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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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Thx Topher 
Cool demos! 
Can Ad Be Done Chopped? 
i will try, with the following rules:
* easy difficulty
* no reloading.
* no speed demo. i am not interested in doing it in the shortest time.
* shooting buttons allowed
* a couple of really accidental shots allowed. ie: when you pick a weapon during a fight.
* shot at flying enemies allowed but only when it won't come to ground level.

i'm not sure how many maps i can finish this way.

here it is ad_e1m1 done chopped (the easiest one):
http://www.quaketastic.com/files/demos/ad_e1m1_topher_axe.7z 
 
more fun!

ad_e2m2
this one was tricky
those hammer ogres are a nightmare to fight with the axe. for now.. until i figure out how to fight them well.

http://www.quaketastic.com/files/demos/ad_e2m2_topher_axe.7z 
@spike 
I'm not really looking for kind of argument that causes tension.

I could have decided to file the topic in the "I don't care" department. It doesn't materially impact me.

However, what good am I if I don't cite the reasons this has already been tried and failed.

It has failed every time it has been tried, and history repeats itself. If we called it "Windows DLL Hell" or if we were instead calling it Quakespasm Spiked requiring 32-bit libraries but the 64-bit ones have the same name you'd likely agree with me.

Although without Quake Injector support and support for it in the Quaddicted database, will be interesting to see how the average user would even install them.

-- Or are you under the impression that all these new guys that can't find their Quake folder are manually installing things like Arcane Dimensions and Quoth and then doing the command line themselves like an expert? Haha

Anyway, I did my part to share knowledge. ;-)

This doesn't affect me. And besides, I recommend you go with this.

Will be more fun saying "See I told you, hahah".

To be a good predictor, need to have someone super-smart like you who didn't listen and walked in the minefield anyway ;-)

Will make me look good.

/Anyway, Spike your #1 in my book. Done talking about this boring subject anyway, fun stuff is what I like. 
More Axe Fun 
ad_metmon
this one was easy. i did it in the first attempt in twenty or so minutes
http://quaketastic.com/files/demos/ad_metmon_topher_axe.7z 
 
I rarely watch demos but an axe challenge could be fun to watch. I'd like to see how you axe a pyro, an ice golem or a fury knight... Which protocol are you using? 
 
protocol 666, quakespasm
fury knight are the one with two swords? i tackled one with a quad damage in this demo.
for now, the hammer ogre are the one who are seriously giving me fight and killing me. i don't record the failures.

e2m7 was hard but not as hard as e2m2. in e2m2 i finished the level after like 12 attempts or more. i made e2m7 after 5 attempts.

playing in easy certainly helps. somehow i still get shot by those xbow knights. they are good.

http://quaketastic.com/files/demos/ad_e2m7_topher_axe.7z 
If You Watch Demos... 
i watch demos with markv, that sourceport has rewind and fast playing, with the arrow keys. quakespasm doesn't have that 
 
Heh, yeah a quad certainly helps! You get hit by crossbow knights? They do have great accuracy but in skill 0 their shots are very sloooooow. 
Topher 
ad_e2m2 @5'42": Challenge failed! ;) You nailed a crossbow knight while the ledge he stands on is accessible (in fact, you land upon it @9'32"). 
 
MARKV has a bug with the rewind feature in demos. when you rewind, the clock go forward instead of backward.
when you pause (down arrow) and unpause, the time is resynced.

the real time is 3:55
that xbow knight is unaprocheable with axe.

when i jumped after grabbing the sharpshoter powerup (8:53), i jumped in another area. 
Pyro Explode On Death? 
Is this a bug, I remember using gibondeath value 1 : Explode on death earlier. But now I tried it and it didn't explode. I was planning placing pyro near the explosive boxes, and after pyro is death it might trigger some boxes to explode in a row and hurt player a bit. Not sure does explode has any radius/blast damage? 
 
Is there any good way to make a misc_smoke "start" its animation? It's pretty annoying having it just pop in when it's been triggered. 
Zendar Axed 
ad_zendar

i have to say, the new axe make the axe only runs much more easy and quick

i shot the nour for brevity and for my sanity
http://www.quaketastic.com/files/demos/ad_zendar_topher_axe.7z 
Shell Splash 
Has anyone else noticed that shotgun shells make a splash sound if they land in water, but only after hitting a dry surface first? Weird. 
 
Grenades behave the same, IIRC.

Probably some quirk in how MOVETYPE_BOUNCE works. 
 
I am now officially requesting a mod that turns the shotgun shells into little mini grenades. 
 
Technically, they ARE grenades...

void(float shell_qty) Launch_ShellCasing =

{

local vector org, dir, avel;

if ( self.health < 1 ) return;
if (query_configflag(SVR_SHOTGCASE)) return;

if (self.flags & FL_CLIENT) makevectors (self.v_angle);
else makevectors (self.angles);
org = self.origin + v_up*10;

while (shell_qty > 0)

{

dir = -v_right*75 + v_forward*(random()*50) + v_up*(100 + random()*100);
avel = vecrand(0,300,TRUE);
Launch_Grenade(org, dir, avel, CT_PROJ_SHELLC);
shell_qty = shell_qty - 1;

}

};
 
 
I am now officially requesting a mod that gives the shotgun shells trajectory distance drop off, but also gives grunts and dbs enforcers z-awareness to compensate. 
 
What happened to mon_eel? It seems to be entirely non-existent except for one tantalizing line in the documentation. Was it cut from the release? 
 
There was a build I tested with mon_eel, it was a projectile type monster instead of a close range style one from the expansion.

I don't remember having great things to say about the implementation in place, plus I wasn't making a level that utilised it. None of the new maps had significant water sections so I am guessing Sock considered it bloat and binned the enemy off. 
 
Is it possible to have an item resting on top of a func_breakable that falls down when said breakable is destroyed? 
 
there are several secrets in ad maps that are exactly that 
 
I believe the spawnflag "Floating" on items is what youre after.

ad_necrokeep does this. 
Yap 
Breakable targets item you want to fall. Have it start with floating flag. 
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