead of abbreviated real names in some cases) ?

3.Shouldn't the map names (not only the bsp file names) be included?

4.Shouldn't all the monsters' name be mentioned?

5.Shouldn't it read 'The Marcher Fortress' instead of 'Marchers Fortress'?

----------------------------------------------------------------------

Where is the written credit for the idea, the thought, the inspiration?

I consider the detailed 'mod resource credits' an important part of the release. I credit sock for the work of putting this list together.

I think it still lacks something.

Let's take an example by looking at some references:

mon_minotaur.mdl by Raven Software, additional gibs/head models by SimonOC
mon_spider.mdl by Raven Software, new animation and green skin by SimonOC
mon_gargoyle.mdl by Raven Software, additional gibs cut from main model

Inspiration for the new gib system, Marchers Fortress by BenW
nofire, secret3 and demonwind sounds from Marchers Fortress by BenW


I think there is something actually very important missing: the connection
between the monster models, The Marcher Fortress and the AD mod.

To give credit to sock for giving credit, let's quote him from the thread:

Fun Fact : Marcher was one of the original inspirations for AD, the gib system and use of H2 models is the reason they exist in AD!

This is what I thought proper credit for inspiration would be like.

Another example: let's look at the rocketeer, defender and eliminator.

It seems obvious that they were inspired by and based on Quoth monsters of the same name.

Yet the only related written reference to Quoth I have found is:

Bob, Drole, Gaunt, Voreling and some enforcer/soldier sound effects from Quoth MOD

At this point, please let me quote my own posts from the thread:

a credit list at least as long as the ad_v1_42p2_readme file.
a proper credits section with all the authors whose work served as inspiration


Now this seems to me an unreasonable expectation on my part for which I apologize. I just WISH such a document was accompanying the mod.

I realize giving credit to every author for 'inspiration' could be extremely difficult if not impossible.

This helps to explain the bullet points list of used assets: code material, models, textures, sounds, skyboxes. A source of dissatisfaction for me was this format, because the above grouping means assets from the same particular mod or author get separated.

Finally, while I continue to feel dissatisfied with the credits, it is my own personal view. A personal view probably based on my misconception about what is considered proper credits, and credits for inspiration. 
Awful Posts All Of You. 
 
@onetruepurple 
This post, while a bit harsh, certainly has a point. 
 
I actually thought the credits for AD to be excessive to be honest. If Sock spent evening more time on the documentation then the mod would have suffered.

I can't speak for the team but as someone who gave up a lot of my free time last year to help with the mod I'm pretty bummed out by the amount of negativity and nitpicking. Mostly because it's unjustified for such a quality release.

Out of all the communities Quake has some of the worst trolls. And usually it's the trolls who don't even produce content. 
 
I actually thought the credits for AD to be excessive to be honest. If Sock spent evening more time on the documentation then the mod would have suffered.

I can't speak for the team but as someone who gave up a lot of my free time last year to help with the mod I'm pretty bummed out by the amount of negativity and nitpicking. Mostly because it's unjustified for such a quality release.

Out of all the communities Quake has some of the worst trolls. And usually it's the trolls who don't even produce content. 
Parubaru 
1) Drop it.

2) Stop talking about sock's crediting of Marcher as if I'm not here. It has been credited fine. Sock is a cool guy, I have a good rapport with him, I have had access to AD during the development of the mod, and if there was anything in there that I didn't like, I would have said something during the many weeks of exposure I have had to the mod and readme before you even knew that the mod existed. 
Also 
Because I really hate to see this thread hijacked, I suggest we take any future conversation about parubaru and his little audit to this thread here:

http://www.celephais.net/board/view_thread.php?id=60297 
 
Parubaru really loves to fuck flies in the ass it seems. 
Time To Submit A Patch 
I think parabaru should submit a diff/patch with the suggested expanding of the credits at this point, which the AD team could consider. I.e. actions not words. Or action-words. 
 
I think parabaru should submit a diff/patch with the suggested expanding of the credits at this point

or maybe he should just find a nice bridge and jump off it. 
Back On Topic 
Question regarding AD tools:

Is there a way to have a Quoth-style (info_mapgate) for AD? I know there are playerstart2 keys that can match with a change_level trigger but that is for positioning it looks like.

Basically, looking if it is possible with current AD tools to have a portal to another level close once you complete the map...when regarding a hub map. 
 
I see the "opinion counter to mine = trolling" mindset is full back and alive on this website. 
Sheesh 
Sorry I don't understand conflict good enough to join poop throwing party, but I wonder...
why remake raven monsters when you can make new ones?
I mean, you still would have to make models, textures and animations. All that just to have "clean" content. 
As Well As 
"Only content producers can have an opinion", right from the times of web 1.0. Hasn't ijed completely rebuked this bullshit in a post from like two weeks ago? 
DW 
Skiffy has mentioned already he is interested in replacing the H2 models with new "quakey" designs. I don't think anyone here is advocating "remakes" of the H2 monsters. 
HD Packs 
Gentlemen,

the final and corrected version of MFX's "ad_swampy" HD pack can be downloaded here:

http://quakeone.com/forums/quake-mod-releases/works-progress/11588-hd-textures-sp-maps-29.html#post164128

Off-topic:
the HD pack for Sock�s fabulous 'The Horde of Zendar' can be downloaded here:

http://quakeone.com/forums/quake-mod-releases/works-progress/11588-hd-textures-sp-maps-29.html#post164129

Enjoy 
Sweet. 
 
#639 
But this place has always been a beacon of social competence, mutual respect, objective civilized discourse and understanding 
Rune Triggers 
looking if its possible with current AD tools to have a portal to another level close once you complete the map...when regarding a hub map.

Quake uses (4) runes to make changes between maps. You can use func_episodegate or func_bossgate for stuff that can open/close based on runes collected when the map is started. There is also trigger_rune which can be triggered after the map has started, there is an example of this in the AD start map below the skill pillars. 
Thanks Sock 
Yeah I knew of the rune triggers but I suppose if I have more than 4 levels I would end up at my same issue. It's not really an issue and the more I think about it...I don't see the point of blocking completed maps. Maybe someone wants to replay it!

Thanks for the reply though, the trigger_rune will be of great use to really give that start map the umph it needs. ;) 
I'm Reading This Every Day And WTF 
credits for inspiration

What is this? I think if someone credits someone for inspiration he gives a favor to somebody, but that's not something that's necessary.

We're making a map for AD using hexen2 textures and using monsters with hexen2 models atm. I believe it all ends up in a really good quake map. And I want so thank sock for providing such a great base for new quake content. And the more I get into it, the more I love it.
Stop bitching around. 
Entity State System 
So...I ripped the entity state system just to get the particle system just to get the runes to float above the books because the books are really quite amazing.

Now I have this entity state system, and a particle system that only do one thing in my mod...book effects.

I also ripped the breakables which required all of socks subs code, which required almost all of the defs which were scattered in like 5 different files and also I had to modify the axe code to play the right sound effects then I had to modify the pain code to get the particle blood to be the right color. Incidentally, sock forgot to add the ceramic sound effect in to the axe code FYI.

I would share my extracted version to save others the time but...now it's all ensconced in my own code. Oh well. Heads up to anyone thinking about going all Pacman on the code.

Fun stuff! 
 
I suspect Sock didn't forget to add the ceramic sound since he never implemented the breakable pots that was planned (much to my disappointment, I would have loved to do some grecian or egyptian levels with zelda pot smashing!), it was a pretty late feature and I think we would have missed the release date if implemented. I would have loved to see health vials and armour shards added, maybe have them drop from pots.

The mod was also intended to be ripped/changed for use in your personal projects.

Also, remember to give credit (opening a big can of worms here!!!) 
HodgePodge Code 
Heads up to anyone thinking about going all Pacman on the code.
The Entity state system required a re-write of pretty much every entity/function in the original Quake codebase, that feature is difficult to remove from AD because it has hooks everywhere!

The Particle system is very self contained to three QC scripts. I would highly recommend making sure to grabbing patch 2 because there was some changes that affected the particle system and stop it going crazy reaching the entity limit and not going down.

The breakable system did start out as a separate function, but in order to give it the AI awareness it needed hooks all over the place; combat, ai, projectiles and it is harder to isolate.

forgot to add the ceramic sound effect
The ceramic was going to be a new type especially linked to breakable models (pots or containers) but sadly I ran out of time. I had most of the H2 assets remade with new skins, just not finished on time.

The original idea was to spawn spiders, vorelings or goodies (ammo/health) inside of the breakable pot models. I needed to create more code for monsters to spawn floating, but it never happened and the whole thing got shelved at the last minute.

I would have loved to see health vials and armour shards added, maybe have them drop from pots
You can setup item_backpacks with random/exact amounts of armor to act like shards. I used them a lot in ad_e2m2 (source map exists in patch) There are plenty of backpack skins to choose from if you wanted something unique looking. 
 
Yeah, backpacks are still good... Just seems weird emerging from pots.
Though some mods had coins drop that gave you armour :p 
The Code Isn't Hodgepodge 
I think your qc is much better than my own. I gave up and put all variable definitions in one massive defs2.qc file. So much for object oriented. Plus you have comments on everything and detailed explanation of key|values for every entity. I'm spoiled rotten sifting through your code, it's beautifully commented and is a tutorial in itself.

I get lost in my own code sometimes...now where did I put th_pain() at? 
Ability To Overide The Backpack Model? 
Ability to overide the backpack model with another MDL using string paths? That way you could make your own armor shard with a custom mesh and hijacking the backpacks entity with lower values and pickup sound? :) 
 
Neat idea skiffy! 
 
Just in case the negativity is getting any of the people who made this down: this map pack is super awesome and you all did something really great. 
A Shower Thought 
It occurred to me last night that a bunch of people made 3D models of Hexen (1) monsters for the Doomsday engine - http://dengine.net/addons - I wonder if any of them are suitable, or perhaps good stand-ins. There are some hexen 1 monster equivalents to 2 (the mages for example) 
The Internet Never Surprises Me 
with the things people come up with to criticise. 
Late To The Party 
Only yesterday I tried AD FGD in Jackhammer. It's a whole new world of possibilities to explore. I made a new setup in JH to map for AD. It felt so great to run the level and be surprised to see my torches sparkling.

I never intended to mod Q1, but now I realize I really don't have to. AD gave me toys to play for a long time now.

If I didn't praise and thank enough, here it is. 
Nitin 
That's such a short post. 
Writing On The Wall 
you have comments on everything and detailed explanation of key|values for every entity
I really wanted the code to be as portable as possible so stuff can be cut and paste easily to other projects. Also some of the functions developed over time and I kept a running commentary, so its easier to understand what changed and why.

Ability to overide the backpack model with another MDL
Unfortunately this cannot be done with the item_backpack, its hard coded for a specific model and loops back through the existing backpack function (drops from monsters).

I wanted to add a proper armour shard system, (pieces of armour like what Heretic did) but I remember the backlash RMQ got over such a system. Many Quake fans see shards as a bad design element of Q2/Q3 and not really suitable for Quake. So I hid the function in backpacks and worldspawn keys instead!

this map pack is super awesome and you all did something really great.
Thank you, hearing stuff like this never gets old, especially after all the time that the team poured into creating this mod!

a bunch of people made 3D models for the Doomsday engine
I looked at this and the models are mostly in a special Doomsday engine format. Also there is palette issues, they certainly look cool the one's I could view.

the things people come up with to criticise
Yeah I am never surprised either! 
 
i don't remember anyone complaining about the health vials in ne_ruins..? and i don't remember backlash in RMQ about armor shards. I always like the doom health and armor bonus items! 
Ne_ruins 
That map had its own style, and the vials went well with it. The coins were maybe a tad bit bright but interesting nonetheless. Kept expecting to come across a weapon or ammo shop or something to spend them on.

One thing AD needs is that pushable swinging gate the source code of which somebody doesn't care to share. Would have fit right in at the beginning of AD's secret level. 
 
I would have loved to have hinged doors in Quake. Half-life managed to do this fairly well, has it been done in Quake? 
+1 For AD 
Don't you just hate it when source code isn't available for something truly amazing *cough quough cuoth* 
 
Dunno why you'd need the source for Quoth when AD has a lot of its features already.

Did quoth have the hinged doors? I don't remember them. 
Yes 
ne_ruins has the coolest Quake swinging squeaky metal gate ever!! 
Don't Know About Quoth Doors 
 
 
I'm sure necros will let you in on that secret. :P 
 
One thing AD needs is that pushable swinging gate the source code of which somebody doesn't care to share

wat. i posted the code multiple times... i even explained it. 
Pissing In The Wind... 
 
Doomsday 
> I looked at this and the models are mostly in a special Doomsday engine format.

Oh, that's a shame. I might be mis-remembering but I think/thought they just took the quake model code right at the beginning of the project and used MDLs. But that was 10+ years ago and the might have moved on, or I could be completely mis-remembering. 
Doomsday Models Used To Be MD2 
IIRC. 
King Dime Of The Doom Community Is Streaming AD Right Now! 
Ad_necrokeep 
very cool map! i liked its interconnectivity and overall designs. cobwebs and breakables work amazing there. got lost a couple of times but that's ok.

demo https://cloud.mail.ru/public/Bosx/whrJM8N5b
(died several times ;) 
100% Nightmare Playthrough 
I'm doing a 100% Nightmare playthrough (no saves/deaths/cheats), check out the playlist here:

https://www.youtube.com/playlist?list=PLYGehdwLsH44bnIAYhZwOtTGzd35Bv56m 
Legendary 
I'm doing a 100% Nightmare playthrough (no saves/deaths/cheats)
Amazing stuff, made my morning, I am grinning from ear to ear!
Thank you decino! :D

The strafe circling around the rooms and concentrating the monsters into the middle, so glad to see someone doing that on my mountain map! 
Remix Maps Incoming 
Glad I made your morning, sock. Thanks for checking out my videos! Slowly uploading videos of 100% NM remix maps now, so keep an eye on those. 
Bloody Hell! 
 
Super Impressed 
 
Tech Demo! 
Horde of Zendar + AD + Dirt + Phong compiler goodness!
Image 1 2 3 - Download Link 
Neat! 
Clipping issues on some geo, else good. 
Demo 
I highlight some issues in my demo and also I get lost for about 3 millenia trying to find all the silver keys and then I give up.

https://www.dropbox.com/s/m582gltuuoey938/5zend.zip?dl=0 
Monster Sound Bugs? 
I really like this mod and all the maps, but one thing that bothers me in AD is...

When you wake-up a monster by damaging it, the monster's pain sound and wake-up sound often both get played together. This seems to be a bug and it doesn't happen in the normal quake.

Similarly, I often gib a monster but it plays its normal death sound on top of the gibbed sound. This can be quite funny (I remember it happened in Unreal), but again it seems like a bug. 
 
Oh lovely. Going to have a go at the new Zendar version to enjoy its updated visuals! :) 
 
I replayed zendar on nightmare the other day. Only found a few of the secrets. And for once I didn't get lost. The multiple shambler areas are brutal. 
 
Played the Zendar patch the other day, for some reason it felt substantially smaller and scaled down than the original and it took me way less time to complete. I remember the original took me about 45 minutes, whereas this AD version took me only 20 minutes. Still, the map looks more beautiful than ever. Truly amazing stuff sock! 
AD Version Of Zendar + Dp 
hi sock, i've tested this new version of zendar and i've encountered a bug. when i choose difficulty level and step into the teleport, level reloads but i start again in the skill selection area. the selected skill is set, but the teleport leads back to square one. i had to noclip to the real start location... not a big deal, but it worked in non AD version with the same dp engine version.
-
one good news - i had some serious fps issues in the original zendar, but this new version runs flawlessly. don't know what you've done, however the fps stability in amazing in comparison with the previous version. thanks 
AD Zendar 
Clipping issues on some geo
Yeah, most of these happen in non-combat areas so I left them. They seem to be coming from the compiler/client side of things, there is nothing odd in the map file.

I get lost for about 3 millenia trying to find all the silver keys
The problem is you wasted a key on the central SK gate which means you need to use the church way into the secret garden as the final SK was inside the garden! :)

The multiple shambler areas are brutal
Indeed it can get crazy with the rune room but the pillars are big enough to block one while you fight the other. Plus at this point the player should have access to most powerful weapons (sng + lg)

for some reason it felt substantially smaller and scaled down
The map did not change in footprint, I suspect this is partly due to you knowing what to expect and where to go. The layout is really small, most of the detail is concentrated into small area.

i've encountered a bug. when i choose difficulty level and step into the teleport, level reloads but i start again in the skill selection area
This is partly due to me using a new AD feature which I did not use in the main release and not fully test with DP. This is something I need to fix with a AD patch, something for June.

i had some serious fps issues in the original zendar
I did do another pass on optimization and reduction of portals with more detail brushwork. I also used a newer compiler and it may have arranged the portals in a better layout. As always stuff like this is really black voodoo magic!

