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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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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 
 
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