Widowmaker Ever Going To Get Its Own Sound?
#138 posted by
BKIIKilla on 2021/01/07 18:40:15
+Upvote @huanlopan's post
Request for Widowmaker and SSG to use separate sound files in AD.
Personally I like using sshotf1b from Quake 2 to of replace the Widowmaker ssg2 sound from AD, I just wish both the Widowmaker and SSG did not use the same sound file. Ideally I would use the original ssg2 file for the SSG and sshotf1b for the Widowmaker.
#139 posted by
Joel B on 2021/01/31 07:45:59
You know I just now FINALLY circled back around to play Tears, and oh baby.
The "real ending" or "super secret" or whatever is one of the most epic Quake finales that I can remember. And not even super punishing (skill 2) -- although it certainly keeps you hopping -- but EPIC.
The scavenger hunt to find enough pieces to unlock that ending was good fun as well. I'm hot and cold on that sort of thing, but y'know once you have jumpboots then re-scouring a map becomes a lot cooler. :-) Also the environments housing a lot of the pieces were awesome: rewards in themselves.
Man it's a good map. So much work has obviously gone into the visuals that I wouldn't have been surprised if it landed on the style-over-substance side of the line... but it really didn't.
#140 posted by
bal on 2021/02/01 18:24:25
Thanks Joel!
For the scavenger hunt, in an attempt to reduce frustration, apart from a few required shards, there are more shards than what you need (the remaining ones are replaced with ammo once you reach 16).
That's often why people will get to 16 shards despite missing quite a few secrets.
#141 posted by
Tribal on 2021/08/25 06:33:57
If i play a custom map made for AD 1.7 (or for even older versions) it will work with AD 1.8?
#142 posted by
Joel B on 2021/08/25 07:21:10
There might be one that doesn't... who knows with all the quirks/bugs in Quake and its mods. But generally yeah any AD map should work in 1.8. I don't think there's any currently known reason they wouldn't (and I've played several that way).
Seconding Joel
#144 posted by
Poorchop on 2021/08/26 05:54:12
I had started making a map using a previous AD release and at the time, I had asked sock if it would still work in 1.8. He confirmed that it was backwards compatible and that everything should still work.
Small Error In Quake.rc
Some engines, like Quakespasm, produce an unimportant error message in the console when starting Arcane Dimensions:
"Unknown Command: Max"
This is due to a semicolon on line 190 in the quake.rc for this mod. The semicolon escapes the comment for most engines, which means that text after it will be treated as an attempted command.
If one just changes it to a comma, there's no more error output.