News | Forum | People | FAQ | Links | Search | Register | Log in
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!
First | Previous | Next | Last
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. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.