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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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added patch 2 to the top.

Not sure if this makes patch 1 obsolete so i left the link for that. 
 
It does make patch1 obsolete.

The correct installation of AD is to download the base mod, and then apply the files from patch2 on top of it. 
AD_v1_42final_patch1_patch 
Why aren't the patches called v1.43 and v1.44? Or even 1.5 and 1.6 since apparently there are major changes? 
 
also, the Quakespasm dev build linked in the top post is obsolete now that the stable version is out.

Maybe replace the second paragraph with "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
 
updated the news item again, with that info 
Animated Giblets? 
So has anyone considered supporting some animation states for gibs? entrails come to mind... I would love to see them coiling in the air and land in a pile when hitting the ground. Right now its all static. Heck a simple squishy impact for most flesh chunks would be a nice addition. So you would have a in air and end landing animation sequence..

So Midair "idle"
Impact "transitions from Idle pose to rest state"
And then an end pose which could also support a few frames. Beating hearts anyone? :)

Sorry I love making the gibs for games. Did that for a few over my career. Messy but fun. I do like that AD added per monster versions though. Step in the right direction. 
Thats 
Actually a nice idea, but also maybe overkill if it were applied to everything. 
 
"Why aren't the patches called v1.43 and v1.44? Or even 1.5 and 1.6 since apparently there are major changes? "

That's a good idea, actually. Just make it a complete download each time with a new version number. Nobody likes cumulative updates. 
E1m1 & E2m2 
Cool maps!

Missed a few secrets on e1m1 but managed to find them all (somehow) on e2m2. Had a rather hilarious moment in e2m2 where I had no ammo to shoot a raised button in order to escape from a pit :D

The ammo situation seemed very tight unless you keep finding areas off the beaten track. I just didn't find any for a while I suppose.

Demos https://dl.dropboxusercontent.com/u/33279452/e1m1_e2m2_daz.7z 
Daz Your Youtube Is Dusty! 
You should record all of Arcane Dimension with Perfect secret and monster kills. I would love to see you tackle the monster that is AD_Swampy in one perfect run.. haha 
Thanks Guys 
i'd like to see more rmx maps

request to mr.Sock, could you adjust your e1m1/m2 rmx maps to an AD mod 
 
Tried to watch Daz's demos but I get an error on his E2M2 demo, model 191 not found? 
Raining Gibs 
When I first setup gib models I had everything exploding into fleshy flying bundles of goo! The sight of the gib showers made me laugh because it looked like some crazy 80's B movie with Ketchup everywhere. As more people joined the mod eventually I toned it down because the surprise and horror of gibs is lost if you see it all the time.

So has anyone considered supporting some animation states for gibs?
The problem with gibs is that when models fall they bounce based on a square bounding box. There is no roll, tilt or ragdoll physics, its just cubes arbitrarily spinning on their three axes! It could be cool to have animated gibs but it is a lot of extra work and I will be surprised if anyone adding monsters to AD will even think about standard gibs.

@Spy, There is a lot to consider when convert existing maps to AD, breakables, fog, new monsters, a couple of extra areas and more testing. I think my time would be better spent remixing new maps, maybe more from the E2 series. They have such lovely flow about them and I really like non linear designs more nowadays.

@Fifth, sounds like you are running an old version of the patch! ;) Download the latest and make sure you install it over a clean version of the original Mod directory! 
Two Demos On E1m1 
Very Cool Maps! 
E1M1 was cool. Loved what you did with the secrets, though I couldn't find a way to open the RL one. Lovely details. Cool setups, right balance, short and sweet.

E2M2 is very, very good. Tight cityscape with many, many secrets. Loved the progression and all the little nooks and crannies that allow a creative flow, even more so than the original. Ammo situation was indeed pretty damn tight but very enjoyable. These Z-Aware Ogres are devastating, though I did not even take this Quad in the end.

Skill 3 demos: https://drive.google.com/file/d/0BwnUnvcoU4HFNHpJRkZMd0d6dDA/view?usp=sharing 
 
I've made a terrible mistake...

people spend 2 minutes actually playing the map, and 10 minutes shooting random walls looking for secrets! :D 
Wouldnt Be A Doom Map Remake 
if people didnt spend time randomly shooting walls. 
Found All Secrets In Your Map Scampie 
Folks are just blind and don't follow wires hehe. 
MFX 
I can't take a screenshot right now, but it's a moire pattern distortion similar to this:
http://www.cs.berkeley.edu/~sequin/CS184/IMGS/TexMapSampl_F32.jpg

It's like the renderer is ignoring the _MIPMAP_LINEAR part of gl_texturemode GL_NEAREST_MIPMAP_LINEAR. I've also made sure that anisotropic filtering is enabled, but still nothing. Intel GPU, by the way. 
Steam Post For AD 
http://steamcommunity.com/app/2310/discussions/0/458607699624014899/

Feel free to reply and subscribe to the discussion so the post is included on the community hub. 
Doomworld Approves 
Mod_LoadModel: Progs/s_plasma.spr Not Found 
@KIlles I get this if I try to put patch2 on top of base AD, but not with base AD itself. 
D'oh! 
@Killes; Don't use Mac OS X D&D to unpack the patch zips into the AD directory, it will remove the old "progs" directory rather than merging. HTH 
 
btw patching would be easier for people if the original mod and each patch were in pak files. 
^^^^^^^^^^ 
I second this. Why wouldn't you? 
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