For anyone else interested the AD version of Zendar is very much about a visual update and the chance to use AD features. The Z aware enemies are disabled via worldspawn, but if you want a greater challenge they can be easily enabled with the console command 'zaware'.

There is an extra route to the rooftop and the RA/SK in the roof area is no longer locked by the GK. There is no extra AD enemies, just the original Quake stuff and lots of subtle AD stuff. The source map should load into any editor for the curious and also has an excellent example of particle templates (check the church torches). 
Sound Mashup 
When you wake-up a monster by damaging it, the monster's pain sound and wake-up sound often both get played together.
This is hidden in the original Quake because lots of different sound events use the same sound channel. The engine will always clear any previous sound and then play the new one. AD splits this out into different channels and this is where the problem is happening. I need to set the QC to let other functions know what sounds are active.

I often gib a monster but it plays its normal death sound on top of the gibbed sound
Yeah this is a bad bug, can you remember if this happens on specific monsters or all of them? It is certainly something I can add to my ongoing bug list. 
 
I have to be honest, I was expecting some of the knight and ogre variants from AD. But then again that would create a lot of extra rebalancing work, I considered doing this with a few of my own maps and I even started doing it but it's tedious horrible work. 
 
I was expecting some of the knight and ogre variants from AD
This new version was driven by visuals, I think the gameplay is really solid already and does not need to be changed. This is why I disabled the Z aware monster function so that I could use the new models but without the new AD functions.

it's tedious horrible work
Yes totally agree, I don't think many people will appreciate the time or effort that goes into updating a map for AD. It really is a low reward compared to time involved. 
But...making New Maps 
I'd be up for an AD map jam. Updating existing maps wouldn't be so fun, but creating a new small AD map that uses at least 3 new elements would be fun. Especially in the vibe of exploration. 
AD Jam 
I also would be up for a jam with AD as the theme. I have been working on maps using AD. Quite frankly, the extra tools it provides just makes mapping a much more pleasant experience! I have some cool ideas that can be partially or fully realized via the expanded tool set. 
 
https://www.twitch.tv/gogcom is streaming ad right now 
 
Neat! They had about 80 viewers when I checked. 
Trigger_itemrespawnupd Missing From FGD? 
It appears to be absent from the FGD file but present in the ad_quake.def file. Just throwing that out there! 
Trigger_itemrespawnupd 
Its a very unique entity, something setup for arena fights so that items stop auto spawning when everything is dead. It was something I added at the very last minute (literally 2 days before release) and forget to duplicate around documentation. I never used the FGD file (I am a radiant mapper), I just maintained it for others! :D

There is also the ghost knight (monster_dknightghost) stuff missing from the FGD as well because its really something unique for my mountain map and not for anything else.

I will include all the extra stuff in the web documentation so everyone can add it to their FGD/DEF files if they want. 
Thanks Sock 
Just thought I'd share so your fancy pants document is as complete as possible! I was studying Test map 10 from the AD test maps to learn how to use trigger_itemrespawnupd and needless to say I was confused when I couldn't find it on my FGD defined map!

I simply added it to the FGD file and all is well. I'll be sure to poke in if I see other things missing. I had no idea about the missing ghost knight definition and this saves time should I ever decide to use it in some shape or form.

Cheers 
HD Pack For Sock�s "Ogre Bastille" (ad_e2m2) 
Quakers,

the HD pack for Sock's "Ogre Bastille" (ad_e2m2) can be downloaded here:

http://quakeone.com/forums/quake-mod-releases/works-progress/11588-hd-textures-sp-maps-30.html#post164598

have fun ! 
Thanks 
Thank you all for making Arcane Dimensions, the mod and the maps. I have enjoyed it a lot.

I'm sorry not to have demos for you, but I was feeling a bit stressed when trying to play the maps and record decent demos at the same time. The secrets in these maps are *hard* to find, and with me dying a few times here and there even on Normal the whole demo business became too distracting to manage properly. (Or in other words, I screwed some of them up and got annoyed at myself.)

I am still in fact playing and exploring some of the maps. There's so much stuff in them and much of is the non-vanilla monsters, items and features AD brings in, so I am having great time.

And by the way, it was I who suggested to Flaose that he should take a look at Arcane Dimensions and perhaps do a stream on the Gogcom channel. He really liked the mod and decided to stream it, and I'm glad he did. AD definitely deserved it. 
Crossing The Streams 
it was I who suggested to Flaose that he should take a look at Arcane Dimensions and perhaps do a stream on the Gogcom channel
That was a really cool moment for me, to see the MOD being played on a high profile account was awesome, thank you for the recommendation! 
Moar Streeemzzz 
HD Pack For FifthElephant's "Place Of Many Deaths" (ad_dm1) 
 
Ha, cool. I think most the textures I used were stock I'd textures :) 
That's Right !! 
this is way this pack is only 20MB.

This make my life easier !!! 
Re: #703 
Looks like cubeface didn't patch his copy of AD. 
 
I've finished ad_lavatomb.

The story is pretty cool, and it's nice that we can beat the whole map first without it getting in the way.

When the ghost knight is walking, if we walk through him and stop inside him the ghost gets trapped in our body and can't move.

The atmosphere is much closer to a Tolkien-ish fantasy universe than to Lovecraft's horror universe. The fog is partially responsible for this, but all the other smaller elements also helps.

The enemies breaking through walls got a bit overused, but after reading the whole story it made more sense.

Thankfully I've saved right before walking through the end-of-level portal, because I didn't think that it was the exit. This allowed me to finish the knight's quest afterwards.

As a map made to tell a story, it's pretty good. The feeling of finding mysterious stuff and only figuring out its meaning afterwards was really nice. And the backtracking was quick to do, which helped to keep the pace of the storytelling.

Despite me finishing the map the wrong way (beating Chthon before finishing the quest), it still felt satisfying at the end. 
Gravity Worldspawn Key 
Does the gravity worldspawn key work as intended?

If you change it to anything but null it will have the Ranger suspended in perma-low G with never being able to land. You can even change the value to 800 (default gravity) and the exact same effect.

Just curious if this was missed or I am missing something!

I can post this kind of stuff in Mapping Help from now on, but it is AD specific I suppose. 
Stuffing 
Does the gravity worldspawn key work as intended?
Its broken! The gravity key on worldspawn is never passed to the map_gravity variable and the console variable sv_gravity is set to 0!

There is an undocumented feature you can use:
* Create a new entity called "info_stuffmd"
* Add the key "message" "sv_gravity 200"
* Add the key "targetname" "start_target"

Find the "info_player_start" entity
* Add the key "target" "start_target"

When the player is spawned into the map the server console command "sv_gravity" will be set. If you are using co-op or multiple starts then you will need to target them all at the info_stuffcmd entity as well.

You can also use this method to change the gravity on a map at anytime because the info_stuffcmd will always work if the client server is active. 
Most Excellent! 
Thank you Sock, that will do nicely. Even cooler that you can change it at anytime using this method.

Appreciate the response...glad I wasn't missing something obvious! 
Reply To Sock, Post 690 
Yeah this is a bad bug, can you remember if this happens on specific monsters or all of them? It is certainly something I can add to my ongoing bug list.

Sorry I can't remember, but I would imagine it will always happen if the death sound is on a different channel to the gib sound, and a gib can occur after death.

May I ask what the reason was for putting "voice" sounds on different channels? 
Low G Woes 
You can also use this method to change the gravity on a map at anytime because the info_stuffcmd will always work if the client server is active.

Hmm, upon map load the gravity will change but I can't make it change to another value later in the map. Furthermore it looks like a quickload also resets the gravity.

Example:

gravity set to 200...changes on map load. Have a trigger_once target a second info_stuffcmd with sv_gravity 800.

What happens upon map load is I get a console message saying the gravity was changed to 200 and then to 800. Furthermore if I just have it at a value of 200 and quicksave/quickload the map then the gravity resets to default it would seem.

I even tried to use entity_state triggers to force them off at first to no avail.

I could be missing something again, but I might just ditch my concept idea I had and go with something else! :) 
 
What if you just have an infinite looping trigger that changes the gravity. Like every 0.1 seconds. 
A Good Thought 
I think the problem is I can't "trigger" the info_stuffcmd after map load. Regardless of its starting state it will fire off all sv_gravity "xxx" I have set upon map load.

Even if I only have one stuffcmd that is set to trigger from a trigger brush and not the start will cause it to fire instantly at map load.

Thanks for the input! 
Busted 
Hmm, upon map load the gravity will change but I can't make it change to another value later in the map. Furthermore it looks like a quickload also resets the gravity.
The gravity variable system in AD is completely broken, its got to be fixed with a new progs. Add the bold bit below to world.qc

//----------------------------------------------------------------------
// Check for any custom gravity settings or ziggy secret map
if (!self.gravity) map_gravity = DEF_GRAVITY;
else map_gravity = self.gravity;
if (self.model == "maps/e1m8.bsp") map_gravity = 100;
cvar_set ("sv_gravity", ftos(map_gravity)); 
Much Appreciated 
Thanks Sock, I just wanted to make sure my newbie brain wasn't missing something!

I know what to do and how to tackle if I want to proceed with the gravity.

Cheers 
Just Played AD 
Just played with my little brother in-law after introducing him to Quake for the first time thru E4 maps then played ad_necros and then ad_test3...kinda degraded into a noclipping rocket launcher and plasmagunfest at the end but it was still awesome. He's 10. Thanks again for the fun memories! 
#708 
I'm a dumbass. It was Firetop Mountain (ad_mountain), not ad_lavatomb. 
@Shambler 
Gameplay was semi-horrible mostly due to the ammo sponge / unavoidable damage of AD monsters (I think having to use respawning items is an obvious symptom of this)
Maybe I am being overly sensitive here because I spent so long creating the monsters for this MOD that I cannot see if this comment is a rant or constructive criticism. It certainly feels like a lot of anger to me which makes me wonder where is the frustration coming from.

I did spend a long time making sure that the HP of the monsters was reasonable and lower than Quoth and even Mission pack 1 and 2. I tried to make sure that the player did not need a truck load of ammo to kill anything and I am wondering what is wrong? Is this about all monsters? the mod in general? Can you be specific? 
 
He's probably using the wrong weapons, though it isn't too hard to figure out the best weapons for each enemy.

And the projectile shotguns, at least, deals more damage than the vanilla ones (killing knights with 3 shots instead of 4). 
 
Nothing wrong with AD monster balance.

Like sock says, they are much easier than anything in quoth and whatnot.

Shambler plays with a really erm...eccentric control setup - something like "press floppy drive eject" to fire, and "press computer's power-off button" to jump, so could be something to do with that. 
~Sock. 
You are being overly sensitive there, yes.

The AD monsters (& weapons) are a bit like the Quoth ones (the obvious difference being that they aren't actually broken like some Quoth ones) in that some of their design aspects can lead easily to player frustration, and some of them have to be used extra carefully compared to Quake monsters. Some AD maps did this well, others seemed to use them to maximum frustration i.e. the maps I accidentally played first that gave my first impression of the mod (old story). Horse errred on the side of frustration e.g. crossbowmen miles away, gargoyles that tended to encourage a health-dropping fall down, wizards & skulls in a restricted space. That's all. 
Kinn. 
You type with a really eccentric control set-up, which the likely explanation why half ur posts are utter dogpiss. 
Bulletsponges 
Can somebody please do a write-up on why bullet spongy enemies in games are a bad thing? Preferably in Swedish since I'm not going to read it anyways. 
Shambs 
Hey I'm not the one who's mapped my player movement keys to a fleshlight controller. 
Enemy Balance 
Is something that was tested a hell of a lot.
The main concern I expressed was getting group fights correct. Quake sp has had years to get right, these new enemies need time to figure out what works.
I don't think I got the setups right in my map but it's early days still. 
Caling The Enemies Bullet Sponges 
Is lazy. 
Agreed 
also shambler is possibly the worst "human" currently alive. Ice cold diarrhea for blood and etc 
LOLOL. 
Okay would "imba ammo drains" be better?? 
Trial And Error 
You are being overly sensitive there, yes
Probably true, I spent so long tweaking stuff for the MOD I assumed it was the same quality level as the original monster design.

The new monsters are designed to work with and not replace the existing Quake monsters. They have new behaviour and attack styles that should encourage encounter layers over distance. I am hoping mappers don't create maps exclusively with AD monsters, because that was the downside of Quoth maps. Blending of the monsters (new and old) is the key to a successful AD map.

Hopefully over time with more releases and feedback everyone will get a better idea of what works well and what monster setups to avoid. I think the best AD maps will be the one's to follow the release, there was not enough time during the development of the mod to really work out the best encounter designs! 
AD 1.5 
I am planning a new version of the MOD to be released for June Quake Anniversary. There are several reasons for this, I want to merge the patches together to help mac users, fix more bugs (code, art and existing maps) and hopefully add more new content!

So here is your chance to request new features or help find bugs in the current version (1.42 patch 2) which I assume everyone has!

Arcane Dimensions 1.5 plan

* 6 new maps (some remix and some brand new)
* 4 new monsters (new undead, flying, underwater and boss)
* Support for nightmare only monster spawns
* Fixed gravity key on worldspawn
* Adding more particle and visual updates

So let me know here if you want something to change, be added or have a new feature idea you want for a future AD map! 
Oooh Awesome 
Btw, continuing shamblergate, I have to say that honestly the AD monsters are probably the most balanced ("easiest" isn't quite the right word, but it's close) monsters we've ever had in a user-made mod.

There isn't an actual problem as far as I see it. 
#731 
Yes exactly.

#733:

"continuing Shamblergate"

How about let's not?? I'm continuing imagining thoroughly tea-bagging you whilst you scrabble around dismally for the keyboard. 
Suggestions, Sock 
I complained before that several of the "test" maps were actually full featured maps, well worth to be declared in the default start map.

I suggest that you do include/declare them in the standard list of maps, for the AD update.

You could make them as the continuation of some other maps in the standard list (after the player take the final teleporter, instead of getting him on the start map). The end of the second map could then take him back at the start map.

You can't leave these great maps to stand behind in the "test" mud ! 
Test Maps 
Were designed as a way to check that all the new features were working properly every time I did a release for the team. They are designed for specific tasks, full of weird setups and were included as a resource for community mappers. Some of the maps are even complete sections of game play because a square box is often not enough!

I recommend that the test maps are extended into something new. There is nothing stopping the Quake community using the test maps as scraps or inspiration for their own mapping projects. 
Testicles Maps 
Sock, there are 2 or 3 tests maps in the lot that don't feel "test" at all. They are full normal maps, and shouldn't be declared as test maps !

I don't understand why these 2 or 3 maps are still declared as testicles !

Maybe you should visit'em back and replay with them. 
YES! 
Support for nightmare only monster spawns

Pinch me i'm dreaming!

Gravity and NM spawns would be my major requests and they are already listed! The new monster types sound great...having a little more variety in water other than a fish would be nice. New boss is welcomed too!

I'll try to keep an eye out for bugs and also put any ideas I have here but for now I will be happily awaiting this update!

Thanks Sock! 
Barnak 
If the author(s) of those test maps don't want them considered as full maps, then they will not be considered full maps.

I don't know why I'm even posting though because getting a point through you is nigh impossible. 
My Base Map 
Was started as a test map but not included as I started to develop it into a full map. Hopefully part of the new update in June. 
Sock 
My own wishlist for 1.5:

- The Fire Axe's priority seems to be gibbing corpses rather than dealing damage to monsters, which is problematic when trying to kill monsters while there are corpses nearby. Can this be fixed?

- This bug with Grunt shotgun blasts (required dmc3m1.bsp). Could it also be fixed?

- Pierceable breakables, as in that one mod, because grenades and rockers breaking through glass windows is super cool.

- I don't mind content from hexen, but IMHO, every single aspect of Dissolution of Eternity is irreparably shit and should be removed from AD. Stone knight skins, stone knight sounds, stupid glowing eye Ogres, those horrible Wraith models & skins in particular, and so on. They were shoddy in 199x and they're shoddy now. Just use the Zer flyers for Wraiths, since they're by far more befitting the general Quake/AD universe, and outsource the other stuff. This alone would be a huge improvement! 
Also 
This is unlikely to happen, but: a rebalance of monster/weapon health/damage. Mainly I think that all the different variants of Grunts and Enforcers should not incrementally increase in health, this was a problem in Quoth and it remains a problem in AD.

As per post #507, something should be done about Crossbow Knights, one way or the other. Repainting it to be silver and red is probably the way to go.

Monster resistances - I understand the idea but I don't think they're needed so much. Minotaurs being magically immune to Plasma makes sense, but I can't say that about the rest. Droles were already strong against all shotguns, a 50% damage resistance to shotgun damage makes shotguns completely worthless against Droles. For me it's the complete opposite of the Shambler logic, I just don't get why it's there.

