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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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Again.. 
mental interlinkage map-wise from sock! 
Lo Frag Staff 
A few of the maps had minor updates, but the major addition was indeed Sepulcher. 
Horde Of Zendar Demo Issue 
right, from what little i can gather from googling, i type playdemo [name of map] then hit enter.

i have tried dropping the extracted demo file into:

1) quake directory
2) id1 directory
3) ad directory

so far nothing.

the only thing i can think of is that the demo file is only compatible with the original horde of zendar mod, but somehow not with the version included with the arcane dimensions pack?

i've been wanting to try out MaxED's simple quake launcher, so i will try the original mod and the demo file before clocking some zee's tonight.

if i don't manage that in the meantime, hopefully someone can put me straight! 
Nah :( 
MaxED's launcer works like a charm, i'm glad to say!

booted up the original horde of zendar mod no problems, bit the following command seems wrong.

playdemo zendarnightmareisforpussies 
No Worries! 
a bit of a schoolboy eror on my behalf.

sorted now. 
 
That demo from http://celephais.net/board/view_thread.php?id=60985&start=67&end=67#67 is for the original release of the map (not AD):
http://www.simonoc.com/files/maps/sp/zendar1d.zip

I just extracted that, and put the .dem into my zendar1d folder, and it plays with playdemo zendarnightmareisforpussies 
No Playthrough Right Now 
https://www.twitch.tv/megmn

But probably at some later point! 
@ Ericw 
yeah, i figured :) 
10 Out Of 10 Secrets In Horde Of Zendar! 
i can retire happy now :)

colour me sozzled! 
@Lo Frag Traff 
Umm... try 100% secrets on Forgotten Sepulcher now... I double-dog-dare ya! 
@dumptruck_ds 
So cruel :-P 
Ad_e2m2 Demo 
skill 3 demo for updated version of ad_e2m2

https://drive.google.com/file/d/1CFFpwr12GnuU-XpAatCcRE9Yz7rPe0m4/view?usp=sharing

one of the greatest remakes ever. a huge kudos to sock

96/96 kills
9 out of 10 secrets found 
A Note To Others 
Spy's demos are pretty entertaining if you haven't caught them I highly recommend a view. Haven't watched this one but will do once everyone in RL stops bugging me. 
Enhanced Ad_quake.fgd 
http://quaketastic.com/files/misc/ad_quake_fgd.zip

This is heavily modified and may only work properly in TB1/2.

Most entities that allow you to supply a model will now display the model you choose. Most of them will switch skins. Most monsters will switch skins as well. It was hard to provided for every scenario. For example, zombies with a custom skin will display the default skin if they are also Crucified/On Floor. Keys wont switch models based on worldtype(but they will if you supply a new skin under exactskin), theyll only stay as medieval keys..etc...

This also includes lots of things the current .fgd lacks like boglords and swamplings. Enjoy! 
1.7 BUMP. 
 
Kinda Disagree With 
The AD map source files are not needed or viewed much

It's always handy to look at some things, the logic_gates and so on

congrats the AD team and happy NY 
Totally Didn't Expect To See This 
What a nice gift for New Year! 
Date Of First Message 
Why is the date of the first message is 2016/12/04 ? Should be 2017/12/31 instead. 
Awesome 
Shall I delete the previous install or can I just unzip (ooh-err) on top of it? 
 
Nice work on the FGD, Mukor! Super useful.

A question for the group ...

Is there a way to launch AD without having the menu pop up? Like, in working a level, I'm constantly having to launch the game and then hit ESCAPE before I can actually play.

Is there a way to just launch straight into gameplay using +map? 
1.7 Map Reviews 
Hey Sock.

ac_ad: While I still need to play the original map to get some further perspective, I'll give a few comments anyway regarding how I feel about it.

The geometry was excellent, and had a very clean feel. It didn't feel very sock-ish, but I wonder if that was a homage to the original map. The button find was enjoyable for the most part and I didn't feel like any were too crazy out of the way.

There was one portion underwater where the player runs out of air fairly easily. I didn't notice an envirosuit either, so it's kind of awkward as a gameplay mechanic, especially if the player is traversing over it multiple times looking for the buttons.

*spoilers incoming*

In terms of gameplay, the pre and post button find secret enemies lead to a very different gameplay experience. The first half being far more cautious, and the base enemies were far more "run and gun". I played on nightmare and felt that it was maybe a touch too easy. In the end I gave up hunting down all the enemies because the map is so big and maze like that it was difficult to find them all. I think I had maybe eight left when I exited the level.

If I were to suggest an improvement it would be to close off portions of the map when you open up the button find secret, so that when the base enemies spawn the player can be directed to them better. Now having said all this, I thoroughly enjoyed the map.

s1m1: A really nice little homage / remix of e1m1. It was nice to see your take on the iconic stuff we all know so well. Good job keeping the secrets so similar in feel to the originals too. Gameplay was nice, and had a very faithful vibe. It was nice to see a bite sized map come from you, it was a pleasant change :)

Again, some great releases. Thanks for keeping working on this, even though you keep saying that it's finished and won't be worked on again XD 
 
I guess a workaround is just to leave Quakespasm running and bind a key to "restart" ... seems to work, and faster than restarting the engine from scratch. 
Bug? 
Is this a bug?

My AD folder is called "ad", and is placed inside the same folder containing all my other mods.

When I launch QS with the command "-game ad", it doesn't load the AD mod, and gives the default ID instead. Selecting the AD mod from within the QS MODS menu shows the name "ad. 7". (what is happening here!?).

If I call my AD folder as "ad1.7", then using the command "-game ad1.7" works fine.

What is happening here?

Something is fishy with the AD name and/or version number. 
FYI 
There is an article about Arcane Dimensions on the new (US) PC Gamer. 
Yay! 
More AD goodness. Here is 100% Arcane Adamantine demo. Skill 2, first run, its a little long:
http://www.quaketastic.com/files/demos/redfield_adac.zip 
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