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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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Thanks 
Thank you all for making Arcane Dimensions, the mod and the maps. I have enjoyed it a lot.

I'm sorry not to have demos for you, but I was feeling a bit stressed when trying to play the maps and record decent demos at the same time. The secrets in these maps are *hard* to find, and with me dying a few times here and there even on Normal the whole demo business became too distracting to manage properly. (Or in other words, I screwed some of them up and got annoyed at myself.)

I am still in fact playing and exploring some of the maps. There's so much stuff in them and much of is the non-vanilla monsters, items and features AD brings in, so I am having great time.

And by the way, it was I who suggested to Flaose that he should take a look at Arcane Dimensions and perhaps do a stream on the Gogcom channel. He really liked the mod and decided to stream it, and I'm glad he did. AD definitely deserved it. 
Crossing The Streams 
it was I who suggested to Flaose that he should take a look at Arcane Dimensions and perhaps do a stream on the Gogcom channel
That was a really cool moment for me, to see the MOD being played on a high profile account was awesome, thank you for the recommendation! 
Moar Streeemzzz 
HD Pack For FifthElephant's "Place Of Many Deaths" (ad_dm1) 
 
Ha, cool. I think most the textures I used were stock I'd textures :) 
That's Right !! 
this is way this pack is only 20MB.

This make my life easier !!! 
Re: #703 
Looks like cubeface didn't patch his copy of AD. 
 
I've finished ad_lavatomb.

The story is pretty cool, and it's nice that we can beat the whole map first without it getting in the way.

When the ghost knight is walking, if we walk through him and stop inside him the ghost gets trapped in our body and can't move.

The atmosphere is much closer to a Tolkien-ish fantasy universe than to Lovecraft's horror universe. The fog is partially responsible for this, but all the other smaller elements also helps.

The enemies breaking through walls got a bit overused, but after reading the whole story it made more sense.

Thankfully I've saved right before walking through the end-of-level portal, because I didn't think that it was the exit. This allowed me to finish the knight's quest afterwards.

As a map made to tell a story, it's pretty good. The feeling of finding mysterious stuff and only figuring out its meaning afterwards was really nice. And the backtracking was quick to do, which helped to keep the pace of the storytelling.

Despite me finishing the map the wrong way (beating Chthon before finishing the quest), it still felt satisfying at the end. 
Gravity Worldspawn Key 
Does the gravity worldspawn key work as intended?

If you change it to anything but null it will have the Ranger suspended in perma-low G with never being able to land. You can even change the value to 800 (default gravity) and the exact same effect.

Just curious if this was missed or I am missing something!

I can post this kind of stuff in Mapping Help from now on, but it is AD specific I suppose. 
Stuffing 
Does the gravity worldspawn key work as intended?
Its broken! The gravity key on worldspawn is never passed to the map_gravity variable and the console variable sv_gravity is set to 0!

There is an undocumented feature you can use:
* Create a new entity called "info_stuffmd"
* Add the key "message" "sv_gravity 200"
* Add the key "targetname" "start_target"

Find the "info_player_start" entity
* Add the key "target" "start_target"

When the player is spawned into the map the server console command "sv_gravity" will be set. If you are using co-op or multiple starts then you will need to target them all at the info_stuffcmd entity as well.

You can also use this method to change the gravity on a map at anytime because the info_stuffcmd will always work if the client server is active. 
Most Excellent! 
Thank you Sock, that will do nicely. Even cooler that you can change it at anytime using this method.

Appreciate the response...glad I wasn't missing something obvious! 
Reply To Sock, Post 690 
Yeah this is a bad bug, can you remember if this happens on specific monsters or all of them? It is certainly something I can add to my ongoing bug list.

Sorry I can't remember, but I would imagine it will always happen if the death sound is on a different channel to the gib sound, and a gib can occur after death.

May I ask what the reason was for putting "voice" sounds on different channels? 
Low G Woes 
You can also use this method to change the gravity on a map at anytime because the info_stuffcmd will always work if the client server is active.

Hmm, upon map load the gravity will change but I can't make it change to another value later in the map. Furthermore it looks like a quickload also resets the gravity.

