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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 don't remember anyone complaining about the health vials in ne_ruins..? and i don't remember backlash in RMQ about armor shards. I always like the doom health and armor bonus items! 
Ne_ruins 
That map had its own style, and the vials went well with it. The coins were maybe a tad bit bright but interesting nonetheless. Kept expecting to come across a weapon or ammo shop or something to spend them on.

One thing AD needs is that pushable swinging gate the source code of which somebody doesn't care to share. Would have fit right in at the beginning of AD's secret level. 
 
I would have loved to have hinged doors in Quake. Half-life managed to do this fairly well, has it been done in Quake? 
+1 For AD 
Don't you just hate it when source code isn't available for something truly amazing *cough quough cuoth* 
 
Dunno why you'd need the source for Quoth when AD has a lot of its features already.

Did quoth have the hinged doors? I don't remember them. 
Yes 
ne_ruins has the coolest Quake swinging squeaky metal gate ever!! 
Don't Know About Quoth Doors 
 
 
I'm sure necros will let you in on that secret. :P 
 
One thing AD needs is that pushable swinging gate the source code of which somebody doesn't care to share

wat. i posted the code multiple times... i even explained it. 
Pissing In The Wind... 
 
Doomsday 
> I looked at this and the models are mostly in a special Doomsday engine format.

Oh, that's a shame. I might be mis-remembering but I think/thought they just took the quake model code right at the beginning of the project and used MDLs. But that was 10+ years ago and the might have moved on, or I could be completely mis-remembering. 
Doomsday Models Used To Be MD2 
IIRC. 
King Dime Of The Doom Community Is Streaming AD Right Now! 
Ad_necrokeep 
very cool map! i liked its interconnectivity and overall designs. cobwebs and breakables work amazing there. got lost a couple of times but that's ok.

demo https://cloud.mail.ru/public/Bosx/whrJM8N5b
(died several times ;) 
100% Nightmare Playthrough 
I'm doing a 100% Nightmare playthrough (no saves/deaths/cheats), check out the playlist here:

https://www.youtube.com/playlist?list=PLYGehdwLsH44bnIAYhZwOtTGzd35Bv56m 
Legendary 
I'm doing a 100% Nightmare playthrough (no saves/deaths/cheats)
Amazing stuff, made my morning, I am grinning from ear to ear!
Thank you decino! :D

The strafe circling around the rooms and concentrating the monsters into the middle, so glad to see someone doing that on my mountain map! 
Remix Maps Incoming 
Glad I made your morning, sock. Thanks for checking out my videos! Slowly uploading videos of 100% NM remix maps now, so keep an eye on those. 
Bloody Hell! 
 
Super Impressed 
 
Tech Demo! 
Horde of Zendar + AD + Dirt + Phong compiler goodness!
Image 1 2 3 - Download Link 
Neat! 
Clipping issues on some geo, else good. 
Demo 
I highlight some issues in my demo and also I get lost for about 3 millenia trying to find all the silver keys and then I give up.

https://www.dropbox.com/s/m582gltuuoey938/5zend.zip?dl=0 
Monster Sound Bugs? 
I really like this mod and all the maps, but one thing that bothers me in AD is...

When you wake-up a monster by damaging it, the monster's pain sound and wake-up sound often both get played together. This seems to be a bug and it doesn't happen in the normal quake.

Similarly, I often gib a monster but it plays its normal death sound on top of the gibbed sound. This can be quite funny (I remember it happened in Unreal), but again it seems like a bug. 
 
Oh lovely. Going to have a go at the new Zendar version to enjoy its updated visuals! :) 
 
I replayed zendar on nightmare the other day. Only found a few of the secrets. And for once I didn't get lost. The multiple shambler areas are brutal. 
 
Played the Zendar patch the other day, for some reason it felt substantially smaller and scaled down than the original and it took me way less time to complete. I remember the original took me about 45 minutes, whereas this AD version took me only 20 minutes. Still, the map looks more beautiful than ever. Truly amazing stuff sock! 
AD Version Of Zendar + Dp 
hi sock, i've tested this new version of zendar and i've encountered a bug. when i choose difficulty level and step into the teleport, level reloads but i start again in the skill selection area. the selected skill is set, but the teleport leads back to square one. i had to noclip to the real start location... not a big deal, but it worked in non AD version with the same dp engine version.
-
one good news - i had some serious fps issues in the original zendar, but this new version runs flawlessly. don't know what you've done, however the fps stability in amazing in comparison with the previous version. thanks 
AD Zendar 
Clipping issues on some geo
Yeah, most of these happen in non-combat areas so I left them. They seem to be coming from the compiler/client side of things, there is nothing odd in the map file.

I get lost for about 3 millenia trying to find all the silver keys
The problem is you wasted a key on the central SK gate which means you need to use the church way into the secret garden as the final SK was inside the garden! :)

The multiple shambler areas are brutal
Indeed it can get crazy with the rune room but the pillars are big enough to block one while you fight the other. Plus at this point the player should have access to most powerful weapons (sng + lg)

for some reason it felt substantially smaller and scaled down
The map did not change in footprint, I suspect this is partly due to you knowing what to expect and where to go. The layout is really small, most of the detail is concentrated into small area.

i've encountered a bug. when i choose difficulty level and step into the teleport, level reloads but i start again in the skill selection area
This is partly due to me using a new AD feature which I did not use in the main release and not fully test with DP. This is something I need to fix with a AD patch, something for June.

i had some serious fps issues in the original zendar
I did do another pass on optimization and reduction of portals with more detail brushwork. I also used a newer compiler and it may have arranged the portals in a better layout. As always stuff like this is really black voodoo magic!

For anyone else interested the AD version of Zendar is very much about a visual update and the chance to use AD features. The Z aware enemies are disabled via worldspawn, but if you want a greater challenge they can be easily enabled with the console command 'zaware'.

There is an extra route to the rooftop and the RA/SK in the roof area is no longer locked by the GK. There is no extra AD enemies, just the original Quake stuff and lots of subtle AD stuff. The source map should load into any editor for the curious and also has an excellent example of particle templates (check the church torches). 
Sound Mashup 
When you wake-up a monster by damaging it, the monster's pain sound and wake-up sound often both get played together.
This is hidden in the original Quake because lots of different sound events use the same sound channel. The engine will always clear any previous sound and then play the new one. AD splits this out into different channels and this is where the problem is happening. I need to set the QC to let other functions know what sounds are active.

I often gib a monster but it plays its normal death sound on top of the gibbed sound
Yeah this is a bad bug, can you remember if this happens on specific monsters or all of them? It is certainly something I can add to my ongoing bug list. 
 
I have to be honest, I was expecting some of the knight and ogre variants from AD. But then again that would create a lot of extra rebalancing work, I considered doing this with a few of my own maps and I even started doing it but it's tedious horrible work. 
 
I was expecting some of the knight and ogre variants from AD
This new version was driven by visuals, I think the gameplay is really solid already and does not need to be changed. This is why I disabled the Z aware monster function so that I could use the new models but without the new AD functions.

it's tedious horrible work
Yes totally agree, I don't think many people will appreciate the time or effort that goes into updating a map for AD. It really is a low reward compared to time involved. 
But...making New Maps 
I'd be up for an AD map jam. Updating existing maps wouldn't be so fun, but creating a new small AD map that uses at least 3 new elements would be fun. Especially in the vibe of exploration. 
AD Jam 
I also would be up for a jam with AD as the theme. I have been working on maps using AD. Quite frankly, the extra tools it provides just makes mapping a much more pleasant experience! I have some cool ideas that can be partially or fully realized via the expanded tool set. 
 
https://www.twitch.tv/gogcom is streaming ad right now 
 
Neat! They had about 80 viewers when I checked. 
Trigger_itemrespawnupd Missing From FGD? 
It appears to be absent from the FGD file but present in the ad_quake.def file. Just throwing that out there! 
Trigger_itemrespawnupd 
Its a very unique entity, something setup for arena fights so that items stop auto spawning when everything is dead. It was something I added at the very last minute (literally 2 days before release) and forget to duplicate around documentation. I never used the FGD file (I am a radiant mapper), I just maintained it for others! :D

There is also the ghost knight (monster_dknightghost) stuff missing from the FGD as well because its really something unique for my mountain map and not for anything else.

I will include all the extra stuff in the web documentation so everyone can add it to their FGD/DEF files if they want. 
Thanks Sock 
Just thought I'd share so your fancy pants document is as complete as possible! I was studying Test map 10 from the AD test maps to learn how to use trigger_itemrespawnupd and needless to say I was confused when I couldn't find it on my FGD defined map!

I simply added it to the FGD file and all is well. I'll be sure to poke in if I see other things missing. I had no idea about the missing ghost knight definition and this saves time should I ever decide to use it in some shape or form.

Cheers 
HD Pack For Sock�s "Ogre Bastille" (ad_e2m2) 
Quakers,

the HD pack for Sock's "Ogre Bastille" (ad_e2m2) can be downloaded here:

http://quakeone.com/forums/quake-mod-releases/works-progress/11588-hd-textures-sp-maps-30.html#post164598

have fun ! 
Thanks 
Thank you all for making Arcane Dimensions, the mod and the maps. I have enjoyed it a lot.

I'm sorry not to have demos for you, but I was feeling a bit stressed when trying to play the maps and record decent demos at the same time. The secrets in these maps are *hard* to find, and with me dying a few times here and there even on Normal the whole demo business became too distracting to manage properly. (Or in other words, I screwed some of them up and got annoyed at myself.)

I am still in fact playing and exploring some of the maps. There's so much stuff in them and much of is the non-vanilla monsters, items and features AD brings in, so I am having great time.

And by the way, it was I who suggested to Flaose that he should take a look at Arcane Dimensions and perhaps do a stream on the Gogcom channel. He really liked the mod and decided to stream it, and I'm glad he did. AD definitely deserved it. 
Crossing The Streams 
it was I who suggested to Flaose that he should take a look at Arcane Dimensions and perhaps do a stream on the Gogcom channel
That was a really cool moment for me, to see the MOD being played on a high profile account was awesome, thank you for the recommendation! 
Moar Streeemzzz 
HD Pack For FifthElephant's "Place Of Many Deaths" (ad_dm1) 
 
Ha, cool. I think most the textures I used were stock I'd textures :) 
That's Right !! 
this is way this pack is only 20MB.

This make my life easier !!! 
Re: #703 
Looks like cubeface didn't patch his copy of AD. 
 
I've finished ad_lavatomb.

The story is pretty cool, and it's nice that we can beat the whole map first without it getting in the way.

When the ghost knight is walking, if we walk through him and stop inside him the ghost gets trapped in our body and can't move.

The atmosphere is much closer to a Tolkien-ish fantasy universe than to Lovecraft's horror universe. The fog is partially responsible for this, but all the other smaller elements also helps.

The enemies breaking through walls got a bit overused, but after reading the whole story it made more sense.

Thankfully I've saved right before walking through the end-of-level portal, because I didn't think that it was the exit. This allowed me to finish the knight's quest afterwards.

As a map made to tell a story, it's pretty good. The feeling of finding mysterious stuff and only figuring out its meaning afterwards was really nice. And the backtracking was quick to do, which helped to keep the pace of the storytelling.

Despite me finishing the map the wrong way (beating Chthon before finishing the quest), it still felt satisfying at the end. 
Gravity Worldspawn Key 
Does the gravity worldspawn key work as intended?

If you change it to anything but null it will have the Ranger suspended in perma-low G with never being able to land. You can even change the value to 800 (default gravity) and the exact same effect.

Just curious if this was missed or I am missing something!

I can post this kind of stuff in Mapping Help from now on, but it is AD specific I suppose. 
Stuffing 
Does the gravity worldspawn key work as intended?
Its broken! The gravity key on worldspawn is never passed to the map_gravity variable and the console variable sv_gravity is set to 0!

There is an undocumented feature you can use:
* Create a new entity called "info_stuffmd"
* Add the key "message" "sv_gravity 200"
* Add the key "targetname" "start_target"

Find the "info_player_start" entity
* Add the key "target" "start_target"

When the player is spawned into the map the server console command "sv_gravity" will be set. If you are using co-op or multiple starts then you will need to target them all at the info_stuffcmd entity as well.

You can also use this method to change the gravity on a map at anytime because the info_stuffcmd will always work if the client server is active. 
Most Excellent! 
Thank you Sock, that will do nicely. Even cooler that you can change it at anytime using this method.

Appreciate the response...glad I wasn't missing something obvious! 
Reply To Sock, Post 690 
Yeah this is a bad bug, can you remember if this happens on specific monsters or all of them? It is certainly something I can add to my ongoing bug list.

Sorry I can't remember, but I would imagine it will always happen if the death sound is on a different channel to the gib sound, and a gib can occur after death.

May I ask what the reason was for putting "voice" sounds on different channels? 
Low G Woes 
You can also use this method to change the gravity on a map at anytime because the info_stuffcmd will always work if the client server is active.

Hmm, upon map load the gravity will change but I can't make it change to another value later in the map. Furthermore it looks like a quickload also resets the gravity.

Example:

gravity set to 200...changes on map load. Have a trigger_once target a second info_stuffcmd with sv_gravity 800.

What happens upon map load is I get a console message saying the gravity was changed to 200 and then to 800. Furthermore if I just have it at a value of 200 and quicksave/quickload the map then the gravity resets to default it would seem.

I even tried to use entity_state triggers to force them off at first to no avail.

I could be missing something again, but I might just ditch my concept idea I had and go with something else! :) 
 
What if you just have an infinite looping trigger that changes the gravity. Like every 0.1 seconds. 
A Good Thought 
I think the problem is I can't "trigger" the info_stuffcmd after map load. Regardless of its starting state it will fire off all sv_gravity "xxx" I have set upon map load.

Even if I only have one stuffcmd that is set to trigger from a trigger brush and not the start will cause it to fire instantly at map load.