And for heaven's sake remove whatever bullshit restricts item pickups in notarget mode, when I use notarget it's not for development. 
 
My only request is more ID1 map remixes. The mod is perfect. Maybe some work on the v_weapon models. The 3barels shotgun looks a little bit more detailed compared to the others. 
Otp 
One weird thing about the Dissolution monster models is that they all seem squished in profile, like they are out of Paper Mario. 
Feature Request 
My dream is soundscape system like in hl2. But right now it will be good to add pitch value (min, max) if possible and add more noise fields to ambient_custom_sound (noise1, noise2...) to play them in random order (via spawnflag maybe).

Custom monster drop is another thing that I would like to see. Like monsters dropping powerups or keys when they die. 
My 2 Cents 
I've been replaying AD the past few days at a more leisurely pace (I was busy when it released) and I'm having a great time.

I think the project is fantastic. The design and level of polish is very impressive. Seriously, I spent more time admiring the craftsmanship of it all than actually getting into the game. IMO, AD is at the top as far as quake mods are concerned. To sock and everyone else that worked on this, great job.

I don't have any constructive criticism or much else to say, I just wanted to voice my thoughts on this.

Really looking forward to what the future brings for AD. 
OTP 
I use notarget *all the time* for development. It's the only time I ever use it in fact. I see no reason for collecting ammo unless you're actually playing the map, this goes for notarget mode.

I'm sure Sock could come up with a solution if enough people can give good reasons to change the current behaviour, I can't understand why this annoying you though. 
Suggestions 
The Fire Axe's priority seems to be gibbing corpses rather than dealing damage to monsters
Its really designed as an alternative to dealing with zombies. The axe does do more damage and will cause lots of enemies to play long pain animations, but its essentially a zombie chopper!

Grunt shotgun bug
Not sure what you mean? the grunts are firing through architecture? under the platform?

the Dissolution monster models is that they all seem squished in profile
They are really bad, look at the morph enemies, they are the worst. It looks like they made them from flat skins instead of creating 3d models.

add pitch value (min, max)
I don't think any Fitz engine supports pitch changes. There is certainly no sound parameter for this that I have found.

possible and add more noise fields to ambient_custom_sound (noise1, noise2...) to play them in random order (via spawnflag maybe)
Someone else asked for this during development. I think it would be better to create a new entity for this as the original has on/off sound mechanic.

Custom monster drop is another thing that I would like to see. Like monsters dropping powerups or keys when they die
Certainly possible to add, drop/throw items like backpacks. Only issue is if the items falls somewhere the player cannot reach, lava pool or void?

I've been replaying AD the past few days at a more leisurely pace (I was busy when it released) and I'm having a great time
Its always good to hear positive feedback! :D 
Havent Had The Time To Play This Yet 
but the 1.5 update plan is spoogeworthy, especially with new maps! 
 
Not sure what you mean? the grunts are firing through architecture? under the platform?

Um, yes? 
Monsters Dropping Keys Would Be Awesome 
Possibly using a counter, so you could have a room with several enemies and the key will only be dropped by the last enemy killed. 
 
Certainly possible to add, drop/throw items like backpacks. Only issue is if the items falls somewhere the player cannot reach, lava pool or void?

Maybe just make the item hover above the corpse without tossing it? 
 
Only issue is if the items falls somewhere the player cannot reach, lava pool or void?

I believe it's up to level designer to ensure that enemy that drops item cannot leave the space it should drop it (without lava pool, void etc). 
Raining Blood 
I believe it's up to level designer to ensure that enemy that drops item
My thoughts exactly, I will add this feature to my list. I can see it now, monster dies and spawns a lost soul with a shower of gibs! 
Zelda Mode Pot Smashing 
Make it so ;) 
How About A General 
func_container entity which could drop anything and look like any mdl/bsp the mapper wants? 
+1 On Crossbow Knight Reskin 
Other plans all sounds good, looking forward to it :-) 
Ad_swampy 
totally awesome map! i liked its grim vide, interconnectedness, proper designs and everything!
5/25 secrets, i'll return ;)

here's pathetic demos with me dying alot
https://cloud.mail.ru/public/MRx9/Sv4FFcubc 
Thank You 
for the demos, very nice!

Heads up to all others, the file Vondur linked contains demos for nearly all other AD maps as well.

Recommend watching those! 
Bug Reports For The Arcane Dimension - Where? 
I didn't find any good place to point out bugs, so should I mention it here? When using this mod for the mapping. If I place enemies near the each others, if the distance between these two is less than 4 pixels, they explode to the pieces in game.

Also all the enemies seem to need more space to be able to move, once again 4 pixels free space (every pixel counts in my case). Especially when doing couple small hallways that are just about 64 pixels + offsets, just enough so shamblers/ogres can use it for their path.

It's not the problem in any way, but afterwards when using some specific number sets in my test maps, it's rather nice to see everyone exploding to the pieces. ^^;

Other than that, very well made mod. I love the variety of monsters. 
You Mean They Gib? 
That's basic Quake behaviour - not AD.

And if you really need to fit them that close together within a 2048^3 (or is it +/- 4096^3?) space then great - you're on the first step to becoming an engine programmer. 
 
I've put stuff pretty close together in regular Quake with no problems. You might check the bounding boxes in game vs. where they look like they are in your editor. 
Wiggle Room 
I didn't find any good place to point out bugs, so should I mention it here?
Yes here is a good place or email directly if you want. I check this thread every couple of days and add stuff to my lists.

Also all the enemies seem to need more space to be able to move, once again 4 pixels free space (every pixel counts in my case)
Yes everything in AD requires 8 map units around it so that it can settle on the ground and not be stuck. If there is a problem with something check with developer 1 on and there should be yellow diamonds at spawn locations.

Are you using the new editor FGD/DEF files? If there are bounding box errors in the editor let me know and I can fix these. Generally as a rule I would not recommend 64 unit corridors as they are really tricky for several monsters to navigate properly. 
Developer Mode 
IMO, the console spam (whatever the contanstantly updated output is) should be moved to developer 2 in order to keep 1 free for normal dev purposes when testing a map. 
Crossed Wires 
the console spam should be moved to developer 2
Sorry I am confused, what console messages are you talking about? 
 
Sorry, nevermind. Turns out I didn't have patch 2 installed. 
Neggers You Shit 
 
Items Etc Not Spawning 
I suggest having a look if adding this to the world spawn helps -

no_item_offset 1 
Lmao Nrgke 
 
1.5FinalFinalFinal 
I didn't have patch 2 installed
I did not realize so many people would avoid the patch. I added bonus maps to tempt everyone, but I even saw streamers without the patch.

Hopefully this will all be fixed with the new version! :P 
AD 1.5 Progress 
2 new remix maps ready with extra routes, visuals and gameplay changes for the AD 1.5 update in June!

Metal Monstrosity 1 2 3 Video

The Horde of Zendar 1 2 3 Video 
JUNE 
 
joooooon 
I Expect. 
At least 2000% extra breakable window secrets in Zendar. 
Great Expectations 
The Horde of Zendar does indeed contain breakables, has the original monster layout/types and lots of new routes to discover! 
Umm 
those new zendar screenies, particularly the first one, I dont even know what to say!!! 
I Loved The Original Zendar 
No doubt I'll equally love the AD version. 
Zendar++ 
I think the new AD version of Zendar is much better; it has less barrier/doors, better use of the rooftop area, more alternative routes, still has the existing encounter design, loads of phong/dirt mapping and a much richer sound landscape! 
 
You mean you managed to improve an already perfect map? I can barely contain the hype. :P 
Tough Map Made Tougher 
Fending off the Bobs in the original Metal Monstrosity was already a challenge, and it's a challenge that's going to be made even tougher with the lack of hitscan shotguns in AD. I see that you've added those pesky Centurions in as well. It seems like it's going to take quite a bit of skill to beat the AD version.

MM is one of the most dynamic maps I've ever played in Quake. Whenever I play it again after it has been a month or so since my last playthrough and forget the exact and most efficient way I can beat it, the slight differences I make in the way I go about the map end up surprising me and causing me to face familiar enemies in unfamiliar positions. I really love this map so I look forward to the challenge. 
Tough Metal 
The AD version of Metal Monstrosity has wider platforms, a slightly different weapon progression and better access to starting items. The trick with the jim/bob in AD is to use the Single Shotgun, its 2x the speed of nails and can easily deal with their attack pattern.

MM is always going to be a love/hate level because of the lack of floor space and extreme vertical (jim/bob) combat. The map has many monsters on patrols which creates dynamic encounters and it certainly pays to take your time and find the better routes. 
 
I managed to complete Metal Monstrosity using a 360 controller, which is what I have tested a few maps with now. This helps someone like myself to temper the difficulty as I am pretty much able to complete most quake maps on my first attempt. 
Device Input Dictates Design 
using a 360 controller, which is what I have tested a few maps

I would not recommend testing with a 360 controller. Quake maps are often designed for pc keyboard/mouse controls with precise movement, vertical combat and quick reaction times. If the primary input device was a controller I would certainly design my levels differently. 
 
Used purely as a handicap. One of the main complaints I got about my own map is that it was too hard. 
 
Controllers get a bad rap because consoles are mass market and most casual players are bad - and then PC "master race" types see all these gimpy nooby games designed for casuals and wrongly think they are designed for controller limitations. That's not the case - they are designed for bad players.

A good controller player can handle anything a mouse & kb player can. I would cite myself as proof of that. 
Kinn 
Fat Thumbs 
@Fifth, using a controller to create a handicap as a way to determine skill level is a really bad idea. If you want to make better skill levels then apply design limitations!

* Reduce attack vector of enemies (infront mostly)
* Reduce quantity of enemies (small packs)
* Reduce vertical enemies (less fighting up)
* Wake up enemies in smaller groups
* Limit back spawning enemies

There are countless ways to create better skill levels, turning the player into a slow moving lump of treacle is not one of them! :P

@Kinn, I am well aware that some gifted individuals can use a controller as good as a mouse and keyboard player, but most people struggle with controllers with vertical combat and quick reaction times.

I am simply stating that the design of maps are often dictated by the primary input devices. I would certainly create no precise movement areas, use less vertical enemies and try to focus combat more infront of the player if the primary device was a controller! 
 
I have to be honest, I managed to beat all the maps I have played with a pad. I'm not bad with one, I'm just not as good 
 
Precise movement isn't a problem, gamepads can handle that really well.

The true limitations are turning speed and vertical aiming accuracy.

However, vertical combat can work well if its angle doesn't change often (e.g. a bunch of enemies high above the player, but none below them). This gives time for the player to adjust his vertical aim to the correct level, and afterwards the player only needs to turn and move around to focus the aim on each enemy.

And precise platforming also works extremely well, as long as there isn't much fighting at the same time. A precise platforming section with moving tiny platforms, death knights, scrags and fiends would be brutal; ogres, grunts and dogs would be more fair. 
AD Promo 
Wizards and Souls Firetop Mountain
Do you like the video style? Want to see more? 
Yer 
The generic canned "epic" music doesn't really fit - should be dark ambient. Other than that, I likes. 
 
The music is nice. The scenes focusing on where the ghost knight is are a bit like a spoiler, I guess.

Did you do any specific map editing or QC coding for this video? 
Ambient Snooze 
Dark ambient music certainly suits Quake when playing the game, but it is sleep inducing when watching a video. Need a beat, something lively to keep the viewer going. The Epic music is certainly not Quake style, but the map is not really a Quake theme either with the ghost knight.

Did you do any specific map editing or QC coding for this video?
I have added a new impulse command to cycle the intermission cameras and a couple of extra spawnflags. Most of the functionality showed in these videos is already present in AD 1.42 source. 
I Like The Music 
And the combat one works better than the flythrough I think. The original monsters have lots of popping in their animation which doesn't stand up to video scrutiny. 
Flythrough 
The idea is I am trying to tell a story, a journey through the map, with unique camera angles and directional pans and zooms. Probably best described as a raw/crude like Quake cinematography! 
Kascam Was 
An old mod that spawned a coop player as a camera which followed you around, snapping to cool angles depending on where you were fighting, sometimes resorting to first person if it went somewhere bad.

AguirRe had a copy of it... not sure where it ended up. 
 
I like Sock's videos in that they're not focusing on the action, but on the atmosphere. It's like they're telling a story about the map before the player gets in. 
HD Pack For Ad_e2m7 - The Underearth By Eric Wasylishen 
The HD pack for Eric�s "The Underearth" can be downloaded here:

http://quakeone.com/forums/quake-mod-releases/works-progress/11588-hd-textures-sp-maps-38.html#post165743

Cheers 
Underwater Menace 
The seas around R'lyeh are full of tentacle stingers!
From RMQ project, a model by Madfox and re-skined by me 
Alternative 
weapon models for AD by the MODdb Quake community! 
Those 
are some sexy models! 
 
It is nifty to see sock and Romero trading kudos on twitter.

https://twitter.com/romero/status/739942174138245120 
It Looks Like The Shotgun Pellets Are Using The Wrong Skins 
There are two reasons I used impulse 130 for the entirety of the mod. The first is obvious: not having any hitscan weapons is unusual. I think I'd get used to it with time. The second reason is that it looks really messy. I suspect it was the main problem for me. Looking at the skins, I'm not sure if giving the pellets a bunch of bright colors was intentional, but the source still claims that they're supposed to be dark grey. In any case, swapping "16 + random()*7" with "4 + random()*4" makes them look much more natural.

Since I'm already leaving my feedback, I'd also comment on the new sounds. Shotguns are once again the main annoyance for me. First, it's strange to have different sounds for hitscan and projectile modes, especially considering that not all sounds are different. Second, Doom shotgun sound fused into the stock one feels hacky. Quake 3 shotgun sound used for much faster weapons also doesn't seem to be a very good idea. If I was to change these things (for my own modification, for example), I'd leave the original SG and SSG sounds for both modes, and gave the Widowmaker the Doom SSG sound.

Some smaller issues: the title of the base map is misspelled in the hub map. One of the big maps in the mod (forgot the title) lacks colored lighting, which is an inconsistency. Oh, and it has those rather bad lava drain pipe animations, but solving texture problems was always hard with Quake 1. Fullbright pixels are all over the place whenever the fake lava glow is involved, but I'm tired of criticizing this issue. At least model skins seem to be devoid of it, unlike some of the skins in Quoth.

To finish on a positive note, thank you for renewing my interest in Quake. It's a great mod, and I'm looking forward to seeing new maps made for it. I usually only nitpick when I care. 
Before I Forgot Again 
Lightning gun draws blood (that falls up). It's supposed to set enemies on fire. Dark orange hues may be misleading in the original game, but the particles were never red.

Stone hell knights are using regular knights' sounds. 
Impulse X 
I'm not sure if giving the pellets a bunch of bright colors was intentional, but the source still claims that they're supposed to be dark grey
It was intentional, they started as dark grey and then I changed them so it was more obvious to see the projectiles pellets traveling. This also applies to pellets fired at the player from soldiers.

it's strange to have different sounds for hitscan and projectile modes
The idea is that projectile shotguns are more powerful (they do slightly more damage) so the sounds are more meaty. If someone is switching back to the original shotgun setup (via impulse 130) they are likely wanting everything how it was before which is why the sounds change.

One of the big maps in the mod (forgot the title) lacks colored lighting, which is an inconsistency
Lavatombs does have coloured lighting, its probably hard to see because most of the textures are white!

Lightning gun draws blood (that falls up). It's supposed to set enemies on fire. Dark orange hues may be misleading in the original game, but the particles were never red.
Original Quake has particles that flow up and there is no fire effect either. LG is pretty much vanilla Quake, except it can now gib monsters like using a hot butter knife!

Stone hell knights are using regular knights' sounds.
Rogue only replaced stone death, hurt, idle and sight. They are all included in AD and switched around when something is setup as stone. 
Dwere 
Some smaller issues: the title of the base map is misspelled in the hub map.

This suggests you're not running the latest patched version of AD... 
 
>> Original Quake has particles that flow up and there is no fire effect either. LG is pretty much vanilla Quake, except it can now gib monsters like using a hot butter knife!

The particles are supposed to represent fire, because they're orange instead of red. They're red in AD.

It's just strange to have blood that floats up, or a bloody red fire, but okay. 
 
I always thought was supposed to be blood vapor. 
 
It isn't blood vapor? 
They Were Always Blood 
I thought up was just the default direction when particles were created and no angle specified.

Should probably have a gander at the qc, but why bother for this. 
Reminds Me Of The Good Ol Fiends Don't Have Eyes Argument 
 
 
Blood uses color 73, lightning damage uses color 225, so either it's a mistake or they didn't want it to be blood. 
 