Example:

gravity set to 200...changes on map load. Have a trigger_once target a second info_stuffcmd with sv_gravity 800.

What happens upon map load is I get a console message saying the gravity was changed to 200 and then to 800. Furthermore if I just have it at a value of 200 and quicksave/quickload the map then the gravity resets to default it would seem.

I even tried to use entity_state triggers to force them off at first to no avail.

I could be missing something again, but I might just ditch my concept idea I had and go with something else! :) 
 
What if you just have an infinite looping trigger that changes the gravity. Like every 0.1 seconds. 
A Good Thought 
I think the problem is I can't "trigger" the info_stuffcmd after map load. Regardless of its starting state it will fire off all sv_gravity "xxx" I have set upon map load.

Even if I only have one stuffcmd that is set to trigger from a trigger brush and not the start will cause it to fire instantly at map load.

Thanks for the input! 
Busted 
Hmm, upon map load the gravity will change but I can't make it change to another value later in the map. Furthermore it looks like a quickload also resets the gravity.
The gravity variable system in AD is completely broken, its got to be fixed with a new progs. Add the bold bit below to world.qc

//----------------------------------------------------------------------
// Check for any custom gravity settings or ziggy secret map
if (!self.gravity) map_gravity = DEF_GRAVITY;
else map_gravity = self.gravity;
if (self.model == "maps/e1m8.bsp") map_gravity = 100;
cvar_set ("sv_gravity", ftos(map_gravity)); 
Much Appreciated 
Thanks Sock, I just wanted to make sure my newbie brain wasn't missing something!

I know what to do and how to tackle if I want to proceed with the gravity.

Cheers 
Just Played AD 
Just played with my little brother in-law after introducing him to Quake for the first time thru E4 maps then played ad_necros and then ad_test3...kinda degraded into a noclipping rocket launcher and plasmagunfest at the end but it was still awesome. He's 10. Thanks again for the fun memories! 
#708 
I'm a dumbass. It was Firetop Mountain (ad_mountain), not ad_lavatomb. 
@Shambler 
Gameplay was semi-horrible mostly due to the ammo sponge / unavoidable damage of AD monsters (I think having to use respawning items is an obvious symptom of this)
Maybe I am being overly sensitive here because I spent so long creating the monsters for this MOD that I cannot see if this comment is a rant or constructive criticism. It certainly feels like a lot of anger to me which makes me wonder where is the frustration coming from.

I did spend a long time making sure that the HP of the monsters was reasonable and lower than Quoth and even Mission pack 1 and 2. I tried to make sure that the player did not need a truck load of ammo to kill anything and I am wondering what is wrong? Is this about all monsters? the mod in general? Can you be specific? 
 
He's probably using the wrong weapons, though it isn't too hard to figure out the best weapons for each enemy.

And the projectile shotguns, at least, deals more damage than the vanilla ones (killing knights with 3 shots instead of 4). 
 
Nothing wrong with AD monster balance.

Like sock says, they are much easier than anything in quoth and whatnot.

Shambler plays with a really erm...eccentric control setup - something like "press floppy drive eject" to fire, and "press computer's power-off button" to jump, so could be something to do with that. 
~Sock. 
You are being overly sensitive there, yes.

The AD monsters (& weapons) are a bit like the Quoth ones (the obvious difference being that they aren't actually broken like some Quoth ones) in that some of their design aspects can lead easily to player frustration, and some of them have to be used extra carefully compared to Quake monsters. Some AD maps did this well, others seemed to use them to maximum frustration i.e. the maps I accidentally played first that gave my first impression of the mod (old story). Horse errred on the side of frustration e.g. crossbowmen miles away, gargoyles that tended to encourage a health-dropping fall down, wizards & skulls in a restricted space. That's all. 
Kinn. 
You type with a really eccentric control set-up, which the likely explanation why half ur posts are utter dogpiss. 
Bulletsponges 
Can somebody please do a write-up on why bullet spongy enemies in games are a bad thing? Preferably in Swedish since I'm not going to read it anyways. 
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