News | Forum | People | FAQ | Links | Search | Register | Log in
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!
First | Previous | Next | Last
 
I believe it was about working with features already present in AD, instead of still working on the mod as the mapping goes. 
Reality 
Probably the number one concern that a mapper should be aware of when creating episode/large maps is ...

The larger content, the more testing that will be required! :P


Yep, still trying to adjust to that realization. I was going for a small map but I myself wasn't satisfied with the amount of content so now it has grown into a medium sized map and I hope to keep it there.

The tough thing is any new area you create in a map also requires detailing, textures, lighting, gameplay/logic elements, testing.

That's a hefty workload due to having a "good idea" for an additional area!

I can't fathom what the AD mappers are dealing with! 
Hey Guyz What's Going On In This Thr- 
oh.

Yeah, I'm not sure that criticising AD for "lack of narrative" or "episodic content" is really warranted or even makes any bloody sense considering the size of the maps and the modular, open structure of the entire project.

Makes for good drama though. 
Interconnected Maps 
I think the idea was thrown about but it didn't really catch 
Lol Kinn! 
I for one think AD is the best nod ever made for Quake. Not only are the maps and features high quality, but the qc code is very well commented and thoroughly consistent. Also the qc structure is pleasant since many boilerplate functions have been rolled into one, saving code and making maintainability very easy. It's impressive to say the least. 
Crap...*mod 
 
Mods Agreeingly 
 
 
no new mod features
Haha. Ya. Right.


I was thinking this more as a side project, maybe done by the community, rather than part of the mod. Just get together and make a set of maps and use what already exists. 
Kinn 
I think it's comments like yours that create drama.

Again: no one is out to get your favorite mod. No one is calling it crap. There's no reason to get defensive. 
Lol Dwere 
Never thought I'd see someone accusing me of whiteknighting a mod. That's gotta be a first.

It's called having an opinion. God help us if that catches on. 
 
I can't see any other reason for seeing drama where there isn't. Or trying to create it.

But I'm sure you have it.

It's called having an opinion.

A good phrase to wave around when you're in an uncomfortable position. 
 
If you're so against drama then why are you still going on about it, you massive winking sphincter? 
 
To see what kind of fallacy you'll pull next, obviously. 
 
When it comes to creating fallacies I think you're winning by a fucking mile. Just re-read your posts and try to have a little more self-awareness and a little less hypocrisy. It'll make this shit less drawn out. 
NO U 
 
Sok 
I urge you to reconsider the target/name234 not for 1.5 thing. It's a very useful feature and in my view should be added sooner rather than later. Is it really that much work - how much more than than an addition to SUB_UseTargets? 
 
let's try to keep the thread on topic guys 
A Better .fgd 
I was messing around with switching between the .fgd and .def files for AD in TrenchBroom2 today, and I found myself wishing that I could have the functionality of both in just the one. Is that possible?

By the functionality, I mean the improvedpreviews, integrateddescription text and so on. I'm sure there are more differences other than that (the entities change colour! Wow!), but those are the two that stuck out to me most when I was expermenting.

I'm not at all familiar with these formats, but if there's no interest from sock or anyone else in doing this would it be possible to at least point me to a guide on how to edit them myself? Thanks! 
 
.fgd and .def files are simple text files. Drop one on any text editor to view. But it's how the editor(s) make use of these files that counts.

I believe that would be where the changes would have you occur that you desire, in the editors(source)?

IF I am understanding you correctly. 
Damage_inc Is Right 
These are simple text files that you can edit in notepad or wordpad. Shouldn't be super hard to figure out, Worldcraft and Jackhammer might have slightly different terms for displaying models I think?

I initially did the fgd support on the team before Sock took over and fully redid it, if memory serves Ionous was the only person on the team using worldcraft and was mapping by copy pasting or maybe even typing up the entities??... 
Lmao This Is My Kinda Thread 
#1019 (dwere)
Though something tells me I can get away with more because I'm not Mugwump.

"...but bear with me as I do an amazing impression of him..." 
What I Still Don't Understand Is 
Why would someone as obvious need an account? 
Pritchard 
For TB2, check the help section.

Under Advanced Topics, the Displaying Models for Entities should provide you with information on how to create those improved previews yourself! 
 
So they could make their name into some bright, garish colour, like "255" red, or "toxic lime" green.

I'm no moderator but I feel like this discussion belongs either in the "beef" thread or General Abuse... 
Hey Meme Face 
Are you the specific Tor-powered troll account of someone else here, who is too high up to afford risking his reputation by showing what he's really like ? Or just a basic bitch ? 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.