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Updated Q1SP MOD - Arcane Dimensions 1.7
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):


Recommended Quakespasm 0.93:

Past versions etc:

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!"

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@ Ericw 
yeah, i figured :) 
10 Out Of 10 Secrets In Horde Of Zendar! 
i can retire happy now :)

colour me sozzled! 
@Lo Frag Traff 
Umm... try 100% secrets on Forgotten Sepulcher now... I double-dog-dare ya! 
So cruel :-P 
Ad_e2m2 Demo 
skill 3 demo for updated version of ad_e2m2

one of the greatest remakes ever. a huge kudos to sock

96/96 kills
9 out of 10 secrets found 
A Note To Others 
Spy's demos are pretty entertaining if you haven't caught them I highly recommend a view. Haven't watched this one but will do once everyone in RL stops bugging me. 
Enhanced Ad_quake.fgd

This is heavily modified and may only work properly in TB1/2.

Most entities that allow you to supply a model will now display the model you choose. Most of them will switch skins. Most monsters will switch skins as well. It was hard to provided for every scenario. For example, zombies with a custom skin will display the default skin if they are also Crucified/On Floor. Keys wont switch models based on worldtype(but they will if you supply a new skin under exactskin), theyll only stay as medieval keys..etc...

This also includes lots of things the current .fgd lacks like boglords and swamplings. Enjoy! 
1.7 BUMP. 
Kinda Disagree With 
The AD map source files are not needed or viewed much

It's always handy to look at some things, the logic_gates and so on

congrats the AD team and happy NY 
Totally Didn't Expect To See This 
What a nice gift for New Year! 
Date Of First Message 
Why is the date of the first message is 2016/12/04 ? Should be 2017/12/31 instead. 
Shall I delete the previous install or can I just unzip (ooh-err) on top of it? 
Nice work on the FGD, Mukor! Super useful.

A question for the group ...

Is there a way to launch AD without having the menu pop up? Like, in working a level, I'm constantly having to launch the game and then hit ESCAPE before I can actually play.

Is there a way to just launch straight into gameplay using +map? 
1.7 Map Reviews 
Hey Sock.

ac_ad: While I still need to play the original map to get some further perspective, I'll give a few comments anyway regarding how I feel about it.

The geometry was excellent, and had a very clean feel. It didn't feel very sock-ish, but I wonder if that was a homage to the original map. The button find was enjoyable for the most part and I didn't feel like any were too crazy out of the way.

There was one portion underwater where the player runs out of air fairly easily. I didn't notice an envirosuit either, so it's kind of awkward as a gameplay mechanic, especially if the player is traversing over it multiple times looking for the buttons.

*spoilers incoming*

In terms of gameplay, the pre and post button find secret enemies lead to a very different gameplay experience. The first half being far more cautious, and the base enemies were far more "run and gun". I played on nightmare and felt that it was maybe a touch too easy. In the end I gave up hunting down all the enemies because the map is so big and maze like that it was difficult to find them all. I think I had maybe eight left when I exited the level.

If I were to suggest an improvement it would be to close off portions of the map when you open up the button find secret, so that when the base enemies spawn the player can be directed to them better. Now having said all this, I thoroughly enjoyed the map.

s1m1: A really nice little homage / remix of e1m1. It was nice to see your take on the iconic stuff we all know so well. Good job keeping the secrets so similar in feel to the originals too. Gameplay was nice, and had a very faithful vibe. It was nice to see a bite sized map come from you, it was a pleasant change :)

Again, some great releases. Thanks for keeping working on this, even though you keep saying that it's finished and won't be worked on again XD 
I guess a workaround is just to leave Quakespasm running and bind a key to "restart" ... seems to work, and faster than restarting the engine from scratch. 
Is this a bug?

My AD folder is called "ad", and is placed inside the same folder containing all my other mods.

When I launch QS with the command "-game ad", it doesn't load the AD mod, and gives the default ID instead. Selecting the AD mod from within the QS MODS menu shows the name "ad. 7". (what is happening here!?).

If I call my AD folder as "ad1.7", then using the command "-game ad1.7" works fine.

What is happening here?

Something is fishy with the AD name and/or version number. 
There is an article about Arcane Dimensions on the new (US) PC Gamer. 
More AD goodness. Here is 100% Arcane Adamantine demo. Skill 2, first run, its a little long: 
Great Release! 
I removed startup menu by commenting out line in quake.rc containing "menu_main" command. 
Ah nice, didn't even think of that. Thx! 
[12:54] Shambler: new ad base map is not hangar 16 is it??
[12:54] SimonOC: @Shambler no, you want ad_s1m1
[12:54] Shambler: right
[12:55] Shambler: or ad_ac
[12:55] Shambler: cool
[12:55] Shambler: and one is in the default start map?
[12:55] onetruepurple: yes
[12:56] SimonOC: ad_s1m1 -> start map, ad_ac -> chapters
[13:02] Shambler: this is awesome
[13:03] Shambler: i have been looking in start map for 10 mins and can't find it
[13:03] onetruepurple: lmao
[13:03] Shambler: ah
[13:03] Shambler: errr
[13:03] Shambler: ummm
[13:03] Shambler: maybe i should download ad 1.7..........................................................................
[13:04] Shambler: SHUT
[13:04] Shambler: UP
[13:04] Shambler: none of your stupid q-whatever smileys 
New Maps.

