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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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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. 
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