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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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I think parabaru should submit a diff/patch with the suggested expanding of the credits at this point

or maybe he should just find a nice bridge and jump off it. 
Back On Topic 
Question regarding AD tools:

Is there a way to have a Quoth-style (info_mapgate) for AD? I know there are playerstart2 keys that can match with a change_level trigger but that is for positioning it looks like.

Basically, looking if it is possible with current AD tools to have a portal to another level close once you complete the map...when regarding a hub map. 
 
I see the "opinion counter to mine = trolling" mindset is full back and alive on this website. 
Sheesh 
Sorry I don't understand conflict good enough to join poop throwing party, but I wonder...
why remake raven monsters when you can make new ones?
I mean, you still would have to make models, textures and animations. All that just to have "clean" content. 
As Well As 
"Only content producers can have an opinion", right from the times of web 1.0. Hasn't ijed completely rebuked this bullshit in a post from like two weeks ago? 
DW 
Skiffy has mentioned already he is interested in replacing the H2 models with new "quakey" designs. I don't think anyone here is advocating "remakes" of the H2 monsters. 
HD Packs 
Gentlemen,

the final and corrected version of MFX's "ad_swampy" HD pack can be downloaded here:

http://quakeone.com/forums/quake-mod-releases/works-progress/11588-hd-textures-sp-maps-29.html#post164128

Off-topic:
the HD pack for Sock�s fabulous 'The Horde of Zendar' can be downloaded here:

http://quakeone.com/forums/quake-mod-releases/works-progress/11588-hd-textures-sp-maps-29.html#post164129

Enjoy 
Sweet. 
 
#639 
But this place has always been a beacon of social competence, mutual respect, objective civilized discourse and understanding 
Rune Triggers 
looking if its possible with current AD tools to have a portal to another level close once you complete the map...when regarding a hub map.

Quake uses (4) runes to make changes between maps. You can use func_episodegate or func_bossgate for stuff that can open/close based on runes collected when the map is started. There is also trigger_rune which can be triggered after the map has started, there is an example of this in the AD start map below the skill pillars. 
Thanks Sock 
Yeah I knew of the rune triggers but I suppose if I have more than 4 levels I would end up at my same issue. It's not really an issue and the more I think about it...I don't see the point of blocking completed maps. Maybe someone wants to replay it!

Thanks for the reply though, the trigger_rune will be of great use to really give that start map the umph it needs. ;) 
I'm Reading This Every Day And WTF 
credits for inspiration

What is this? I think if someone credits someone for inspiration he gives a favor to somebody, but that's not something that's necessary.

We're making a map for AD using hexen2 textures and using monsters with hexen2 models atm. I believe it all ends up in a really good quake map. And I want so thank sock for providing such a great base for new quake content. And the more I get into it, the more I love it.
Stop bitching around. 
Entity State System 
So...I ripped the entity state system just to get the particle system just to get the runes to float above the books because the books are really quite amazing.

Now I have this entity state system, and a particle system that only do one thing in my mod...book effects.

I also ripped the breakables which required all of socks subs code, which required almost all of the defs which were scattered in like 5 different files and also I had to modify the axe code to play the right sound effects then I had to modify the pain code to get the particle blood to be the right color. Incidentally, sock forgot to add the ceramic sound effect in to the axe code FYI.

I would share my extracted version to save others the time but...now it's all ensconced in my own code. Oh well. Heads up to anyone thinking about going all Pacman on the code.

Fun stuff! 
 
I suspect Sock didn't forget to add the ceramic sound since he never implemented the breakable pots that was planned (much to my disappointment, I would have loved to do some grecian or egyptian levels with zelda pot smashing!), it was a pretty late feature and I think we would have missed the release date if implemented. I would have loved to see health vials and armour shards added, maybe have them drop from pots.

The mod was also intended to be ripped/changed for use in your personal projects.

