Monsters Dropping Keys Would Be Awesome
#751 posted by mankrip on 2016/03/31 19:39:10
Possibly using a counter, so you could have a room with several enemies and the key will only be dropped by the last enemy killed.
#752 posted by Kinn on 2016/03/31 19:45:20
Certainly possible to add, drop/throw items like backpacks. Only issue is if the items falls somewhere the player cannot reach, lava pool or void?
Maybe just make the item hover above the corpse without tossing it?
#753 posted by PuLSaR on 2016/03/31 20:18:25
Only issue is if the items falls somewhere the player cannot reach, lava pool or void?
I believe it's up to level designer to ensure that enemy that drops item cannot leave the space it should drop it (without lava pool, void etc).
Raining Blood
#754 posted by sock on 2016/03/31 22:53:41
I believe it's up to level designer to ensure that enemy that drops item
My thoughts exactly, I will add this feature to my list. I can see it now, monster dies and spawns a lost soul with a shower of gibs!
Zelda Mode Pot Smashing
Make it so ;)
How About A General
func_container entity which could drop anything and look like any mdl/bsp the mapper wants?
+1 On Crossbow Knight Reskin
#757 posted by mwh on 2016/04/01 02:49:28
Other plans all sounds good, looking forward to it :-)
Ad_swampy
#758 posted by Vondur on 2016/04/04 20:30:42
totally awesome map! i liked its grim vide, interconnectedness, proper designs and everything!
5/25 secrets, i'll return ;)
here's pathetic demos with me dying alot
https://cloud.mail.ru/public/MRx9/Sv4FFcubc
Thank You
#759 posted by mfx on 2016/04/05 16:50:32
for the demos, very nice!
Heads up to all others, the file Vondur linked contains demos for nearly all other AD maps as well.
Recommend watching those!
Bug Reports For The Arcane Dimension - Where?
#760 posted by NewHouse on 2016/04/07 03:20:56
I didn't find any good place to point out bugs, so should I mention it here? When using this mod for the mapping. If I place enemies near the each others, if the distance between these two is less than 4 pixels, they explode to the pieces in game.
Also all the enemies seem to need more space to be able to move, once again 4 pixels free space (every pixel counts in my case). Especially when doing couple small hallways that are just about 64 pixels + offsets, just enough so shamblers/ogres can use it for their path.
It's not the problem in any way, but afterwards when using some specific number sets in my test maps, it's rather nice to see everyone exploding to the pieces. ^^;
Other than that, very well made mod. I love the variety of monsters.
You Mean They Gib?
#761 posted by ijed on 2016/04/09 06:51:28
That's basic Quake behaviour - not AD.
And if you really need to fit them that close together within a 2048^3 (or is it +/- 4096^3?) space then great - you're on the first step to becoming an engine programmer.
#762 posted by Rick on 2016/04/09 11:21:30
I've put stuff pretty close together in regular Quake with no problems. You might check the bounding boxes in game vs. where they look like they are in your editor.
Wiggle Room
#763 posted by sock on 2016/04/09 16:52:46
I didn't find any good place to point out bugs, so should I mention it here?
Yes here is a good place or email directly if you want. I check this thread every couple of days and add stuff to my lists.
Also all the enemies seem to need more space to be able to move, once again 4 pixels free space (every pixel counts in my case)
Yes everything in AD requires 8 map units around it so that it can settle on the ground and not be stuck. If there is a problem with something check with developer 1 on and there should be yellow diamonds at spawn locations.
Are you using the new editor FGD/DEF files? If there are bounding box errors in the editor let me know and I can fix these. Generally as a rule I would not recommend 64 unit corridors as they are really tricky for several monsters to navigate properly.
Developer Mode
#764 posted by negke on 2016/04/09 17:18:58
IMO, the console spam (whatever the contanstantly updated output is) should be moved to developer 2 in order to keep 1 free for normal dev purposes when testing a map.
Crossed Wires
#765 posted by sock on 2016/04/09 17:51:31
the console spam should be moved to developer 2
Sorry I am confused, what console messages are you talking about?
#766 posted by negke on 2016/04/09 19:36:16
Sorry, nevermind. Turns out I didn't have patch 2 installed.
Neggers You Shit
Items Etc Not Spawning
I suggest having a look if adding this to the world spawn helps -
no_item_offset 1
Lmao Nrgke
1.5FinalFinalFinal
#770 posted by sock on 2016/04/10 15:00:41
I didn't have patch 2 installed
I did not realize so many people would avoid the patch. I added bonus maps to tempt everyone, but I even saw streamers without the patch.
Hopefully this will all be fixed with the new version! :P
AD 1.5 Progress
#771 posted by sock on 2016/04/27 02:18:26
2 new remix maps ready with extra routes, visuals and gameplay changes for the AD 1.5 update in June!
Metal Monstrosity 1 2 3 Video
The Horde of Zendar 1 2 3 Video
!
JUNE
#773 posted by Joel B on 2016/04/27 06:50:58
joooooon
I Expect.
#774 posted by Shambler on 2016/04/27 10:27:58
At least 2000% extra breakable window secrets in Zendar.
Great Expectations
#775 posted by sock on 2016/04/27 12:09:37
The Horde of Zendar does indeed contain breakables, has the original monster layout/types and lots of new routes to discover!
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