The blood vapour has eyes so that it can see the shambler fur, obvs 
 
e: and ogle the vore's tits 
IT'S BRISTLY. 
 
Me... 
...pats the Shambler. 
Crazy Changes 
This makes RMQ look faithful in comparison! 
Huge Mod 
Playing a few more levels. Damn amazing. Maybe we need more structure to the mod's levels, and even forum threads... It's all a little crazy to me, or maybe it's just my head, and i can't give it the time it deserve. 
Does Quakespasm Run On Voodoo3 Win98 128mb Ram 
???
please help 
 
Crossbow Knight, Death Guard, Hunter Ogres (chainsaw/mace/hammer), Death Knight, Fury Knight and Sergeant Knight are animated by necros and skin/model based on ID asset with lots of changed by me. Most of the game logic code is new and written by me.

Lost Souls based on a skull model from Q3, remade, skinned and animated by me. All game logic code written by me.


The new knights and lost souls are awesome. Good fun chewing up the zombie knights with the awe.

In a perfect world all of the new models (especially the hexen 2) should of been new assets. Unfortunately there was so little time and no one on the team dedicated to creating new assets.

Minotaurs are underused really, and enjoyed them here. In PortalofPraevus, they were just too easy to beat. Other mods they are too tough. I'm playing on easy now, and they have a decent balance.

Pretty freaky to see Metl's flying guards in Crucial Error.. Great base level.

Loved the start of Necrokeep. 
HD Pack For MFX's "The Crucial Error" (ad_crucial) 
Gentelmen,

The HD pack for MFX's "The Crucial Error" can be downloaded here:

http://quakeone.com/forums/quake-mod-releases/works-progress/11588-hd-textures-sp-maps-46.html#post167576

Enjoy 
@icaro 
Thanks for keeping those faithful to the original textures.

Whenever I hear HD I can't help but think of the original quake re-texturing project... in all its bump-mapped glory... Shudder. 
Icaro 
Thx a lot! Great job there! 
 
I think you have a typo in the readme.

* v_shot2.mdl, v_nail.mdl, v_nail2.mdl, armour.mdl, flame.mdl by SimonOC, originally ID

v_nail.mdl is present, but seems to be unchanged from the stock one, but g_nail.mdl is clearly updated. 
Don't Mention The Readme 
 
OK 
 
HD Pack For Sean Campbell's "The Hangar" (ad_e1m1) 
 
Nice one Icaro! 
 
Hey! 
That's what I thought. RPS is plagiarising my brain.

In all honesty that's the best Quake, the best mod, review I've ever read. Crap now I gotta go play swampy again. 
 
Are there plans to port the Edie into AD? 
 
Doubt it. Sock was never going to use all models from quoth 
Awkward Edward 
Are there plans to port the Edie into AD?
No, the model has weird animations and I'm not a fan of projectile nail attacks. The other issue is getting permission to use the asset from the Quoth team and that can take months to get a reply! :) 
 
But you must admit that a Cyborg Ogre is a good idea :) 
Rock The Edie 
I certainly do the like the idea of most Quoth monsters, the Flying Polyp is my favourite! Which I know is hated by many people, but it is such a cool idea and implementation considering the limitations of the engine.

I would have gladly implemented most of the Quoth monsters in AD, but I don't think the Quoth team would have liked that. I did get permission to use the Bob/Voreling/Night Gaunt/Drole models, though it did take a very long time to get an answer. 
Sock 
Just add the Sarge(Q2 infantry guy) from Kinn's Bastion, then

personally i don't like the retextured variants of the very same Q dudes(the grunt-the rocketeer), (the enforcer-defender, the pyro guy) and so on

the Sarge on the other hand would've been a good addition to the base monster squad 
 
I think the Edie and the Gug are the only ones not ported over, right? AD already has the Death Knights? 
Q2 Sarge 
doesnt seem a good fit IMO. I think we're in dire need of a few new *original* base enemies, especially some high quality big ones. I'd love to see this big guy make it -
https://twitter.com/AndroidArts/status/746779035150192640

Or hell, a reskinned Strogg Tank. 
Yay 
chibi quake guy is back :} More here: http://androidarts.com/kawaiik/QuakeBunny9.jpg 
 
I dig the big guy. The hunter from RRP is such a cool base monster also. 
 
I'll echo the comment about reskinned grunts and enforcers. Never really liked them in Quoth.

OTOH, new enforcer types in Rubicon 2 worked pretty well for me. Maybe it's the skins. 
Skin Job 
I think the Edie and the Gug are the only ones not ported over, right?
Only four models from Quoth exist in AD (Bob, Voreling, Night Gaunt & Drole) everything else is from different sources. The bob/jim was modified the most with a new skins, UV and animations. The death brigade in AD is completely different to Quoth. The QC for the base enemies in AD is mostly by me (remember no source available for Quoth) so they will behave slightly different.

I'll echo the comment about reskinned grunts and enforcers
I spent ages creating the new AD base monster skins (did not use Quoth assets) with different arm/leg/helm pieces to give them more variety when standing around together in bases. Oh well :( 
He's Right You Know 
The base enemies in AD don't look like their Quoth counterparts. Hell, the rocket grunts in Quoth re-uses stuff from Team Fortress! 
 
speaking of monster inspirations... Chasm's monster fit much better than Quake 2's, like the Faust

http://www.mobygames.com/game/dos/chasm-the-rift/screenshots/gameShotId,613270/ 
 
The base enemies in AD don't look like their Quoth counterparts.
I was only talking about Quoth.

Chasm
Too bad this game was never ported or reverse-engineered.

A few years ago, people wanted to either extract or recreate the models from it for a Doom mod. I don't know if they succeeded, but I doubt they got very far. 
 
 
Well, mostly talking about Quoth, and mostly about rocketeer. While AD follows the same color patterns for additional ranks, the colors are applied in a more subtle way, which is already an improvement.

My problem with rocketeer is his zombie-like vocalizations inherited from the grunt. It makes him look much less intelligent than enforcers, which makes it strange that he's been allowed to carry such an advanced piece of weaponry.

It only really makes sense when he blows up himself.

Also, the grunt model is pretty ugly (which again only applies to Quoth) and should be contained instead of being allowed to reproduce. 
 
Are there new monsters planed for AD 1.5? 
 
Btw Sock, I enjoyed that Sin level you did back in 1999 lol 
New Monsters 
Yes 
Request For The New Version 
Currently, the option to turn off shell casings and shotgun projectiles are lumped together.

Would it be possible to separate the two so I can turn off shell casings but keep projectiles?

:} 
Sins Of The Past 
Are there new monsters planed for AD 1.5?
A couple, not many. I was planning to add a bunch of extra water monsters, but they were Hexen models and water combat in Quake is just not fun. So I decided to spent my time adding new bosses for other peoples maps instead!

I enjoyed that Sin level you did back in 1999!
I can't believe its 17 years ago I made that map, I had such a blast making that map at the time. It was essentially a Quake map with locked colour key doors and entity scripting. How time flies!

Would it be possible to separate the two so I can turn off shell casings but keep projectiles?
Yes, new impulse command and server bitflag option added. 
AD HD 
At least add some spawnflag on monster_fish that makes it faster and more damaging. Slightly modified/partially recolored skin if possible. 
Fishy Fish 
I did create two different sizes of fish and a couple of extra skins for variety reasons. I also added a wetsuit powerup so players can fight / explore underwater for longer periods. Just need some good underwater maps, maybe something for a negke project! :) 
Gill Beast 
I still think something like a Gill Beast from Blood would work well for underwater combat 
OOOOooo..new Water Monsters? 
So no new water monsters at all?? 
Sorry Sock..just Saw The 2 Fish Post. 
That's better than no water monsters. :) 
Coop Nightmares 
More features for AD 1.5 update:

* New entity keys on any item/monster/func/trigger to only spawn if nightmare skill or coop is active when the map is loaded.
* Backpacks dropped by monsters or players will stay around permanently if coop is active.
* Player backpacks can now drop Keys or Runes.
* Triggers will send centerprint messages to all clients if coop active.
* Monsters will no longer rapidly switch player targets in coop, but will be on a timer instead. So monsters will stick to one target for longer.

If anyone has more coop suggestions please let me know and a big thank you to negke for all his help so far with coop gameplay ideas.

Also new HD weapons and church stuff! 
Sock 
how many more maps will drop for the next release? 
 
Monsters will no longer rapidly switch player targets in coop, but will be on a timer instead. So monsters will stick to one target for longer.
They should probably do the same when infighting is concerned (if they aren't already), like they do in Doom. 
Looking Good 
how far away is 1.5 sock?

I might finally be able to play again soon and want to start with AD but if 1.5 is around the corner, may as well wait some more. 
AD 1.5 Progress 
@Shamblernaut, I am hoping for 5-6 maps for the 1.5 update. 3 are remakes and 3 are brand new.

@dwere, I did add the infighting target lock feature to 1.42, but it was something that had to be enabled with entity keys. There is an example of the system in ad_test6 behind the healing pool with the Shadow Axe which is between the knight/crossbow arena's.

@nitin, good question and I don't have a good answer because lots of problems have occurred with map schedules. At the moment everything has slipped and I cannot confirm when its going to be released exactly. 
Bbox Sizes 
Noticed that you have different bbox sizes defined in monsters.qc, I thought Fitz, DP, and Quakespasm all defaulted to the nearest bbox size of either Hull 1 or Hull 2? Unless there is a setting I don't know about.

Excited about 1.5.

Just played through a few levels with my little brother-in-law. Last week my wife and I played through the entirety of swampy on coop...there was a point where the button by the lightning gun elevator didn't reset though after we died so I taught her how to noclip...BIG MISTAKE!! It sorta snowballed from there. She didnt want to go off noclip for the rest of the level and hovered around me while we fought through the rest of it.

Lots of fun!! Thanks AD team. 
Sock 
I've noticed what seems to be another typo (unless it's a wordplay from the author) in the AD startmap: Hanger 16 should read Hangar 16.

BTW, if Sean Campbell's around: is this a reference to Megadeth's Hangar 18? 
Or Maybe: 
 
Oh, I had no idea the song by Megadeth was inspired by a movie, I've never heard about this. I gotta watch this some time. Thanks for the info, Pyro. 
By The Way... 
Is there a way to ramp up the speed of the projectile shotty pellets? I find them a little slow as they are. Same goes for the crossbow knight's bolts, they're too easy to evade. 
 
No, but impulse 130 switches back to the old shotgun behavior. 
 
Yeah, but me likey the pellet shotty! Umm... Sock? Is it possible to add this feature to 1.5? 
 
So 1.5 is already coming and you guys are working on stuff professionally with tight schedule. I was wondering if it is possible to share free concept art about quake cteatures, who would like to look at it. Does the team consist many artists yet modelers already, is there room to get inspirations by other's concept art if it is good enough? 
 
Quake creatures* sorry I am on phone and typing. 
 
Anyway, if someone is interested to keep watching if something interesting comes from me. This shared link to folder should show every file that there is ever going to be.

https://drive.google.com/folderview?id=0BwxYkKdSD855Ny1tRXdNc3B6aXc&usp=sharing 
Tardis Bounding Space 
Noticed that you have different bbox sizes defined in monsters.qc, I thought Fitz, DP, and Quakespasm all defaulted to the nearest bbox size of either Hull 1 or Hull 2? Unless there is a setting I don't know about

Bounding boxes are treated different depending on where they are defined. In QC they can be any size you want and this is what projectile collision is tested against.

The second setup for bounding boxes is what the engine does for world collision. There are essentially 2 types, small (humanoid soldier scale) and giant (shambler/ogre scale) which the engine decides based on the bounding box set by QC. This is why for example a dog is crazy large and restrictive because its just over the size of small and is automatically placed in the large category.

I have tweaked most of the bounding boxes because I wanted the projectile collision to be more centered on the body. This does make the game harder though because the player has to really aim for the center of the body and not the peripherals like stretched out arms or legs.

The other issue with bounding boxes is that they need to be square because they don't rotate (unlike the monsters). This sadly restricts what shape and size monsters can be.

If you want to see how the different bounding boxes work in AD load up 'ad_test11' and check out the visual aids. Each monster has 2 squares around it for different bounding boxes QC/engine sizes. Also all projectile collision is shown as yellow diamond impacts so you can see what part of the monster to aim for. 
Player Army 
Last week my wife and I played through the entirety of swampy on coop

Hopefully AD 1.5 will be much more fun for coop with a better focus on giving the players more ammo and the monsters not constantly switching targets. Plus there is a couple of extra new impulse commands to tweak respawning, pickup of items and backpacks.

If only I could convince someone to make a coop only map for AD! :P 
Hang On 
in the AD startmap: Hanger 16 should read Hangar 16
I have double checked and this is the map name, unless Sean says otherwise that is the name I will stick with in the start map. 
Speedy Bullets 
Is there a way to ramp up the speed of the projectile shotty pellets? I find them a little slow as they are.

The speed of the projectile shotgun are fast enough. The SSG/TSG are 1500 and the SG is 2000. As a comparison the NG/SNG/RL are all 1000. If you want the shotguns to be any faster, either change the progs to suit your gameplay style or use hitscan.

Same goes for the crossbow knight's bolts, they're too easy to evade
Have you tried the crossbow knights on nightmare skill? Most projectiles get faster based on skill level and the bolts scale as follows:
500=easy, 700=normal, 900=hard, 1100=nm

If you want a good example of crossbow scaling, load up 'ad_test6' go to the crossbow arena and change the skill level via the console. The projectile speed is dynamic based on current skill level settings. 
More Weapons More Arms! 
the AD plasma gun replacement of the lightning gun seemes odd to me, where does the LG go, why would I drop it to pick up the plasma gun. Lame.

I think Quake has too many weapons already and adding more is always going to be tricky because many of the existing weapons are good for certain game play styles.

Rogue expansion pack added extra weapons by allowing the player to cycle between various types and the extra ammo to collect was even more confusing. I wanted the new weapons of AD to be direct replacements with extra benefits and I believe the Shadow Axe, Triple Shotgun and Plasma gun do just that. There is a ton of stats available for each weapon in the readme file if anyone is curious to know how each weapon is better.

I am also in the middle of creating web friendly documentation which has a page for the new weapons with all stats in nice neat tables! 
Ad_Coop Map...Convinced 
I'm game. Sounds like fun. Every map I've ever made was intended for coop and I've always striven for that upgraded oldschool flavor that AD so perfectly nails down. Shoot me an email if you want to send me info such as coop only spawnflags to use and any particular requirements you may have.

Cool bbox info, had no clue. Also that makes sense for the weapons. 
Foggy Visions 
So I can use these trigger_fog brushes, and inside of it will be specific fog I set up. If I put next to each other almost the same duplicates of the original, but I only change color a little bit.. or maybe changing it to totally different color like from blue to orange/yellow.

The trigger fog entity in AD works by blending (over time specified) from existing fog settings (should be defined on worldspawn) to what is specified in the fog entity. Plenty of the current AD maps have fog blending examples (especially mfx maps).

The current problem with fog blending is that the QC cannot find out from the client what the current values of the fog being used. This is why the worldspawn should specify fog_density and fog_colour so that the first triggered change has the starting fog values correct.

There is a test mode on the entity (trigger_fog) by setting fog_density to -1 and the QC will pick a random colour so you can see how the system copes with blends from extreme fog values. The system simple does a linear transition from one value (up/down) to the final value. The QC sets up a special entity to control the fog blends so that its independent from anything else running around the map.

You can setup fog triggers back to back, but it would probably produce weird results. The best solution is to allow the fog controller time (4 seconds is a good average) to blend gradually from one colour to the next. The fog changes should be gradual and subtle otherwise it will look and feel jarring to the player. 
#873 - Bboxes 
Sock, I've been planning to implement this idea of having separate boxes for world and weapon collision. I don't program (yet, working on that) but I assume one could have multiple and varied hitboxes positioned differently around the entity? Nothing fancy, but perhaps one for the head and one for the body?

The other issue with bounding boxes is that they need to be square because they don't rotate (unlike the monsters). This sadly restricts what shape and size monsters can be.

This is really bothersome and has been high on my list of things to tackle. I assume rotating bboxes would best be done engine-side?

My goal: an arrangement of bboxes, no more complex than this, that can rotate in 45 degree increments. I suspect this is outside the realm of reasonable qc/csqc? 
Listening Events? 
This might be stupid question, since I believe Quake's code architecture hasn't been programmed to work this way but.. I was working in past coding, using C# and making event manager system - which is similar to observer design pattern.

Basically it means that game has events, which are possible to set to handled through specific program components.

My question is.. is it possible to listen for example when player shoots, if player stands inside of some specific trigger and do actions only if player shoots or does something specified? Just wondering, because enemy AI is quite stupid, and sometimes it seems it would be better to place carefully walls behind them so they don't try to walk upstairs, instead downstairs where player is.