Thanks for the input! 
Busted 
Hmm, upon map load the gravity will change but I can't make it change to another value later in the map. Furthermore it looks like a quickload also resets the gravity.
The gravity variable system in AD is completely broken, its got to be fixed with a new progs. Add the bold bit below to world.qc

//----------------------------------------------------------------------
// Check for any custom gravity settings or ziggy secret map
if (!self.gravity) map_gravity = DEF_GRAVITY;
else map_gravity = self.gravity;
if (self.model == "maps/e1m8.bsp") map_gravity = 100;
cvar_set ("sv_gravity", ftos(map_gravity)); 
Much Appreciated 
Thanks Sock, I just wanted to make sure my newbie brain wasn't missing something!

I know what to do and how to tackle if I want to proceed with the gravity.

Cheers 
Just Played AD 
Just played with my little brother in-law after introducing him to Quake for the first time thru E4 maps then played ad_necros and then ad_test3...kinda degraded into a noclipping rocket launcher and plasmagunfest at the end but it was still awesome. He's 10. Thanks again for the fun memories! 
#708 
I'm a dumbass. It was Firetop Mountain (ad_mountain), not ad_lavatomb. 
@Shambler 
Gameplay was semi-horrible mostly due to the ammo sponge / unavoidable damage of AD monsters (I think having to use respawning items is an obvious symptom of this)
Maybe I am being overly sensitive here because I spent so long creating the monsters for this MOD that I cannot see if this comment is a rant or constructive criticism. It certainly feels like a lot of anger to me which makes me wonder where is the frustration coming from.

I did spend a long time making sure that the HP of the monsters was reasonable and lower than Quoth and even Mission pack 1 and 2. I tried to make sure that the player did not need a truck load of ammo to kill anything and I am wondering what is wrong? Is this about all monsters? the mod in general? Can you be specific? 
 
He's probably using the wrong weapons, though it isn't too hard to figure out the best weapons for each enemy.

And the projectile shotguns, at least, deals more damage than the vanilla ones (killing knights with 3 shots instead of 4). 
 
Nothing wrong with AD monster balance.

Like sock says, they are much easier than anything in quoth and whatnot.

Shambler plays with a really erm...eccentric control setup - something like "press floppy drive eject" to fire, and "press computer's power-off button" to jump, so could be something to do with that. 
~Sock. 
You are being overly sensitive there, yes.

The AD monsters (& weapons) are a bit like the Quoth ones (the obvious difference being that they aren't actually broken like some Quoth ones) in that some of their design aspects can lead easily to player frustration, and some of them have to be used extra carefully compared to Quake monsters. Some AD maps did this well, others seemed to use them to maximum frustration i.e. the maps I accidentally played first that gave my first impression of the mod (old story). Horse errred on the side of frustration e.g. crossbowmen miles away, gargoyles that tended to encourage a health-dropping fall down, wizards & skulls in a restricted space. That's all. 
Kinn. 
You type with a really eccentric control set-up, which the likely explanation why half ur posts are utter dogpiss. 
Bulletsponges 
Can somebody please do a write-up on why bullet spongy enemies in games are a bad thing? Preferably in Swedish since I'm not going to read it anyways. 
Shambs 
Hey I'm not the one who's mapped my player movement keys to a fleshlight controller. 
Enemy Balance 
Is something that was tested a hell of a lot.
The main concern I expressed was getting group fights correct. Quake sp has had years to get right, these new enemies need time to figure out what works.
I don't think I got the setups right in my map but it's early days still. 
Caling The Enemies Bullet Sponges 
Is lazy. 
Agreed 
also shambler is possibly the worst "human" currently alive. Ice cold diarrhea for blood and etc 
LOLOL. 
Okay would "imba ammo drains" be better?? 
Trial And Error 
You are being overly sensitive there, yes
Probably true, I spent so long tweaking stuff for the MOD I assumed it was the same quality level as the original monster design.

The new monsters are designed to work with and not replace the existing Quake monsters. They have new behaviour and attack styles that should encourage encounter layers over distance. I am hoping mappers don't create maps exclusively with AD monsters, because that was the downside of Quoth maps. Blending of the monsters (new and old) is the key to a successful AD map.

Hopefully over time with more releases and feedback everyone will get a better idea of what works well and what monster setups to avoid. I think the best AD maps will be the one's to follow the release, there was not enough time during the development of the mod to really work out the best encounter designs! 
AD 1.5 
I am planning a new version of the MOD to be released for June Quake Anniversary. There are several reasons for this, I want to merge the patches together to help mac users, fix more bugs (code, art and existing maps) and hopefully add more new content!

So here is your chance to request new features or help find bugs in the current version (1.42 patch 2) which I assume everyone has!

Arcane Dimensions 1.5 plan

* 6 new maps (some remix and some brand new)
* 4 new monsters (new undead, flying, underwater and boss)
* Support for nightmare only monster spawns
* Fixed gravity key on worldspawn
* Adding more particle and visual updates

So let me know here if you want something to change, be added or have a new feature idea you want for a future AD map! 
Oooh Awesome 
Btw, continuing shamblergate, I have to say that honestly the AD monsters are probably the most balanced ("easiest" isn't quite the right word, but it's close) monsters we've ever had in a user-made mod.

There isn't an actual problem as far as I see it. 
#731 
Yes exactly.

#733:

"continuing Shamblergate"

How about let's not?? I'm continuing imagining thoroughly tea-bagging you whilst you scrabble around dismally for the keyboard. 
Suggestions, Sock 
I complained before that several of the "test" maps were actually full featured maps, well worth to be declared in the default start map.

I suggest that you do include/declare them in the standard list of maps, for the AD update.

You could make them as the continuation of some other maps in the standard list (after the player take the final teleporter, instead of getting him on the start map). The end of the second map could then take him back at the start map.

You can't leave these great maps to stand behind in the "test" mud ! 
Test Maps 
Were designed as a way to check that all the new features were working properly every time I did a release for the team. They are designed for specific tasks, full of weird setups and were included as a resource for community mappers. Some of the maps are even complete sections of game play because a square box is often not enough!

I recommend that the test maps are extended into something new. There is nothing stopping the Quake community using the test maps as scraps or inspiration for their own mapping projects. 
Testicles Maps 
Sock, there are 2 or 3 tests maps in the lot that don't feel "test" at all. They are full normal maps, and shouldn't be declared as test maps !

I don't understand why these 2 or 3 maps are still declared as testicles !

Maybe you should visit'em back and replay with them. 
YES! 
Support for nightmare only monster spawns

Pinch me i'm dreaming!

Gravity and NM spawns would be my major requests and they are already listed! The new monster types sound great...having a little more variety in water other than a fish would be nice. New boss is welcomed too!

I'll try to keep an eye out for bugs and also put any ideas I have here but for now I will be happily awaiting this update!

Thanks Sock! 
Barnak 
If the author(s) of those test maps don't want them considered as full maps, then they will not be considered full maps.

I don't know why I'm even posting though because getting a point through you is nigh impossible. 
My Base Map 
Was started as a test map but not included as I started to develop it into a full map. Hopefully part of the new update in June. 
Sock 
My own wishlist for 1.5:

- The Fire Axe's priority seems to be gibbing corpses rather than dealing damage to monsters, which is problematic when trying to kill monsters while there are corpses nearby. Can this be fixed?

- This bug with Grunt shotgun blasts (required dmc3m1.bsp). Could it also be fixed?

- Pierceable breakables, as in that one mod, because grenades and rockers breaking through glass windows is super cool.

- I don't mind content from hexen, but IMHO, every single aspect of Dissolution of Eternity is irreparably shit and should be removed from AD. Stone knight skins, stone knight sounds, stupid glowing eye Ogres, those horrible Wraith models & skins in particular, and so on. They were shoddy in 199x and they're shoddy now. Just use the Zer flyers for Wraiths, since they're by far more befitting the general Quake/AD universe, and outsource the other stuff. This alone would be a huge improvement! 
Also 
This is unlikely to happen, but: a rebalance of monster/weapon health/damage. Mainly I think that all the different variants of Grunts and Enforcers should not incrementally increase in health, this was a problem in Quoth and it remains a problem in AD.

As per post #507, something should be done about Crossbow Knights, one way or the other. Repainting it to be silver and red is probably the way to go.

Monster resistances - I understand the idea but I don't think they're needed so much. Minotaurs being magically immune to Plasma makes sense, but I can't say that about the rest. Droles were already strong against all shotguns, a 50% damage resistance to shotgun damage makes shotguns completely worthless against Droles. For me it's the complete opposite of the Shambler logic, I just don't get why it's there.

And for heaven's sake remove whatever bullshit restricts item pickups in notarget mode, when I use notarget it's not for development. 
 
My only request is more ID1 map remixes. The mod is perfect. Maybe some work on the v_weapon models. The 3barels shotgun looks a little bit more detailed compared to the others. 
Otp 
One weird thing about the Dissolution monster models is that they all seem squished in profile, like they are out of Paper Mario. 
Feature Request 
My dream is soundscape system like in hl2. But right now it will be good to add pitch value (min, max) if possible and add more noise fields to ambient_custom_sound (noise1, noise2...) to play them in random order (via spawnflag maybe).

Custom monster drop is another thing that I would like to see. Like monsters dropping powerups or keys when they die. 
My 2 Cents 
I've been replaying AD the past few days at a more leisurely pace (I was busy when it released) and I'm having a great time.

I think the project is fantastic. The design and level of polish is very impressive. Seriously, I spent more time admiring the craftsmanship of it all than actually getting into the game. IMO, AD is at the top as far as quake mods are concerned. To sock and everyone else that worked on this, great job.

I don't have any constructive criticism or much else to say, I just wanted to voice my thoughts on this.

Really looking forward to what the future brings for AD. 
OTP 
I use notarget *all the time* for development. It's the only time I ever use it in fact. I see no reason for collecting ammo unless you're actually playing the map, this goes for notarget mode.

I'm sure Sock could come up with a solution if enough people can give good reasons to change the current behaviour, I can't understand why this annoying you though. 
Suggestions 
The Fire Axe's priority seems to be gibbing corpses rather than dealing damage to monsters
Its really designed as an alternative to dealing with zombies. The axe does do more damage and will cause lots of enemies to play long pain animations, but its essentially a zombie chopper!

Grunt shotgun bug
Not sure what you mean? the grunts are firing through architecture? under the platform?

the Dissolution monster models is that they all seem squished in profile
They are really bad, look at the morph enemies, they are the worst. It looks like they made them from flat skins instead of creating 3d models.

add pitch value (min, max)
I don't think any Fitz engine supports pitch changes. There is certainly no sound parameter for this that I have found.

possible and add more noise fields to ambient_custom_sound (noise1, noise2...) to play them in random order (via spawnflag maybe)
Someone else asked for this during development. I think it would be better to create a new entity for this as the original has on/off sound mechanic.

Custom monster drop is another thing that I would like to see. Like monsters dropping powerups or keys when they die
Certainly possible to add, drop/throw items like backpacks. Only issue is if the items falls somewhere the player cannot reach, lava pool or void?

I've been replaying AD the past few days at a more leisurely pace (I was busy when it released) and I'm having a great time
Its always good to hear positive feedback! :D 
Havent Had The Time To Play This Yet 
but the 1.5 update plan is spoogeworthy, especially with new maps! 
 
Not sure what you mean? the grunts are firing through architecture? under the platform?

Um, yes? 
Monsters Dropping Keys Would Be Awesome 
Possibly using a counter, so you could have a room with several enemies and the key will only be dropped by the last enemy killed. 
 
Certainly possible to add, drop/throw items like backpacks. Only issue is if the items falls somewhere the player cannot reach, lava pool or void?

Maybe just make the item hover above the corpse without tossing it? 
 
Only issue is if the items falls somewhere the player cannot reach, lava pool or void?

I believe it's up to level designer to ensure that enemy that drops item cannot leave the space it should drop it (without lava pool, void etc). 
Raining Blood 
I believe it's up to level designer to ensure that enemy that drops item
My thoughts exactly, I will add this feature to my list. I can see it now, monster dies and spawns a lost soul with a shower of gibs! 
Zelda Mode Pot Smashing 
Make it so ;) 
How About A General 
func_container entity which could drop anything and look like any mdl/bsp the mapper wants? 
+1 On Crossbow Knight Reskin 
Other plans all sounds good, looking forward to it :-) 
Ad_swampy 
totally awesome map! i liked its grim vide, interconnectedness, proper designs and everything!
5/25 secrets, i'll return ;)

here's pathetic demos with me dying alot
https://cloud.mail.ru/public/MRx9/Sv4FFcubc 
Thank You 
for the demos, very nice!

Heads up to all others, the file Vondur linked contains demos for nearly all other AD maps as well.

Recommend watching those! 
Bug Reports For The Arcane Dimension - Where? 
I didn't find any good place to point out bugs, so should I mention it here? When using this mod for the mapping. If I place enemies near the each others, if the distance between these two is less than 4 pixels, they explode to the pieces in game.

Also all the enemies seem to need more space to be able to move, once again 4 pixels free space (every pixel counts in my case). Especially when doing couple small hallways that are just about 64 pixels + offsets, just enough so shamblers/ogres can use it for their path.

It's not the problem in any way, but afterwards when using some specific number sets in my test maps, it's rather nice to see everyone exploding to the pieces. ^^;

Other than that, very well made mod. I love the variety of monsters. 
You Mean They Gib? 
That's basic Quake behaviour - not AD.

And if you really need to fit them that close together within a 2048^3 (or is it +/- 4096^3?) space then great - you're on the first step to becoming an engine programmer. 
 
I've put stuff pretty close together in regular Quake with no problems. You might check the bounding boxes in game vs. where they look like they are in your editor. 
Wiggle Room 
I didn't find any good place to point out bugs, so should I mention it here?
Yes here is a good place or email directly if you want. I check this thread every couple of days and add stuff to my lists.

