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Arcane Dimensions 1.80
AD 1.8 was released yesterday. It's a little buggy but Simon said he plans on a patch today.

http://www.simonoc.com/pages/design/sp/ad.htm

Lots of changes and refinements from the last release. The most interesting for me is custom HUD's. Something not really seen in other Quake mods.

UPDATE: new links from sock:

Screenshot: http://www.simonoc.com/files/ad/ad_v1_80_small.png

Downloads (v1.80 p1 final):
Sock - http://www.simonoc.com/files/ad/ad_v1_80p1final.zip
EU (bal) - http://born-robotic.net/stuff/qstuff/ad_v1_80p1final.zip
Moddb - https://www.moddb.com/games/quake/downloads/arcane-dimensions-v180-including-patch-1
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I've noticed that this installation, in PAK's instead of folders runs better on my PC than old 1.7 version. Is it because of these packages, or because lack of tons of fan maps and props in the folder? Or there took place some optimisation in new version's code? 
Help 
I love the look of Bal's new map and what I've played so far has been great, but I'm getting a surprisingly poor framerate in the outdoor sareas. While on the starting pillar I'm getting around 180 fps but if I go to the outdoor area directly behind the start I only get about 40 fps. I'm using vkQuake (also happens with QSS) with an i7 6700HQ, a GTX1070 mobile, and 16GB of 2400KHz RAM. This just seems like extremely low frame rates compared to what I usually get in Quake maps, even the larger ones. Thanks for any help. 
Hello Everyone 
I'm trying to play this in QSS but for some reason QSS only wants to load AD 1.7.1. I downloaded 1.8 from the OP, extracted the zip, copied the contents into my ad folder just like I have for previous AD updates. I open up QSS, type 'game ad', start a new game and when I look in the console, I see '[Info] Arcane Dimensions v1.70 Patch 1'.
The result is the HUD doesn't display properly and although I can load the two news maps, they don't display/run properly. I'm not sure why it's defaulting to 1.7.1, when I'm certain I've installed 1.8.1 properly. I have the latest version of Quakespasm and I installed QSS from the download link in the readme (specifically, I use the 'Win64 dev build'. I'd be very grateful for any help! 
#111 
Install AD 1.8 in a different folder, like "ad18" for example (and run with -game ad18) if you want to keep your existing 1.7 version in folder "ad".

The new version must be installed "clean" and "fresh", NOT over the existing 1.71 or whatever version of AD!

Otherwise you have a mess of 1.8 and 1.7 files resulting in problems you're having. 
#112 
Thanks! Looks to have solved the problem. 
Uh-uh... 
I got back to Leptis Magna today,but the boss battle steadily crashes on me giving a Packet Overflow error. To be precise, it gave two different errors:
sz_getspace: overflowhost_error: server returned version 100211154, not 15 or 666 or 999
or
sz_getspace: overflowNd demos listed with startdemos


Initailly I played on Quakespasm 0.93.0, with this command line

C:\QUAKE\quakespasm.exe +sv_protocol999 -heapsize 262144 -game AD

then I noticed that the console said unknown command "protocol999"

I took the Sv_protocol999 command and the game says

"running protocol999"
unknown command "r_useportalculling"
unknown command "cl_beams_polygons"
unknown command "max"

then I installed 0.93.2 and it's the same. Game crashed with the first error message.

Can someone point me in the right direction?
Keep in mind that I played almost all of AD 1.8 patch 1 before Leptis and everything went smooth as silk. Thanks a lot in advance... 
VkQuake Update 
A new version of vkQuake has just been released that probably fixes problems running AD 1.8 (haven't tested it myself yet).

https://github.com/Novum/vkQuake/releases/tag/1.05.0 
Sock Releases AD 1.8 Test Maps 
Collection of 60+ test maps for #ArcaneDimensions 1.8 aimed at level designers who want to know how the new features work. Be warned this is blockout visuals and uncluttered setups.

https://twitter.com/SimsOCallaghan/status/1317083829706870785 
#144 
Not much help but I've done the boss battle with AD 1.8 - once with vKQuake and once with QuakeSpasm Spiked - without issues.

You shouldn't have to add the heapsize command with QuakeSpasm as it has 256 MB as default IIRC, but doubt that is the issue.

BTW, thanks for the tip on the new version of vKQuake @Berzerk2k2, I'll try it. 
Uh... Thanks... 
...I played Leptis countless times without issues. I still have the previous version of AD, I'll try it and see what happens.

The heapsize is my default command line and I just copied/pasted, I'm not that savvy about this kinda things.