I'm working on spiralstaircase and this happens constantly if there is not something to force them to stay at least there were they started. Is it possible to force enemies to make path decisions based on path flags/notes? 
@newhouse 
I posted something very useful for you in the coding help thread.

I don't want to distract from your question, but your curiosity won't ever get satisfied enough by a question here and question there, and if you can code ... well --- check the "Coding Help Thread" for useful info I'm posting for you. 
@newhouse 
If you can actually code, you are probably mostly better off learning how QuakeC works

HOW TO USE QUAKEC

0. QuakeC tutorials ---- MAJORLY useful
1. QuakeC source code
2. FTEQCC compiler - Compiles the QuakeC source

Extract the fteqcc executable to the folder with the QuakeC source code and double click it and it will compile up a progs.dat. That is what runs and is hiding inside quake/id1/pak0.pak. You need Pakscape to open pak files.

3. Pakscape Pak Editor Open/edit pakfiles.
4. QuakeC help forum (deadish) with useful reference threads
5. QuakeC specs
6. Links and References (very useful)

The QuakeC source code for progs 1.06 is standard Quake, it isn't Arcane Dimensions, but Arcane Dimensions, for example, is open source and if you were interested would be able to compile Arcane Dimensions following similar steps. 
FTEQCC 
Latest version is actually here:
http://triptohell.info/moodles/fteqcc/ 
@baker 
Oh, thanks Baker. I just checked Coding Help page, and wondered what I even asked, it seems it was in different thread totally. I will look up those links, post saved* 
#880 @killpixel 
assume one could have multiple and varied hitboxes positioned differently around the entity? Nothing fancy, but perhaps one for the head and one for the body?

You could have multiple bounding boxes but sync between entities in quake is awkward at best. You should stick to one collision hull and calculate from the projectile impact location where this is in relation to the model/body. You could easily work out from the monster origin what part or direction the impact happened. I assume you are going to change the animations based on body damage?

I assume rotating bboxes would best be done engine-side?
This is certainly something you have to do engine side and it will make your mod extremely custom because you will rely on this feature. Not sure how difficult this is going to be to code but it will affect gameplay because monsters will have more precise bounding boxes and also be able to move through diagonal spaces easier.

Just wondering, because enemy AI is quite stupid, and sometimes it seems it would be better to place carefully walls behind them so they don't try to walk upstairs, instead downstairs where player is
The Quake AI just runs in straight lines at the player. if you want something more complex you need to create an AI navigation network. Have you checked out the In the Shadows mod yet? All the maps work with vanilla gameplay and the monsters will hunt you down where ever you go in the map. 
 
Adding holes or gaps in the floor effectively blocks monsters, even if small enough to walk over, because they use hull0 to find the floor. So try adding de orative floor grates or something wherever you need to keep monsters contained. 
 
Really wish there was enemy and player specific noclip brushes like in quake 2 
 
Really wish there was enemy and player specific noclip brushes like in quake 2 
Sync Entities 
Heh. ya. good luck. with that.

You may have wierd issues with the head getting stuck and the body continuing to move. I attempted domething similar once to implement crouch bit there is a wierd bug where the player can randomly get stuck for no reason...it's tantalizing but not reliable. 
Monster Clip 
I haven't checked lately but can't you fix the issue of monsters not crossing gaps by filling the gap with a clip-textured brush? Or is it only possible with a func_wall and alpha key? In any case, the solution only really works if it's acceptable for the brush to affect player movement as well, i.e having the gap be small enough that their bounding box wouldn't reasonably slip into it. The func_wall also has the negative effect of blocking any shots through it, unfortunately.

It's not perfect, but if you don't want monsters to run in a certain direction, I like to use a trigger_monsterjump with very low values to stop their movement. Of course, this has numerous downsides, but it can help with layouts that seem to make monsters run away from the player due to their design. Just make sure that the player can't get past the jump, or the monsters won't be able to follow! 
#886 
I see.

I assume you are going to change the animations based on body damage?

That and for requiring better accuracy on behalf of player and for aesthetics (no impact particles appearing in empty space around the model). Thanks for the insight! 
Impact Location Detection 
Might be able to cheat by calculating impact origin distance from the monster's origin and playing a specific pain-animation/damage based on whether the distance is past certain ranges. 
 
Yeah, sock mentioned this too. I was unaware this was a thing. I intend to go this route before trying to wrangle a bunch of hitboxes. Glad I asked! 
Sock 
"I have double checked and this is the map name" I know, that's why you should make sure whether he made a typo or a wordplay.

"Most projectiles get faster based on skill level and the bolts scale as follows:
500=easy, 700=normal, 900=hard, 1100=nm" Yeah, I wasn't aware of that until I switched skill settings. I don't usually play nightmare unless a particular map is too easy on skill 2. It's much better on hard if still slightly slow, but it's good to know I can tweak it, though I haven't the slightest clue on how to edit the progs. And reverting to hitscan defeats the benefits of having projectile guns.

"I think Quake has too many weapons already" Uh, seriously? 8 weapons, of which 3 are basically beefed up versions or variations of other ones, effectively rounding that number to only 5 types of weapons, and you find that too much? Huh!...

"I wanted the new weapons of AD to be direct replacements with extra benefits and I believe the Shadow Axe, Triple Shotgun and Plasma gun do just that." That's true for the shadow axe and the widowmaker, but the plasma and lightning guns have radically different behaviors that call for different tactical uses. Sure we can bind that impulse-something (forgot the number) to a toggle key, but that's not nearly as convenient as having the possibility to cycle through them both using the mouse wheel. Please consider adding this as an optional feature - only for the plasma, not for the axe and WM. 
Forgot To Mention... 
...that permanently replacing the LG with the PG leaves the player with zero hitscan guns.

(there should be an edit button to prevent this kind of double-posts) 
Mugwump 
At this point AD is effectively turning into a total conversion (especially if you look at sock's new weapon interface), which I actually don't mind. 
Weapons Suggestion 
Limiting to 8:
1 Axe-Upgrades to Shadow Axe
2 Shotgun-Upgrades to DBShotgun-then TBWidowmaker (I hear you, then theres no long-range weapon ...see #4. Also this makes the Sharpshooter powerup more desirable/useful)
3 Nailgun-Upgrades to Perforator (really who goes back to the nailgun except by mistake)
4 ITS Crossbow Please! With Nightmare-speed bolts and damage of 130. Crossbow knights could drop a couple bolts, bolt quiver ammo should be somewhat scarce. Poison could be used sparingly too.
5 Grenade Launcher
6 Rocket Launcher
7 Lightning Gun (but can we please increase the range)
8 Plasma Gun

There, no same number swapping like the mission packs had.

There's even room for
9

But 9 would be too much. This isn't half-life right sock?

Hmm, in all seriousness though I don't see why the supernailgun couldn't be an upgrade of the nailgun. 
 
note, quake only supports 4 ammo types on the HUD. (yeah there are weird hacks for Rogue mission pack but they are weird.) 
 
8 weapons, of which 3 are basically beefed up versions or variations of other ones, effectively rounding that number to only 5 types of weapons, and you find that too much?

Two nailguns are really the only pair that feels redundant. GL and RL are about as different as you can go with the same kind of impact effect, and even the shotguns have their unique applications.

Also, I'm all for small yet practical arsenals.

...that permanently replacing the LG with the PG leaves the player with zero hitscan guns.
Technically, it's not a hitscan weapon. 
Increased Lightning Gun Range 
God no, it really is what makes the weapon so great. A really powerful weapon that you need to get just a little too close to comfortably use.

Imagine if you could just snipe shamblers or vores from a distance with the LG. Yuck. It would remove all the challenge. 
 
The LG already has a pretty high range - 600 units, I believe. 
Always Thought LG Range Was A Bug 
 
Or Graphics Limitation 
 
 
I think Qmaster may be on to something here, for the most part. I wouldn't upgrade the single-barrel shotgun with the SSG because, contrary to the widowmaker upgrade and like dwere said, both shotguns have different uses, much like the GL/RL and LG/PG. A crossbow is very cool but its reload rate is too slow to be an adequate replacement to the SG.

I would go with:
1. Axe/S-axe
2. SG
3. SSG/WM
4. NG/SNG
5. Xbow
6. GL
7. RL
8. LG
9. PG
(alternatively, the order of LG/PG can be reversed and the crossbow placed last, as sniper weapons usually are)

@Metlslime Doesn't Something Wicked make use of a crossbow? It shares a weapon slot with the LG but somehow you can cycle through both of them with the mouse wheel, their ammo types are different and using one doesn't decrease the other. That makes more than 4 ammo types. Couldn't AD use a similar system?

@dwere "Technically, it's not a hitscan weapon." Well an insta-hit weapon, if you prefer. I fail to see the difference but I'm no technical expert. 
LG Range 
I think it was more of a deliberate limitation so as not to make it too OP. 
 
The problem is - you can't have additional ammo types on the full HUD. There are only 4 slots.

But all ammo still shows on the main HUD bar when the relevant weapon is selected. 
 
yeah, thanks for clarifying. you can have more than 4 ammo types if you don't mind some being absent from the top row of the hud. 
 
Would it be possible to mod the HUD to insert an additional 5th slot? After all, if AD is heading towards becoming a full TC, it would be pretty neat to have a crossbow. It feels weird not being able to pick up ammo from the Xbow knights. 
The Hud 
Is hard coded I believe 
Crossbow 
Sock did create the crossbow for the In The Shadows mod of his.

And it is pretty cool.

And I did create a version of AD where you could cheat yourself the crossbow.

And I was testing it out. At a damage of 130 it seems to work pretty well. Granted you wouldn't want to give too much ammo for it.

And I made it such that monsters don't hear you shoot it so you could shoot a couple knights from behind without upsetting them all... stealthy. 
 
I don't know why exactly, but a crossbow seems a lot more Quakey to me than a lightning gun.

Maybe give enforcers some kind of nail gun, and change the the cells/lightning/plasma to bows and arrows. 
 
Sock did create the crossbow for the In The Shadows mod of his.

And it is pretty cool.


The skin needs some work. 
Rick 
"I don't know why exactly, but a crossbow seems a lot more Quakey to me than a lightning gun. "

For me Lightning gun is the best Quake gun and also Rocket Launcher, those two just feels Quake to me.

I would love to see other enemy than shambler which uses thunder/lightning, weaker more regular enemy but with quite powerful attack. Many cases I wanted to use enemies that would change the gameplay totally, but if I really need to use shambler for that.. shambler is hard to kill, something weaker but with same attacks.

For example in Myth I : The Fallen Lords "Fetch" : https://www.youtube.com/watch?v=17q81rwqyGg
Lightning is not fast, and is possible to dodge, but has explosion radius or something like that. 
 
Doesn't the Night Gaunt from Quoth use lightning to attack? They have bad aim though, trailing behind a moving player where the shambler stays focused. The other difference of course is the flying ability. 
NewHouse 
The flying Night Gaunt from Quoth has a lightning attack. Can someone confirm if it's in AD too or not? I can't remember right now. 
Dammit, Pritch! 
Beaten to it. 
Night Gaunt 
It is in AD, but its attack is different, IIRC. It throws a projectile. 
 
Can't wait to start experiencing that by myself too* so this is your own engine project? 
 
Hups, sorry from page* 
 
wrong* 
HD Pack For Sock�s Firetop Mountain 
Gentelmen,

the HD pack for Sock�s Firetop Mountain (ad_mountain) is available here:

http://quakeone.com/forums/quake-mod-releases/works-progress/11588-hd-textures-sp-maps-52.html#post169062

Enjoy 
Cool, Thanks Icaro! 
 
Is It Possible To Specify How Much Ammo Enemies Will Drop Down? 
I want player to use widowmaker more than the regular shotgun, ammo amount should be something like 3/6/9 shells, so basically 1/2/3 shots for widowmaker. Is it possible to make shotgun grunts drop down that much ammo, and not just 5? 
Yes 
Add key|value of ammo_shells|3 to any monster_army. So long as ammo_shells is not <1 then it won't use the default. 
Yes? 
I tried adding new key "ammo_shells" and value 3. I compiled map, shot grunt and it drop down 5 shells (default). Do I need to do something more? 
Books 
I really like the books. Do you think it's possible to add the SOE multuple pages where pushing the cycle weapon keys or the number keys changes pages? 
In The Beginning 
permanently replacing the LG with the PG leaves the player with zero hitscan guns

When I think about Quake I see projectile combat like nails, grenades and rockets which highlights the strengths of a 3D environment. The original idea of the MOD was to switch everything over to projectiles, which is why the shotguns and lightning gun were changed.

Obviously there are exceptions to this rule like the Shambler and Wraith but I think there are valid reasons to keep them. Originally the wraith had a projectile attack, but it was so easy to dodge (player movement speed issues) that it was better to switch to hitscan than to keep increasing the projectile speed.

Ideally I want AD to have greater emphasize on leading shots and less point and click (hitscan). I know this is a divisive issue (hitscan vs projectile), but I don't think AD needs to mirror the original game, it can explore different combat mechanics instead.

I decided to choose replace/upgrade weapons because I wanted to move away from hitscan attacks and to keep the weapon selection simple. I can understand players might be annoyed they cannot go back from an upgraded weapon and in hindsight the ability to drop a (upgraded) weapon might have been a good idea. 
Cross Over 
I don't see why the supernailgun couldn't be an upgrade of the nailgun
The SNG certainly feels like an upgrade to the NG and I don't think many people would want to go back. I think the SNG should fire twice the amount of projectiles instead of just nails with more damage. It should look/feel like a hailstorm of metal raining down on monsters!

ITS Crossbow Please! With Nightmare-speed bolts and damage of 130. Crossbow knights could drop a couple bolts, bolt quiver ammo should be somewhat scarce. Poison could be used sparingly too
The crossbow feels more like an assassin weapon than something a Quake marine would use. I can see why it would be popular because it acts like a sniper/railgun. I did have plans to add more bolt types to ITS, but that is another story/thread. 
High Detail Mountains 
HD pack for Sock�s Firetop Mountain (ad_mountain)
Wow! that is a lot of extra work!
Thank you Icaro, the screenshots look very cool. :) 
Patchy Pages 
I tried adding new key "ammo_shells" and value 3. I compiled map, shot grunt and it drop down 5 shells (default). Do I need to do something more?
Yes, apply the patch!

Do you think it's possible to add the SOE multuple pages where pushing the cycle weapon keys or the number keys changes pages?
Storing large amounts of text on map entities is a problem for some editors and I am not convinced that players would know to scroll through different pages. I think if you want extra text, either more books or maybe more details in the readme file instead. 
 
"or maybe more details in the readme file instead."

Or maybe not. A lot of people don't read the readmes. 
Sock 
The crossbow could work well as a replacement for the lightning gun...

Slow reload and high damage could give it similar drawbacks / benefits as the current LG with its high damage, limited range.

... and hey, they both shoot bolts =P 
@sock 
I'm still a noob to Quake mapping, so all I have to offer you are some typo corrections in your readme.

Line 476: "swimming"
Line 477: "targeting"
Line 485: "additional"
Line 495: "variable"
Line 506: "variable"
Line 562: "clients"
Line 690: "whether"
Line 902: "collision"
Line 1023: "targeting"
Line 1033: "targeting"
Line 1045: "targeting"
Line 1057: "targeting"
Line 1069: "targeting"
Line 1164: "breakable"
Line 1195: "objects"
Line 1224: "objects"
Line 1255: "minimize"
Line 1256: "involved"
Line 1322: "targeting"
Line 1437: "mountain"
Line 1450: "soldiers"
Line 1476: "eliminators"?
Line 1498: "erratically"
Line 1628: "tendency"
Line 1635: "pummel"
Line 1728: "tendency"
Line 1835: "novelty"
Line 1980: "available"
Line 2013: "resistance"
Line 2045: "Z-aware"
Line 2075: "independent"
Line 2110: "grenades"
Line 2124: "multiple"
Line 2137: "Z-aware"

Read through it last night, some great information in there! And here I was thinking you didn't have a complete changelog for the mod.

Also, sock, what editor do you use? 
--- 
IIRC he uses Gtkrad 1.3(mapping for ET technically) 
 
Sevin 
clearly read the readme more thoroughly than the AD team I think ;) 
FYI 
the fgd file is borked for relays, at least in JACK, trigger and trigger2 don't play nice together. 
--- 
SOCK would you mind offering your mapping package: shaders,def(entity file), maybe a link to the version your using.

Images are easy to do 
Misc_model Doesn't Support Static Entities Like Quoth? 
Quoth has a mapobject_custom that is similar to misc_model in AD.

In Quoth, for a mapobject_custom you can add "spawnflags" "1" to make it a static entity.

A static entity is like a torch or a "func_illusionary" or where it doesn't interact with the world nor QuakeC and is never sent from server to client after worldspawn.