Also all the enemies seem to need more space to be able to move, once again 4 pixels free space (every pixel counts in my case)
Yes everything in AD requires 8 map units around it so that it can settle on the ground and not be stuck. If there is a problem with something check with developer 1 on and there should be yellow diamonds at spawn locations.

Are you using the new editor FGD/DEF files? If there are bounding box errors in the editor let me know and I can fix these. Generally as a rule I would not recommend 64 unit corridors as they are really tricky for several monsters to navigate properly. 
Developer Mode 
IMO, the console spam (whatever the contanstantly updated output is) should be moved to developer 2 in order to keep 1 free for normal dev purposes when testing a map. 
Crossed Wires 
the console spam should be moved to developer 2
Sorry I am confused, what console messages are you talking about? 
 
Sorry, nevermind. Turns out I didn't have patch 2 installed. 
Neggers You Shit 
 
Items Etc Not Spawning 
I suggest having a look if adding this to the world spawn helps -

no_item_offset 1 
Lmao Nrgke 
 
1.5FinalFinalFinal 
I didn't have patch 2 installed
I did not realize so many people would avoid the patch. I added bonus maps to tempt everyone, but I even saw streamers without the patch.

Hopefully this will all be fixed with the new version! :P 
AD 1.5 Progress 
2 new remix maps ready with extra routes, visuals and gameplay changes for the AD 1.5 update in June!

Metal Monstrosity 1 2 3 Video

The Horde of Zendar 1 2 3 Video 
JUNE 
 
joooooon 
I Expect. 
At least 2000% extra breakable window secrets in Zendar. 
Great Expectations 
The Horde of Zendar does indeed contain breakables, has the original monster layout/types and lots of new routes to discover! 
Umm 
those new zendar screenies, particularly the first one, I dont even know what to say!!! 
I Loved The Original Zendar 
No doubt I'll equally love the AD version. 
Zendar++ 
I think the new AD version of Zendar is much better; it has less barrier/doors, better use of the rooftop area, more alternative routes, still has the existing encounter design, loads of phong/dirt mapping and a much richer sound landscape! 
 
You mean you managed to improve an already perfect map? I can barely contain the hype. :P 
Tough Map Made Tougher 
Fending off the Bobs in the original Metal Monstrosity was already a challenge, and it's a challenge that's going to be made even tougher with the lack of hitscan shotguns in AD. I see that you've added those pesky Centurions in as well. It seems like it's going to take quite a bit of skill to beat the AD version.

MM is one of the most dynamic maps I've ever played in Quake. Whenever I play it again after it has been a month or so since my last playthrough and forget the exact and most efficient way I can beat it, the slight differences I make in the way I go about the map end up surprising me and causing me to face familiar enemies in unfamiliar positions. I really love this map so I look forward to the challenge. 
Tough Metal 
The AD version of Metal Monstrosity has wider platforms, a slightly different weapon progression and better access to starting items. The trick with the jim/bob in AD is to use the Single Shotgun, its 2x the speed of nails and can easily deal with their attack pattern.

MM is always going to be a love/hate level because of the lack of floor space and extreme vertical (jim/bob) combat. The map has many monsters on patrols which creates dynamic encounters and it certainly pays to take your time and find the better routes. 
 
I managed to complete Metal Monstrosity using a 360 controller, which is what I have tested a few maps with now. This helps someone like myself to temper the difficulty as I am pretty much able to complete most quake maps on my first attempt. 
Device Input Dictates Design 
using a 360 controller, which is what I have tested a few maps

I would not recommend testing with a 360 controller. Quake maps are often designed for pc keyboard/mouse controls with precise movement, vertical combat and quick reaction times. If the primary input device was a controller I would certainly design my levels differently. 
 
Used purely as a handicap. One of the main complaints I got about my own map is that it was too hard. 
 
Controllers get a bad rap because consoles are mass market and most casual players are bad - and then PC "master race" types see all these gimpy nooby games designed for casuals and wrongly think they are designed for controller limitations. That's not the case - they are designed for bad players.

A good controller player can handle anything a mouse & kb player can. I would cite myself as proof of that. 
Kinn 
Fat Thumbs 
@Fifth, using a controller to create a handicap as a way to determine skill level is a really bad idea. If you want to make better skill levels then apply design limitations!

* Reduce attack vector of enemies (infront mostly)
* Reduce quantity of enemies (small packs)
* Reduce vertical enemies (less fighting up)
* Wake up enemies in smaller groups
* Limit back spawning enemies

There are countless ways to create better skill levels, turning the player into a slow moving lump of treacle is not one of them! :P

@Kinn, I am well aware that some gifted individuals can use a controller as good as a mouse and keyboard player, but most people struggle with controllers with vertical combat and quick reaction times.

I am simply stating that the design of maps are often dictated by the primary input devices. I would certainly create no precise movement areas, use less vertical enemies and try to focus combat more infront of the player if the primary device was a controller! 
 
I have to be honest, I managed to beat all the maps I have played with a pad. I'm not bad with one, I'm just not as good 
 
Precise movement isn't a problem, gamepads can handle that really well.

The true limitations are turning speed and vertical aiming accuracy.

However, vertical combat can work well if its angle doesn't change often (e.g. a bunch of enemies high above the player, but none below them). This gives time for the player to adjust his vertical aim to the correct level, and afterwards the player only needs to turn and move around to focus the aim on each enemy.

And precise platforming also works extremely well, as long as there isn't much fighting at the same time. A precise platforming section with moving tiny platforms, death knights, scrags and fiends would be brutal; ogres, grunts and dogs would be more fair. 
AD Promo 
Wizards and Souls Firetop Mountain
Do you like the video style? Want to see more? 
Yer 
The generic canned "epic" music doesn't really fit - should be dark ambient. Other than that, I likes. 
 
The music is nice. The scenes focusing on where the ghost knight is are a bit like a spoiler, I guess.

Did you do any specific map editing or QC coding for this video? 
Ambient Snooze 
Dark ambient music certainly suits Quake when playing the game, but it is sleep inducing when watching a video. Need a beat, something lively to keep the viewer going. The Epic music is certainly not Quake style, but the map is not really a Quake theme either with the ghost knight.

Did you do any specific map editing or QC coding for this video?
I have added a new impulse command to cycle the intermission cameras and a couple of extra spawnflags. Most of the functionality showed in these videos is already present in AD 1.42 source. 
I Like The Music 
And the combat one works better than the flythrough I think. The original monsters have lots of popping in their animation which doesn't stand up to video scrutiny. 
Flythrough 
The idea is I am trying to tell a story, a journey through the map, with unique camera angles and directional pans and zooms. Probably best described as a raw/crude like Quake cinematography! 
Kascam Was 
An old mod that spawned a coop player as a camera which followed you around, snapping to cool angles depending on where you were fighting, sometimes resorting to first person if it went somewhere bad.

AguirRe had a copy of it... not sure where it ended up. 
 
I like Sock's videos in that they're not focusing on the action, but on the atmosphere. It's like they're telling a story about the map before the player gets in. 
HD Pack For Ad_e2m7 - The Underearth By Eric Wasylishen 
The HD pack for Eric�s "The Underearth" can be downloaded here:

http://quakeone.com/forums/quake-mod-releases/works-progress/11588-hd-textures-sp-maps-38.html#post165743

Cheers 
Underwater Menace 
The seas around R'lyeh are full of tentacle stingers!
From RMQ project, a model by Madfox and re-skined by me 
Alternative 
weapon models for AD by the MODdb Quake community! 
Those 
are some sexy models! 
 
It is nifty to see sock and Romero trading kudos on twitter.

https://twitter.com/romero/status/739942174138245120 
It Looks Like The Shotgun Pellets Are Using The Wrong Skins 
There are two reasons I used impulse 130 for the entirety of the mod. The first is obvious: not having any hitscan weapons is unusual. I think I'd get used to it with time. The second reason is that it looks really messy. I suspect it was the main problem for me. Looking at the skins, I'm not sure if giving the pellets a bunch of bright colors was intentional, but the source still claims that they're supposed to be dark grey. In any case, swapping "16 + random()*7" with "4 + random()*4" makes them look much more natural.

Since I'm already leaving my feedback, I'd also comment on the new sounds. Shotguns are once again the main annoyance for me. First, it's strange to have different sounds for hitscan and projectile modes, especially considering that not all sounds are different. Second, Doom shotgun sound fused into the stock one feels hacky. Quake 3 shotgun sound used for much faster weapons also doesn't seem to be a very good idea. If I was to change these things (for my own modification, for example), I'd leave the original SG and SSG sounds for both modes, and gave the Widowmaker the Doom SSG sound.

Some smaller issues: the title of the base map is misspelled in the hub map. One of the big maps in the mod (forgot the title) lacks colored lighting, which is an inconsistency. Oh, and it has those rather bad lava drain pipe animations, but solving texture problems was always hard with Quake 1. Fullbright pixels are all over the place whenever the fake lava glow is involved, but I'm tired of criticizing this issue. At least model skins seem to be devoid of it, unlike some of the skins in Quoth.

To finish on a positive note, thank you for renewing my interest in Quake. It's a great mod, and I'm looking forward to seeing new maps made for it. I usually only nitpick when I care. 
Before I Forgot Again 
Lightning gun draws blood (that falls up). It's supposed to set enemies on fire. Dark orange hues may be misleading in the original game, but the particles were never red.

Stone hell knights are using regular knights' sounds. 
Impulse X 
I'm not sure if giving the pellets a bunch of bright colors was intentional, but the source still claims that they're supposed to be dark grey
It was intentional, they started as dark grey and then I changed them so it was more obvious to see the projectiles pellets traveling. This also applies to pellets fired at the player from soldiers.

it's strange to have different sounds for hitscan and projectile modes
The idea is that projectile shotguns are more powerful (they do slightly more damage) so the sounds are more meaty. If someone is switching back to the original shotgun setup (via impulse 130) they are likely wanting everything how it was before which is why the sounds change.

One of the big maps in the mod (forgot the title) lacks colored lighting, which is an inconsistency
Lavatombs does have coloured lighting, its probably hard to see because most of the textures are white!

Lightning gun draws blood (that falls up). It's supposed to set enemies on fire. Dark orange hues may be misleading in the original game, but the particles were never red.
Original Quake has particles that flow up and there is no fire effect either. LG is pretty much vanilla Quake, except it can now gib monsters like using a hot butter knife!

Stone hell knights are using regular knights' sounds.
Rogue only replaced stone death, hurt, idle and sight. They are all included in AD and switched around when something is setup as stone. 
Dwere 
Some smaller issues: the title of the base map is misspelled in the hub map.

This suggests you're not running the latest patched version of AD... 
 
>> Original Quake has particles that flow up and there is no fire effect either. LG is pretty much vanilla Quake, except it can now gib monsters like using a hot butter knife!

The particles are supposed to represent fire, because they're orange instead of red. They're red in AD.

It's just strange to have blood that floats up, or a bloody red fire, but okay. 
 
I always thought was supposed to be blood vapor. 
 
It isn't blood vapor? 
They Were Always Blood 
I thought up was just the default direction when particles were created and no angle specified.

Should probably have a gander at the qc, but why bother for this. 
Reminds Me Of The Good Ol Fiends Don't Have Eyes Argument 
 
 
Blood uses color 73, lightning damage uses color 225, so either it's a mistake or they didn't want it to be blood. 
 
The blood vapour has eyes so that it can see the shambler fur, obvs 
 
e: and ogle the vore's tits 
IT'S BRISTLY. 
 
Me... 
...pats the Shambler. 
Crazy Changes 
This makes RMQ look faithful in comparison! 
Huge Mod 
Playing a few more levels. Damn amazing. Maybe we need more structure to the mod's levels, and even forum threads... It's all a little crazy to me, or maybe it's just my head, and i can't give it the time it deserve. 
Does Quakespasm Run On Voodoo3 Win98 128mb Ram 
???
please help 
 
Crossbow Knight, Death Guard, Hunter Ogres (chainsaw/mace/hammer), Death Knight, Fury Knight and Sergeant Knight are animated by necros and skin/model based on ID asset with lots of changed by me. Most of the game logic code is new and written by me.

Lost Souls based on a skull model from Q3, remade, skinned and animated by me. All game logic code written by me.


The new knights and lost souls are awesome. Good fun chewing up the zombie knights with the awe.

In a perfect world all of the new models (especially the hexen 2) should of been new assets. Unfortunately there was so little time and no one on the team dedicated to creating new assets.

Minotaurs are underused really, and enjoyed them here. In PortalofPraevus, they were just too easy to beat. Other mods they are too tough. I'm playing on easy now, and they have a decent balance.

Pretty freaky to see Metl's flying guards in Crucial Error.. Great base level.

Loved the start of Necrokeep. 
HD Pack For MFX's "The Crucial Error" (ad_crucial) 
Gentelmen,

The HD pack for MFX's "The Crucial Error" can be downloaded here:

http://quakeone.com/forums/quake-mod-releases/works-progress/11588-hd-textures-sp-maps-46.html#post167576

Enjoy 
@icaro 
Thanks for keeping those faithful to the original textures.

Whenever I hear HD I can't help but think of the original quake re-texturing project... in all its bump-mapped glory... Shudder. 
Icaro 
Thx a lot! Great job there! 
 
I think you have a typo in the readme.

* v_shot2.mdl, v_nail.mdl, v_nail2.mdl, armour.mdl, flame.mdl by SimonOC, originally ID

v_nail.mdl is present, but seems to be unchanged from the stock one, but g_nail.mdl is clearly updated. 
Don't Mention The Readme 
 
OK 
 
HD Pack For Sean Campbell's "The Hangar" (ad_e1m1) 
 
Nice one Icaro! 
 
Hey! 
That's what I thought. RPS is plagiarising my brain.

In all honesty that's the best Quake, the best mod, review I've ever read. Crap now I gotta go play swampy again. 
 
Are there plans to port the Edie into AD? 
 
