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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):
http://www.simonoc.com/files/ad/ad_v1_70final.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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New Maps. 
http://www.quaketastic.com/files/demos/sham_ad17newmaps.zip

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 
ADACfuckingsecrets. 
Got 5/6 this time. Demo from a quicksave near the end. The supersecret is fucking dope as fuck :)

http://www.quaketastic.com/files/demos/sham_adacfuckingsecrets.7z 
Ad_quake.FGD 1.7 
Forgot to place it in the zip or are we on our own this time? 
@damage 
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.

https://twitter.com/muk0r/status/947243275798249472 
@dumptruck_ds 
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:

http://quaketastic.com/files/misc/ad_quake_fgd.zip 
 
also, feel free to email me(in my profile) or message me on twitter or discord with questions about .fgds. 
@mukor 
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. :) 
@Pritchard 
Do you mean func_illusionary_visblocker?

But yeah... going thru the tools pages to put everything in. 
@damage_inc 
Also, Daz maintains an fgd for my tools, maybe handy to borrow from:
https://twitter.com/tdDaz/status/893588140560089090 
@ericw 
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:
https://i.imgur.com/3hpTb0E.png
https://i.imgur.com/z36vgW8.png 
 
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:

http://www.quaketastic.com/files/misc/liquidblock.zip

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:

Worldspawn
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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