I'm in the process of trying to tutorialize "Spiked Quakespasm" particle scripting demos that are "best practices" and I noticed this difference between Quoth and AD. 
Sound Attenuations (ATTN_...) 
@sock:I noticed that you had more than the normal amount of sound attenuations defined. I understand these:
ATTN_NONE = 0; // Global sound heard everywhere
ATTN_NORM = 1; // Normal sound falloff from source
ATTN_IDLE = 2; // ???
ATTN_STATIC = 3; // I assume this means it that 1) it doesn't get sent over the network and 2) it's position is fixed for the duration of that level.

What I don't understand are these new attenuations and if a specific engine is required for them to have any affect. The values for the new attenuations are 1.5, 2.3, and 3.99. 
How To Text? 
How do you use linefeeds in textbook?
misc_textbook..

message2 = Body text..

Line1\r Line2 doesn't work? 
Try 
'\n' instead of '\r'. 
It Worked 
Thanks* 
Suggestion 
Hey Sock.

I'm trying to have entity_state_reset reset multiple triggers, but also have those triggers targeted individually.

I'd like to suggest an a targetname2 (or groupname) property for entities for a future release of AD.

I think it would allow for much easier entity management. 
 
Can we have a death Knight that rides a huge fiend as a boss? First you have to kill the Fiend, then the Knight 
I_dont_readme_txt 
Or maybe not. A lot of people don't read the readmes
A terrible generalization, missing out on some quality stuff from many authors. I imagine you ignored the dont_readme.txt as well! :P 
@sevin 
Thank you very much for the readme corrections, that gave me a chance to sync the QC/Readme/Def files again! :D

what editor do you use?
I use GTKRadiant editor, extremely old version, I would not recommend it as there is plenty of more friendly to use editors around nowadays. 
@Shamblernaut 
the fgd file is borked for relays, at least in JACK, trigger and trigger2 don't play nice together.
This is fixed in the latest FGD file with AD1.5 
@PyroGXPilot 
would you mind offering your mapping package: shaders,def(entity file), maybe a link to the version your using
Here is all the Editor Files I use for the GTK Wolf Editor
Also ADQ v1.3, QME, Texmex v3.4 and Weapon SSheet 
@Baker 
In Quoth, for a mapobject_custom you can add "spawnflags" "1" to make it a static entity. I noticed this difference between Quoth and AD.

I can understand "static" was useful a long time ago when entity count was restricted because of protocol/map, but I don't think its needed anymore. The other thing to consider is I have an entity state system which expects entities to not be removed or made static, so I did not add the option. Also if an entity does not move/update or change then there is no network traffic overhead (besides the initial setup packet/frame? 
@Qmaster 
I don't understand what are these new attenuations and if a specific engine is required for them to have any affect. The values for the new attenuations are 1.5, 2.3, and 3.99

There is no specific engine requirement for these new values, I separated them out so I could edit them individually instead of having everything use a small set of values. The 3.99 is something I got from necros and I believe its the lowest value that attention can go. 
@Shamblernaut 
I'd like to suggest an a targetname2 (or groupname) property for entities for a future release of AD

Certainly a very cool idea because entity chaining can get cumbersome with large amounts of entities. It will not be a quick thing to add/change to the codebase and its something I will look at after v1.5. 
@yhe1 
Can we have a death Knight that rides a huge fiend as a boss? First you have to kill the Fiend, then the Knight

Do you plan to create the model, animation, skin and sound effects? 
Sock 
I DO read the readmes. I was just saying a lot of people don't bother.

While you're here, I have a suggestion: for AD 1.5, can you make the unused test map 12 teleporter send the player back to the main start map? It's a bit annoying to have to restart. 
 
Hey thanks for the response sock. I know you're busy and stuff, I really appreciate it. 
 
I remember from when I played LotRO there were goblins that rode around on wargs. They were pretty cool. Size-wise, the deathknights would probably look better, but that wouldn't work so well as a boss mob. 
Goblins? 
Shouldn't it be orcs riding wargs? I might be wrong but that's how I remember it from the books. 
 
Sock, I thought you have a modeler, otherwise who created all of the custom models? 
Most Of The Models 
Were tweaked from other games or mods, some were donated. A lot of the models that were from other mods or games have been given new skins by Sock so to give them a bit of newness.
It would be awesome to have a dedicated modeler but good ones are few and far between in the quake community. 
 
I really enjoyed playing the game and the movies, but I was never a Lord of the Rings fanatic. I only read the first book.

I guess goblins were a kind of orc?

https://lotro-wiki.com/index.php/Moria_Warg-rider 
@static Entities 
no network traffic overhead (besides the initial setup packet/frame?

From what Spike has told me, I believe that to be correct. Quakespasm Spiked has no network traffic at all for an unchanged entity.

So, yeah very little difference between a static entity and one that never changes in Quakespasm Spiked. 
 
This is an interesting point.. so normal NQ protocols (15, 666) are sending all entities in the player's PVS every frame (SV_WriteEntitiesToClient), regardless whether the ents have changed.. correct?

In that case a static flag could be useful for stuff that is purely a static prop. 
Non-static Static Entities 
there are still some network overheads when it enters+leaves PVS (with possible resends on packetloss), but not otherwise.
(this only applies if the client in question supports the fte pext stuff, obviously.)

the server will have slightly higher cpu costs too, of course, which might be significant if you have a LOT of such ents.

if its targetted with some killtarget (or just check to see if it has a targetname set), then making it static isn't practical anyway. Otherwise you might as well, because it'll at least help with other clients, and slightly reduce the server's cpu load. (grr @ those find+findradius builtins!)

using a spawnflag that mappers are normally expected to set properly is too unreliable for my tastes. a flag to override automatic selection (making it non-static) would be better, imho, for people that have set unexpected fields like avelocity... 
Ah, Findradius And Such 
I forgot that non-static entities would have QuakeC CPU tax.

So 500 torches in a map
1) If static --- QuakeC = no performance loss
2) If non-static -- QuakeC -- very damn operation will check versus torches, bogging things down for no reason.

AFAIK, in DarkPlaces -- non-static entities are not quite as network free as they are in Quakespasm Spiked.

LordHavoc *did* add "makestatic at any time" to DarkPlaces as an extension, presumably for a reason --- probably "what Spike said". 
 
So many new replies; I almost thought that v1.5 came out. 
Rick 
Looks like I remembered wrong: Wiki says "They are usually in league with the goblins or Orcs". In the movies they accompany Saruman's orcs in Isengard. Goblins and orcs are related but different in both the movies and games. In Tolkien's early writings, he did differentiate them but by the time of LOTR, the two names were synonymous. Source: https://en.wikipedia.org/wiki/Orc_(Middle-earth). Funny how movies can alter the memories of books! I need to re-read them, it's been too long.

Sorry for the OT, guys. 
@Baker 
dpp5+ and fte pext will do the same resends, there's no functional difference there. its the same delta mechanism, but different data. Both are nack-based, and will only resend on packetloss.
its basically the exact same aproach, although there's a few other implementation details involved, like precision and extra info. DP also implements prioritisation, though that's more of a server-side feature rather than a protocol difference.

legacy(ish) info: the vanilla qw protocol and earlier dp protocol versions are ack based, those protocols will send their deltas from the last-known-received state, which results in resend spam until it us actually acked. this might actually be better with high packetloss, but in most cases those resends get new information anyway (ie: positions), with the other stuff being a noticably lower priority that'll be fine with a 5-10% loss rate.

@dwere, chat about AD updates is apparently in the thread about the quakespasm patch that's being discussed here...
And Mugwump is the only one to have the decency to apologise about being off-topic... :) 
 
Well despite a bumpy start here, I'm a pretty cool guy and I don't wanna give people reasons to give me flak. 
 
[quote]Were tweaked from other games or mods, some were donated. A lot of the models that were from other mods or games have been given new skins by Sock so to give them a bit of newness.
It would be awesome to have a dedicated modeler but good ones are few and far between in the quake community.[/quote]

so I should be pitching to Madfox lol 
Yhe1 
This site uses <a
href="https://webdesignfromscratch.com/html-css/html-tags/">HTML tags</a>.

Dutch at QuakeOne can model too, see his <a
href="http://quakeone.com/forums/quake-mod-releases/finished-works/12280-quake-guy-2016-a.html">Quake Guy 2016</a>. 
Oops! 
...but apparently not hotlinks. 
 
Something doesn't sit well with me about that model. The one used in AD (I forgot the author) is better, even though I don't like the face. 
For Me It's The Beard. 
And he doesn't look angry enough. 
Misc_models 
@Yhe1
I thought you have a modeler, otherwise who created all of the custom models?
I have created plenty of models for AD, all listed in the readme

@FifthElephant
Most Of The Models, Were tweaked from other games or mods, some were donated
Are you serious with this comment?

@Spike
using a spawnflag that mappers are normally expected to set properly is too unreliable for my tastes
I agree, if the entity has no targetname then it cannot be referenced by anything so it might as well be static. I thought there was a limit on how many static entities you can have in a map? Like if I default misc_models to static and the static limit is low some maps will stop working?

@Baker, I am sure findradius only works with entities that have world interaction (misc_models are often non solid) and find will only return results if the searched string field has a value, which most misc models don't. I am not sure what overhead you mean? 
 
"Most Of The Models, Were tweaked from other games or mods, some were donated
Are you serious with this comment?"

Not 100% sure which models were done by whom but it's undeniable that AD has a lot of borrowed content. I know you did stuff like the book pedestals, the tome, armours, keys, power-ups etc etc...

The point was mostly in relation to guy above requesting a knight on top of a fiend and your response asking him to provide the model. ;) 
 
Not requesting, pitching an idea 
@sock 
I'm going to step out of the technical conversation because Spike is a better resource. / scrams! 
Fact From Fiction 
Not 100% sure which models were done by whom but it's undeniable that AD has a lot of borrowed content
Serious man, if you cannot fact check what you are saying about the MOD then please stop posting comments in this thread. People reading this thread will think what you are saying is factual and its clearly not.

For the record, I made all the new ogres, death knights, crossbow knight and lost soul monster models. The fact I have to explain this is probably the saddest point this week. :( 
@sock (static Ents) 
yes, there are limits to the number of static entities that you can have. There's actually 4 possible engine limits:
max_static_entities - nice and simple (no longer an issue in fte+dp, 512 in qs).
max_efrags - depends on the complexity of the world bsp as well as the size of the static models (no longer an issue in fte+dp).
max_msglen - static ents are written into the single 'signon' buffer (aka: MSG_INIT) (no longer an issue in qss+fte).
max_visedicts - applies equally to both regular ents and static ones (no longer an issue in qss+fte+dp).

on the plus side, MAX_EDICTS doesn't need to be quite so high... yay?
lame nq protocols also won't have such high overheads either, so its probably worth trying to optimise where you can.

findradius will only return entities that have .solid set to something, but the builtin itself still has to itterate through every single entity.
whether that's significant depends on how often you call findradius. probably not worth worrying about too much.

@baker, more opinionated, sure :) 
 
It should be no secret that most AD monster models are from other mods, games and authors. Its even written in the readme.txt.
Its the maps that make AD so great. Not the mod.
So I do not understand the discussion between sock and FifthElephant. 
Cripes 
sorry man I wasn't trying to upset you. I think it's plainly obvious to a lot of people how much work you've put into the mod. I mean yeah I know about the lost souls, hogre models, new d_knights and the crossbow knights (anyone who's played ITS should know where this stuff comes from).

I'll just skulk back into the shadows I guess... 
 
Its the maps that make AD so great. Not the mod.

Haha. 
 
The best thing about the mod for me isn't the maps tbh, although some of them are the best maps I've ever played, but getting that email every week or two where Sock had added a bunch of new features.

It's kind of a weirdly unique experience that I guess only working in a mod team can bring.

Or getting early versions of peoples maps and giving feedback etc.

This has been the best project I've ever been involved with tbh. 
#Jealousy #WhyAmIUsingAHashTag?LOL 
 
Sock's Models 
By my count Sock created 156/249 of the models which means he created 62% of the models in AD. I'm not counting the borrowed models or models with added skins or added anims, just pure new models.

The rest breaks down as follows:
6% Rubicon
5% Raven Software
5% Quoth
2% Rogue
2% Capnbubs
2% MatthewB
<1% Madfox
15% ID1/Other 
Models = Shares 
We need to start aggresively contributing models until we can perform a hostile takeover of the mod. Sock will rue the day he made AD publicly traded... 
 
Its the maps that make AD so great. Not the mod.

That is wrong IMO. The maps are great, yes. Fantastic even. But they owe some of their qualities to this mod and its features. The greatness of the the entire package lies in how the maps and the mod mesh together. 
You Guys Are All Wrong 
It's sock that makes AD amazing.

here's a screenshot of sock contribution to the Noir Mapjam: https://s-media-cache-ak0.pinimg.com/236x/bd/5a/36/bd5a363887ba75c0deb57f4c4b5ca067.jpg 
 
Too bad the levels in AD are just random maps. Projects with any semblance of a narrative don't seem to be very popular today. 
 
AD is sock's mod.

It comes with some great maps, but those are just the dressing around the incredible amount of work he's put into giving designers toys to play with. 
#990 
Do you mean episodes or sets of maps or just even individual maps lack narrative?

Anyway, I'd agree with #991 and SleepwalkR's statements regarding AD. I find that the maps were an example of what could be done with the new tools when at their highest forms of quality. 
I Agree With Dwere 
As much as I love AD, I wish its maps were organized in an episode instead of single levels.

Beyond AD, generally speaking it would seem mappers have been lacking ambition lately in this department. But things may change thanks to the new blood. I know NewHouse is planning a two-episode game. I myself have a long-term project for a full-on lovecraftian TC, but I won't start on that until at least a few months. If my current Sin City experiment turns out good, I might make a whole episode in this style. 
 
Personally I don't care for episode formats. By that I mean that I enjoy taking each map as its own little parcel and challenge by itself, rather than progressing through large campaigns of maps that can sometimes take a day's worth of my free time to complete.

That's not to say I dislike episodic releases, or anything like that. It's just that with the format I like to enjoy Quake in, a mod like AD with a bunch of great maps that aren't necessarily interconnected is more suited to what I want out of the game, and what I strive to create for the game.

Just another side of the argument, I guess. 
Bloughsburgh 
Individual maps don't really count. I was talking about projects like Travail - at least a small episode's worth of maps, and they're tied together in some way. Just enough for it all to feel like a single adventure, instead of clicking through a bunch of unrelated setpieces. 
Whew, Glad You Guys Have Come Along To Sort It Out! 
...it would seem mappers have been lacking ambition lately in this department. But things may change thanks to the new blood. I know NewHouse is planning a two-episode game. I myself have a long-term project...

Phew! It's gonna be alright lads! NewHouse and Mugwump are here to save Quake from all the lazy crap the likes of mfx and sock have been churning out!

Do you have a PayPal we can put some money into? 
Ayy Lmao 
Look man, if you have nothing else to contribute than troll comments, you might as well stay in your cavern. 
 
Look man, if you have nothing else to contribute than troll comments, you might as well stay in your cavern.

:ironicat: 
 
Can we please try not to "dirty up" the Arcane Dimensions thread any further.

Simply put, it's the culmination of awesomeness from people/mappers/coders/etc who have spent countless hours of their personal life to bring a breath of fresh air to game over 20 years old and give us all something incredible to play.

Mission accomplished :)

I just want to thank everyone involved... sock, mfx, necros, Lunaran, Scampie, FifthElephant, ionous, EricW, Preach and anyone else who may have contributed.

You guys rock, no doubt about it. And every time I think the bar cannot be raised anymore, somehow you guys always find a way. Amazing. 
 
Simply put, it's the culmination of awesomeness from people/mappers/coders/etc who have spent countless hours of their personal life to bring a breath of fresh air to game over 20 years old and give us all something incredible to play.
I agree, and it would be even more awesome in the form of an episode. MFX, Sock and the others make incredible maps, chaining them into multi-leveled adventures would be stellar! Not for Pritchard apparently, but I do crave for episodes made by these guys. Speaking of raising the bar, that would definitely do it for me. 
Map Length Versus Episode Length 
The AD maps I've played are longer than most episodes I've played though. 
:ironicat: 
seconded 
 
I actually thought some of the AD maps were too big. I would get tired of playing, save and come back the next day. I think swampy took 4 days, off and on. 
Episode Vs Map 
The current trend is to have larger and larger levels with more entities, more enemies, more secrets, more bigger everything. Hence the protocol 999 and engines with super ultra mega extended limits.

I for one have been stuck making 3 maps for years that just keep getting bigger and never seem to end. I remember when I couldn't even compile one until bsp2 support was around. And then AD came out and I just HAD to change mods it was too good.

