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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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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. 
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