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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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@So Rangers Name's Jim? 
Agreed, one of my all time favourites. Must have played it 10-15 times. Agree about 37th Relic Retrieval as well. Not sure if all good AD maps must be in the main release, but it's an amazing map. 
I Also Vote For 37th Relic! 
and also to ad_heresp1- Oxyblack Fortress and ... oh god ! there are many : sp_maxx, heresp5_rev, ad_beep1m2, 
 
At the end of this day I've found 15/16 shards, 12/16 secrets and 389 kills. Where's the last one, you know which one I mean?

If you've found 15 shards, then you must have entered at least one of the portals from the other way around. Did you try this with both of them? 
16/16 
Finally found the last secret in ad_tears. Must have spent a couple of hours just hunting the last ones.

Speaking of secrets, does anyone have a 100% demo of Arcane Adamantine? I must have played it 5 times, but there are several secrets I can't figure out - plus I can't find all those grids to destroy either. Frustrating. 
Arcane Adamantine 
Here's one: https://www.youtube.com/watch?v=3aFgLFBaLZU

I gave up on the last secret in "Tears ...", although I killed everyone. I assume there is a way to visit the circular hall surrounding the final area of the True Source, but I haven't found it (and that may not be a secret anyway).

With all this well-deserved talk about Bal's map, let's not forget Pulsar's. I had the same feeling about it being a mini-Sepulcher, and its placement in the hub is therefore very fitting. I searched for the Swamp Key for such a long time... but in the end managed to find all secrets. The map has way more to offer than might appear at first, and also reminded me of ionous' map from a recent jam (forgot the title, it's the one you can choose to either exit pretty quickly or explore thoroughly to find its many, many secrets).

Speaking of ionous and Pulsar, Leptis Magna is one of my all-time favourites, and I'd be very happy to see the result of another collaboration. 
@arkngt 
don't have the demo, but here's 100% walkthrough on youtube. https://youtu.be/3aFgLFBaLZU 
@Gioyo3aa 
> I assume there is a way to visit the circular hall surrounding the final area of the True Source, but I haven't found it (and that may not be a secret anyway).

Blast Belt + Rocket Launcher + Quad may do wonders.

Leptis Magna is the masterpiece, one of the best maps out there. 
 
If you do a full metroidvania approach to level design, probably you should add triggers to display territory/room names, just like with secrets in ad_tears but they appear every time you visit them, like area names in WoW when you approach them. 
Tnx 
@Gioyo3aa & @So Rangers name's Jim?, much appreciated! 
@Gioyo3aa 
What @So Rangers name's Jim? said. There's a quad on the cliffs outside the arena, which seems to be placed there just for that. The gallery doesn't count as a secret. 
#53 
I agree about the zone/area names!

Not to mention that the secrets actually kind of display that, although only once, for example "North Tower Top" or "The Lost Tunnel".

Forgot to mention but I liked the metroidvania style where items allow access to new areas. 
A Couple Of Questions 
First off, Arcane Adamintine was really elevated by finding all breakable grids and unlocking the secret behind the place. Can't believe I've played it for years without succeeding doing so (especially as the grids I've been missing were in plain sight).

Anyway, the custom HUDs have made me switch to QuakeSpasm Spiked as I really like the Quake Champion-inspired HUD. Is there a way to lock the HUD so it always is the one you want? As it is, I have to set it to my favorite each time I load the game. Not a big deal of course.

Also, is it possible to turn of the particles for the weapons somehow? I kind of like everything else in AD Spiked, but the weapon particles are not my cup of tea, plus the effects can make it more difficult to actually see the enemies you are firing at.

Lastly, I have an odd issue with the sound with AD 1.8. It often sound like it's ”too loud”, resulting in distortion. In AD 1.7 I don't have the issue. I compared the start map of Arcane Monstrosity in both and with 1.8 it sounds distorted and ”too loud” as said, while it sounds just fine in 1.7.

It's weird as I have no idea what might be causing it. The settings seems identical when checking the configs. 
Woo 
Hey everyone, thanks for the all the kind words!
Spreading out the credit a bit for my map, it wouldn't be what it is without Sock, Makkon and Markie, powerful Code/Texture/Music wizards.


arkngt : Custom huds, you can edit quake.rc in the mod folder, look for sratch1 and put the HUD you like best there.
Not sure you can disable just the weapon particles, but in that same file you can switch back to old-style particles by setting temp1 to 512.
No idea about the sound issues! I don't think AD is doing anything specific there... sounds more like random engine issues... :(

Gioyo3aa : There's a way to reach the circular hall in the Sanctum without rocket-jumping, but haven't seen anyone do it yet (you only get one chance to get to it).