Doubt it. Sock was never going to use all models from quoth 
Awkward Edward 
Are there plans to port the Edie into AD?
No, the model has weird animations and I'm not a fan of projectile nail attacks. The other issue is getting permission to use the asset from the Quoth team and that can take months to get a reply! :) 
 
But you must admit that a Cyborg Ogre is a good idea :) 
Rock The Edie 
I certainly do the like the idea of most Quoth monsters, the Flying Polyp is my favourite! Which I know is hated by many people, but it is such a cool idea and implementation considering the limitations of the engine.

I would have gladly implemented most of the Quoth monsters in AD, but I don't think the Quoth team would have liked that. I did get permission to use the Bob/Voreling/Night Gaunt/Drole models, though it did take a very long time to get an answer. 
Sock 
Just add the Sarge(Q2 infantry guy) from Kinn's Bastion, then

personally i don't like the retextured variants of the very same Q dudes(the grunt-the rocketeer), (the enforcer-defender, the pyro guy) and so on

the Sarge on the other hand would've been a good addition to the base monster squad 
 
I think the Edie and the Gug are the only ones not ported over, right? AD already has the Death Knights? 
Q2 Sarge 
doesnt seem a good fit IMO. I think we're in dire need of a few new *original* base enemies, especially some high quality big ones. I'd love to see this big guy make it -
https://twitter.com/AndroidArts/status/746779035150192640

Or hell, a reskinned Strogg Tank. 
Yay 
chibi quake guy is back :} More here: http://androidarts.com/kawaiik/QuakeBunny9.jpg 
 
I dig the big guy. The hunter from RRP is such a cool base monster also. 
 
I'll echo the comment about reskinned grunts and enforcers. Never really liked them in Quoth.

OTOH, new enforcer types in Rubicon 2 worked pretty well for me. Maybe it's the skins. 
Skin Job 
I think the Edie and the Gug are the only ones not ported over, right?
Only four models from Quoth exist in AD (Bob, Voreling, Night Gaunt & Drole) everything else is from different sources. The bob/jim was modified the most with a new skins, UV and animations. The death brigade in AD is completely different to Quoth. The QC for the base enemies in AD is mostly by me (remember no source available for Quoth) so they will behave slightly different.

I'll echo the comment about reskinned grunts and enforcers
I spent ages creating the new AD base monster skins (did not use Quoth assets) with different arm/leg/helm pieces to give them more variety when standing around together in bases. Oh well :( 
He's Right You Know 
The base enemies in AD don't look like their Quoth counterparts. Hell, the rocket grunts in Quoth re-uses stuff from Team Fortress! 
 
speaking of monster inspirations... Chasm's monster fit much better than Quake 2's, like the Faust

http://www.mobygames.com/game/dos/chasm-the-rift/screenshots/gameShotId,613270/ 
 
The base enemies in AD don't look like their Quoth counterparts.
I was only talking about Quoth.

Chasm
Too bad this game was never ported or reverse-engineered.

A few years ago, people wanted to either extract or recreate the models from it for a Doom mod. I don't know if they succeeded, but I doubt they got very far. 
 
 
Well, mostly talking about Quoth, and mostly about rocketeer. While AD follows the same color patterns for additional ranks, the colors are applied in a more subtle way, which is already an improvement.

My problem with rocketeer is his zombie-like vocalizations inherited from the grunt. It makes him look much less intelligent than enforcers, which makes it strange that he's been allowed to carry such an advanced piece of weaponry.

It only really makes sense when he blows up himself.

Also, the grunt model is pretty ugly (which again only applies to Quoth) and should be contained instead of being allowed to reproduce. 
 
Are there new monsters planed for AD 1.5? 
 
Btw Sock, I enjoyed that Sin level you did back in 1999 lol 
New Monsters 
Yes 
Request For The New Version 
Currently, the option to turn off shell casings and shotgun projectiles are lumped together.

Would it be possible to separate the two so I can turn off shell casings but keep projectiles?

:} 
Sins Of The Past 
Are there new monsters planed for AD 1.5?
A couple, not many. I was planning to add a bunch of extra water monsters, but they were Hexen models and water combat in Quake is just not fun. So I decided to spent my time adding new bosses for other peoples maps instead!

I enjoyed that Sin level you did back in 1999!
I can't believe its 17 years ago I made that map, I had such a blast making that map at the time. It was essentially a Quake map with locked colour key doors and entity scripting. How time flies!

Would it be possible to separate the two so I can turn off shell casings but keep projectiles?
Yes, new impulse command and server bitflag option added. 
AD HD 
At least add some spawnflag on monster_fish that makes it faster and more damaging. Slightly modified/partially recolored skin if possible. 
Fishy Fish 
I did create two different sizes of fish and a couple of extra skins for variety reasons. I also added a wetsuit powerup so players can fight / explore underwater for longer periods. Just need some good underwater maps, maybe something for a negke project! :) 
Gill Beast 
I still think something like a Gill Beast from Blood would work well for underwater combat 
OOOOooo..new Water Monsters? 
So no new water monsters at all?? 
Sorry Sock..just Saw The 2 Fish Post. 
That's better than no water monsters. :) 
Coop Nightmares 
More features for AD 1.5 update:

* New entity keys on any item/monster/func/trigger to only spawn if nightmare skill or coop is active when the map is loaded.
* Backpacks dropped by monsters or players will stay around permanently if coop is active.
* Player backpacks can now drop Keys or Runes.
* Triggers will send centerprint messages to all clients if coop active.
* Monsters will no longer rapidly switch player targets in coop, but will be on a timer instead. So monsters will stick to one target for longer.

If anyone has more coop suggestions please let me know and a big thank you to negke for all his help so far with coop gameplay ideas.

Also new HD weapons and church stuff! 
Sock 
how many more maps will drop for the next release? 
 
Monsters will no longer rapidly switch player targets in coop, but will be on a timer instead. So monsters will stick to one target for longer.
They should probably do the same when infighting is concerned (if they aren't already), like they do in Doom. 
Looking Good 
how far away is 1.5 sock?

I might finally be able to play again soon and want to start with AD but if 1.5 is around the corner, may as well wait some more. 
AD 1.5 Progress 
@Shamblernaut, I am hoping for 5-6 maps for the 1.5 update. 3 are remakes and 3 are brand new.

@dwere, I did add the infighting target lock feature to 1.42, but it was something that had to be enabled with entity keys. There is an example of the system in ad_test6 behind the healing pool with the Shadow Axe which is between the knight/crossbow arena's.

@nitin, good question and I don't have a good answer because lots of problems have occurred with map schedules. At the moment everything has slipped and I cannot confirm when its going to be released exactly. 
Bbox Sizes 
Noticed that you have different bbox sizes defined in monsters.qc, I thought Fitz, DP, and Quakespasm all defaulted to the nearest bbox size of either Hull 1 or Hull 2? Unless there is a setting I don't know about.

Excited about 1.5.

Just played through a few levels with my little brother-in-law. Last week my wife and I played through the entirety of swampy on coop...there was a point where the button by the lightning gun elevator didn't reset though after we died so I taught her how to noclip...BIG MISTAKE!! It sorta snowballed from there. She didnt want to go off noclip for the rest of the level and hovered around me while we fought through the rest of it.

Lots of fun!! Thanks AD team. 
Sock 
I've noticed what seems to be another typo (unless it's a wordplay from the author) in the AD startmap: Hanger 16 should read Hangar 16.

BTW, if Sean Campbell's around: is this a reference to Megadeth's Hangar 18? 
Or Maybe: 
 
Oh, I had no idea the song by Megadeth was inspired by a movie, I've never heard about this. I gotta watch this some time. Thanks for the info, Pyro. 
By The Way... 
Is there a way to ramp up the speed of the projectile shotty pellets? I find them a little slow as they are. Same goes for the crossbow knight's bolts, they're too easy to evade. 
 
No, but impulse 130 switches back to the old shotgun behavior. 
 
Yeah, but me likey the pellet shotty! Umm... Sock? Is it possible to add this feature to 1.5? 
 
So 1.5 is already coming and you guys are working on stuff professionally with tight schedule. I was wondering if it is possible to share free concept art about quake cteatures, who would like to look at it. Does the team consist many artists yet modelers already, is there room to get inspirations by other's concept art if it is good enough? 
 
Quake creatures* sorry I am on phone and typing. 
 
Anyway, if someone is interested to keep watching if something interesting comes from me. This shared link to folder should show every file that there is ever going to be.

https://drive.google.com/folderview?id=0BwxYkKdSD855Ny1tRXdNc3B6aXc&usp=sharing 
Tardis Bounding Space 
Noticed that you have different bbox sizes defined in monsters.qc, I thought Fitz, DP, and Quakespasm all defaulted to the nearest bbox size of either Hull 1 or Hull 2? Unless there is a setting I don't know about

Bounding boxes are treated different depending on where they are defined. In QC they can be any size you want and this is what projectile collision is tested against.

The second setup for bounding boxes is what the engine does for world collision. There are essentially 2 types, small (humanoid soldier scale) and giant (shambler/ogre scale) which the engine decides based on the bounding box set by QC. This is why for example a dog is crazy large and restrictive because its just over the size of small and is automatically placed in the large category.

I have tweaked most of the bounding boxes because I wanted the projectile collision to be more centered on the body. This does make the game harder though because the player has to really aim for the center of the body and not the peripherals like stretched out arms or legs.

The other issue with bounding boxes is that they need to be square because they don't rotate (unlike the monsters). This sadly restricts what shape and size monsters can be.

If you want to see how the different bounding boxes work in AD load up 'ad_test11' and check out the visual aids. Each monster has 2 squares around it for different bounding boxes QC/engine sizes. Also all projectile collision is shown as yellow diamond impacts so you can see what part of the monster to aim for. 
Player Army 
Last week my wife and I played through the entirety of swampy on coop

Hopefully AD 1.5 will be much more fun for coop with a better focus on giving the players more ammo and the monsters not constantly switching targets. Plus there is a couple of extra new impulse commands to tweak respawning, pickup of items and backpacks.

If only I could convince someone to make a coop only map for AD! :P 
Hang On 
in the AD startmap: Hanger 16 should read Hangar 16
I have double checked and this is the map name, unless Sean says otherwise that is the name I will stick with in the start map. 
Speedy Bullets 
Is there a way to ramp up the speed of the projectile shotty pellets? I find them a little slow as they are.

The speed of the projectile shotgun are fast enough. The SSG/TSG are 1500 and the SG is 2000. As a comparison the NG/SNG/RL are all 1000. If you want the shotguns to be any faster, either change the progs to suit your gameplay style or use hitscan.

Same goes for the crossbow knight's bolts, they're too easy to evade
Have you tried the crossbow knights on nightmare skill? Most projectiles get faster based on skill level and the bolts scale as follows:
500=easy, 700=normal, 900=hard, 1100=nm

If you want a good example of crossbow scaling, load up 'ad_test6' go to the crossbow arena and change the skill level via the console. The projectile speed is dynamic based on current skill level settings. 
More Weapons More Arms! 
the AD plasma gun replacement of the lightning gun seemes odd to me, where does the LG go, why would I drop it to pick up the plasma gun. Lame.

I think Quake has too many weapons already and adding more is always going to be tricky because many of the existing weapons are good for certain game play styles.

Rogue expansion pack added extra weapons by allowing the player to cycle between various types and the extra ammo to collect was even more confusing. I wanted the new weapons of AD to be direct replacements with extra benefits and I believe the Shadow Axe, Triple Shotgun and Plasma gun do just that. There is a ton of stats available for each weapon in the readme file if anyone is curious to know how each weapon is better.

I am also in the middle of creating web friendly documentation which has a page for the new weapons with all stats in nice neat tables! 
Ad_Coop Map...Convinced 
I'm game. Sounds like fun. Every map I've ever made was intended for coop and I've always striven for that upgraded oldschool flavor that AD so perfectly nails down. Shoot me an email if you want to send me info such as coop only spawnflags to use and any particular requirements you may have.

Cool bbox info, had no clue. Also that makes sense for the weapons. 
Foggy Visions 
So I can use these trigger_fog brushes, and inside of it will be specific fog I set up. If I put next to each other almost the same duplicates of the original, but I only change color a little bit.. or maybe changing it to totally different color like from blue to orange/yellow.

The trigger fog entity in AD works by blending (over time specified) from existing fog settings (should be defined on worldspawn) to what is specified in the fog entity. Plenty of the current AD maps have fog blending examples (especially mfx maps).

The current problem with fog blending is that the QC cannot find out from the client what the current values of the fog being used. This is why the worldspawn should specify fog_density and fog_colour so that the first triggered change has the starting fog values correct.

There is a test mode on the entity (trigger_fog) by setting fog_density to -1 and the QC will pick a random colour so you can see how the system copes with blends from extreme fog values. The system simple does a linear transition from one value (up/down) to the final value. The QC sets up a special entity to control the fog blends so that its independent from anything else running around the map.

You can setup fog triggers back to back, but it would probably produce weird results. The best solution is to allow the fog controller time (4 seconds is a good average) to blend gradually from one colour to the next. The fog changes should be gradual and subtle otherwise it will look and feel jarring to the player. 
#873 - Bboxes 
Sock, I've been planning to implement this idea of having separate boxes for world and weapon collision. I don't program (yet, working on that) but I assume one could have multiple and varied hitboxes positioned differently around the entity? Nothing fancy, but perhaps one for the head and one for the body?

The other issue with bounding boxes is that they need to be square because they don't rotate (unlike the monsters). This sadly restricts what shape and size monsters can be.

This is really bothersome and has been high on my list of things to tackle. I assume rotating bboxes would best be done engine-side?

My goal: an arrangement of bboxes, no more complex than this, that can rotate in 45 degree increments. I suspect this is outside the realm of reasonable qc/csqc? 
Listening Events? 
This might be stupid question, since I believe Quake's code architecture hasn't been programmed to work this way but.. I was working in past coding, using C# and making event manager system - which is similar to observer design pattern.

Basically it means that game has events, which are possible to set to handled through specific program components.