And why two different error messages? 
@the Silent 
You could try it without the heapsize command line and see if it helps. It did for me a couple of years with another map, which was when I realized I didn't have to use it with QuakeSpasm.

But, as said, doubt it is the issue in this case as it's basically the same heapsize as you get as the default. 
Leptis Packet Overflow 
I tried to reproduce this. I have latest (non-Spiked) QuakeSpasm and fresh install of AD 1.8p1, went into Leptis Magna, used notarget and noclip, god, impulse 9 and went into the boss arena.

After I triggered the boss, somewhere in the middle of the boss battle I guess there was just too much stuff around? The game started printing "Packet overflow!" and then crashed into console but without any error messages. (Just tried it again, this time QS crashed into Windows).

It it too much particles created by the boss and golems? I noticed in regular quake and other mods that when there's too much monsters around, especially in the 'horde combat' maps, two things happened - sounds started to cut out and/or disappear, and same for particles, i.e. no rocket trails, no blood drips, no particles for Scrag or Death Knight projectiles as well, and also Packet overflow messages could appear. Is there any way around that?

Maybe something to add to command line or quake.rc? I never used -heapsize, etc... 
Thanks, Both Of You... 
...I just tried Leptis with version 1.7, going through it exactly as I did with version 1.8. Worked perfectly.

Another thing I did not mention is that the MH behind the green key seemed unpickable with version 1.8 (I tried to pick it after killing every monster in the room). Anyone experienced this? 
 
Correction: I've played Leptis Magna twice with AD 1.8 w/o issues, but with QuakeSpasm and QuakeSpasm Spiked and not vKQuake as I've had save load issues with it.

Guess you mean the MH in the room which the green Serpent Key opens? I've been able to pick it up both times. 
Yes, That One. 
Guess I'll try spiked, then. But I don't think it's the engine... worked equally bad in spasm 93.0 and 93.2.

I noticed that 1.7 upon startup says it's using protocol 666, while 1.8 says 999. May that be the culprit? 
 
That said, I vaguely remember having the same issue with picking up the MH during a previous playthrough (with 1.7), so perhaps it's glitchy somehow?

Sorry, no idea about your question. Isn't that the network protocol? I don't know anything about that. 
I Managed To Finish It. 
Removing everything but essentials from the command line.
Quickloaded, tried again 3 times, never been able to repeat. WTF? 
Seems Like Working If You Activate Protocol 666. 
 
Just Completed Bal's Map 
... and wow. Can't say anything that hasn't already been said, but I can still put my name in the pot of people who are stunned by the quality of this map. So gorgeous and so fun. The secrets were not very challenging, but I appreciate being able to find them all in one go-through without scouring the map end-to-end over and over. The multiple boss fights were all fun, though I enjoyed the main arena the most. Great job Bal. 
AD_S1M1 Bug 
Is it known that the exit in ad_s1m1 "Slipgate Conundrum" leads to E1M2 (original Quake) instead of ad_chapters?

I have made a small ENT patch over at the Quaddicted forums as a temporary workaround. 
Feature, Not A Bug. 
 
Oh... 
Good to know! What's the idea behind it, though? Is there still a way to return to the AD hub somehow? 
#130 
Not sure about the reasoning but I think originally the ad_s1m1 remix was sort of a secret/bonus map? So since it's pretty straight (but backwards) remix of e1m1, it was sort of 'logical' for it to exit to e1m2?

You can switch maps by "changelevel <mapname>" console command, this will not default your inventory like "map" command does.

Try "changelevel start" for main hub or "changelevel ad_chapters" for the second hub. 
Monsters Shoot Through Walls 
on ad_crucial. Here is a save file where I can shoot through the wall infront of me and monsters too.
http://www.mediafire.com/file/pbr0d7tt8l0m90c/s18.sav/file 
Tears Of The False God 
...on The Quake Grave:
https://youtu.be/IMo7WudaBnc

Great job as always Bal! 
 
Tears Of The False God
first play demo on skill 0.
http://www.quaketastic.com/files/demos/tears_01_ankh.zip

Need to replay again. 
Haven't Played Stock AD In A While 
are the red health vials new? 
Health Vials Are New Yes 
I kinda pestered Sock, along with others, for some kind of "breadcrumb" item. I also think armour shards would have been nice too but I dont think they're in this release (or planned).

I think it gives a nice low powered reward for secrets or can be used to encouraged players to a certain path. 
Fifth 
Cool. Yeah I agree with the utility. And I loved them in "Altar of Storms". 
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