Really I think we will see a trend back to smaller bite sized maps in the future. Limitations back in the day made this the omly option, but I can see it as a way of increasing the number of releases to the benefit of players as well as allowing mappers to truly polish their small map into a mapsterpiece. 
#996 
First time you say something I agree with 
 
You should maybe focus on one map to make faster progress?

I think we will see a trend back to smaller bite sized maps in the future.
This is already the case with jam maps.

On an unrelated note, I've just stumbled upon post #912 by Rick from last month. The LG is a Yithian weapon, so it is indeed very quakey. 
 
Yeah, I don't really care about narrative progression in custom Quake maps, but a thematic progression and some sort of gameplay evolution (even if just gradually introducing weapons) across multiple maps is good stuff. Especially if the maps are not super-gigantic, it's a nice regular sense of progress/completion/cleanup to finish one map, leave it behind you, and go to the next.

Howwwwwever I realize that level of inter-map coordination makes it even harder than it already is to put together a package like AD, especially when multiple contributors are involved.

Anyway, yeah, the "episode" ambition does seem to be rarer now in favor of single megamaps. But it might be cool for the wheel to eventually turn back in the other direction. This discussion kind of reminds me of the ECHELON megawad for Doom that was just released, where the author really kept a lid on the scope of the individual maps. 
 
ECHELON megawad
It's been a while since I haven't followed Doom news, except for The Tei-Tenga Incident. I'll need to check it out, thanks for the heads-up. 
Lines 
I'll just skulk back into the shadows I guess...
You can post as much as you like, but you have to be aware you are part of the MOD team and what you say will have more impact because you should be aware of what is going on. If you plan to talk about the MOD, just try to be as factual as possible.

Not requesting, pitching an idea
There is never a shortage of ideas, but there is certainly a shortage of people willing to turn ideas into reality. My comment to you was certainly sarcastic and wrong. I know its not just a simple case of model+code, there are sounds, particles, gibs, gameplay balancing and often new functions to cope with new behaviour. Its certainly cool to hear about new ideas, but there is a fine line between small feature request and crazy amount of work involved. 
 
So, is there any sort of ETA on 1.5 or is it "when it's done"? Not to rush you in any way, mind you, just so we have an idea of when to expect it. 
Model Overload 
By my count Sock created 156/249 of the models which means he created 62% of the models in AD
AD is mostly a large dump of all the assets I have created over the years for Quake. Some of them are certainly not my best quality, but over time they have got better.

Its pretty cool you have worked out the percentages of models used in the MOD. I do know the history of every model, but I did not realize the overall quanity involved. It certainly helps to counter the comments I often get that somehow AD is mostly ripping off "other" people / mod / game assets, when the overall borrowed content is lower than most people realize.

We need to start aggressively contributing models until we can perform a hostile takeover of the mod. Sock will rue the day he made AD publicly traded...

AD 1.42 had 285 models
AD 1.5 has 344 models

It looks like the hostile takeover might have to pick up the pace if it wants to catch up with my model output! :D 
Oh Snap 
AD 1.42 had 285 models
AD 1.5 has 344 models


That is exciting. 
@sock - Extensions + Coop / @spike Too 
A thought for Sock: The QuakeC extensions check is only for what language extensions a server has. That's why they are QuakeC extensions. In single player, that's the same thing as the server.

But it sounds like you are doing coop too.

Remember, a regular Quakespasm client and a DarkPlaces client could be connect to a Quakespasm Spiked server.

Doing checkextension("DP_TE_PARTICLERAIN") tells doesn't tell you anything about a client.

Send some WriteByte wizardry to regular Quakespasm client and it'll crash out? Quakespasm Spiked R25 have new extension that uses WriteByte (that DarkPlaces doesn't have and R24 doesn't have) and DarkPlaces or Quake Spiked R24 as client to R25 server gets unexpected message and crashes out after 5 minutes because explosion effect sends unexpected bytes?

/Please let me be wrong and that I haven't found the achilles heal of the QuakeC extension system where even a server never knows what clients will work --- it just needs to run the progs and maybe the client crashes out eventually or maybe it doesn't. Hope to hear "Baker is completely wrong because ..." as next Spike post ... 
 
(I mean to post that in Quakespasm Spiked thread. Grrrrr ....) 
Keep On Testing 
The maps are great, yes. Fantastic even. But they owe some of their qualities to this mod and its features. The greatness of the the entire package lies in how the maps and the mod mesh together.
I still believe that when the maps and the mod features are combined, that is what makes the experience special. Some maps in AD are certainly better than others, but they all heavily rely on AD features. There is also a third factor that many people outside the mod don't realize, the relentless drive for quality! I certainly hassled, pestered and pushed everyone to be aware of consistent visuals, good details and constant testing.

That's not to say there is no flaws or faults in AD maps because there certainly is, just that constantly testing is a good trait to adopt when creating community content. 
Completion 
I actually thought some of the AD maps were too big. I would get tired of playing, save and come back the next day
I have been saying this in private for a long time. I spoke to ijed about this when he was developing RRP and mfx when he was developing swampy. I do think there is something nice about a map finish screen for breaking the experience down into manageable chunks of time. Quake gameplay can blur into one long killing spree at times and the final map screen is a good natural break.

I also understand why large maps exist because getting lost in a large world is a very cool experience and if done right can be very rewarding for the player. With all the extended limits available it is just so much easier to get carried away and just keep creating more and more.

There is no easy answer to this and there will always be a divide in the community about what should be the right amount of map content. Probably the number one concern that a mapper should be aware of when creating episode/large maps is ...

The larger content, the more testing that will be required! :P 
Herding Cats 
This discussion kind of reminds me of the ECHELON megawad for Doom that was just released, where the author really kept a lid on the scope of the individual maps
I did consider making all the AD maps into one large episode, but you have to understand that mappers are like herding cats! Forcing community mappers to keep to one direction is never an easy thing to do and certainly has issues with motivation.

In the end I think the diverse creativity of the AD maps is cool, every map has its own unique vibe and they are all feel like a different book in a grand library. Each map is a good short story with different environments, personal details and can be completed however you like.

I don't understand why everything has to be a linear structure, when the player can finally decide how they want to experience the game. Quake has always been a diverse set of worlds, do we really need to force episodic structures on everything we create for Quake? 
Loose Ends 
So, is there any sort of ETA on 1.5 or is it "when it's done"?
There is too many loose ends with AD 1.5 before it can be released. I would love to give a fixed date, but it is not possible at the moment.

If you want a weekly fix of what progress is happening with the MOD, keep an eye on the twitter feeds of the team as that is where the eye candy is posted. Otherwise its just, wait and see ... 
 
I don't understand why everything has to be a linear structure, when the player can finally decide how they want to experience the game.

Not everything. The thing is: everything became the opposite lately. It's also not exactly about linearity. You can have a hub of 10 maps you can play in any order, and still make it feel like a single journey.

And no, it's not calling the recent works lazy crap or anything like that. The focus might have been shifted, but the quality is undeniable. Though something tells me I can get away with more because I'm not Mugwump. 
 
An episode would be a nice thing to try to do in the future, and would limit lengths single maps can be anyway since you'd need someone specified as the lead designer to say "X item is on the main path of Y level, with Z in a secret" etc type decisions to pace out the episode. If you can't collect every single item in Quake in a single map, giant maps become very boring.

Likely as a team you would make the decision "levels should take on average 10 minutes to complete" as a rough baseline of pacing anyway. And perhaps even need some deadlines for mappers so everyone can discuss and revise together on a scheduled pace.

As a future project with an understanding of "no new mod features" to make it more manageable, maybe it would be a fun project to do and expand on AD. 
 
no new mod features
Haha. Ya. Right. 
 
I believe it was about working with features already present in AD, instead of still working on the mod as the mapping goes. 
Reality 
Probably the number one concern that a mapper should be aware of when creating episode/large maps is ...

The larger content, the more testing that will be required! :P


Yep, still trying to adjust to that realization. I was going for a small map but I myself wasn't satisfied with the amount of content so now it has grown into a medium sized map and I hope to keep it there.

The tough thing is any new area you create in a map also requires detailing, textures, lighting, gameplay/logic elements, testing.

That's a hefty workload due to having a "good idea" for an additional area!

I can't fathom what the AD mappers are dealing with! 
Hey Guyz What's Going On In This Thr- 
oh.

Yeah, I'm not sure that criticising AD for "lack of narrative" or "episodic content" is really warranted or even makes any bloody sense considering the size of the maps and the modular, open structure of the entire project.

Makes for good drama though. 
Interconnected Maps 
I think the idea was thrown about but it didn't really catch 
Lol Kinn! 
I for one think AD is the best nod ever made for Quake. Not only are the maps and features high quality, but the qc code is very well commented and thoroughly consistent. Also the qc structure is pleasant since many boilerplate functions have been rolled into one, saving code and making maintainability very easy. It's impressive to say the least. 
Crap...*mod 
 
Mods Agreeingly 
 
 
no new mod features
Haha. Ya. Right.


I was thinking this more as a side project, maybe done by the community, rather than part of the mod. Just get together and make a set of maps and use what already exists. 
Kinn 
I think it's comments like yours that create drama.

Again: no one is out to get your favorite mod. No one is calling it crap. There's no reason to get defensive. 
Lol Dwere 
Never thought I'd see someone accusing me of whiteknighting a mod. That's gotta be a first.

It's called having an opinion. God help us if that catches on. 
 
I can't see any other reason for seeing drama where there isn't. Or trying to create it.

But I'm sure you have it.

It's called having an opinion.

A good phrase to wave around when you're in an uncomfortable position. 
 
If you're so against drama then why are you still going on about it, you massive winking sphincter? 
 
To see what kind of fallacy you'll pull next, obviously. 
 
When it comes to creating fallacies I think you're winning by a fucking mile. Just re-read your posts and try to have a little more self-awareness and a little less hypocrisy. It'll make this shit less drawn out. 
NO U 
 
Sok 
I urge you to reconsider the target/name234 not for 1.5 thing. It's a very useful feature and in my view should be added sooner rather than later. Is it really that much work - how much more than than an addition to SUB_UseTargets? 
 
let's try to keep the thread on topic guys 
A Better .fgd 
I was messing around with switching between the .fgd and .def files for AD in TrenchBroom2 today, and I found myself wishing that I could have the functionality of both in just the one. Is that possible?

By the functionality, I mean the improvedpreviews, integrateddescription text and so on. I'm sure there are more differences other than that (the entities change colour! Wow!), but those are the two that stuck out to me most when I was expermenting.

I'm not at all familiar with these formats, but if there's no interest from sock or anyone else in doing this would it be possible to at least point me to a guide on how to edit them myself? Thanks! 
 
.fgd and .def files are simple text files. Drop one on any text editor to view. But it's how the editor(s) make use of these files that counts.

I believe that would be where the changes would have you occur that you desire, in the editors(source)?

IF I am understanding you correctly. 
Damage_inc Is Right 
These are simple text files that you can edit in notepad or wordpad. Shouldn't be super hard to figure out, Worldcraft and Jackhammer might have slightly different terms for displaying models I think?

I initially did the fgd support on the team before Sock took over and fully redid it, if memory serves Ionous was the only person on the team using worldcraft and was mapping by copy pasting or maybe even typing up the entities??... 
Lmao This Is My Kinda Thread 
#1019 (dwere)
Though something tells me I can get away with more because I'm not Mugwump.

"...but bear with me as I do an amazing impression of him..." 
What I Still Don't Understand Is 
Why would someone as obvious need an account? 
Pritchard 
For TB2, check the help section.

Under Advanced Topics, the Displaying Models for Entities should provide you with information on how to create those improved previews yourself! 
 
So they could make their name into some bright, garish colour, like "255" red, or "toxic lime" green.

I'm no moderator but I feel like this discussion belongs either in the "beef" thread or General Abuse... 
Hey Meme Face 
Are you the specific Tor-powered troll account of someone else here, who is too high up to afford risking his reputation by showing what he's really like ? Or just a basic bitch ? 
To Smash Pots 
you could make a dummy enemy with 1hp no movetype, no addition to monster count that takes a model like misc_model.

but I hesitate to suggest anything that delays shipping.

because I want it shipped. 
FGD Woes 
Be aware that if you want to beef up the FGD for TB2's advanced model syntax, that this syntax is going to change in the next beta release. For simple cases, TB2 is compatible with J.A.C.K. / Worldcraft / Hammer model syntax. 
Pot Smashing 
Is a thing that was being worked on just before 1.0 if I remember rightly.
It would be a neat addition imo. Could hide bits n bob's in them, also we might end up with some zelda maps ;) 
Footstep Sound Revamp 
I think the player footstep sounds could use a little TLC. My suggestions:

1. Randomize the sounds

I think there are 4 currently, perhaps have 5 or 6. Since we're trying to avoid obvious patterns, It might be best to make it so when a sound is played, 2 other sounds have to play before it can be played again.


2. Reduce volume, use a more subtle sound effect

The current sounds are rather "cloppy", perhaps use a more subtle sound that's little more ubiquitous. Something that would be passable on brick, dirt, wood, etc. 
Better Yet 
You could make a function for a volume similar to water that can be placed above the floor.

Give it selectable styles so that you can pick what kind of footstep sound you want.

"marsh", "metal", "stone", "wood", "carpet", "gravel / bones" 
Yeah, That Crossed My Mind 
Might be more trouble than it's worth for the mapper. I think something like q3's surfaceparms would be better, but even then, probably more trouble than it's worth.

Don't get me wrong, I'd like different sound sets for different surfaces, I just don't see it happening. 
 
Randomizing the sounds is a good idea, as right now the pattern is way too easy to recognize and remember. Patterns even, as it also concerns monsters.

I don't think I have a problem with the sounds themselves. Nothing beats vanilla Doom 3 in this regard. By far the worst set of footstep sounds I've encountered. 
Having Multiple Unlockable Teleport Doors? 
I was wondering whether or not it is possible to unlock the locked teleport map doors by finishing them one by one? That way making sure player will never ruin their progression by ruining or removing save files or something like that, and also giving easy access to earlier maps if player wishes to play them again. 
Different Sound Sets For Different Surfaces 
is something that Seven does in his SMC without the need for extra brushwork. Might be worth looking into it.

+1 randomization 
SMC 
Uses DP which has a traceline function that returns the string texture name of the surface hit. This is how it deetermines the type of footstep sound. Unless other engines support this then it would only be a DP feature. 
 
QSS+FTE+DP all support the getsurface* builtins, and should all be able to use SMC's existing code.
So yeah, other engines can support that.

That said, hard-coding some huge list of texture names is going to suck quite a bit. Lets hope those texture names all contain 'METAL'/etc substrings where appropriate...
surfaceparms would be better, but q1bsp kinda sucks for that. 
Yup 
What Spike said. That and manually adding footstep volumes into a map is tedious and not worth it (well maybe). 
 
Excluding monsters, one of the few things I don't much like about Arcane Dimensions is the footsteps. To me it often sounds more like tap-dancing or a fast shuffle than someone deliberately taking steps. Maybe I should turn "always run" off. 
Maybe I Should Turn Always Run Off 
Ya no that's the way it's meant to be played (except for ITS mod). 
Impulse 120 
Turns off footstep sounds 
The Delights Of Dual Standards! 
I was messing around with switching between the .fgd and .def files for AD in TrenchBroom2 today, and I found myself wishing that I could have the functionality of both in just the one. Is that possible?

Both formats have benefits, the FGD has really cool base function for repeating chunks of entity keys and the DEF format has the perfect idea for dumping huge amounts of detail text on entities without GUI restrictions. Both AD editor files has model keys and I believe TB2 can work with both formats.

I personally use the DEF editor file, so it will have the most information on all keys because that is where they are tested and updated. I do convert all entities to the FGD file, but it certainly lacks the extra details because the format really does not support it. There is just no ideal solution to this tbh. if you have ideas or suggestions on how to improve the situation then pester the editor coders for help. If enough people ask for changes, its more likely they will be adopted. 
Tiptoe Around The Place 
I think the player footstep sounds could use a little TLC
I think something like q3's surfaceparms would be better
I'd like different sound sets for different surfaces.

I personally love the idea of footsteps in Quake, to hear a Shambler stomping around close by and I don't know exactly where it is. To hear zombies scrapping their legs along the ground and the misleading sound of tiny feet/claws as I am surprised when a fiend leaps out at me!

Playing Quake WITHOUT foot steps is just weird to me, the silent movement of monsters is like they are floating all the time.

The idea of using surface inspection to find out the surface name and then guessing what surface type it is, well its not a good idea. There is no standard to texture names (even id had issues) so its just guess work. The real solution is surface flags for brushwork, but that is not going to happen, too many things would need to change (editor, compiler and engine)

I totally agree that the current AD footstep sounds are not very good, they are from RMQ and really should be replaced with something else. Now if only someone would create a cool collection of footstep sounds that could be used in AD! :P 
@sock 
Why couldn't you make a floor brush as a func_wall or func_detail and have a _footstep "bleh.wav" value.

