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Updated Q1SP MOD - Arcane Dimensions 1.5
Revamped version of the cutting edge next-gen AAA Quake mod with more STUFF and more MAPS, including:

1.5 Maps
--------
* ad_chapters - More themes and portals (Simon OCallaghan)
* ad_azad - The Realm of Enceladus (Maik Franz Xaver)
* ad_tfuma - Terror Fuma (Gavin Edgington/Eric Wasylishen)
* ad_magna - Leptis Magna (Noel Lacaillade/Andrey Saenko)
* ad_metmon - Arcane Monstrosity (Simon OCallaghan)
* ad_zendar - The Horde of Zendar (Simon OCallaghan)
* ad_sepulcher - *Not Available* (Henrik Oresten/Simon OCallaghan)

Download (200mb + 17mb Patch 1):
http://www.simonoc.com/files/ad/ad_v1_50final.zip
http://www.simonoc.com/files/ad/ad_v1_50patch1.zip

Screenshots:
http://www.simonoc.com/files/ad/ad_15_finish1.jpg
http://www.simonoc.com/files/ad/ad_15_finish2.jpg

Readme:
http://www.simonoc.com/files/ad/ad_v1_50_readme.txt
- which you really should read or sock will come round and beat you senseless, particularly since this ESSENTIAL information for players is hidden part way down:

Ammo Resistance
---------------

The Shell and Nail visual resistance is shown with a mixture of red and grey impact particles, a ricochet sound, various smoke chunks flying off
in random directions and the monster screaming in pain.

The Rocket and Cell visual resistance is shown with a small puff of smoke, a different rocket sound, small gibs of flesh (blood particles look odd), various smoke chunks flying off in random directions and a monster scream.

When a monster is hit with a projectile and they have ammo resistance they will ALWAYS ignore pain and not go into any pain animations.

Name Shells Nails Rockets Cells HP Effective
------------------------------------------------------------------
Golem --- 50% --- --- 500 1000
Minotaur --- --- --- 50% 500 1000
Seeker --- --- 50% --- 500 1000
Shambler --- --- 50% --- 600 1200

Stone Knight --- 50% --- --- 75 150
Stone Hell Knight --- 50% --- --- 250 500

Defender --- --- 50% --- 100 200
Eliminator --- --- --- 50% 120 240
Pyro --- 50% --- --- 100 200
Fumigator --- 50% --- --- 100 200

Boglord --- --- 75% 75% 1500 ---
Eidolon --- 75% 75% --- 2500 ---
LichFiend --- 75% 75% --- 2500 ---
Nour --- --- --- 100% 2000 ---

Chthon --- --- --- --- 2500 ---
Shub-Niggurath --- --- --- --- 2500 ---


Footsteps off:
Impulse 120

Pixels off:
Impulse 115
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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. 
 
KingDime plays ad_tfuma:

https://www.twitch.tv/videos/124742745 
I Feel Bad 
that he didnt work out the secret language of the red painted doors (with skull wings). If he just hit the first door he'd be set. Oh well.

He seemed to have enjoyed it mostly. 
 
How are we supposed to enter the path for ambient_custom_sound? Using the noise key, I tried "sound/ambience/liquid_bubble.wav", "ambience/liquid_bubble.wav" and "liquid_bubble.wav" and none of them worked. 
AFAIK 
All custom sounds go in "sound/" but you do not include it as part of your path.

Hence, your "ambience/liquid_bubble.wav" should work as long as it's a valid .wav file, no spelling errors and is located in the "ambience" directory inside of the "sound" directory.

This is taken from an ad_swampy custom sound entity: "ambience/woodcreak2c.wav"

Using "liquid_bubble.wav" would mean that you just have that .wav file under the "sound" directory by itself.

It's pretty straight forward so I don't know why you are having problems with it, good luck. 
 
I ended up copying an entity from ad_swampy after I decided to check it out myself, and when I put it in my map and changed which sound it played everything worked fine... Honestly not sure what I was doing wrong before but oh well... 
 
Is it possible to make it so that enemies can't see through transparent water? referring to this change:

+ sightchecks can changed based on water alpha values (water=1;solid)
 
 
 
Grenade resistance is pretty nifty 
@pritchard 
In the 50 days between your posts, you could have looked at the Arcane Dimensions source code.

Which Sock, being one of the "good guys", made Arcane Dimensions open source as deliberate decision because "it's the right thing to do", not because it was "required to do".

I'm merely pointing out you have many avenues to address your own interests here that do not rely on begging Sock to reply or say something. 
??? 
It's not like my most recent post was "begging" - it was just a slightly humorous 12 second long video clip.

And neither was my previous one. It was just asking if it was "possible" - as in, can it be done, and if so could you please point me in the right direction and let me do it myself?

Since then I've figured out a solution anyway, so it's not like my most recent post is me sticking my hand up and saying "hey, you forgot about me!" or something obnoxious like that. 
 
I was just saying that Sock kindly went out of his way to enable others to examine, change or inspect the behavior of Arcane Dimensions -- so no one had to depend on him as the only way to know what X does or even change the behavior of X.

if so could you please point me in the right direction and let me do it myself?

As a last and final resort, I would certainly help you.

But what you should really do is is a text search for the source code for the word "sightchecks" and then if you need help ask in the Coding Help thread.

There are others more experienced with QuakeC and far more familiar with the AD code that regularly post in the help threads. 
Reading Comprehension 
"Since then I've figured out a solution anyway, so it's not like my most recent post is me sticking my hand up and saying "hey, you forgot about me!" or something obnoxious like that."

"Since then I've figured out a solution anyway..."

"Since then I've figured out a solution anyway..."

Anyway, in the interest of making this post actually contribute to the conversation, here's how you can block AI sight through water in AD without having to recompile/redistribute the entire codebase with your map:

1. set "water_alpha" "1" in worldspawn
2. create an info_stuffcmd with:
"message" "r_wateralpha 0.5"

That's it. You'll be able to swim around undetected by those above you, unless you break the surface.

I'm a bit concerned about info_stuffcmd - I might be setting a user's settings "permanently" when I use it, which isn't great. But still, it's better than making my map require its own folder separate from AD - where it would use up far more HDD space with duplicate files etc. 
 
Cool. Yeah, sometimes I get caught up reading each sentence. Sorry, haha ;-)

Guilty as charged ... 
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