My question is.. is it possible to listen for example when player shoots, if player stands inside of some specific trigger and do actions only if player shoots or does something specified? Just wondering, because enemy AI is quite stupid, and sometimes it seems it would be better to place carefully walls behind them so they don't try to walk upstairs, instead downstairs where player is.

I'm working on spiralstaircase and this happens constantly if there is not something to force them to stay at least there were they started. Is it possible to force enemies to make path decisions based on path flags/notes? 
@newhouse 
I posted something very useful for you in the coding help thread.

I don't want to distract from your question, but your curiosity won't ever get satisfied enough by a question here and question there, and if you can code ... well --- check the "Coding Help Thread" for useful info I'm posting for you. 
@newhouse 
If you can actually code, you are probably mostly better off learning how QuakeC works

HOW TO USE QUAKEC

0. QuakeC tutorials ---- MAJORLY useful
1. QuakeC source code
2. FTEQCC compiler - Compiles the QuakeC source

Extract the fteqcc executable to the folder with the QuakeC source code and double click it and it will compile up a progs.dat. That is what runs and is hiding inside quake/id1/pak0.pak. You need Pakscape to open pak files.

3. Pakscape Pak Editor Open/edit pakfiles.
4. QuakeC help forum (deadish) with useful reference threads
5. QuakeC specs
6. Links and References (very useful)

The QuakeC source code for progs 1.06 is standard Quake, it isn't Arcane Dimensions, but Arcane Dimensions, for example, is open source and if you were interested would be able to compile Arcane Dimensions following similar steps. 
FTEQCC 
Latest version is actually here:
http://triptohell.info/moodles/fteqcc/ 
@baker 
Oh, thanks Baker. I just checked Coding Help page, and wondered what I even asked, it seems it was in different thread totally. I will look up those links, post saved* 
#880 @killpixel 
assume one could have multiple and varied hitboxes positioned differently around the entity? Nothing fancy, but perhaps one for the head and one for the body?

You could have multiple bounding boxes but sync between entities in quake is awkward at best. You should stick to one collision hull and calculate from the projectile impact location where this is in relation to the model/body. You could easily work out from the monster origin what part or direction the impact happened. I assume you are going to change the animations based on body damage?

I assume rotating bboxes would best be done engine-side?
This is certainly something you have to do engine side and it will make your mod extremely custom because you will rely on this feature. Not sure how difficult this is going to be to code but it will affect gameplay because monsters will have more precise bounding boxes and also be able to move through diagonal spaces easier.

Just wondering, because enemy AI is quite stupid, and sometimes it seems it would be better to place carefully walls behind them so they don't try to walk upstairs, instead downstairs where player is
The Quake AI just runs in straight lines at the player. if you want something more complex you need to create an AI navigation network. Have you checked out the In the Shadows mod yet? All the maps work with vanilla gameplay and the monsters will hunt you down where ever you go in the map. 
 
Adding holes or gaps in the floor effectively blocks monsters, even if small enough to walk over, because they use hull0 to find the floor. So try adding de orative floor grates or something wherever you need to keep monsters contained. 
 
Really wish there was enemy and player specific noclip brushes like in quake 2 
 
Really wish there was enemy and player specific noclip brushes like in quake 2 
Sync Entities 
Heh. ya. good luck. with that.

You may have wierd issues with the head getting stuck and the body continuing to move. I attempted domething similar once to implement crouch bit there is a wierd bug where the player can randomly get stuck for no reason...it's tantalizing but not reliable. 
Monster Clip 
I haven't checked lately but can't you fix the issue of monsters not crossing gaps by filling the gap with a clip-textured brush? Or is it only possible with a func_wall and alpha key? In any case, the solution only really works if it's acceptable for the brush to affect player movement as well, i.e having the gap be small enough that their bounding box wouldn't reasonably slip into it. The func_wall also has the negative effect of blocking any shots through it, unfortunately.

It's not perfect, but if you don't want monsters to run in a certain direction, I like to use a trigger_monsterjump with very low values to stop their movement. Of course, this has numerous downsides, but it can help with layouts that seem to make monsters run away from the player due to their design. Just make sure that the player can't get past the jump, or the monsters won't be able to follow! 
#886 
I see.

I assume you are going to change the animations based on body damage?

That and for requiring better accuracy on behalf of player and for aesthetics (no impact particles appearing in empty space around the model). Thanks for the insight! 
Impact Location Detection 
Might be able to cheat by calculating impact origin distance from the monster's origin and playing a specific pain-animation/damage based on whether the distance is past certain ranges. 
 
Yeah, sock mentioned this too. I was unaware this was a thing. I intend to go this route before trying to wrangle a bunch of hitboxes. Glad I asked! 
Sock 
"I have double checked and this is the map name" I know, that's why you should make sure whether he made a typo or a wordplay.

"Most projectiles get faster based on skill level and the bolts scale as follows:
500=easy, 700=normal, 900=hard, 1100=nm" Yeah, I wasn't aware of that until I switched skill settings. I don't usually play nightmare unless a particular map is too easy on skill 2. It's much better on hard if still slightly slow, but it's good to know I can tweak it, though I haven't the slightest clue on how to edit the progs. And reverting to hitscan defeats the benefits of having projectile guns.

"I think Quake has too many weapons already" Uh, seriously? 8 weapons, of which 3 are basically beefed up versions or variations of other ones, effectively rounding that number to only 5 types of weapons, and you find that too much? Huh!...

"I wanted the new weapons of AD to be direct replacements with extra benefits and I believe the Shadow Axe, Triple Shotgun and Plasma gun do just that." That's true for the shadow axe and the widowmaker, but the plasma and lightning guns have radically different behaviors that call for different tactical uses. Sure we can bind that impulse-something (forgot the number) to a toggle key, but that's not nearly as convenient as having the possibility to cycle through them both using the mouse wheel. Please consider adding this as an optional feature - only for the plasma, not for the axe and WM. 
Forgot To Mention... 
...that permanently replacing the LG with the PG leaves the player with zero hitscan guns.

(there should be an edit button to prevent this kind of double-posts) 
Mugwump 
At this point AD is effectively turning into a total conversion (especially if you look at sock's new weapon interface), which I actually don't mind. 
Weapons Suggestion 
Limiting to 8:
1 Axe-Upgrades to Shadow Axe
2 Shotgun-Upgrades to DBShotgun-then TBWidowmaker (I hear you, then theres no long-range weapon ...see #4. Also this makes the Sharpshooter powerup more desirable/useful)
3 Nailgun-Upgrades to Perforator (really who goes back to the nailgun except by mistake)
4 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.
5 Grenade Launcher
6 Rocket Launcher
7 Lightning Gun (but can we please increase the range)
8 Plasma Gun

There, no same number swapping like the mission packs had.

There's even room for
9

But 9 would be too much. This isn't half-life right sock?

Hmm, in all seriousness though I don't see why the supernailgun couldn't be an upgrade of the nailgun. 
 
note, quake only supports 4 ammo types on the HUD. (yeah there are weird hacks for Rogue mission pack but they are weird.) 
 
8 weapons, of which 3 are basically beefed up versions or variations of other ones, effectively rounding that number to only 5 types of weapons, and you find that too much?

Two nailguns are really the only pair that feels redundant. GL and RL are about as different as you can go with the same kind of impact effect, and even the shotguns have their unique applications.

Also, I'm all for small yet practical arsenals.

...that permanently replacing the LG with the PG leaves the player with zero hitscan guns.
Technically, it's not a hitscan weapon. 
Increased Lightning Gun Range 
God no, it really is what makes the weapon so great. A really powerful weapon that you need to get just a little too close to comfortably use.

Imagine if you could just snipe shamblers or vores from a distance with the LG. Yuck. It would remove all the challenge. 
 
The LG already has a pretty high range - 600 units, I believe. 
Always Thought LG Range Was A Bug 
 
Or Graphics Limitation 
 
 
I think Qmaster may be on to something here, for the most part. I wouldn't upgrade the single-barrel shotgun with the SSG because, contrary to the widowmaker upgrade and like dwere said, both shotguns have different uses, much like the GL/RL and LG/PG. A crossbow is very cool but its reload rate is too slow to be an adequate replacement to the SG.

I would go with:
1. Axe/S-axe
2. SG
3. SSG/WM
4. NG/SNG
5. Xbow
6. GL
7. RL
8. LG
9. PG
(alternatively, the order of LG/PG can be reversed and the crossbow placed last, as sniper weapons usually are)

@Metlslime Doesn't Something Wicked make use of a crossbow? It shares a weapon slot with the LG but somehow you can cycle through both of them with the mouse wheel, their ammo types are different and using one doesn't decrease the other. That makes more than 4 ammo types. Couldn't AD use a similar system?

@dwere "Technically, it's not a hitscan weapon." Well an insta-hit weapon, if you prefer. I fail to see the difference but I'm no technical expert. 
LG Range 
I think it was more of a deliberate limitation so as not to make it too OP. 
 
The problem is - you can't have additional ammo types on the full HUD. There are only 4 slots.

But all ammo still shows on the main HUD bar when the relevant weapon is selected. 
 
yeah, thanks for clarifying. you can have more than 4 ammo types if you don't mind some being absent from the top row of the hud. 
 
Would it be possible to mod the HUD to insert an additional 5th slot? After all, if AD is heading towards becoming a full TC, it would be pretty neat to have a crossbow. It feels weird not being able to pick up ammo from the Xbow knights. 
The Hud 
Is hard coded I believe 
Crossbow 
Sock did create the crossbow for the In The Shadows mod of his.

And it is pretty cool.

And I did create a version of AD where you could cheat yourself the crossbow.

And I was testing it out. At a damage of 130 it seems to work pretty well. Granted you wouldn't want to give too much ammo for it.

And I made it such that monsters don't hear you shoot it so you could shoot a couple knights from behind without upsetting them all... stealthy. 
 
I don't know why exactly, but a crossbow seems a lot more Quakey to me than a lightning gun.

Maybe give enforcers some kind of nail gun, and change the the cells/lightning/plasma to bows and arrows. 
 
Sock did create the crossbow for the In The Shadows mod of his.

And it is pretty cool.


The skin needs some work. 
Rick 
"I don't know why exactly, but a crossbow seems a lot more Quakey to me than a lightning gun. "

For me Lightning gun is the best Quake gun and also Rocket Launcher, those two just feels Quake to me.

I would love to see other enemy than shambler which uses thunder/lightning, weaker more regular enemy but with quite powerful attack. Many cases I wanted to use enemies that would change the gameplay totally, but if I really need to use shambler for that.. shambler is hard to kill, something weaker but with same attacks.

For example in Myth I : The Fallen Lords "Fetch" : https://www.youtube.com/watch?v=17q81rwqyGg
Lightning is not fast, and is possible to dodge, but has explosion radius or something like that. 
 
Doesn't the Night Gaunt from Quoth use lightning to attack? They have bad aim though, trailing behind a moving player where the shambler stays focused. The other difference of course is the flying ability. 
NewHouse 
The flying Night Gaunt from Quoth has a lightning attack. Can someone confirm if it's in AD too or not? I can't remember right now. 
Dammit, Pritch! 
Beaten to it. 
Night Gaunt 
It is in AD, but its attack is different, IIRC. It throws a projectile. 
 
Can't wait to start experiencing that by myself too* so this is your own engine project? 
 
Hups, sorry from page* 
 
wrong* 
HD Pack For Sock�s Firetop Mountain 
Gentelmen,

the HD pack for Sock�s Firetop Mountain (ad_mountain) is available here:

http://quakeone.com/forums/quake-mod-releases/works-progress/11588-hd-textures-sp-maps-52.html#post169062

Enjoy 
Cool, Thanks Icaro! 
 
Is It Possible To Specify How Much Ammo Enemies Will Drop Down? 
I want player to use widowmaker more than the regular shotgun, ammo amount should be something like 3/6/9 shells, so basically 1/2/3 shots for widowmaker. Is it possible to make shotgun grunts drop down that much ammo, and not just 5? 
Yes 
Add key|value of ammo_shells|3 to any monster_army. So long as ammo_shells is not <1 then it won't use the default. 
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 
@Baker 
In Quoth, for a mapobject_custom you can add "spawnflags" "1" to make it a static entity. I noticed this difference between Quoth and AD.

I can understand "static" was useful a long time ago when entity count was restricted because of protocol/map, but I don't think its needed anymore. The other thing to consider is I have an entity state system which expects entities to not be removed or made static, so I did not add the option. Also if an entity does not move/update or change then there is no network traffic overhead (besides the initial setup packet/frame? 
@Qmaster 
I don't understand what 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

There is no specific engine requirement for these new values, I separated them out so I could edit them individually instead of having everything use a small set of values. The 3.99 is something I got from necros and I believe its the lowest value that attention can go. 
@Shamblernaut 
I'd like to suggest an a targetname2 (or groupname) property for entities for a future release of AD

Certainly a very cool idea because entity chaining can get cumbersome with large amounts of entities. It will not be a quick thing to add/change to the codebase and its something I will look at after v1.5. 
@yhe1 
Can we have a death Knight that rides a huge fiend as a boss? First you have to kill the Fiend, then the Knight

Do you plan to create the model, animation, skin and sound effects? 
Sock 
I DO read the readmes. I was just saying a lot of people don't bother.

While you're here, I have a suggestion: for AD 1.5, can you make the unused test map 12 teleporter send the player back to the main start map? It's a bit annoying to have to restart. 
 
Hey thanks for the response sock. I know you're busy and stuff, I really appreciate it. 
 
I remember from when I played LotRO there were goblins that rode around on wargs. They were pretty cool. Size-wise, the deathknights would probably look better, but that wouldn't work so well as a boss mob. 
Goblins? 
Shouldn't it be orcs riding wargs? I might be wrong but that's how I remember it from the books. 
 
Sock, I thought you have a modeler, otherwise who created all of the custom models? 
Most Of The Models 
Were tweaked from other games or mods, some were donated. A lot of the models that were from other mods or games have been given new skins by Sock so to give them a bit of newness.
It would be awesome to have a dedicated modeler but good ones are few and far between in the quake community. 
 
