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Updated Q1SP MOD - Arcane Dimensions 1.7.1 *PATCHED*
Sock has been beavering away behind the scenes to get a fully updated tweaked fixed and finalised version of AD. So here it is. One point SEVEN.

Download (220mb):
http://www.simonoc.com/files/ad/ad_v1_70final.zip

V1.7.1 Patch (see recent post below):
http://www.simonoc.com/files/ad/ad_v1_70patch1.zip


Readme:
http://www.simonoc.com/files/ad/ad_v1_70_readme.txt

Recommended Quakespasm 0.93:
http://quakespasm.sourceforge.net/download.htm

Past versions etc:
http://www.simonoc.com/pages/design/sp/ad.htm

In his own words:
"The AD zip file is getting a bit big and inconvenient to download and I think its time to start splitting stuff off into separate files. The AD map source files are not needed or viewed much and if anyone wants to see them, just drop me an email request.

This download contains all the previous maps, some new extra code and features, lots of bug fixes, some new mapper features (check documentation) and as a final bonus, a couple of extra maps hidden away in the main map hubs, good hunting!"


Screenshots:
http://www.simonoc.com/files/ad/ad_17_finish1.jpg
http://www.simonoc.com/files/ad/ad_17_finish2.jpg
http://www.simonoc.com/files/ad/ad_17_finish3.jpg
http://www.simonoc.com/files/ad/ad_17_finish4.jpg
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Mon_boil 
I hope ad_sepulcher comes soon! Until then, I can't work with AD 1.5 :(

https://github.com/kduske/TrenchBroom/issues/1522

Well, I could work with it if this bug is fixed. It's a race to see which happens first! :D 
Just Rename Any Model 
to mon_boil.mdl 
 
What map is that?

Generate a .ent file...delete the conflicting entities...? 
 
ignore that. trenchbroom isnt gonna care about a .ent.

fifths got the right idea.

or perhaps try loading in JACK, delete the mon_boil and rename the .map 
@Fifth 
Thanks for that idea, it works. Now my mon_boils are bonepiles.

@mukor, there are no "conflicting" entities in the map. I haven't placed any mon_boil entities or anything like that. That's why I thought it was a showstopper.

I suppose something else I could have done would have been to edit the entity out of the .fgd, but I have no idea how feasible that is. 
 
http://imgur.com/a/Ao2pY

Deleting those should do the trick. Loaded fine in Trenchbroom for me.

A note, the issue you submitted is moot. Its already been solved. Im using a recent build provided by Ericw, and it just gives an error message in the issue box at the bottom of TB. No crash. 
 
How recent is your build from ericw? I'm using 3cb0140, which I got from them as well.

Interestingly, I only had to "fix" mon_boil - the icegolem never raised any issues for me. 
 
Im using the same build. Weird.

Glad we got it sorted out. Should probably get back to topic now. :P 
Pritchard 
Mark V And Quake.rc 
You can forget these three commands in quake.rc if you are using a recent version of Mark V:

max_edicts 8192
r_useportalculling 0
cl_beams_polygons 0


Max_edicts defaults to 8192 in Mark V v1.0 anyway, and just like the other two commands, it simply doesn't exist. 
New Here 
I saw this mod in rock paper shotgun some months ago. Since version 1.5 was due, i decided to wait,

and played rrp, honey and some others instead. i'm amazed. the level of quality is excellent.

i will be posting the demos later, first time playing the maps.

i played and recorded ad_e1m1 and e2m2.
very nice remixes

is there a way to continue to record a demo after quickloading? i was recording ad_e1m1 and stopped recording after a quickload. i died in e2m2, and played the level again from the begining and the recording was not stopped this time. 
Topher 
Im working on a solution but it probably involves learning QuakeC.

Youll have to start a new recording after loading/quick loading. 
Ad_tfuma ~ 1 Hour Boring Demo Play/analysis By Me 
Sorry, I thought it would be nice to use "say" command and point out my thoughts. I just want to be honest with these demos. I liked the map, that is more important. But to be honest, since the map is really long, even though shortcuts were well placed, the overall layout was too big for my taste to play it multiple times. Maybe after couple months I could try again, since a lot of details and work putting there and there.

Loved the poison/toxic theme there, and light was really moody. But I personally hate those poison spawns.

https://drive.google.com/file/d/0BwxYkKdSD855bWtsWWFpc1RGOEk/view?usp=sharing

Also I think this new shambler's model/texture doesn't work, since it lost its mystery/scariness, because now you can see that it actually has teeth and elephant toes, really? When mapping ad maps, is it how easy to switch old models back if I personally want to do that. No offense it looks great and everything, it just isn't my cup of coffee. 
 
Also I think this new shambler's model/texture doesn't work, since it lost its mystery/scariness, because now you can see that it actually has teeth and elephant toes, really?

I think it was always pretty obvious that it has teeth.

Whether it has fur is another question. Looks like the author of the new model is of the "It doesn't have fur, you furfag" camp.

On a more serious note, the model does look a little weird to me. I think one of the reasons why is that it seems to be made with animation interpolation in mind. Becomes especially apparent during the death sequence (when the poor critter avoids being gibbed by nails). 
 
I'm sorry but I have to agree. It's a good model on its own but looks completely out of place in the game. 
Newhouse 
You can override the skin by using the "exactskin" flag as seen in line 1491 of ad_v1_50_readme.txt.

Open the shambler model in QME and youll see the original shambler skin is skin 0.

So for the exactskin flag youll want to enter 0 to make it the original shambler skin. 
What? 
That's not the original skin. 
Thanks Mukor~ 
Also dwere call me weird, but I always though Shambler was larger spider monster with the white sheet over, and feet were more like hooves and not elephant toes. That is why I love old textures since you can't really tell what you're looking at. Shambler's face was so blurred that is looked more like a spiders face with two big spikes. But these are just my personal believes about that monster, I can be wrong. 
Thought* It Looked* 
 
Misc_smoke Direction 
Any way to have misc_smoke point horizontal rather than only up? The .def shows it supports angles key and that you could tell it to target an entity for it to point to but nothing changes. 
 
Try up and down direction (-1,-2) 
Final Boss? 
The maps are amazing as usual, great update guys. Is there a final boss this time around? 
 
For the pedants out there:

For shamblers:

Use 0 with 'exactskin' for:

http://imgur.com/Cyd8Ycm

And 1 for:

http://imgur.com/vL63ff6 
No Smoking 
Thanks PulSar I tried angle -1 and -2 (Which would make sense now that I think of it) but the smoke only goes up...nothing has made it change direction so far.

Is there a map that uses a different direction of smoke? I thought terra fuma did but I can't open it in TB2. 
@mukor 
I was asking about the original skin/model? 
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