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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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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. 
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