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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):

V1.7.1 Patch (see recent post below):


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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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 
I found it by accident as I was falling from above lol. 
Is QSS fully compatible with AD? Regular QS (the one linked in this thread) crashes my whole computer after a few minutes.

Is there any way to make fence textures, sprites, particles and GUI graphics (minus conchars) be rendered using 8-bit alpha instead of 1-bit alpha, so their edges are properly smoothed when using texture filtering? 
@mankrip: Nope 
Fence textures use quake palette color 255 as the transparent color when prefix "{" is supplied in the texture name (just like Half-Life).

Sprites and gui graphics are also the 255 color Quake palette (.lmp files, .gfx, etc.) -- just like any standard assets in the entirety of standard Quake. 
Crashing System 
Argh, that is bad. So QSS doesn't crash your system, and regular QS 0.93.0 does?

I think the most likely way to crash the OS is an OpenGL driver bug or QS doing something invalid with OpenGL. Try launching with -noglsl which will restrict it to OpenGL 1.x features, it might work around the problem. What are your GPU / GPU driver version / OS version? 
I don't know yet if QSS also crashes, but I want to try it.

I'm using Windows 7 on a Dell N5110 laptop, which has an Intel HD Graphics 3000 chipset.

Maybe the cause is the FSAA which I've enabled recently... the performance was good though. 
any qss/qs stability difference is more likely to be down to 64bit vs 32bit, or SDL1 vs SDL2.
the only real engine change is that QSS doesn't do the whole glmesh thing, but instead simply always uses vertex arrays instead of glBegin for mdls. This makes md3s easier to support, and fixes potential crashes on large mdls, but also means that bugs are more likely to crash the drivers rather than less...

QSS is meant to be a super-set of QS. pr_checkextension 0 will disable the extensions that AD (safely) checks for, which is the main difference between the two engines.
FTE should also be able to run it, but AD dev tends to focus on QS instead so it should work but its not well tested (eg: you should probably avoid rtlights).

regarding fence textures - alpha blending has issues when it comes to the depth buffer. Technically speaking, a pixel that contains colour info from two+ blended fragments should have two+ separate depth values - but it can't. This results in halos and weirdness and screwed up depth.
This is why we use alpha testing (even with high-res replacement textures) - it might not look the best but its simply more robust.
There are a few order independent transparency techniques, but they're generally slow and overcomplicated. If you've a software renderer that's generating spans then you could make that support overlapping/nested spans or something fancy, but you'd need to use the same logic for everything including mdls and particles. 
Disabling FSAA on regular QuakeSpasm seems to have fixed it. 
Good To Hear! 
AD 1.7 Patch 1 
* Fixed logic problem with trigger_count and message/message strings
* Fixed trigger_count message problem in ad_ac and ad_sepulcher maps
* Fixed eddict crash in ad_sepulcher by reducing particle setups
* Fixed spelling mistake in ad_chapters for ad_ac portal entrance
* Added missing features (triggers/bbox/explosions) to func_pushable
* Added func_pressureswitch bmodel entity for extra puzzle logic
* Added func_insidevolume to detect player, monster, item & pushables
* Added trigger_doorstate to force func_door entities to open/close state
* Removed invulnerability frames from zombie/zombiek when using shadow axe
* Changed the behaviour of zombie/zombiek to be easier for knockdowns
* Added death message for Gargoyle minions (spawned from minotaurs)
* Moved all player death messages to relevant monster QC files instead
* Fixed brkmondmg entity key on func_breakables to work with projectiles
* Fixed misc_demon not resetting gib model names when switching gib models
* Removed info_stuffcmd as it was open to abuse from malicious mappers
* Added trigger_cdtrack to allow for custom music changes after map load
* Added trigger_skybox to allow for different skybox setups after map load
* Added client check for changed music/skybox to load/quickload functions
* Fixed respawn_time on all items to not instantly spawn, minimum is 1s
* Fixed frozen bug crash for gargoyle/gaunt when waking up from perch/statue
* Fixed monster_firetopboss to cope with skill 3 shambler group attacks!
* Fixed sighttarget to check for health/damage before creating a sight entity
* Added trigger entity state reset to func_button (will override wait value)
* Added Impulse 170 to toggle monster body fade/removal when playing a map
* Fixed player weapon animation issue with idle/fire states being wrong
* Updated DEF file for GTK/Radiant editors with new patch features
* Added FGD file for Jack/Trenchbroom editors by Dan "twitchy" Ellis
* Added V/G models for players weapons from Stas "dwere" Kuznetsov 
Has anyone done anything with presdure plates yet? I see a good coop opportunity there...and pushables. 
Playing through the original first episode of quake after these maps is dissapointing. Even the few of the more fleshed out test maps in Arcane dimensions stand above the episode 1 levels in quake. 
I'd love to see the OG shareware episode given the full AD treatment in a jam or something. One can dream! 
Nice Changes 
Zombie change is really nice, being able to gib them without waiting out the i-frames is much better. Not sure when it was changed but standard grunt enemies seem to now take two shotgun hits like in vanilla rather than the one they did before, much better since they were a bit squishy IMO. 
I think the original game was 2 SG hits before too? I assume that the SG was just slightly nerfed back to original damage. 
The AD shotguns previously did a bit more damage as a tradeoff for being projectile weapons instead of the vanilla hitscan, this was rolled back in v1.70 according to the changelog:
* Removed extra damage (+4 per shot) from projectile shotguns (SG/SSG/WM) 
I can't believe I forgot that - especially as someone who used to complain about the discrepancy a lot. I imagine it was nearly impossible to balance ammo for people who used the impulse command to switch modes. 
Bug Report 
This is probably not the place to report bugs, but I thought I give it a shot. I'm fairly new here, e.g. lurking until now, I normally hang out in the ZDoom forums, please forgive my ignorance.

Anyway, rockets (not grenades) fired at zombies have a blast radius of zero/don't inflict splash damage. If you stand directly in front of a zombie and fire the RL point blank, you won't be harmed, same goes for anything else standing close to it. The only workaround for now is to kill zombies with the GL. 
Just checked for myself and I can confirm it's true. Weird! 
"Playing through the original first episode of quake after these maps is dissapointing. Even the few of the more fleshed out test maps in Arcane dimensions stand above the episode 1 levels in quake."

Well, that stands to reason with 20+ years of tools development behind us. :) They were building the levels with first generation, still being written, tools... 
I wouldn't want to try running AD maps on a Pentium 90 with 8-16 MB of RAM, which was actually one of the better systems you could have had when the original Quake was released. The game had to run on that hardware (usually worse), so there couldn't be many details in the levels.

As great as it is to see what became possible in Quake mapping after all these years, the classic levels remain timeless and really shouldn't be compared to what the community comes up with these days. 
Leptis Magna is one of my favorite AD maps. However, it has way too many encounters where we can just nail the enemies from very far away, which makes the enemies not react, because the enemies will only target the player if the player is close enough, even when the player is attacking them.

If the player is too far away for the monsters to target, the monsters should at least dodge the player's projectiles when they're hit. Get the angle of the projectile's trajectory, and make the monsters run in an orthogonal direction. 
or just run around randomly when hit 
With the Benny Hill Chase music playing. 
Giftmarchar's ad_e1m3 is fully playable, and is different enough from AD schupuler, so should be added. 
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