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Ad_e2m2 Demo
#562 posted by spy on 2017/11/07 17:16:50
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
#564 posted by muk on 2017/12/10 05:02:18
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.
#565 posted by Shambler on 2017/12/31 11:44:50
Kinda Disagree With
#566 posted by spy on 2017/12/31 13:42:31
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
#567 posted by Kingold on 2017/12/31 15:17:31
What a nice gift for New Year!
Date Of First Message
#568 posted by Barnak on 2017/12/31 15:27:21
Why is the date of the first message is 2016/12/04 ? Should be 2017/12/31 instead.
Awesome
#569 posted by Kinn on 2017/12/31 15:38:28
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?
#573 posted by Barnak on 2017/12/31 17:07:45
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
#574 posted by generic on 2017/12/31 18:07:27
There is an article about Arcane Dimensions on the new (US) PC Gamer.
Yay!
#575 posted by Redfield on 2017/12/31 21:02:48
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
Great Release!
#576 posted by LotsFreeTime on 2017/12/31 21:36:54
@WarrenMarshallBiz,
I removed startup menu by commenting out line in quake.rc containing "menu_main" command.
Ah nice, didn't even think of that. Thx!
Pro-tip
#578 posted by Shambler on 2018/01/01 14:06:17
[12:54] Shambler: new ad base map is not hangar 16 is it??
[12:54] SimonOC: @Shambler no, you want ad_s1m1
[12:54] Shambler: right
[12:55] Shambler: or ad_ac
[12:55] Shambler: cool
[12:55] Shambler: and one is in the default start map?
[12:55] onetruepurple: yes
[12:56] SimonOC: ad_s1m1 -> start map, ad_ac -> chapters
[13:02] Shambler: this is awesome
[13:03] Shambler: i have been looking in start map for 10 mins and can't find it
[13:03] onetruepurple: lmao
[13:03] Shambler: ah
[13:03] Shambler: errr
[13:03] Shambler: ummm
[13:03] Shambler: maybe i should download ad 1.7..........................................................................
[13:04] Shambler: SHUT
[13:04] Shambler: UP
[13:04] Shambler: none of your stupid q-whatever smileys
New Maps.
#579 posted by Shambler on 2018/01/01 15:09:54
http://www.quaketastic.com/files/demos/sham_ad17newmaps.zip
S1M1 - beautiful design, structures and detailing, great execution of Idbase. I felt like it could have done with an extra 50% monsters, there's loads of space and room to move etc, it would still have been quite easy but maybe more satisfying.
ADACABAA - another great design, so much curvature and intricacy. The areas kinda blended into one but when the theme's this strong that's all good, just really consistent meaty Quakecture throughout. Meaty gameplay too, well balanced and fun, start was a teeny bit hard depending on route but later on it was spot on. I failed dismally at secrets.
Two very sweet releases to end the year on :)
Loving S1M1
Makes me want a full re-imagining of OG episode one in AD even more now.
First jam of 2018? :P
#581 posted by negke on 2018/01/01 17:14:49
ADAC: and my car hasn't even broken down, yet!
Very nice remix. Looks amazing of course, and visually a bit more varied than the orginal, at least as far as I remember it. Gameplay was fun and less of a grind thanks to the widow maker and general balance/pacing.
The super secret is still cool. Took me a while to find all the buttons, though. Rewarding base carnage as a bonus; however, my enjoyment of that was lessened by the fact that I already had backtracked through the entire map several times in search for the buttons. The watcher secret is particularly hilarious in this sense, as I could imagine him dying of extreme bordom watching me.
Demo with smooth gameplay up until the end, followed by a skippable search part.
GJ Sockdur
ADACfuckingsecrets.
#582 posted by Shambler on 2018/01/03 15:49:43
Got 5/6 this time. Demo from a quicksave near the end. The supersecret is fucking dope as fuck :)
http://www.quaketastic.com/files/demos/sham_adacfuckingsecrets.7z
Ad_quake.FGD 1.7
Forgot to place it in the zip or are we on our own this time?
@damage
I've chatted with Sock about this recently. He doesn't have time to update the FGD for each release. However he does update the .def file which can be used in TB2 and NetRadiant. If you use Trenchbroom you can use that instead. muk0r is most likely updating his FGD eventually, if he hasn't already.
https://twitter.com/muk0r/status/947243275798249472
@dumptruck_ds
Thanks for the info.
Slowly But Surely...
... I'm working my way thru the last AD .FGD file adding in the new 1.7 .DEF files updates. Along with adding ALL the ericw-tools V0.16 options.
May have some questions soon, but I'll wait until I have it completed and fully functional. There are some things I don't understand yet, so even though they work in the editor it's not clear what you are setting and why!
I will put it up on quaketastic and/or email it to sock when finished.
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