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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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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 
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