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New Q1SP MOD - Arcane Dimensions
Download! Link

Readme! It's in the damn download zip obvz

Screenshots! It looks fucking amazing what do you expect?

Latest Patch! Here

The MOD is designed to work with QuakeSpasm 0.91.0 (Must use this version or higher). Download here: http://quakespasm.sourceforge.net/download.htm

and remember ...
RECORD A DEMO
share your experience!

Please note that there is extra console commands being set in quake.rc, you cannot run this MOD using the game command! Always create/use a shortcut!
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The problem is - you can't have additional ammo types on the full HUD. There are only 4 slots.

But all ammo still shows on the main HUD bar when the relevant weapon is selected. 
 
yeah, thanks for clarifying. you can have more than 4 ammo types if you don't mind some being absent from the top row of the hud. 
 
Would it be possible to mod the HUD to insert an additional 5th slot? After all, if AD is heading towards becoming a full TC, it would be pretty neat to have a crossbow. It feels weird not being able to pick up ammo from the Xbow knights. 
The Hud 
Is hard coded I believe 
Crossbow 
Sock did create the crossbow for the In The Shadows mod of his.

And it is pretty cool.

And I did create a version of AD where you could cheat yourself the crossbow.

And I was testing it out. At a damage of 130 it seems to work pretty well. Granted you wouldn't want to give too much ammo for it.

And I made it such that monsters don't hear you shoot it so you could shoot a couple knights from behind without upsetting them all... stealthy. 
 
I don't know why exactly, but a crossbow seems a lot more Quakey to me than a lightning gun.

Maybe give enforcers some kind of nail gun, and change the the cells/lightning/plasma to bows and arrows. 
 
Sock did create the crossbow for the In The Shadows mod of his.

And it is pretty cool.


The skin needs some work. 
Rick 
"I don't know why exactly, but a crossbow seems a lot more Quakey to me than a lightning gun. "

For me Lightning gun is the best Quake gun and also Rocket Launcher, those two just feels Quake to me.

I would love to see other enemy than shambler which uses thunder/lightning, weaker more regular enemy but with quite powerful attack. Many cases I wanted to use enemies that would change the gameplay totally, but if I really need to use shambler for that.. shambler is hard to kill, something weaker but with same attacks.

For example in Myth I : The Fallen Lords "Fetch" : https://www.youtube.com/watch?v=17q81rwqyGg
Lightning is not fast, and is possible to dodge, but has explosion radius or something like that. 
 
Doesn't the Night Gaunt from Quoth use lightning to attack? They have bad aim though, trailing behind a moving player where the shambler stays focused. The other difference of course is the flying ability. 
NewHouse 
The flying Night Gaunt from Quoth has a lightning attack. Can someone confirm if it's in AD too or not? I can't remember right now. 
Dammit, Pritch! 
Beaten to it. 
Night Gaunt 
It is in AD, but its attack is different, IIRC. It throws a projectile. 
 
Can't wait to start experiencing that by myself too* so this is your own engine project? 
 
Hups, sorry from page* 
 
wrong* 
HD Pack For Sock�s Firetop Mountain 
Gentelmen,

the HD pack for Sock�s Firetop Mountain (ad_mountain) is available here:

http://quakeone.com/forums/quake-mod-releases/works-progress/11588-hd-textures-sp-maps-52.html#post169062

Enjoy 
Cool, Thanks Icaro! 
 
Is It Possible To Specify How Much Ammo Enemies Will Drop Down? 
I want player to use widowmaker more than the regular shotgun, ammo amount should be something like 3/6/9 shells, so basically 1/2/3 shots for widowmaker. Is it possible to make shotgun grunts drop down that much ammo, and not just 5? 
Yes 
Add key|value of ammo_shells|3 to any monster_army. So long as ammo_shells is not <1 then it won't use the default. 
Yes? 
I tried adding new key "ammo_shells" and value 3. I compiled map, shot grunt and it drop down 5 shells (default). Do I need to do something more? 
Books 
I really like the books. Do you think it's possible to add the SOE multuple pages where pushing the cycle weapon keys or the number keys changes pages? 
In The Beginning 
permanently replacing the LG with the PG leaves the player with zero hitscan guns

When I think about Quake I see projectile combat like nails, grenades and rockets which highlights the strengths of a 3D environment. The original idea of the MOD was to switch everything over to projectiles, which is why the shotguns and lightning gun were changed.

Obviously there are exceptions to this rule like the Shambler and Wraith but I think there are valid reasons to keep them. Originally the wraith had a projectile attack, but it was so easy to dodge (player movement speed issues) that it was better to switch to hitscan than to keep increasing the projectile speed.

Ideally I want AD to have greater emphasize on leading shots and less point and click (hitscan). I know this is a divisive issue (hitscan vs projectile), but I don't think AD needs to mirror the original game, it can explore different combat mechanics instead.

I decided to choose replace/upgrade weapons because I wanted to move away from hitscan attacks and to keep the weapon selection simple. I can understand players might be annoyed they cannot go back from an upgraded weapon and in hindsight the ability to drop a (upgraded) weapon might have been a good idea. 
Cross Over 
I don't see why the supernailgun couldn't be an upgrade of the nailgun
The SNG certainly feels like an upgrade to the NG and I don't think many people would want to go back. I think the SNG should fire twice the amount of projectiles instead of just nails with more damage. It should look/feel like a hailstorm of metal raining down on monsters!

ITS Crossbow Please! With Nightmare-speed bolts and damage of 130. Crossbow knights could drop a couple bolts, bolt quiver ammo should be somewhat scarce. Poison could be used sparingly too
The crossbow feels more like an assassin weapon than something a Quake marine would use. I can see why it would be popular because it acts like a sniper/railgun. I did have plans to add more bolt types to ITS, but that is another story/thread. 
High Detail Mountains 
HD pack for Sock�s Firetop Mountain (ad_mountain)
Wow! that is a lot of extra work!
Thank you Icaro, the screenshots look very cool. :) 
Patchy Pages 
I tried adding new key "ammo_shells" and value 3. I compiled map, shot grunt and it drop down 5 shells (default). Do I need to do something more?
Yes, apply the patch!

Do you think it's possible to add the SOE multuple pages where pushing the cycle weapon keys or the number keys changes pages?
Storing large amounts of text on map entities is a problem for some editors and I am not convinced that players would know to scroll through different pages. I think if you want extra text, either more books or maybe more details in the readme file instead. 
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