Feature Request
#745 posted by PuLSaR on 2016/03/30 17:23:35
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
#746 posted by killpixel on 2016/03/30 20:35:39
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
#748 posted by sock on 2016/03/31 13:25:49
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
#749 posted by nitin on 2016/03/31 14:25:30
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
#751 posted by mankrip on 2016/03/31 19:39:10
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.
#752 posted by Kinn on 2016/03/31 19:45:20
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?
#753 posted by PuLSaR on 2016/03/31 20:18:25
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
#754 posted by sock on 2016/03/31 22:53:41
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
#757 posted by mwh on 2016/04/01 02:49:28
Other plans all sounds good, looking forward to it :-)
Ad_swampy
#758 posted by Vondur on 2016/04/04 20:30:42
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
#759 posted by mfx on 2016/04/05 16:50:32
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?
#760 posted by NewHouse on 2016/04/07 03:20:56
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?
#761 posted by ijed on 2016/04/09 06:51:28
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.
#762 posted by Rick on 2016/04/09 11:21:30
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
#763 posted by sock on 2016/04/09 16:52:46
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
#764 posted by negke on 2016/04/09 17:18:58
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
#765 posted by sock on 2016/04/09 17:51:31
the console spam should be moved to developer 2
Sorry I am confused, what console messages are you talking about?
#766 posted by negke on 2016/04/09 19:36:16
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
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