I really enjoyed playing the game and the movies, but I was never a Lord of the Rings fanatic. I only read the first book.

I guess goblins were a kind of orc?

https://lotro-wiki.com/index.php/Moria_Warg-rider 
@static Entities 
no network traffic overhead (besides the initial setup packet/frame?

From what Spike has told me, I believe that to be correct. Quakespasm Spiked has no network traffic at all for an unchanged entity.

So, yeah very little difference between a static entity and one that never changes in Quakespasm Spiked. 
 
This is an interesting point.. so normal NQ protocols (15, 666) are sending all entities in the player's PVS every frame (SV_WriteEntitiesToClient), regardless whether the ents have changed.. correct?

In that case a static flag could be useful for stuff that is purely a static prop. 
Non-static Static Entities 
there are still some network overheads when it enters+leaves PVS (with possible resends on packetloss), but not otherwise.
(this only applies if the client in question supports the fte pext stuff, obviously.)

the server will have slightly higher cpu costs too, of course, which might be significant if you have a LOT of such ents.

if its targetted with some killtarget (or just check to see if it has a targetname set), then making it static isn't practical anyway. Otherwise you might as well, because it'll at least help with other clients, and slightly reduce the server's cpu load. (grr @ those find+findradius builtins!)

using a spawnflag that mappers are normally expected to set properly is too unreliable for my tastes. a flag to override automatic selection (making it non-static) would be better, imho, for people that have set unexpected fields like avelocity... 
Ah, Findradius And Such 
I forgot that non-static entities would have QuakeC CPU tax.

So 500 torches in a map
1) If static --- QuakeC = no performance loss
2) If non-static -- QuakeC -- very damn operation will check versus torches, bogging things down for no reason.

AFAIK, in DarkPlaces -- non-static entities are not quite as network free as they are in Quakespasm Spiked.

LordHavoc *did* add "makestatic at any time" to DarkPlaces as an extension, presumably for a reason --- probably "what Spike said". 
 
So many new replies; I almost thought that v1.5 came out. 
Rick 
Looks like I remembered wrong: Wiki says "They are usually in league with the goblins or Orcs". In the movies they accompany Saruman's orcs in Isengard. Goblins and orcs are related but different in both the movies and games. In Tolkien's early writings, he did differentiate them but by the time of LOTR, the two names were synonymous. Source: https://en.wikipedia.org/wiki/Orc_(Middle-earth). Funny how movies can alter the memories of books! I need to re-read them, it's been too long.

Sorry for the OT, guys. 
@Baker 
dpp5+ and fte pext will do the same resends, there's no functional difference there. its the same delta mechanism, but different data. Both are nack-based, and will only resend on packetloss.
its basically the exact same aproach, although there's a few other implementation details involved, like precision and extra info. DP also implements prioritisation, though that's more of a server-side feature rather than a protocol difference.

legacy(ish) info: the vanilla qw protocol and earlier dp protocol versions are ack based, those protocols will send their deltas from the last-known-received state, which results in resend spam until it us actually acked. this might actually be better with high packetloss, but in most cases those resends get new information anyway (ie: positions), with the other stuff being a noticably lower priority that'll be fine with a 5-10% loss rate.

@dwere, chat about AD updates is apparently in the thread about the quakespasm patch that's being discussed here...
And Mugwump is the only one to have the decency to apologise about being off-topic... :) 
 
Well despite a bumpy start here, I'm a pretty cool guy and I don't wanna give people reasons to give me flak. 
 
[quote]Were tweaked from other games or mods, some were donated. A lot of the models that were from other mods or games have been given new skins by Sock so to give them a bit of newness.
It would be awesome to have a dedicated modeler but good ones are few and far between in the quake community.[/quote]

so I should be pitching to Madfox lol 
Yhe1 
This site uses <a
href="https://webdesignfromscratch.com/html-css/html-tags/">HTML tags</a>.

Dutch at QuakeOne can model too, see his <a
href="http://quakeone.com/forums/quake-mod-releases/finished-works/12280-quake-guy-2016-a.html">Quake Guy 2016</a>. 
Oops! 
...but apparently not hotlinks. 
 
Something doesn't sit well with me about that model. The one used in AD (I forgot the author) is better, even though I don't like the face. 
For Me It's The Beard. 
And he doesn't look angry enough. 
Misc_models 
@Yhe1
I thought you have a modeler, otherwise who created all of the custom models?
I have created plenty of models for AD, all listed in the readme

@FifthElephant
Most Of The Models, Were tweaked from other games or mods, some were donated
Are you serious with this comment?

@Spike
using a spawnflag that mappers are normally expected to set properly is too unreliable for my tastes
I agree, if the entity has no targetname then it cannot be referenced by anything so it might as well be static. I thought there was a limit on how many static entities you can have in a map? Like if I default misc_models to static and the static limit is low some maps will stop working?

@Baker, I am sure findradius only works with entities that have world interaction (misc_models are often non solid) and find will only return results if the searched string field has a value, which most misc models don't. I am not sure what overhead you mean? 
 
"Most Of The Models, Were tweaked from other games or mods, some were donated
Are you serious with this comment?"

Not 100% sure which models were done by whom but it's undeniable that AD has a lot of borrowed content. I know you did stuff like the book pedestals, the tome, armours, keys, power-ups etc etc...

The point was mostly in relation to guy above requesting a knight on top of a fiend and your response asking him to provide the model. ;) 
 
Not requesting, pitching an idea 
@sock 
I'm going to step out of the technical conversation because Spike is a better resource. / scrams! 
Fact From Fiction 
Not 100% sure which models were done by whom but it's undeniable that AD has a lot of borrowed content
Serious man, if you cannot fact check what you are saying about the MOD then please stop posting comments in this thread. People reading this thread will think what you are saying is factual and its clearly not.

For the record, I made all the new ogres, death knights, crossbow knight and lost soul monster models. The fact I have to explain this is probably the saddest point this week. :( 
@sock (static Ents) 
yes, there are limits to the number of static entities that you can have. There's actually 4 possible engine limits:
max_static_entities - nice and simple (no longer an issue in fte+dp, 512 in qs).
max_efrags - depends on the complexity of the world bsp as well as the size of the static models (no longer an issue in fte+dp).
max_msglen - static ents are written into the single 'signon' buffer (aka: MSG_INIT) (no longer an issue in qss+fte).
max_visedicts - applies equally to both regular ents and static ones (no longer an issue in qss+fte+dp).

on the plus side, MAX_EDICTS doesn't need to be quite so high... yay?
lame nq protocols also won't have such high overheads either, so its probably worth trying to optimise where you can.

findradius will only return entities that have .solid set to something, but the builtin itself still has to itterate through every single entity.
whether that's significant depends on how often you call findradius. probably not worth worrying about too much.

@baker, more opinionated, sure :) 
 
It should be no secret that most AD monster models are from other mods, games and authors. Its even written in the readme.txt.
Its the maps that make AD so great. Not the mod.
So I do not understand the discussion between sock and FifthElephant. 
Cripes 
sorry man I wasn't trying to upset you. I think it's plainly obvious to a lot of people how much work you've put into the mod. I mean yeah I know about the lost souls, hogre models, new d_knights and the crossbow knights (anyone who's played ITS should know where this stuff comes from).

I'll just skulk back into the shadows I guess... 
 
Its the maps that make AD so great. Not the mod.

Haha. 
 
The best thing about the mod for me isn't the maps tbh, although some of them are the best maps I've ever played, but getting that email every week or two where Sock had added a bunch of new features.

It's kind of a weirdly unique experience that I guess only working in a mod team can bring.

Or getting early versions of peoples maps and giving feedback etc.

This has been the best project I've ever been involved with tbh. 
#Jealousy #WhyAmIUsingAHashTag?LOL 
 
Sock's Models 
By my count Sock created 156/249 of the models which means he created 62% of the models in AD. I'm not counting the borrowed models or models with added skins or added anims, just pure new models.

The rest breaks down as follows:
6% Rubicon
5% Raven Software
5% Quoth
2% Rogue
2% Capnbubs
2% MatthewB
<1% Madfox
15% ID1/Other 
Models = Shares 
We need to start aggresively contributing models until we can perform a hostile takeover of the mod. Sock will rue the day he made AD publicly traded... 
 
Its the maps that make AD so great. Not the mod.

That is wrong IMO. The maps are great, yes. Fantastic even. But they owe some of their qualities to this mod and its features. The greatness of the the entire package lies in how the maps and the mod mesh together. 
You Guys Are All Wrong 
It's sock that makes AD amazing.

here's a screenshot of sock contribution to the Noir Mapjam: https://s-media-cache-ak0.pinimg.com/236x/bd/5a/36/bd5a363887ba75c0deb57f4c4b5ca067.jpg 
 
Too bad the levels in AD are just random maps. Projects with any semblance of a narrative don't seem to be very popular today. 
 
AD is sock's mod.

It comes with some great maps, but those are just the dressing around the incredible amount of work he's put into giving designers toys to play with. 
#990 
Do you mean episodes or sets of maps or just even individual maps lack narrative?

Anyway, I'd agree with #991 and SleepwalkR's statements regarding AD. I find that the maps were an example of what could be done with the new tools when at their highest forms of quality. 
I Agree With Dwere 
As much as I love AD, I wish its maps were organized in an episode instead of single levels.

Beyond AD, generally speaking it would seem mappers have been lacking ambition lately in this department. But things may change thanks to the new blood. I know NewHouse is planning a two-episode game. I myself have a long-term project for a full-on lovecraftian TC, but I won't start on that until at least a few months. If my current Sin City experiment turns out good, I might make a whole episode in this style. 
 
Personally I don't care for episode formats. By that I mean that I enjoy taking each map as its own little parcel and challenge by itself, rather than progressing through large campaigns of maps that can sometimes take a day's worth of my free time to complete.

That's not to say I dislike episodic releases, or anything like that. It's just that with the format I like to enjoy Quake in, a mod like AD with a bunch of great maps that aren't necessarily interconnected is more suited to what I want out of the game, and what I strive to create for the game.

Just another side of the argument, I guess. 
Bloughsburgh 
Individual maps don't really count. I was talking about projects like Travail - at least a small episode's worth of maps, and they're tied together in some way. Just enough for it all to feel like a single adventure, instead of clicking through a bunch of unrelated setpieces. 
Whew, Glad You Guys Have Come Along To Sort It Out! 
...it would seem mappers have been lacking ambition lately in this department. But things may change thanks to the new blood. I know NewHouse is planning a two-episode game. I myself have a long-term project...

Phew! It's gonna be alright lads! NewHouse and Mugwump are here to save Quake from all the lazy crap the likes of mfx and sock have been churning out!

Do you have a PayPal we can put some money into? 
Ayy Lmao 
Look man, if you have nothing else to contribute than troll comments, you might as well stay in your cavern. 
 
Look man, if you have nothing else to contribute than troll comments, you might as well stay in your cavern.

:ironicat: 
 
Can we please try not to "dirty up" the Arcane Dimensions thread any further.

Simply put, it's the culmination of awesomeness from people/mappers/coders/etc who have spent countless hours of their personal life to bring a breath of fresh air to game over 20 years old and give us all something incredible to play.

Mission accomplished :)

I just want to thank everyone involved... sock, mfx, necros, Lunaran, Scampie, FifthElephant, ionous, EricW, Preach and anyone else who may have contributed.

You guys rock, no doubt about it. And every time I think the bar cannot be raised anymore, somehow you guys always find a way. Amazing. 
 
Simply put, it's the culmination of awesomeness from people/mappers/coders/etc who have spent countless hours of their personal life to bring a breath of fresh air to game over 20 years old and give us all something incredible to play.
I agree, and it would be even more awesome in the form of an episode. MFX, Sock and the others make incredible maps, chaining them into multi-leveled adventures would be stellar! Not for Pritchard apparently, but I do crave for episodes made by these guys. Speaking of raising the bar, that would definitely do it for me. 
Map Length Versus Episode Length 
The AD maps I've played are longer than most episodes I've played though. 
:ironicat: 
seconded 
 
I actually thought some of the AD maps were too big. I would get tired of playing, save and come back the next day. I think swampy took 4 days, off and on. 
Episode Vs Map 
The current trend is to have larger and larger levels with more entities, more enemies, more secrets, more bigger everything. Hence the protocol 999 and engines with super ultra mega extended limits.

I for one have been stuck making 3 maps for years that just keep getting bigger and never seem to end. I remember when I couldn't even compile one until bsp2 support was around. And then AD came out and I just HAD to change mods it was too good.

Really I think we will see a trend back to smaller bite sized maps in the future. Limitations back in the day made this the omly option, but I can see it as a way of increasing the number of releases to the benefit of players as well as allowing mappers to truly polish their small map into a mapsterpiece. 
#996 
First time you say something I agree with 
 
You should maybe focus on one map to make faster progress?

I think we will see a trend back to smaller bite sized maps in the future.
This is already the case with jam maps.

On an unrelated note, I've just stumbled upon post #912 by Rick from last month. The LG is a Yithian weapon, so it is indeed very quakey. 
 
Yeah, I don't really care about narrative progression in custom Quake maps, but a thematic progression and some sort of gameplay evolution (even if just gradually introducing weapons) across multiple maps is good stuff. Especially if the maps are not super-gigantic, it's a nice regular sense of progress/completion/cleanup to finish one map, leave it behind you, and go to the next.

Howwwwwever I realize that level of inter-map coordination makes it even harder than it already is to put together a package like AD, especially when multiple contributors are involved.

Anyway, yeah, the "episode" ambition does seem to be rarer now in favor of single megamaps. But it might be cool for the wheel to eventually turn back in the other direction. This discussion kind of reminds me of the ECHELON megawad for Doom that was just released, where the author really kept a lid on the scope of the individual maps. 
 
