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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!
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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? 
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