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Tronyn's Arcanum Released (Q1SP)
Being without easy access to internet, Tronyn asked me to release his Map/Mod collaboration pack for him. I'm quite pleased to present Arcanum for your Q1SP needs.

This is a fantastic collaboration that contains 5 very large blue/metal/knave maps + start map; one map by distrans, one map by Pulsar and four maps by Tronyn! Grab it here: Arcanum (18mb)

Please note: This map pack relies on the Drake mod by PM, which features many new monsters and weapons. If you don't have it, you can grab it here: Drake (17mb)

Installation instructions from the readme:
Place all files in your DRAKE subdirectory in your Quake directory, ie c:\quake\drake290111.
Start the game (Quake engine of choice).exe -game (drake directory) +map arcstart.
You probably want to use a larger heapsize. Custom engine required: FitzQuake, Quakespasm, RMQEngine, Darkplaces, etc. You know the drill.


necros' note: If you have a slower machine, you may wish to enable the "r_flatlightstyles 1" console command (in fitzquake variants at least or otherwise try 'r_dynamic 0') to disable flickering lights as some maps have quite a lot of them and it can drastically increase framerate on some computers.

Tronyn was also kind enough to release the source files for his maps if you want to poke around in them. On top of that, there are two extra maps contained in this archive, which are unfinished but still very cool and totally worth a look-see. Grab the sources here: Arcanum Sources (8mb)

necros' note on the sources: at the moment, only Worldcraft users will be able to make use of them, as, though Tronyn did include raw .map files alongside the .rmf files, they contain extended texturing parameters that may not be parsed correctly by other map editors. It wasn't worth delaying this excellent release to try to fix it though. If some solution is found, I'll happily update the archive.

Also note that while Tronyn is gone, he won't be able to respond directly in this thread (although, i believe he mentioned he has somewhat consistent internet connectivity until monday) so he won't be able to answer questions or whatnot but he didn't want to delay this release any longer.

Enjoy! ^_^


Screenshots:

http://necros.quaddicted.com/downloads/Tronyn/arcanum1.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum2.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum3.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum4.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum5.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum6.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum7.jpg
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Are tc's and pc's not allowed on quaddicted? that's a bit odd. for a game that barely gets several releases a year, if it's worthy of playing, it should be on quaddicted. oh well 
Wb Tronyn 
:) 
 
If I recalled correctly, the RemakeQuake team accepted that quaddicted is Spirit's site, and Spirit himself said that Arcanum feels vanilla enough. 
Tronyn 
It's there. I just didn't make the description page yet. 
 
Has the model mismatch bug been fixed? 
 
afaik, the mismatch bug arises from the qc, not the map. 
 
This release shouldn't be on quaddicted, right? It has unvised maps, better to wait until the rerelease. 
Right 
fair enough 
 
stutters like crazy in fitz085 making it unplayable. Any advice? 
 
Maps are unvised, wait for the rerelease 
Or Use RMQ Engine 
also, the aforementioned r_flatlightstyles 1 command 
 
or -nomtex with Aguirre quake 
 
Tronyn, have you read my posts above? If you have further questions please ask. But as negke already said, I gave in and uploaded the file a while ago, it just does not have a description yet and I myself will not prepare that.

In hindsight I would not actually call it "vanilla-enough" since it fundamentally changes most of the gameplay. So consider this an exception and thank the Remake Quake mob for the trouble. Previously I always bent the rules because you asked me nicely to host your latest releases.

If I was to restart Quaddicted from scratch most of your releases would not make it since they are very different from vanilla Quake. This has nothing to do with quality or taste but the scope of the site.

As I said before, if someone came up with a well working and solid system how to integrate all kinds of mods I would be open-minded and very thankful about it. I made one first (badly chosen) post about it ( http://www.quaddicted.com/quaddictedcom/problems-with-mods-1-packaging-and-compression-format/ ) but did not follow up with more examples of problems because I simply do not personally care. It was an attempt to defend myself but I realised that it was futile.

And for the record, maps being unvised is completely irrelevant. And I am getting really tired of being told what to do. 
Correction 
If I was to restart Quaddicted from scratch most of your releases would not make it since they are very different from vanilla Quake.

If I was to restart Quaddicted from scratch some of your releases would not make it since they are very different from vanilla Quake. 
 
Quaddicted is 100% Spirit's site and he can do there what he wants.

The flip side is: If Spirit does not host someone's stuff on his site, it's also 100% his decision. 
Hm 
so it still is not clear?

I do not recall any sp quake map ever being denied.
And for mods I try to decide as technical as possible if they are vanilla quake. I do not flip a coin nor do I decide on personal taste or preference.

Quaddicted is >50% negke's descriptions and screenshots by the way. 
Spirit 
If I was to restart Quaddicted from scratch some of your releases would not make it since they are very different from vanilla Quake.

so in what/which aspects its different from the other quake releases???

it's still the same ole quake 
 
why don't you tell us how it IS like quake. you know, beyond that there are ogres and shamblers in it.
or is that all it takes for you to consider something quake?

i love this map pack. it's got great exciting fights and very evocative and interesting brushwork, but i find it hard to believe that you can't see how different it plays from normal quake.
indeed, i'd say that seems to have been PM and Tronyn's direction-- to move quake into the more evil fantasy direction with all the wizard types and other hexen monsters. 
A Suggestion 
How about just opening quaddicted to FPS SP mods? I think those could be easily repacked. 
I Hereby Declare Myself Supreme Judge Of Quakeiness 
And I would say that Tronyn's maps are about 66.6% Quake, but I can't say for sure since I'm not wearing my monocle tonight.

How pretentious can you get. 
Just Add Sp Mods To Quadaddicted 
that would be my solution. 
 
haha, bet this is gonna flare up again when Nehahra 2 is released 
I Hope Not 
The discussion is silly. Spirit can up whatever he damn well pleases on quaddicted, it's his website. 
Bleaugh 
Yes, he can.

This pack is pure Quake goodness.

I still haven't finished it, but its great - thanks guys.

----

Spirit, I get the feeling you've gotten tired of the community in general. I can understand why.

But the reason, I think, that older 'non-quake' mods were included anyway was just because you personally had more enthusiasm about anything to do with the game.

I'm not having a go at you, but you seem a bit... worn out by the obligations that have been put on you, and that you've put on yourself.

This has happened to almost everyone in the RMQ team at one point or another, and a break was taken.

----

In any case, I think we'll all have some really nice things to look forward to this Quakemass :D 
Maybe The Above 
Should have been in a private email. 
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