Also, remember to give credit (opening a big can of worms here!!!) 
HodgePodge Code 
Heads up to anyone thinking about going all Pacman on the code.
The Entity state system required a re-write of pretty much every entity/function in the original Quake codebase, that feature is difficult to remove from AD because it has hooks everywhere!

The Particle system is very self contained to three QC scripts. I would highly recommend making sure to grabbing patch 2 because there was some changes that affected the particle system and stop it going crazy reaching the entity limit and not going down.

The breakable system did start out as a separate function, but in order to give it the AI awareness it needed hooks all over the place; combat, ai, projectiles and it is harder to isolate.

forgot to add the ceramic sound effect
The ceramic was going to be a new type especially linked to breakable models (pots or containers) but sadly I ran out of time. I had most of the H2 assets remade with new skins, just not finished on time.

The original idea was to spawn spiders, vorelings or goodies (ammo/health) inside of the breakable pot models. I needed to create more code for monsters to spawn floating, but it never happened and the whole thing got shelved at the last minute.

I would have loved to see health vials and armour shards added, maybe have them drop from pots
You can setup item_backpacks with random/exact amounts of armor to act like shards. I used them a lot in ad_e2m2 (source map exists in patch) There are plenty of backpack skins to choose from if you wanted something unique looking. 
 
Yeah, backpacks are still good... Just seems weird emerging from pots.
Though some mods had coins drop that gave you armour :p 
The Code Isn't Hodgepodge 
I think your qc is much better than my own. I gave up and put all variable definitions in one massive defs2.qc file. So much for object oriented. Plus you have comments on everything and detailed explanation of key|values for every entity. I'm spoiled rotten sifting through your code, it's beautifully commented and is a tutorial in itself.

I get lost in my own code sometimes...now where did I put th_pain() at? 
Ability To Overide The Backpack Model? 
Ability to overide the backpack model with another MDL using string paths? That way you could make your own armor shard with a custom mesh and hijacking the backpacks entity with lower values and pickup sound? :) 
 
Neat idea skiffy! 
 
Just in case the negativity is getting any of the people who made this down: this map pack is super awesome and you all did something really great. 
A Shower Thought 
It occurred to me last night that a bunch of people made 3D models of Hexen (1) monsters for the Doomsday engine - http://dengine.net/addons - I wonder if any of them are suitable, or perhaps good stand-ins. There are some hexen 1 monster equivalents to 2 (the mages for example) 
The Internet Never Surprises Me 
with the things people come up with to criticise. 
Late To The Party 
Only yesterday I tried AD FGD in Jackhammer. It's a whole new world of possibilities to explore. I made a new setup in JH to map for AD. It felt so great to run the level and be surprised to see my torches sparkling.

I never intended to mod Q1, but now I realize I really don't have to. AD gave me toys to play for a long time now.

If I didn't praise and thank enough, here it is. 
Nitin 
That's such a short post. 
Writing On The Wall 
you have comments on everything and detailed explanation of key|values for every entity
I really wanted the code to be as portable as possible so stuff can be cut and paste easily to other projects. Also some of the functions developed over time and I kept a running commentary, so its easier to understand what changed and why.

Ability to overide the backpack model with another MDL
Unfortunately this cannot be done with the item_backpack, its hard coded for a specific model and loops back through the existing backpack function (drops from monsters).

I wanted to add a proper armour shard system, (pieces of armour like what Heretic did) but I remember the backlash RMQ got over such a system. Many Quake fans see shards as a bad design element of Q2/Q3 and not really suitable for Quake. So I hid the function in backpacks and worldspawn keys instead!

this map pack is super awesome and you all did something really great.
Thank you, hearing stuff like this never gets old, especially after all the time that the team poured into creating this mod!

a bunch of people made 3D models for the Doomsday engine
I looked at this and the models are mostly in a special Doomsday engine format. Also there is palette issues, they certainly look cool the one's I could view.

the things people come up with to criticise
Yeah I am never surprised either! 
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