ECHELON megawad
It's been a while since I haven't followed Doom news, except for The Tei-Tenga Incident. I'll need to check it out, thanks for the heads-up. 
Lines 
I'll just skulk back into the shadows I guess...
You can post as much as you like, but you have to be aware you are part of the MOD team and what you say will have more impact because you should be aware of what is going on. If you plan to talk about the MOD, just try to be as factual as possible.

Not requesting, pitching an idea
There is never a shortage of ideas, but there is certainly a shortage of people willing to turn ideas into reality. My comment to you was certainly sarcastic and wrong. I know its not just a simple case of model+code, there are sounds, particles, gibs, gameplay balancing and often new functions to cope with new behaviour. Its certainly cool to hear about new ideas, but there is a fine line between small feature request and crazy amount of work involved. 
 
So, is there any sort of ETA on 1.5 or is it "when it's done"? Not to rush you in any way, mind you, just so we have an idea of when to expect it. 
Model Overload 
By my count Sock created 156/249 of the models which means he created 62% of the models in AD
AD is mostly a large dump of all the assets I have created over the years for Quake. Some of them are certainly not my best quality, but over time they have got better.

Its pretty cool you have worked out the percentages of models used in the MOD. I do know the history of every model, but I did not realize the overall quanity involved. It certainly helps to counter the comments I often get that somehow AD is mostly ripping off "other" people / mod / game assets, when the overall borrowed content is lower than most people realize.

We need to start aggressively contributing models until we can perform a hostile takeover of the mod. Sock will rue the day he made AD publicly traded...

AD 1.42 had 285 models
AD 1.5 has 344 models

It looks like the hostile takeover might have to pick up the pace if it wants to catch up with my model output! :D 
Oh Snap 
AD 1.42 had 285 models
AD 1.5 has 344 models


That is exciting. 
@sock - Extensions + Coop / @spike Too 
A thought for Sock: The QuakeC extensions check is only for what language extensions a server has. That's why they are QuakeC extensions. In single player, that's the same thing as the server.

But it sounds like you are doing coop too.

Remember, a regular Quakespasm client and a DarkPlaces client could be connect to a Quakespasm Spiked server.

Doing checkextension("DP_TE_PARTICLERAIN") tells doesn't tell you anything about a client.

Send some WriteByte wizardry to regular Quakespasm client and it'll crash out? Quakespasm Spiked R25 have new extension that uses WriteByte (that DarkPlaces doesn't have and R24 doesn't have) and DarkPlaces or Quake Spiked R24 as client to R25 server gets unexpected message and crashes out after 5 minutes because explosion effect sends unexpected bytes?

/Please let me be wrong and that I haven't found the achilles heal of the QuakeC extension system where even a server never knows what clients will work --- it just needs to run the progs and maybe the client crashes out eventually or maybe it doesn't. Hope to hear "Baker is completely wrong because ..." as next Spike post ... 
 
(I mean to post that in Quakespasm Spiked thread. Grrrrr ....) 
Keep On Testing 
The maps are great, yes. Fantastic even. But they owe some of their qualities to this mod and its features. The greatness of the the entire package lies in how the maps and the mod mesh together.
I still believe that when the maps and the mod features are combined, that is what makes the experience special. Some maps in AD are certainly better than others, but they all heavily rely on AD features. There is also a third factor that many people outside the mod don't realize, the relentless drive for quality! I certainly hassled, pestered and pushed everyone to be aware of consistent visuals, good details and constant testing.

That's not to say there is no flaws or faults in AD maps because there certainly is, just that constantly testing is a good trait to adopt when creating community content. 
Completion 
I actually thought some of the AD maps were too big. I would get tired of playing, save and come back the next day
I have been saying this in private for a long time. I spoke to ijed about this when he was developing RRP and mfx when he was developing swampy. I do think there is something nice about a map finish screen for breaking the experience down into manageable chunks of time. Quake gameplay can blur into one long killing spree at times and the final map screen is a good natural break.

I also understand why large maps exist because getting lost in a large world is a very cool experience and if done right can be very rewarding for the player. With all the extended limits available it is just so much easier to get carried away and just keep creating more and more.

There is no easy answer to this and there will always be a divide in the community about what should be the right amount of map content. 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 
Herding Cats 
This discussion kind of reminds me of the ECHELON megawad for Doom that was just released, where the author really kept a lid on the scope of the individual maps
I did consider making all the AD maps into one large episode, but you have to understand that mappers are like herding cats! Forcing community mappers to keep to one direction is never an easy thing to do and certainly has issues with motivation.

In the end I think the diverse creativity of the AD maps is cool, every map has its own unique vibe and they are all feel like a different book in a grand library. Each map is a good short story with different environments, personal details and can be completed however you like.

I don't understand why everything has to be a linear structure, when the player can finally decide how they want to experience the game. Quake has always been a diverse set of worlds, do we really need to force episodic structures on everything we create for Quake? 
Loose Ends 
So, is there any sort of ETA on 1.5 or is it "when it's done"?
There is too many loose ends with AD 1.5 before it can be released. I would love to give a fixed date, but it is not possible at the moment.

If you want a weekly fix of what progress is happening with the MOD, keep an eye on the twitter feeds of the team as that is where the eye candy is posted. Otherwise its just, wait and see ... 
 
I don't understand why everything has to be a linear structure, when the player can finally decide how they want to experience the game.

Not everything. The thing is: everything became the opposite lately. It's also not exactly about linearity. You can have a hub of 10 maps you can play in any order, and still make it feel like a single journey.

And no, it's not calling the recent works lazy crap or anything like that. The focus might have been shifted, but the quality is undeniable. Though something tells me I can get away with more because I'm not Mugwump. 
 
An episode would be a nice thing to try to do in the future, and would limit lengths single maps can be anyway since you'd need someone specified as the lead designer to say "X item is on the main path of Y level, with Z in a secret" etc type decisions to pace out the episode. If you can't collect every single item in Quake in a single map, giant maps become very boring.

Likely as a team you would make the decision "levels should take on average 10 minutes to complete" as a rough baseline of pacing anyway. And perhaps even need some deadlines for mappers so everyone can discuss and revise together on a scheduled pace.

As a future project with an understanding of "no new mod features" to make it more manageable, maybe it would be a fun project to do and expand on AD. 
 
no new mod features
Haha. Ya. Right. 
 
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 ? 
To Smash Pots 
you could make a dummy enemy with 1hp no movetype, no addition to monster count that takes a model like misc_model.

but I hesitate to suggest anything that delays shipping.

because I want it shipped. 
FGD Woes 
Be aware that if you want to beef up the FGD for TB2's advanced model syntax, that this syntax is going to change in the next beta release. For simple cases, TB2 is compatible with J.A.C.K. / Worldcraft / Hammer model syntax. 
Pot Smashing 
Is a thing that was being worked on just before 1.0 if I remember rightly.
It would be a neat addition imo. Could hide bits n bob's in them, also we might end up with some zelda maps ;) 
Footstep Sound Revamp 
I think the player footstep sounds could use a little TLC. My suggestions:

1. Randomize the sounds

I think there are 4 currently, perhaps have 5 or 6. Since we're trying to avoid obvious patterns, It might be best to make it so when a sound is played, 2 other sounds have to play before it can be played again.


2. Reduce volume, use a more subtle sound effect

The current sounds are rather "cloppy", perhaps use a more subtle sound that's little more ubiquitous. Something that would be passable on brick, dirt, wood, etc. 
Better Yet 
You could make a function for a volume similar to water that can be placed above the floor.

Give it selectable styles so that you can pick what kind of footstep sound you want.

"marsh", "metal", "stone", "wood", "carpet", "gravel / bones" 
Yeah, That Crossed My Mind 
Might be more trouble than it's worth for the mapper. I think something like q3's surfaceparms would be better, but even then, probably more trouble than it's worth.

Don't get me wrong, I'd like different sound sets for different surfaces, I just don't see it happening. 
 
Randomizing the sounds is a good idea, as right now the pattern is way too easy to recognize and remember. Patterns even, as it also concerns monsters.

I don't think I have a problem with the sounds themselves. Nothing beats vanilla Doom 3 in this regard. By far the worst set of footstep sounds I've encountered. 
Having Multiple Unlockable Teleport Doors? 
I was wondering whether or not it is possible to unlock the locked teleport map doors by finishing them one by one? That way making sure player will never ruin their progression by ruining or removing save files or something like that, and also giving easy access to earlier maps if player wishes to play them again. 
Different Sound Sets For Different Surfaces 
is something that Seven does in his SMC without the need for extra brushwork. Might be worth looking into it.

+1 randomization 
SMC 
Uses DP which has a traceline function that returns the string texture name of the surface hit. This is how it deetermines the type of footstep sound. Unless other engines support this then it would only be a DP feature. 
 
QSS+FTE+DP all support the getsurface* builtins, and should all be able to use SMC's existing code.
So yeah, other engines can support that.

That said, hard-coding some huge list of texture names is going to suck quite a bit. Lets hope those texture names all contain 'METAL'/etc substrings where appropriate...
surfaceparms would be better, but q1bsp kinda sucks for that. 
Yup 
What Spike said. That and manually adding footstep volumes into a map is tedious and not worth it (well maybe). 
 
Excluding monsters, one of the few things I don't much like about Arcane Dimensions is the footsteps. To me it often sounds more like tap-dancing or a fast shuffle than someone deliberately taking steps. Maybe I should turn "always run" off. 
Maybe I Should Turn Always Run Off 
Ya no that's the way it's meant to be played (except for ITS mod). 
Impulse 120 
Turns off footstep sounds 
The Delights Of Dual Standards! 
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?

Both formats have benefits, the FGD has really cool base function for repeating chunks of entity keys and the DEF format has the perfect idea for dumping huge amounts of detail text on entities without GUI restrictions. Both AD editor files has model keys and I believe TB2 can work with both formats.

I personally use the DEF editor file, so it will have the most information on all keys because that is where they are tested and updated. I do convert all entities to the FGD file, but it certainly lacks the extra details because the format really does not support it. There is just no ideal solution to this tbh. if you have ideas or suggestions on how to improve the situation then pester the editor coders for help. If enough people ask for changes, its more likely they will be adopted. 
Tiptoe Around The Place 
I think the player footstep sounds could use a little TLC
I think something like q3's surfaceparms would be better
I'd like different sound sets for different surfaces.

I personally love the idea of footsteps in Quake, to hear a Shambler stomping around close by and I don't know exactly where it is. To hear zombies scrapping their legs along the ground and the misleading sound of tiny feet/claws as I am surprised when a fiend leaps out at me!

Playing Quake WITHOUT foot steps is just weird to me, the silent movement of monsters is like they are floating all the time.

The idea of using surface inspection to find out the surface name and then guessing what surface type it is, well its not a good idea. There is no standard to texture names (even id had issues) so its just guess work. The real solution is surface flags for brushwork, but that is not going to happen, too many things would need to change (editor, compiler and engine)

I totally agree that the current AD footstep sounds are not very good, they are from RMQ and really should be replaced with something else. Now if only someone would create a cool collection of footstep sounds that could be used in AD! :P 
@sock 
Why couldn't you make a floor brush as a func_wall or func_detail and have a _footstep "bleh.wav" value.

Would that not be a progs only solution? 
@Shamblernaut 
Why couldn't you make a floor brush as a func_wall or func_detail and have a _footstep "bleh.wav" value

Sorry man, no one in their right mind is going to place footstep brushes over every possible floor/wall surface!?! Its nuts! Footstep material sounds is an engine feature, you are trying to solve this issue with a sledgehammer! 
Fair Enough 
I was thinking about a work around because you said:

"The real solution is surface flags for brushwork, but that is not going to happen, too many things would need to change (editor, compiler and engine)" 
A Fix Is Afoot 
So, the only practical solutions is a better sound set + randomization. I'd like to take a stab at compiling some sets for people to try. Can the sounds be from other games? stock libraries? Maybe I'll just record some :D 
 
FTE+DP have a sound playback rate argument that can be used to randomize the sound a little. Should make a single sound a little more palettable, but it won't affect QS/QSS sadly. 
LegalToes 
Can the sounds be from other games? stock libraries? Maybe I'll just record some
I would prefer to replace the assets with something legal. I know it sounds crazy as there is already lots of illegal content in AD, but I just don't want to go to the effort of replacing something illegal with something else the same!

+ randomization
I originally had the sounds randomized but you might realize that Quake clients don't really do random stuff very well. I found QS would often select feet sounds several times in a row and that sounded worse to me. At least with cycling 5 sounds it is not extremely obvious. 
 
This is quakec right? You could keep track of which sound was played last and exclude it from the random selection the next time around. 
 
Or generate a cycle 20-30 elements long by hand that sounds random to the ear and has no consecutive pairs of the same sound. 
 
I would prefer to replace the assets with something legal.

Roger that.

you might realize that Quake clients don't really do random stuff very well

I wasn't aware, that's a shame :( IMO, the repeating sequence of sounds is much more of an issue than the character of the sounds themselves.

You could keep track of which sound was played last and exclude it from the random selection the next time around.

If someone decides to put the time into doing this, might has well have it exclude the last two played sounds. a 1,2,1 pattern is pretty obvious too... 
@sock 
I'm pretty sure we all agree that monster footsteps is pretty cool. It's the player footsteps that some are annoyed by. 
 
I originally had the sounds randomized but you might realize that Quake clients don't really do random stuff very well. I found QS would often select feet sounds several times in a row and that sounded worse to me. At least with cycling 5 sounds it is not extremely obvious.

IMO the repeating cycle was by far the worst aspect of them. It just sounded like a sort of musical rhythm. Seconding metlslime's suggestion of extra QC logic to randomise but avoid playing the same twice in a row. 
+2 No Step Repeat 
 
 
"I'm pretty sure we all agree that monster footsteps is pretty cool. It's the player footsteps that some are annoyed by. "

Yes, that's what I meant. It's not so bad I want to turn them off, it just sounds odd. Not really in sync with what I feel like I'm doing. More of a pitter-patter sound instead of step-step-step. Hard to explain, I know. 
Tap Feet 
I'm pretty sure we all agree that monster footsteps is pretty cool. It's the player footsteps that some are annoyed by
Ok, that makes sense because the players footsteps are constant. Something worth randomizing with a table function. 
 