Would that not be a progs only solution? 
@Shamblernaut 
Why couldn't you make a floor brush as a func_wall or func_detail and have a _footstep "bleh.wav" value

Sorry man, no one in their right mind is going to place footstep brushes over every possible floor/wall surface!?! Its nuts! Footstep material sounds is an engine feature, you are trying to solve this issue with a sledgehammer! 
Fair Enough 
I was thinking about a work around because you said:

"The real solution is surface flags for brushwork, but that is not going to happen, too many things would need to change (editor, compiler and engine)" 
A Fix Is Afoot 
So, the only practical solutions is a better sound set + randomization. I'd like to take a stab at compiling some sets for people to try. Can the sounds be from other games? stock libraries? Maybe I'll just record some :D 
 
FTE+DP have a sound playback rate argument that can be used to randomize the sound a little. Should make a single sound a little more palettable, but it won't affect QS/QSS sadly. 
LegalToes 
Can the sounds be from other games? stock libraries? Maybe I'll just record some
I would prefer to replace the assets with something legal. I know it sounds crazy as there is already lots of illegal content in AD, but I just don't want to go to the effort of replacing something illegal with something else the same!

+ randomization
I originally had the sounds randomized but you might realize that Quake clients don't really do random stuff very well. I found QS would often select feet sounds several times in a row and that sounded worse to me. At least with cycling 5 sounds it is not extremely obvious. 
 
This is quakec right? You could keep track of which sound was played last and exclude it from the random selection the next time around. 
 
Or generate a cycle 20-30 elements long by hand that sounds random to the ear and has no consecutive pairs of the same sound. 
 
I would prefer to replace the assets with something legal.

Roger that.

you might realize that Quake clients don't really do random stuff very well

I wasn't aware, that's a shame :( IMO, the repeating sequence of sounds is much more of an issue than the character of the sounds themselves.

You could keep track of which sound was played last and exclude it from the random selection the next time around.

If someone decides to put the time into doing this, might has well have it exclude the last two played sounds. a 1,2,1 pattern is pretty obvious too... 
@sock 
I'm pretty sure we all agree that monster footsteps is pretty cool. It's the player footsteps that some are annoyed by. 
 
I originally had the sounds randomized but you might realize that Quake clients don't really do random stuff very well. I found QS would often select feet sounds several times in a row and that sounded worse to me. At least with cycling 5 sounds it is not extremely obvious.

IMO the repeating cycle was by far the worst aspect of them. It just sounded like a sort of musical rhythm. Seconding metlslime's suggestion of extra QC logic to randomise but avoid playing the same twice in a row. 
+2 No Step Repeat 
 
 
"I'm pretty sure we all agree that monster footsteps is pretty cool. It's the player footsteps that some are annoyed by. "

Yes, that's what I meant. It's not so bad I want to turn them off, it just sounds odd. Not really in sync with what I feel like I'm doing. More of a pitter-patter sound instead of step-step-step. Hard to explain, I know. 
Tap Feet 
I'm pretty sure we all agree that monster footsteps is pretty cool. It's the player footsteps that some are annoyed by
Ok, that makes sense because the players footsteps are constant. Something worth randomizing with a table function. 
 
Speaking of, is there a way to adjust the player's footsteps volume? I find them slightly too prominent in the overall mix. 
It's Not Coded To Be But... 
A cvar could be added to set the volume from 0 to 1. 
Custom Cvars 
that would require the ability to actually create cvars...

DP+FTE+QSS all have set+seta console commands to define cvars in your default.cfg.
combine with autocvars for decent fallbacks (in vanilla QS) (also helps performance if you're abusing them like crazy). 
A Step In The Right Direction 
Finally found time to make some footsteps. Sourced from a sound library I own, so all legal. It's a hard surface with a bit of grit underneath. Since this is just a draft there is no compression or eq or any other polish. They're not even sampled at the correct rate. Just trying to get an idea.

These are very dry (no verb) which, IMO, helps a lot. It's strange being in an open area and hearing such reverberous (is that a word?) footsteps.

If people like this direction and actually want me to take an honest stab at quality footsteps, I will. If not, I have plenty of other things with which to occupy my time :) 
Crunch 
Those sound pretty good man! 
Clean Feet 
+2 No Step Repeat
Added random sound selection for player feet sounds and lowered the overall volume.

A Step In The Right Direction
I like them and as you said without any echo they are very dry. I think the less reverb will work well for the lighter sounds, but the heavy stuff will certainly need some echo. 
Pitter-patter 
Those sound pretty good man!

Thanks! It's in the ballpark but still not quite there IMO. A sound that will work well with disparate surfaces will never be wholly appropriate for any particular surface. I gotta keep that in mind.

Added random sound selection for player feet sounds and lowered the overall volume.

Awesome, that was 90% of the issue. I'll continue once the new update drops since the volume has changed. The sounds I uploaded compensate for the current volume. 
 
 
Am I being a bad citizen if I change the health values on all my monsters to increase them slightly? i.e. 50 health on a monster_army, 85 on monster_army_grenade? The most drastic change I made was actually 100 for rocket grunts, seeing as that actually makes them stronger than grenade grunts...

I found it dissapointing that a regular grunt could be downed in one SG shot, which was the inspiration for tweaking these enemies. But that set me down the path of tweaking all these other monsters, and I worry that people won't like the results...

To judge for yourselves, I invite you to play my retrojam map, since I made similar changes to the monsters in that. 
 
Generally not a good idea. Players learn and expect to deal with monsters consistently, and play levels to face them in new situations. Just bumping up monster's health arbitrarily can make the player feel cheated.

It's better to use more monsters, combinations of monsters, or just tougher monsters... rather than increasing health on weaker ones. If your goal is to make the player shoot twice, 2 grunts or a grunt and a dog are more interesting to fight than a single grunt with twice the health anyway.

Also, Quake's pain system is kind of 'meh', having more health just means you see how lame pain is. Grunts have 30hp... but giving them 300hp doesn't make them ten times harder, you just use more ammo on them while you keep knocking them onto the ground. 
@Pritchard 
I was having this conversation earlier tonight with gotshun.

My premise was, when a monster encounters US, we have varied health! Why shouldn't monsters have varied health as well.

I told him that if I mapped and had a nightmare skill in 2016, you better believe monster would not be so "routine".

I also felt monsters should do more damage.

We were just chitchatting up Quake idea's and design, that's all. 
 
Yeah, it's unfair to the monsters! 
 
You might be interested in Seven's SMC for Darkplaces then: there's an option to set the monsters to vary in size, with an additional option to have their health vary according to their size. Among many other options, there's also one to make them more accurate depending on your skill setting. 
 
Thanks for the comments, everyone. I am totally aware of how much of a risk I'm taking by changing monster health. I'll probably post a beta of the map at some point to get a feel for how people like/dislike my changes, but i'm going to hope they go down well. I like my encounters how they are now, at least for how I play, and they don't feel spongy or weird so hopefully others agree.

As a side note: Why is the rocketeer wearing red armour, but less healthy than the green-armour wearing grenadier? I can understand from a visual perspective; red = danger/alert and rocketeers are obviously supposed to take your attention. But still... Poor guys must have low health underneath all that armour :( 
 
Because their armor isn't necessarily the same as yours? At any rate, if you really need to rationalize it, you could tell yourself that since they carry a heavy payload, they need to wear light armor to retain some mobility.

Also, don't these guys come from Quoth? So it's Preach who you should be asking about that... ;) 
@Pritchard Etc. 
I also changed health to one enemy.. These are just my opinions*

Pyros are more fun to fight against when they are a bit more tougher. Otherwise they are rather too easy to kill, since they don't have much range in their flames. If they have more health that will make them more dangerous. They should have at least as much health as ogres or even more, since they don't more that quickly. 
 
Quake3 decided that Red = Rockets, Green = Grenades... thus are the Grunts color coded to the terror of dichromats everywhere.

I believe Grenade Grunts have slightly more HP because they often splash damage themselves fighting in medium ranges and interior areas. Rocket Grunts are meant to be at a distance and you often plink at them with a shotgun, higher HP just makes them a chore.

Speaking of Quoth, that's one of the best examples of a good mod ruined by giving monsters way too much HP for no damn good reason. 
Arbitrary Monster Health In Quake = Bad 
I hated it in Unreal when the monsters seemed to have random health. I just felt like "am I shooting this guy right? Have I got to hit it in the head or something?". Part of what makes Quake's combat "flow" is the fact that semi-experienced players know exactly how many shots will spank that monster, and they're thinking ahead to their next target before their current target goes down. If you don't know when that knight is going to die, then the flow is broken and things just start to feel a big bogged down and annoying. 
What Kinn Said. 
Knowing exactly how many shots you need to kill an enemy is good for ammo conservation also.
Enforcers and knights: one SSG shot followed by one SG shot. You save one shell per kill. 
 
Knights: 4 axe hits, you save 4 shells per kill. 
 
That was one of the things that really bothers me about AD. Dropping grunts in one shot just feels wrong. That's really what I've been trying to address, compensating for the increased damage the SG has by making lower health enemies more similar to how they're "supposed" (read: usually are, not necessarily better) to be.

The RL grunt issue is a bit different. Their purpose obviously is to be used at a long range, as that's where their weapon's tracking ability is most obvious & useful. But my map is small and enclosed, but I want to get the most out of the base-themed assets as possible... hence, tweaking them to be more effective at close range.
I do worry that I am scratching the edge of sponge there, but if they do turn out to be troublesome then I can always ctrl+f my .map file and change all my edits... 
 
That is also why some maps should try out different things how to introduce new enemies. How much shells, how many rockets etc. some enemies takes, especially if some enemies are immune to specific weapons. If I remember right defenders are a bit more immune to rockets and they take 2 shots.. and was the eliminator more immune to cells/plasma.. There is more enemies that are immune to certain ammos, and I think that is only a good thing. 
Yes 
Health should be consistent. Slight tweaks for one enclosed area might be ok if it helps achieve a certain fight length or prevent an RL Grunt from killing himself too often.

Yes. Immunity to certain ammo is a good thing. Kinda miffed that droles are immune to shells since its so dang satisfying to blast them with the DB Shorgun and watch em fall in the most satisfying death animation ever. Still makes it fun when one corners you and you switch to the Widowmaker and pow you lose. 
Oh 
And yes grunts should really take 2 shots with the shotty. Oh well. 
Arcane Dimensions 1.5 
Thank You Thank You Thank You Thank You ... 
Never cease to amaze me :) 
What A Fantastic Sunday Morning!! 
Thanks sock!! 
Oh Boy 
Time to update my map to see what breaks! 
Christmas Came Early This Year! 
W0000000000t!!! 
@sock 
Considering giving this a try in the latest Mark V site

Paste this in the console in Mark V:

> install http://www.simonoc.com/files/ad/ad_v1_50final.zip

It'll download the ad installation and unzip it where it is supposed to go. Easy installation without the Quake Injector, may be helpful to those who are Quake illiterate.

/Congrats on the release! .. Baker exits thread ... 
Right Page To Suggest Something? 
Me and my friend discussed about the different types of secrets, and he meantion "what about multi-part gun secrets? like the unmaker in doom 64"

Surely it sounds very interesting, giving more motivation to look up secrets, especially if maps are larger and often have so many secrets. That is why it is good to have variety.

I have no personal experience about that gun, whether or not it is even worth of talk about under this topic, just wanted to mention it as an option for the future updates. 
Ahem~ 
Though The Cannon Is Not Multi-part At All. 
But look at all those gibs* That would be really fun, right? 
Swampy 1.5 
Replaying swampy in 1.5 this time. Nearly done, got purple key, RL, 22/25 secrets. But I haven't found a single book . They're still there, right? 
Yes. 
You need to activate/trigger the book thing first by finding a secret room. 
Thanks For The Hint! 
Not sure how I missed that one. Thanks. Been a wile since my last play through :) just 2 books left to find! 
Don't Forget 
To also hang out with the hanging zombie. Careful not to get your socks wet. 
AD_Swampy 
Hi all! Great mod and maps, started to enjoy Quake yet again after all this years. One problem thou... i get terrible low fps on ad_swampy when i use Quakespasm. Could any1 of you tip me on how to adress that? The stuttering starts when i'm overseeing the whole map from ledges and such. Something with the drawdistance or what? 
@bugsy 
* Create a new folder called "ad" in your Quake folder
* Copy the Zip file into the new folder
* Extract the contents of the zip file
* Create a shortcut to your preferred Quake engine
* Add the following to the command line

-heapsize 256000 -zone 4096 -game ad

* The above command line is only needed if engine runs really slow

-----
that may be it

also, check that you have the last version, wich is 1.50patch1 
 
@bugsy, check that you are on the latest QS release, 0.92.1. What are your gpu / cpu specs?

-heapsize 256000 / -zone 4096 are already default in the most recent versions of QS. If you are running an older version where they are not default, and not setting them, that could explain the low fps. 
Specs 
My cpu is a 6700k i7, and my gpu is a Nvidia GTX 970, so i was suprised that it was slow. But i upgraded my Quakespasm-client and that did the trick apparently. i had an older version. But the framrate is around 100, is that low? Or is it just a big map. Nevertheless, now it is playable :) Thx guys. Btw, i didn't had the patch either. So one of the two upgrades did the job. 
Great 
Quake's framerate is capped at 72fps by default; gameplay/physics break at high FPS.

If you're curious you can uncap it for benchmarking by entering "host_maxfps 1000" in the console, but make sure to set it back to 72 after. I am on a i7 3720QM / nvidia GT650m / macOS and get 130fps looking over the main swamp area from the roof, so I'm guessing your system will get 200-300fps. 
Fps 
Well i use Win10 64bit and Quakespasm 64bit-client. And when i'm facing the main swamp area i'm getting around 100 fps. But then again i have all eyecandy switched on. i will fiddle around with it later today :)

Btw, at last: http://i.imgur.com/Pd1JHlx.jpg 
I Salute You 
hope you had fun bugsy.
Hows cockeye btw?!? 
Heh 
When I finally got 25/25 on swampy, there was a lot more than 74 minutes on the timer... 
Heheh 
Well mfx, he's lonley by the looks of it ;) 
The Realm Of Enceladus 
I'm having problems with ad_azad, in the end the final boss wont appear and i'm stuck in the bossroom. Nothing happends. Is it just me? I have the latest patch and tried to update AD again, but it's the same. Strange. 
Shadow Axe 
Use the Shadow Axe to gib the poor ranger corpse on the ground. 
Doh! 
thx... *backing away shamefully* 
Das K 
We all ran into that one on azad. 
Sock 
Whatever happend to socks twitter-account? It is gone. 
Mfx 
mfx's account is also gone! 
Sock = Mfx?? 
Mind = blown! 
Sock &#8800; Mfx 
 
Twitters 
Seriously what's that about? For two of the AD mapper's accounts to be deactivated at the same time? Viral marketing for something? an ARG? 
 
mfx's went away about the same time he started posting "anonymously" here. 
Otp=sherlock Confirmed 
Really? 
Are you sure? 
Blocked? 
It is for me. I heard twitter has started punishing people who are reported for violations by making them invisible except to their followers, maybe that's happened? OTOH I thought I was following MFX and Sock.

Ah well fuck twitter anyway 
Well You Chaps Could Always Ask Him 
I'm sure he's still on email. 
This Is Awesome! 
this is awesome, I started playing it yesterday. Playing on skill 3 (nightmare) and I think the game is very balanced (but I've been playing quake on and off for 20 years.....). I had no problem adapting to the new enemies and never felt frustated (except for when Necro Keep bugged out at the ending and the portal didn't open after killing fire wrath)

All the standard enemy redesigns\variants are great and fit both the gameplay and the artstyle. The other new enemies fit the gameplay but I'm not convinced they fit the art style completely.

The flow of the maps is really great and I never felt lost... but I didn't wander off the path in foggy fogbottom or crucial error.

I still have a few levels to finish though. Thank you for this! 
@#1138 Do Demos Maybe? 
Still awesome to see skill3 runs. 
 
yeah, MFX... no twitter... "page not found" 
#1136 
"Ah well fuck twitter anyway..."

i've got nothing to add. 
Mfx Twitter 
"Twitter took too long to load"...after like 0.4 seconds. 
A Skill 3 Demo 
http://multimedia.campus.luth.se/bugsy/ad_swampyb.rar

shy of 2 secrets and 1 monster from perfect, i forgot the locations of them :)
My play is a bit jittery, sorry for that. 
Is Sock Back To Twitter? 
 
Looks like he's pimping the last map of the mod, hopefully we'll get some more eye-candy and those sexy maps he teased before :P 
Map Looks Amazing Nuff Said. 
 
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