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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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Yes? 
I tried adding new key "ammo_shells" and value 3. I compiled map, shot grunt and it drop down 5 shells (default). Do I need to do something more? 
Books 
I really like the books. Do you think it's possible to add the SOE multuple pages where pushing the cycle weapon keys or the number keys changes pages? 
In The Beginning 
permanently replacing the LG with the PG leaves the player with zero hitscan guns

When I think about Quake I see projectile combat like nails, grenades and rockets which highlights the strengths of a 3D environment. The original idea of the MOD was to switch everything over to projectiles, which is why the shotguns and lightning gun were changed.

Obviously there are exceptions to this rule like the Shambler and Wraith but I think there are valid reasons to keep them. Originally the wraith had a projectile attack, but it was so easy to dodge (player movement speed issues) that it was better to switch to hitscan than to keep increasing the projectile speed.

Ideally I want AD to have greater emphasize on leading shots and less point and click (hitscan). I know this is a divisive issue (hitscan vs projectile), but I don't think AD needs to mirror the original game, it can explore different combat mechanics instead.

I decided to choose replace/upgrade weapons because I wanted to move away from hitscan attacks and to keep the weapon selection simple. I can understand players might be annoyed they cannot go back from an upgraded weapon and in hindsight the ability to drop a (upgraded) weapon might have been a good idea. 
Cross Over 
I don't see why the supernailgun couldn't be an upgrade of the nailgun
The SNG certainly feels like an upgrade to the NG and I don't think many people would want to go back. I think the SNG should fire twice the amount of projectiles instead of just nails with more damage. It should look/feel like a hailstorm of metal raining down on monsters!

ITS Crossbow Please! With Nightmare-speed bolts and damage of 130. Crossbow knights could drop a couple bolts, bolt quiver ammo should be somewhat scarce. Poison could be used sparingly too
The crossbow feels more like an assassin weapon than something a Quake marine would use. I can see why it would be popular because it acts like a sniper/railgun. I did have plans to add more bolt types to ITS, but that is another story/thread. 
High Detail Mountains 
HD pack for Sock�s Firetop Mountain (ad_mountain)
Wow! that is a lot of extra work!
Thank you Icaro, the screenshots look very cool. :) 
Patchy Pages 
I tried adding new key "ammo_shells" and value 3. I compiled map, shot grunt and it drop down 5 shells (default). Do I need to do something more?
Yes, apply the patch!

Do you think it's possible to add the SOE multuple pages where pushing the cycle weapon keys or the number keys changes pages?
Storing large amounts of text on map entities is a problem for some editors and I am not convinced that players would know to scroll through different pages. I think if you want extra text, either more books or maybe more details in the readme file instead. 
 
"or maybe more details in the readme file instead."

Or maybe not. A lot of people don't read the readmes. 
Sock 
The crossbow could work well as a replacement for the lightning gun...

Slow reload and high damage could give it similar drawbacks / benefits as the current LG with its high damage, limited range.

... and hey, they both shoot bolts =P 
@sock 
I'm still a noob to Quake mapping, so all I have to offer you are some typo corrections in your readme.

Line 476: "swimming"
Line 477: "targeting"
Line 485: "additional"
Line 495: "variable"
Line 506: "variable"
Line 562: "clients"
Line 690: "whether"
Line 902: "collision"
Line 1023: "targeting"
Line 1033: "targeting"
Line 1045: "targeting"
Line 1057: "targeting"
Line 1069: "targeting"
Line 1164: "breakable"
Line 1195: "objects"
Line 1224: "objects"
Line 1255: "minimize"
Line 1256: "involved"
Line 1322: "targeting"
Line 1437: "mountain"
Line 1450: "soldiers"
Line 1476: "eliminators"?
Line 1498: "erratically"
Line 1628: "tendency"
Line 1635: "pummel"
Line 1728: "tendency"
Line 1835: "novelty"
Line 1980: "available"
Line 2013: "resistance"
Line 2045: "Z-aware"
Line 2075: "independent"
Line 2110: "grenades"
Line 2124: "multiple"
Line 2137: "Z-aware"

Read through it last night, some great information in there! And here I was thinking you didn't have a complete changelog for the mod.

Also, sock, what editor do you use? 
--- 
IIRC he uses Gtkrad 1.3(mapping for ET technically) 
 
Sevin 
clearly read the readme more thoroughly than the AD team I think ;) 
FYI 
the fgd file is borked for relays, at least in JACK, trigger and trigger2 don't play nice together. 
--- 
SOCK would you mind offering your mapping package: shaders,def(entity file), maybe a link to the version your using.

Images are easy to do 
Misc_model Doesn't Support Static Entities Like Quoth? 
Quoth has a mapobject_custom that is similar to misc_model in AD.

In Quoth, for a mapobject_custom you can add "spawnflags" "1" to make it a static entity.

A static entity is like a torch or a "func_illusionary" or where it doesn't interact with the world nor QuakeC and is never sent from server to client after worldspawn.

I'm in the process of trying to tutorialize "Spiked Quakespasm" particle scripting demos that are "best practices" and I noticed this difference between Quoth and AD. 
Sound Attenuations (ATTN_...) 
@sock:I noticed that you had more than the normal amount of sound attenuations defined. I understand these:
ATTN_NONE = 0; // Global sound heard everywhere
ATTN_NORM = 1; // Normal sound falloff from source
ATTN_IDLE = 2; // ???
ATTN_STATIC = 3; // I assume this means it that 1) it doesn't get sent over the network and 2) it's position is fixed for the duration of that level.

What I don't understand are these new attenuations and if a specific engine is required for them to have any affect. The values for the new attenuations are 1.5, 2.3, and 3.99. 
How To Text? 
How do you use linefeeds in textbook?
misc_textbook..

message2 = Body text..

Line1\r Line2 doesn't work? 
Try 
'\n' instead of '\r'. 
It Worked 
Thanks* 
Suggestion 
Hey Sock.

I'm trying to have entity_state_reset reset multiple triggers, but also have those triggers targeted individually.

I'd like to suggest an a targetname2 (or groupname) property for entities for a future release of AD.

I think it would allow for much easier entity management. 
 
Can we have a death Knight that rides a huge fiend as a boss? First you have to kill the Fiend, then the Knight 
I_dont_readme_txt 
Or maybe not. A lot of people don't read the readmes
A terrible generalization, missing out on some quality stuff from many authors. I imagine you ignored the dont_readme.txt as well! :P 
@sevin 
Thank you very much for the readme corrections, that gave me a chance to sync the QC/Readme/Def files again! :D

what editor do you use?
I use GTKRadiant editor, extremely old version, I would not recommend it as there is plenty of more friendly to use editors around nowadays. 
@Shamblernaut 
the fgd file is borked for relays, at least in JACK, trigger and trigger2 don't play nice together.
This is fixed in the latest FGD file with AD1.5 
@PyroGXPilot 
would you mind offering your mapping package: shaders,def(entity file), maybe a link to the version your using
Here is all the Editor Files I use for the GTK Wolf Editor
Also ADQ v1.3, QME, Texmex v3.4 and Weapon SSheet 
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