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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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mfx > Barnak

Anyone can build; it's just a choice.

Whether someone builds or not is just a decision. Sock chose to build. 
 
I think a big point of AD wasn't to see sock make a 100 new maps but to give the community a bunch of cool new options for future projects.

I would be really disappointed if AD doesn't spawn some new maps. I for one plan to make a few new maps before I move to pastures new. 
I Agree 
I think the purpose of AD was to give mappers a fresh new outlook for this year and beyond. I know that I am happily mapping using the AD tools. It may be a while, but I will be happy to share my creations when the time comes! 
Back On Topic 
found videos of some russian blokes playing the mod in co-op... but for some reason playing with fullbright on?!

https://www.youtube.com/watch?v=lG6kDCpW6GI 
Computer 
I think the guy's PC isn't up to snuff. Looking at this Q3 videos and the textures are about as muddy as you can get. I might do a Let's Play type video for AD when I have time. Certainly worth the effort! 
I've Already Started Using The Breakables! 
 
Model Replacements 
That is what I will be doing for this mod. I have a list from earlier that makes it obvious which ones to tackle because indeed I would prefer AD was all its own in the end.

But first finish the VORE and then my studies and then after that I will walk back in here for the real work to begin. Minotaur and Skull wizards are on my hitlist first. Needs something more Quaky.. so yea not entirely the same characters at that point. 
\o/ Hooray! 
 
 
"Needs something more Quaky" -dude who added tits to the Vore 
 
OTP... he hasn't finished the model yet. And for the record quake is full of tits, you're the biggest tit around! 
Me Too Qmaster! 
The additional tools are great! I am trying to use the textbook entity in a unique way. Also already have a secret tied to breakables and plan on having monsters utilize them to shake up the player. ;)

Furthermore, things like trigger_entity state on and off can really help create interesting logic in a map. 
New People 
Have to keep coming. Quaddicted, Custom Gamer, this new coop server, this kind of things play a big role in this. 
New Blood 
Please, don't stop making stuff for this awesome game Quake1
Step away from the crack pipe!?! ;)

A big point of AD was to give the community a bunch of cool new options for future projects.
Fifth's comment is perfect, its time for new people to get into Quake and create content. Embrace the new maps and support/help/give feedback to new authors, this is how communities grow, new blood! 
OTP You're The One Seeing Boobs... 
There is no boobs on the Vore you perv. Go map or something. 
 
OTP doesn't map, he trolls... it's his raison d'etre. 
Go Fap 
 
Credits 
First, technical questions about the readme file:

1.Shouldn't ericw be given credit for engine support?

2.Shouldn't all authors be referred to by full real name, nickname, or both (instead of abbreviated real names in some cases) ?

3.Shouldn't the map names (not only the bsp file names) be included?

4.Shouldn't all the monsters' name be mentioned?

5.Shouldn't it read 'The Marcher Fortress' instead of 'Marchers Fortress'?

----------------------------------------------------------------------

Where is the written credit for the idea, the thought, the inspiration?

I consider the detailed 'mod resource credits' an important part of the release. I credit sock for the work of putting this list together.

I think it still lacks something.

Let's take an example by looking at some references:

mon_minotaur.mdl by Raven Software, additional gibs/head models by SimonOC
mon_spider.mdl by Raven Software, new animation and green skin by SimonOC
mon_gargoyle.mdl by Raven Software, additional gibs cut from main model

Inspiration for the new gib system, Marchers Fortress by BenW
nofire, secret3 and demonwind sounds from Marchers Fortress by BenW


I think there is something actually very important missing: the connection
between the monster models, The Marcher Fortress and the AD mod.

To give credit to sock for giving credit, let's quote him from the thread:

Fun Fact : Marcher was one of the original inspirations for AD, the gib system and use of H2 models is the reason they exist in AD!

This is what I thought proper credit for inspiration would be like.

Another example: let's look at the rocketeer, defender and eliminator.

It seems obvious that they were inspired by and based on Quoth monsters of the same name.

Yet the only related written reference to Quoth I have found is:

Bob, Drole, Gaunt, Voreling and some enforcer/soldier sound effects from Quoth MOD

At this point, please let me quote my own posts from the thread:

a credit list at least as long as the ad_v1_42p2_readme file.
a proper credits section with all the authors whose work served as inspiration


Now this seems to me an unreasonable expectation on my part for which I apologize. I just WISH such a document was accompanying the mod.

I realize giving credit to every author for 'inspiration' could be extremely difficult if not impossible.

This helps to explain the bullet points list of used assets: code material, models, textures, sounds, skyboxes. A source of dissatisfaction for me was this format, because the above grouping means assets from the same particular mod or author get separated.

Finally, while I continue to feel dissatisfied with the credits, it is my own personal view. A personal view probably based on my misconception about what is considered proper credits, and credits for inspiration. 
Awful Posts All Of You. 
 
@onetruepurple 
This post, while a bit harsh, certainly has a point. 
 
I actually thought the credits for AD to be excessive to be honest. If Sock spent evening more time on the documentation then the mod would have suffered.

I can't speak for the team but as someone who gave up a lot of my free time last year to help with the mod I'm pretty bummed out by the amount of negativity and nitpicking. Mostly because it's unjustified for such a quality release.

Out of all the communities Quake has some of the worst trolls. And usually it's the trolls who don't even produce content. 
 
I actually thought the credits for AD to be excessive to be honest. If Sock spent evening more time on the documentation then the mod would have suffered.

I can't speak for the team but as someone who gave up a lot of my free time last year to help with the mod I'm pretty bummed out by the amount of negativity and nitpicking. Mostly because it's unjustified for such a quality release.

Out of all the communities Quake has some of the worst trolls. And usually it's the trolls who don't even produce content. 
Parubaru 
1) Drop it.

2) Stop talking about sock's crediting of Marcher as if I'm not here. It has been credited fine. Sock is a cool guy, I have a good rapport with him, I have had access to AD during the development of the mod, and if there was anything in there that I didn't like, I would have said something during the many weeks of exposure I have had to the mod and readme before you even knew that the mod existed. 
Also 
Because I really hate to see this thread hijacked, I suggest we take any future conversation about parubaru and his little audit to this thread here:

http://www.celephais.net/board/view_thread.php?id=60297 
 
Parubaru really loves to fuck flies in the ass it seems. 
Time To Submit A Patch 
I think parabaru should submit a diff/patch with the suggested expanding of the credits at this point, which the AD team could consider. I.e. actions not words. Or action-words. 
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