S1M1 - beautiful design, structures and detailing, great execution of Idbase. I felt like it could have done with an extra 50% monsters, there's loads of space and room to move etc, it would still have been quite easy but maybe more satisfying.

ADACABAA - another great design, so much curvature and intricacy. The areas kinda blended into one but when the theme's this strong that's all good, just really consistent meaty Quakecture throughout. Meaty gameplay too, well balanced and fun, start was a teeny bit hard depending on route but later on it was spot on. I failed dismally at secrets.

Two very sweet releases to end the year on :) 
Loving S1M1 
Makes me want a full re-imagining of OG episode one in AD even more now.

First jam of 2018? :P 
ADAC: and my car hasn't even broken down, yet!

Very nice remix. Looks amazing of course, and visually a bit more varied than the orginal, at least as far as I remember it. Gameplay was fun and less of a grind thanks to the widow maker and general balance/pacing.
The super secret is still cool. Took me a while to find all the buttons, though. Rewarding base carnage as a bonus; however, my enjoyment of that was lessened by the fact that I already had backtracked through the entire map several times in search for the buttons. The watcher secret is particularly hilarious in this sense, as I could imagine him dying of extreme bordom watching me.

Demo with smooth gameplay up until the end, followed by a skippable search part.

GJ Sockdur 
Got 5/6 this time. Demo from a quicksave near the end. The supersecret is fucking dope as fuck :) 
Ad_quake.FGD 1.7 
Forgot to place it in the zip or are we on our own this time? 
I've chatted with Sock about this recently. He doesn't have time to update the FGD for each release. However he does update the .def file which can be used in TB2 and NetRadiant. If you use Trenchbroom you can use that instead. muk0r is most likely updating his FGD eventually, if he hasn't already. 
Thanks for the info. 
Slowly But Surely... 
... I'm working my way thru the last AD .FGD file adding in the new 1.7 .DEF files updates. Along with adding ALL the ericw-tools V0.16 options.

May have some questions soon, but I'll wait until I have it completed and fully functional. There are some things I don't understand yet, so even though they work in the editor it's not clear what you are setting and why!

I will put it up on quaketastic and/or email it to sock when finished. 
Are using TB?

Ill have a version out "SOON" with all the epdates as well as making use of TBs ability to switch models depending on what spawnflags or other keys you have set.

Heres a version for AD1.6 that switches out models. This is for TB only, though: 
also, feel free to email me(in my profile) or message me on twitter or discord with questions about .fgds. 
Nah, not Trenchbroom. This will be for JACK.

I put a reference to your FGD for Trenchbroom users at the top of it ;) Since that would be the slickest .FGD to use, gg.

Cool, thanks. Once I get to the point I can't progress will DM you on Discord. 
Make sure to include stuff that was left out of the.defs like the new liquidblock (iirc) key, please. :) 
Do you mean func_illusionary_visblocker?

But yeah... going thru the tools pages to put everything in. 
Also, Daz maintains an fgd for my tools, maybe handy to borrow from: 
Yep, I look at that for reference as well, thanks. 
No, it's a new key for monsters that was mentioned in the changelog but doesn't appear to be in the .def as far as I can tell. 
LIQBLOCK Is A Spwanflag ;) 
Found in the .DEF

EX: ------- SPAWNFLAGS --------
AMBUSH : the monster will only wake up on seeing the player, not by another monster
LIQBLOCK: Liquid surfaces block wakeup/sight lines 
Spawnflag Even! 
fml, we need post edits, heheh 
* Added liquidblock entity key to monsters, blocks sightline through liquids

Line 19 of ad_changelog.txt

Also where in the .def did you find it? Looking at one of the monsters in my map: 
monster_eel and monster_fish are the only ones to have that spawnflag.

I see what you are saying now. Reads as if every monster can have the key. Might need to look at the QC to verify. 
In QC Seems It's Just For Fish And Eel 
// Underwater enemies (liquid block option for all of them)
float MON_LIQUIDBLOCK = 4; // Liquids block sightlines (fish/eel)

No other mention on any other monsters. 
You can check for yourself if it works using this simple example map I made:

If you rise near the surface of the water but do not actually go above it, one of the grunts will activate but the other will not. This is because of the liquidblock key. 
That is indeed interesting! Good to know, thanks. 
AD .FGD 1.7 + Ericw-Tools V0.16 Progress 
So far I have these things completed with the latest of everything:

Light Options: Entities and Bmodels
QBSP Options: Func_(variants)
AD Updates through "FUNCTIONS"

Some parts are ofc tedious, but the cool thing is, I can now "break" things apart. Example: Looking at the properties of a Candle no longer show the properties ONLY relevant to a Light(point entity).

Other little touches like that are used throughout.

So now it's just the actual AD 1.7 updates and then get SOCK to verify/confirm and we're good to go :) 
Bug Or Unwanted Behaviour? 
AD sets EF_TRACER on certain of it's gibs to simulate a green blood trail.

I think it's quite evil to overload an EF_ like that. I'd prefer to see it define a new EF_ instead, so that engines which wish to modify existing effects needn't be concerned about unwanted or unexpected behaviours arising from unintended usage.

I'm just thinking that overloading existing stuff in such a manner is the path to Nehahra. 
is there a nightmare pillar in the 1.5 hub at all? I see it carries over from the previous hub, so i'm confused. 
I'd Tell You But... 
shssss.... it's a secret! 
You Have To Walk In To An Area, And Look Where No One Looks 
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