Speaking of, is there a way to adjust the player's footsteps volume? I find them slightly too prominent in the overall mix. 
It's Not Coded To Be But... 
A cvar could be added to set the volume from 0 to 1. 
Custom Cvars 
that would require the ability to actually create cvars...

DP+FTE+QSS all have set+seta console commands to define cvars in your default.cfg.
combine with autocvars for decent fallbacks (in vanilla QS) (also helps performance if you're abusing them like crazy). 
A Step In The Right Direction 
Finally found time to make some footsteps. Sourced from a sound library I own, so all legal. It's a hard surface with a bit of grit underneath. Since this is just a draft there is no compression or eq or any other polish. They're not even sampled at the correct rate. Just trying to get an idea.

These are very dry (no verb) which, IMO, helps a lot. It's strange being in an open area and hearing such reverberous (is that a word?) footsteps.

If people like this direction and actually want me to take an honest stab at quality footsteps, I will. If not, I have plenty of other things with which to occupy my time :) 
Crunch 
Those sound pretty good man! 
Clean Feet 
+2 No Step Repeat
Added random sound selection for player feet sounds and lowered the overall volume.

A Step In The Right Direction
I like them and as you said without any echo they are very dry. I think the less reverb will work well for the lighter sounds, but the heavy stuff will certainly need some echo. 
Pitter-patter 
Those sound pretty good man!

Thanks! It's in the ballpark but still not quite there IMO. A sound that will work well with disparate surfaces will never be wholly appropriate for any particular surface. I gotta keep that in mind.

Added random sound selection for player feet sounds and lowered the overall volume.

Awesome, that was 90% of the issue. I'll continue once the new update drops since the volume has changed. The sounds I uploaded compensate for the current volume. 
 
 
Am I being a bad citizen if I change the health values on all my monsters to increase them slightly? i.e. 50 health on a monster_army, 85 on monster_army_grenade? The most drastic change I made was actually 100 for rocket grunts, seeing as that actually makes them stronger than grenade grunts...

I found it dissapointing that a regular grunt could be downed in one SG shot, which was the inspiration for tweaking these enemies. But that set me down the path of tweaking all these other monsters, and I worry that people won't like the results...

To judge for yourselves, I invite you to play my retrojam map, since I made similar changes to the monsters in that. 
 
Generally not a good idea. Players learn and expect to deal with monsters consistently, and play levels to face them in new situations. Just bumping up monster's health arbitrarily can make the player feel cheated.

It's better to use more monsters, combinations of monsters, or just tougher monsters... rather than increasing health on weaker ones. If your goal is to make the player shoot twice, 2 grunts or a grunt and a dog are more interesting to fight than a single grunt with twice the health anyway.

Also, Quake's pain system is kind of 'meh', having more health just means you see how lame pain is. Grunts have 30hp... but giving them 300hp doesn't make them ten times harder, you just use more ammo on them while you keep knocking them onto the ground. 
@Pritchard 
I was having this conversation earlier tonight with gotshun.

My premise was, when a monster encounters US, we have varied health! Why shouldn't monsters have varied health as well.

I told him that if I mapped and had a nightmare skill in 2016, you better believe monster would not be so "routine".

I also felt monsters should do more damage.

We were just chitchatting up Quake idea's and design, that's all. 
 
Yeah, it's unfair to the monsters! 
 
You might be interested in Seven's SMC for Darkplaces then: there's an option to set the monsters to vary in size, with an additional option to have their health vary according to their size. Among many other options, there's also one to make them more accurate depending on your skill setting. 
 
Thanks for the comments, everyone. I am totally aware of how much of a risk I'm taking by changing monster health. I'll probably post a beta of the map at some point to get a feel for how people like/dislike my changes, but i'm going to hope they go down well. I like my encounters how they are now, at least for how I play, and they don't feel spongy or weird so hopefully others agree.

As a side note: Why is the rocketeer wearing red armour, but less healthy than the green-armour wearing grenadier? I can understand from a visual perspective; red = danger/alert and rocketeers are obviously supposed to take your attention. But still... Poor guys must have low health underneath all that armour :( 
 
Because their armor isn't necessarily the same as yours? At any rate, if you really need to rationalize it, you could tell yourself that since they carry a heavy payload, they need to wear light armor to retain some mobility.

Also, don't these guys come from Quoth? So it's Preach who you should be asking about that... ;) 
@Pritchard Etc. 
I also changed health to one enemy.. These are just my opinions*

Pyros are more fun to fight against when they are a bit more tougher. Otherwise they are rather too easy to kill, since they don't have much range in their flames. If they have more health that will make them more dangerous. They should have at least as much health as ogres or even more, since they don't more that quickly. 
 
Quake3 decided that Red = Rockets, Green = Grenades... thus are the Grunts color coded to the terror of dichromats everywhere.

I believe Grenade Grunts have slightly more HP because they often splash damage themselves fighting in medium ranges and interior areas. Rocket Grunts are meant to be at a distance and you often plink at them with a shotgun, higher HP just makes them a chore.

Speaking of Quoth, that's one of the best examples of a good mod ruined by giving monsters way too much HP for no damn good reason. 
Arbitrary Monster Health In Quake = Bad 
I hated it in Unreal when the monsters seemed to have random health. I just felt like "am I shooting this guy right? Have I got to hit it in the head or something?". Part of what makes Quake's combat "flow" is the fact that semi-experienced players know exactly how many shots will spank that monster, and they're thinking ahead to their next target before their current target goes down. If you don't know when that knight is going to die, then the flow is broken and things just start to feel a big bogged down and annoying. 
What Kinn Said. 
Knowing exactly how many shots you need to kill an enemy is good for ammo conservation also.
Enforcers and knights: one SSG shot followed by one SG shot. You save one shell per kill. 
 
Knights: 4 axe hits, you save 4 shells per kill. 
 
That was one of the things that really bothers me about AD. Dropping grunts in one shot just feels wrong. That's really what I've been trying to address, compensating for the increased damage the SG has by making lower health enemies more similar to how they're "supposed" (read: usually are, not necessarily better) to be.

The RL grunt issue is a bit different. Their purpose obviously is to be used at a long range, as that's where their weapon's tracking ability is most obvious & useful. But my map is small and enclosed, but I want to get the most out of the base-themed assets as possible... hence, tweaking them to be more effective at close range.
I do worry that I am scratching the edge of sponge there, but if they do turn out to be troublesome then I can always ctrl+f my .map file and change all my edits... 
 
That is also why some maps should try out different things how to introduce new enemies. How much shells, how many rockets etc. some enemies takes, especially if some enemies are immune to specific weapons. If I remember right defenders are a bit more immune to rockets and they take 2 shots.. and was the eliminator more immune to cells/plasma.. There is more enemies that are immune to certain ammos, and I think that is only a good thing. 
Yes 
Health should be consistent. Slight tweaks for one enclosed area might be ok if it helps achieve a certain fight length or prevent an RL Grunt from killing himself too often.

Yes. Immunity to certain ammo is a good thing. Kinda miffed that droles are immune to shells since its so dang satisfying to blast them with the DB Shorgun and watch em fall in the most satisfying death animation ever. Still makes it fun when one corners you and you switch to the Widowmaker and pow you lose. 
Oh 
And yes grunts should really take 2 shots with the shotty. Oh well. 
Arcane Dimensions 1.5 
Thank You Thank You Thank You Thank You ... 
Never cease to amaze me :) 
What A Fantastic Sunday Morning!! 
Thanks sock!! 
Oh Boy 
Time to update my map to see what breaks! 
Christmas Came Early This Year! 
W0000000000t!!! 
@sock 
Considering giving this a try in the latest Mark V site

Paste this in the console in Mark V:

> install http://www.simonoc.com/files/ad/ad_v1_50final.zip

It'll download the ad installation and unzip it where it is supposed to go. Easy installation without the Quake Injector, may be helpful to those who are Quake illiterate.

/Congrats on the release! .. Baker exits thread ... 
Right Page To Suggest Something? 
Me and my friend discussed about the different types of secrets, and he meantion "what about multi-part gun secrets? like the unmaker in doom 64"

Surely it sounds very interesting, giving more motivation to look up secrets, especially if maps are larger and often have so many secrets. That is why it is good to have variety.

I have no personal experience about that gun, whether or not it is even worth of talk about under this topic, just wanted to mention it as an option for the future updates. 
Ahem~ 
Though The Cannon Is Not Multi-part At All. 
But look at all those gibs* That would be really fun, right? 
Swampy 1.5 
Replaying swampy in 1.5 this time. Nearly done, got purple key, RL, 22/25 secrets. But I haven't found a single book . They're still there, right? 
Yes. 
You need to activate/trigger the book thing first by finding a secret room. 
Thanks For The Hint! 
Not sure how I missed that one. Thanks. Been a wile since my last play through :) just 2 books left to find! 
Don't Forget 
To also hang out with the hanging zombie. Careful not to get your socks wet. 
AD_Swampy 
Hi all! Great mod and maps, started to enjoy Quake yet again after all this years. One problem thou... i get terrible low fps on ad_swampy when i use Quakespasm. Could any1 of you tip me on how to adress that? The stuttering starts when i'm overseeing the whole map from ledges and such. Something with the drawdistance or what? 
@bugsy 
* Create a new folder called "ad" in your Quake folder
* Copy the Zip file into the new folder
* Extract the contents of the zip file
* Create a shortcut to your preferred Quake engine
* Add the following to the command line

-heapsize 256000 -zone 4096 -game ad

* The above command line is only needed if engine runs really slow

-----
that may be it

also, check that you have the last version, wich is 1.50patch1 
 
@bugsy, check that you are on the latest QS release, 0.92.1. What are your gpu / cpu specs?

-heapsize 256000 / -zone 4096 are already default in the most recent versions of QS. If you are running an older version where they are not default, and not setting them, that could explain the low fps. 
Specs 
My cpu is a 6700k i7, and my gpu is a Nvidia GTX 970, so i was suprised that it was slow. But i upgraded my Quakespasm-client and that did the trick apparently. i had an older version. But the framrate is around 100, is that low? Or is it just a big map. Nevertheless, now it is playable :) Thx guys. Btw, i didn't had the patch either. So one of the two upgrades did the job. 
Great 
Quake's framerate is capped at 72fps by default; gameplay/physics break at high FPS.

If you're curious you can uncap it for benchmarking by entering "host_maxfps 1000" in the console, but make sure to set it back to 72 after. I am on a i7 3720QM / nvidia GT650m / macOS and get 130fps looking over the main swamp area from the roof, so I'm guessing your system will get 200-300fps. 
Fps 
Well i use Win10 64bit and Quakespasm 64bit-client. And when i'm facing the main swamp area i'm getting around 100 fps. But then again i have all eyecandy switched on. i will fiddle around with it later today :)

Btw, at last: http://i.imgur.com/Pd1JHlx.jpg 
I Salute You 
hope you had fun bugsy.
Hows cockeye btw?!? 
Heh 
When I finally got 25/25 on swampy, there was a lot more than 74 minutes on the timer... 
Heheh 
Well mfx, he's lonley by the looks of it ;) 
The Realm Of Enceladus 
I'm having problems with ad_azad, in the end the final boss wont appear and i'm stuck in the bossroom. Nothing happends. Is it just me? I have the latest patch and tried to update AD again, but it's the same. Strange. 
Shadow Axe 
Use the Shadow Axe to gib the poor ranger corpse on the ground. 
Doh! 
thx... *backing away shamefully* 
Das K 
We all ran into that one on azad. 
Sock 
Whatever happend to socks twitter-account? It is gone. 
Mfx 
mfx's account is also gone! 
Sock = Mfx?? 
Mind = blown! 
Sock &#8800; Mfx 
 
Twitters 
Seriously what's that about? For two of the AD mapper's accounts to be deactivated at the same time? Viral marketing for something? an ARG? 
 
mfx's went away about the same time he started posting "anonymously" here. 
Otp=sherlock Confirmed 
Really? 
Are you sure? 
Blocked? 
It is for me. I heard twitter has started punishing people who are reported for violations by making them invisible except to their followers, maybe that's happened? OTOH I thought I was following MFX and Sock.

Ah well fuck twitter anyway 
Well You Chaps Could Always Ask Him 
I'm sure he's still on email. 
This Is Awesome! 
this is awesome, I started playing it yesterday. Playing on skill 3 (nightmare) and I think the game is very balanced (but I've been playing quake on and off for 20 years.....). I had no problem adapting to the new enemies and never felt frustated (except for when Necro Keep bugged out at the ending and the portal didn't open after killing fire wrath)

All the standard enemy redesigns\variants are great and fit both the gameplay and the artstyle. The other new enemies fit the gameplay but I'm not convinced they fit the art style completely.

The flow of the maps is really great and I never felt lost... but I didn't wander off the path in foggy fogbottom or crucial error.

I still have a few levels to finish though. Thank you for this! 
@#1138 Do Demos Maybe? 
Still awesome to see skill3 runs. 
 
yeah, MFX... no twitter... "page not found" 
#1136 
"Ah well fuck twitter anyway..."

i've got nothing to add. 
Mfx Twitter 
"Twitter took too long to load"...after like 0.4 seconds. 
A Skill 3 Demo 
http://multimedia.campus.luth.se/bugsy/ad_swampyb.rar

shy of 2 secrets and 1 monster from perfect, i forgot the locations of them :)
My play is a bit jittery, sorry for that. 
Is Sock Back To Twitter? 
 
Looks like he's pimping the last map of the mod, hopefully we'll get some more eye-candy and those sexy maps he teased before :P 
Map Looks Amazing Nuff Said. 
 
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