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Updated Q1SP MOD - Arcane Dimensions 1.7.1 *PATCHED*
Sock has been beavering away behind the scenes to get a fully updated tweaked fixed and finalised version of AD. So here it is. One point SEVEN.

Download (220mb):
http://www.simonoc.com/files/ad/ad_v1_70final.zip

V1.7.1 Patch (see recent post below):
http://www.simonoc.com/files/ad/ad_v1_70patch1.zip


Readme:
http://www.simonoc.com/files/ad/ad_v1_70_readme.txt

Recommended Quakespasm 0.93:
http://quakespasm.sourceforge.net/download.htm

Past versions etc:
http://www.simonoc.com/pages/design/sp/ad.htm

In his own words:
"The AD zip file is getting a bit big and inconvenient to download and I think its time to start splitting stuff off into separate files. The AD map source files are not needed or viewed much and if anyone wants to see them, just drop me an email request.

This download contains all the previous maps, some new extra code and features, lots of bug fixes, some new mapper features (check documentation) and as a final bonus, a couple of extra maps hidden away in the main map hubs, good hunting!"


Screenshots:
http://www.simonoc.com/files/ad/ad_17_finish1.jpg
http://www.simonoc.com/files/ad/ad_17_finish2.jpg
http://www.simonoc.com/files/ad/ad_17_finish3.jpg
http://www.simonoc.com/files/ad/ad_17_finish4.jpg
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Negke. 
Yeah I need to reiterate how much I'm liking the TBS in this, it no longer feels like shells are for easy enemies or saving nails / rockets / cells, it feels like the TBS is a primary choice in it's own right. 
Well Then. 
Fixes: 
* Changed all monsters to use same sound channel for pain/death sounds
* Added spawnflags option to monster_golem for melee/stomp version only
* Added special gib sound for stone enemies (just a pile of rubble)
* Changed infighting formula (ai_combat.qc) to be closer to id setup
* Changed icegolem boss to ignore damage before trigger wakeup
* Fixed compiler error in mon_bossicegolem.qc function iceg_tranB13
* Fixed monster_shalrath not removing voreball attachment when in pain 
 
what will happen with ad_sepulcher? 
 
unfortunatelly it's canceled 
Thats Rather Unfortunate 
 
No Ad_sepulcher ??? :-( 
 
Shattering 
That's truly unfortunate to hear...it looked like it was well on its way...

Maybe GiftMacher has plans to finish it as a separate release? This was originally his e1m3 remake map right? 
Seems Like The Drama Got To Him. 
That really is a shame. I was looking forward to playing that map. 
 
Bonus points go to ad_magna for utilizing pos1 in breakables to manipulate the particle colors. 
Unofficial Fan Patch 1 
Download and extract to your AD 1.5 folder

* Fixed misc bugs and inconveniences in ad_chapters
* Added new map (ad_e1m3) to the MOD


Call me whatever the fuck you want. 
Disclaimer. 
It's a (perfectly playable) beta of ad_e1m3 from April this year that was previously posted in Screenshots & Betas. If G1ftmacher will want to use a newer version I will be happy to repack and resubmit. 
 
Thanks OTP 
Hmm 
inconveniences in ad_chapters

This re-introduces the issue to get stuck behind the torch on the right side of the entrance to the lost swamp lands. 
If 
The source file of current state was released, I'm sure someone...ahem...would be willing to tweak it and finish it and code anything bonus that is used. 
#342 
unfortunatelly it's canceled

Is that the official line then? 
 
in regards to ad_sepulcher sock said this on twitter:

https://twitter.com/SimsOCallaghan/status/810625865579196417?lang=en 
 
If we could get the monsters that were going to come with it at least, that'd be a nice treat. Or perhaps those are what's holding it up.

My poor, poor mangled .fgd file... 
 
Sock gets trolled, trolls back. Simple as that. 
#355 
what monsters? 
 
Sock clearly says there, it is maybe possible to have it in a next year, everything good requires some time, before it actually happens. 
#354 
Ah ok, well that sounds pretty normal. Let's just chill out and check the status again sometime next year. 
Playing Through Azad In Forty Minutes 
 
Ionous yeah, cool playthrough, thx man!

@everyone

Spoiler:

You have to gib the marine body with the Axe to proceed. The Shadow Axe that is.

It gibs dead bodies which is the coolest thing since sliced bread in plastic bags.

Still, the map could be considered broken with such a weird setup to proceed/trigger the final battle.

Play another map instead! 
Onetruepurple, That Is Not Sepulcher! 
It bears very little or no resemblance to the map being discussed here (except the name of course). It was an attempt by me to remix e1m3, it was picked up by the ad team and has since undergone massive reconstruction and iteration. 
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