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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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FYI 
the fgd file is borked for relays, at least in JACK, trigger and trigger2 don't play nice together. 
--- 
SOCK would you mind offering your mapping package: shaders,def(entity file), maybe a link to the version your using.

Images are easy to do 
Misc_model Doesn't Support Static Entities Like Quoth? 
Quoth has a mapobject_custom that is similar to misc_model in AD.

In Quoth, for a mapobject_custom you can add "spawnflags" "1" to make it a static entity.

A static entity is like a torch or a "func_illusionary" or where it doesn't interact with the world nor QuakeC and is never sent from server to client after worldspawn.

I'm in the process of trying to tutorialize "Spiked Quakespasm" particle scripting demos that are "best practices" and I noticed this difference between Quoth and AD. 
Sound Attenuations (ATTN_...) 
@sock:I noticed that you had more than the normal amount of sound attenuations defined. I understand these:
ATTN_NONE = 0; // Global sound heard everywhere
ATTN_NORM = 1; // Normal sound falloff from source
ATTN_IDLE = 2; // ???
ATTN_STATIC = 3; // I assume this means it that 1) it doesn't get sent over the network and 2) it's position is fixed for the duration of that level.

What I don't understand are these new attenuations and if a specific engine is required for them to have any affect. The values for the new attenuations are 1.5, 2.3, and 3.99. 
How To Text? 
How do you use linefeeds in textbook?
misc_textbook..

message2 = Body text..

Line1\r Line2 doesn't work? 
Try 
'\n' instead of '\r'. 
It Worked 
Thanks* 
Suggestion 
Hey Sock.

I'm trying to have entity_state_reset reset multiple triggers, but also have those triggers targeted individually.

I'd like to suggest an a targetname2 (or groupname) property for entities for a future release of AD.

I think it would allow for much easier entity management. 
 
Can we have a death Knight that rides a huge fiend as a boss? First you have to kill the Fiend, then the Knight 
I_dont_readme_txt 
Or maybe not. A lot of people don't read the readmes
A terrible generalization, missing out on some quality stuff from many authors. I imagine you ignored the dont_readme.txt as well! :P 
@sevin 
Thank you very much for the readme corrections, that gave me a chance to sync the QC/Readme/Def files again! :D

what editor do you use?
I use GTKRadiant editor, extremely old version, I would not recommend it as there is plenty of more friendly to use editors around nowadays. 
@Shamblernaut 
the fgd file is borked for relays, at least in JACK, trigger and trigger2 don't play nice together.
This is fixed in the latest FGD file with AD1.5 
@PyroGXPilot 
would you mind offering your mapping package: shaders,def(entity file), maybe a link to the version your using
Here is all the Editor Files I use for the GTK Wolf Editor
Also ADQ v1.3, QME, Texmex v3.4 and Weapon SSheet 
@Baker 
In Quoth, for a mapobject_custom you can add "spawnflags" "1" to make it a static entity. I noticed this difference between Quoth and AD.

I can understand "static" was useful a long time ago when entity count was restricted because of protocol/map, but I don't think its needed anymore. The other thing to consider is I have an entity state system which expects entities to not be removed or made static, so I did not add the option. Also if an entity does not move/update or change then there is no network traffic overhead (besides the initial setup packet/frame? 
@Qmaster 
I don't understand what are these new attenuations and if a specific engine is required for them to have any affect. The values for the new attenuations are 1.5, 2.3, and 3.99

There is no specific engine requirement for these new values, I separated them out so I could edit them individually instead of having everything use a small set of values. The 3.99 is something I got from necros and I believe its the lowest value that attention can go. 
@Shamblernaut 
I'd like to suggest an a targetname2 (or groupname) property for entities for a future release of AD

Certainly a very cool idea because entity chaining can get cumbersome with large amounts of entities. It will not be a quick thing to add/change to the codebase and its something I will look at after v1.5. 
@yhe1 
Can we have a death Knight that rides a huge fiend as a boss? First you have to kill the Fiend, then the Knight

Do you plan to create the model, animation, skin and sound effects? 
Sock 
I DO read the readmes. I was just saying a lot of people don't bother.

While you're here, I have a suggestion: for AD 1.5, can you make the unused test map 12 teleporter send the player back to the main start map? It's a bit annoying to have to restart. 
 
Hey thanks for the response sock. I know you're busy and stuff, I really appreciate it. 
 
I remember from when I played LotRO there were goblins that rode around on wargs. They were pretty cool. Size-wise, the deathknights would probably look better, but that wouldn't work so well as a boss mob. 
Goblins? 
Shouldn't it be orcs riding wargs? I might be wrong but that's how I remember it from the books. 
 
Sock, I thought you have a modeler, otherwise who created all of the custom models? 
Most Of The Models 
Were tweaked from other games or mods, some were donated. A lot of the models that were from other mods or games have been given new skins by Sock so to give them a bit of newness.
It would be awesome to have a dedicated modeler but good ones are few and far between in the quake community. 
 
I really enjoyed playing the game and the movies, but I was never a Lord of the Rings fanatic. I only read the first book.

I guess goblins were a kind of orc?

https://lotro-wiki.com/index.php/Moria_Warg-rider 
@static Entities 
no network traffic overhead (besides the initial setup packet/frame?

From what Spike has told me, I believe that to be correct. Quakespasm Spiked has no network traffic at all for an unchanged entity.

So, yeah very little difference between a static entity and one that never changes in Quakespasm Spiked. 
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