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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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@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. 
 
This is an interesting point.. so normal NQ protocols (15, 666) are sending all entities in the player's PVS every frame (SV_WriteEntitiesToClient), regardless whether the ents have changed.. correct?

In that case a static flag could be useful for stuff that is purely a static prop. 
Non-static Static Entities 
there are still some network overheads when it enters+leaves PVS (with possible resends on packetloss), but not otherwise.
(this only applies if the client in question supports the fte pext stuff, obviously.)

the server will have slightly higher cpu costs too, of course, which might be significant if you have a LOT of such ents.

if its targetted with some killtarget (or just check to see if it has a targetname set), then making it static isn't practical anyway. Otherwise you might as well, because it'll at least help with other clients, and slightly reduce the server's cpu load. (grr @ those find+findradius builtins!)

using a spawnflag that mappers are normally expected to set properly is too unreliable for my tastes. a flag to override automatic selection (making it non-static) would be better, imho, for people that have set unexpected fields like avelocity... 
Ah, Findradius And Such 
I forgot that non-static entities would have QuakeC CPU tax.

So 500 torches in a map
1) If static --- QuakeC = no performance loss
2) If non-static -- QuakeC -- very damn operation will check versus torches, bogging things down for no reason.

AFAIK, in DarkPlaces -- non-static entities are not quite as network free as they are in Quakespasm Spiked.

LordHavoc *did* add "makestatic at any time" to DarkPlaces as an extension, presumably for a reason --- probably "what Spike said". 
 
So many new replies; I almost thought that v1.5 came out. 
Rick 
Looks like I remembered wrong: Wiki says "They are usually in league with the goblins or Orcs". In the movies they accompany Saruman's orcs in Isengard. Goblins and orcs are related but different in both the movies and games. In Tolkien's early writings, he did differentiate them but by the time of LOTR, the two names were synonymous. Source: https://en.wikipedia.org/wiki/Orc_(Middle-earth). Funny how movies can alter the memories of books! I need to re-read them, it's been too long.

Sorry for the OT, guys. 
@Baker 
dpp5+ and fte pext will do the same resends, there's no functional difference there. its the same delta mechanism, but different data. Both are nack-based, and will only resend on packetloss.
its basically the exact same aproach, although there's a few other implementation details involved, like precision and extra info. DP also implements prioritisation, though that's more of a server-side feature rather than a protocol difference.

legacy(ish) info: the vanilla qw protocol and earlier dp protocol versions are ack based, those protocols will send their deltas from the last-known-received state, which results in resend spam until it us actually acked. this might actually be better with high packetloss, but in most cases those resends get new information anyway (ie: positions), with the other stuff being a noticably lower priority that'll be fine with a 5-10% loss rate.

@dwere, chat about AD updates is apparently in the thread about the quakespasm patch that's being discussed here...
And Mugwump is the only one to have the decency to apologise about being off-topic... :) 
 
Well despite a bumpy start here, I'm a pretty cool guy and I don't wanna give people reasons to give me flak. 
 
[quote]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.[/quote]

so I should be pitching to Madfox lol 
Yhe1 
This site uses <a
href="https://webdesignfromscratch.com/html-css/html-tags/">HTML tags</a>.

Dutch at QuakeOne can model too, see his <a
href="http://quakeone.com/forums/quake-mod-releases/finished-works/12280-quake-guy-2016-a.html">Quake Guy 2016</a>. 
Oops! 
...but apparently not hotlinks. 
 
Something doesn't sit well with me about that model. The one used in AD (I forgot the author) is better, even though I don't like the face. 
For Me It's The Beard. 
And he doesn't look angry enough. 
Misc_models 
@Yhe1
I thought you have a modeler, otherwise who created all of the custom models?
I have created plenty of models for AD, all listed in the readme

@FifthElephant
Most Of The Models, Were tweaked from other games or mods, some were donated
Are you serious with this comment?

@Spike
using a spawnflag that mappers are normally expected to set properly is too unreliable for my tastes
I agree, if the entity has no targetname then it cannot be referenced by anything so it might as well be static. I thought there was a limit on how many static entities you can have in a map? Like if I default misc_models to static and the static limit is low some maps will stop working?

@Baker, I am sure findradius only works with entities that have world interaction (misc_models are often non solid) and find will only return results if the searched string field has a value, which most misc models don't. I am not sure what overhead you mean? 
 
"Most Of The Models, Were tweaked from other games or mods, some were donated
Are you serious with this comment?"

Not 100% sure which models were done by whom but it's undeniable that AD has a lot of borrowed content. I know you did stuff like the book pedestals, the tome, armours, keys, power-ups etc etc...

The point was mostly in relation to guy above requesting a knight on top of a fiend and your response asking him to provide the model. ;) 
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