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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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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. 
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