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Q1SP Arcane Dimensions Dev Kit
All the Download Links are on this page!

I don't want Arcane Dimensions to be constantly updated anymore, it will just end up being a complete mess if everyone keeps patching stuff. I would prefer if everyone downloaded the dev kit and just make their own MOD instead!

So here is the Arcane Dimensions Dev Kit in super trimmed down (@14Mb) format! The assets have been split into 3 flavours, Vanilla (Just id monsters), AD+ (New+Quoth+RRP) and Hexen2 (Copyright nightmare). The links are all on the above web page link.

I do plan to keep this QC base up to date every couple of months with a new zip file. If anyone has any bugs, problems or feature request then please explain yourself (fully with examples) in this thread.

PS. All proxy server trolls will be ignored!
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An Idea 
If you plan to keep the QC updated, maybe it would be useful to set up a repository at github that people can fork and submit pull requests to? 
+1 For Repository 
 
Damn, Maybe I Should've Waited... 
..for this to be released before i started borrowing code from 1.50 for my own mod

Thanks Sock, great Christmas present! 
I Wanted To Ask For Quite Some Time 
What about the license? Aren't you supposed to include COPYING for something licensed under GPL? 
Good Call Sock. 
 
Github 
If you plan to keep the QC updated, maybe it would be useful to set up a repository at github that people can fork and submit pull requests to?
I can understand this being useful for coders, but this devkit is really aimed at level designers, who just want to download something in a zip, create a new MOD directory and load maps.

I don't mind helping out with updates to the devkit, I would prefer this to everyone trying to patch AD. I really want everyone to move away from AD and now explore their own MOD ideas. 
GPL License 
What about the license? Aren't you supposed to include COPYING for something licensed under GPL?
Anyone who uses the AD QC for their own MOD has to release their source, its a GPL license. I have specified this at the bottom of every readme file of AD and devkit.

The QC files in this MOD are based on 1.06 source files by ID Software. These files are released under the terms of GNU General Public License v2 or later. You may use the source files as a base to build your own MODs as long as you release them under the same license and make the source available. Please also give proper credit. Check http://www.gnu.org for details. 
Melee Golem Bug 
Golem Crashing QS - http://imgur.com/iH98UpB

The QC crash reports are not easy to understand. That screenshot is saying a function was called and nothing was defined for it. This is because one of the melee attacks (golem_knock) is trying to a combo attack (quickly go into range).

The fix is for line 270.
if (self.enemy.health > 1 && !(self.spawnflags & MON_GOLEM_MELEEONLY))

The devkit has this fix in the progs. If you have any other issues, post in this thread. Also I highly recommend you move away from AD directory, download the devkit and create your own MOD directory instead. 
Player.qc Bug 
Single-shot weapons (like SSG) have been broken for a very long time. Symptoms: if you release the trigger at the wrong time, the weapon's animation will loop again without actually firing; during continuous shooting the muzzle flash frame comes too early.

I see what you mean, its not an easy bug to find as you really have to hit the reload at the right frame. Also harder to spot on QS because of the gun position. I will do some more testing and if this does not break anything I will add this to the progs.

Thanks for the qc and explanation, it certainly makes it easier to understand the bug. 
Megahealth 
I was recently pretty surprised to discover that the "picking up two or more megahealth packs in a row" bug is still present in AD.

Can you give more details? 
Maybe I'm Overlooking Something 
But don't we need the AD WADs? There are no WADs included in the kit. And maybe I'm just spoiled by Source engine FGD's, but when I use the AD patch 2 FGD in JACK, most of the entities are represented by colored bounding boxes instead of a model or icon. Is this just how it is for Quake mapping? I'm used to virtually all entities having their own model or icon to represent them. 
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