Thanks for everyone reporting bugs (even spelling mistakes), if/when there's a future patch we'll fix as much as we can. 
Another Problem With Classic Quake Campaign. 
After beating Shub game won't return to start map, player is locked in camera looking on ranger and game doesn't allow to do anything, basically game-breaking glitch. This was on standard quakespasm. 
#59 
I think that's how it was in original game. It's the very final end of the game, so there was no point of making player go back to start.

Another issue I reproduced twice is that if you teleport at the wrong time when the spiked sphere is not going through Shub, it (sphere) will stop right before Shub and just hang there rotating in place, preventing from successully telefragging it even if you do get out of lava and try again. 
17/10 Playthrough Of Bals Map 
Re: Sound Issues 
@Bal, thanks, I'll edit it in quake.rc!

Regarding the sound issues, I've recorded two short clips to show the difference. This is with QSS, but it's the same with QS and vKQuake.

First, how it sounds with AD 1.8:

https://youtu.be/S1lAZd5_HEU

Second, the same with AD 1.7:

https://youtu.be/PQpqlr7oQcI

The settings for sound seem to be the same in both cases. Weird. 
Longer Clip 
Slightly longer clip with the sound issues:

https://youtu.be/gJJdooHRmCw 
Arkngt 
It's hard to compare those 2 vids, cause the 1.8 metmon has an extra ambient sound at the start (that pulsing sound, which is indeed clipping in your vid).
That sounds does clip quite a bit when I put the volume too high, what is your volume at? 
Ad_akalakha Swamp Key 
any idea where I can find the swamp key in ad_akalakha?
6/10 secrets atm. 
@Bal 
I have the sound at max and music at a third, but it doesn't help to lower the sound either in Quake or Windows (or both).

I have the same issue in the final arena of ad_tears, which also have some kind of pulsating sound IIRC. It's as if that sound overwhelms everything, making all sounds distorted. 
 
Guess clipping is a more correct term. 
 
I want another kind of jump boots or smth, which makes you dash forward. Kinda like in Doom Eternal (Bloodshot did some similar feature in Slayer's Testaments Quake Mod), so you could gain some instant forward momentum, basically jump module from Half-Life, simplyfiyng bunnyhopping start and allowing to GO FAST, and NOT slowing down to base speed after landing/dash stop. This was actual feature in SlayerTest, they scrapped it, but imo you could make whole maps built around this long speedy jumps(inb4 Tribes/defrag/xonotic). 
@AN 
It's seen right from your spawning position in the beginning, if you know exactly where to look. 
Jump Boots: Cont. 
I seen that in test map with grappling hook, when you use jump boots with hook they propel you forward instead of upward, I want that effect in regular jump boots, probably on different key. 
So Rangers Name's Jim? 
Check out the test_artifact_jboots map, they have a few options, including forward momentum on second jump.
There's always been a strong stance to not add any obligatory new keys, that's really awkward cause people will usually unbind it / ignore it / not understand how it works. 
@So Rangers Name's Jim? 
thanks, looking for it I found all the other secrets, 10/10 now :) 
@Bal 
Yeah, thats it. Thank you! 
@Bal 
Please check the outside areas of your map again. In some places outside the framerate goes down by a huge amount (down to ~ 50 fps). Would be cool if you could see if there's a way to tweak these areas to avoid such a massive fps loss. 
@Berzerk2k2 
Probably it is because the engine isn't suited well to render huge open areas, and more about corridors and rooms, and mappers create such huge maps only because of modern hardware computational power. 
Berzerk 
Sorry, unfortunately there's not much I can do without completely reworking the layout, or closing off whole segments of the map to the outside.
I optimized the stuff I could but since it was running ok (=almost never under 60)on my ~8 year old pc, I decided to stick to my initial layout. 
 
Someone tell that big open maps run better in vkQuake on Vulkan-compatible rigs.

About ad_akalakha: Most compare it to ad_sepulcher, but for me it resembles Shadow and Flame (xmasjam2018_ionous), remade with boggy assets instead of obsidian and lava. Not only because of spiral staircase structure, again these tight player pathways, traps in both brushwork and monster spawns, these ruthless secrets... Pulsar basically imitates Ionous' approach to level design(and that's not a poor imitation in any ways)! This is not a complaint, rather not exactly mine taste, and not what I am launching quake for. 
@So Rangers Name's Jim? 
Yes the framerate in vkQuake is better than in QSS (at least on my end) but unfortunately the current version 1.04.1 of vkQuake has some issues with AD 1.8.

For example when you die vkQuake will crash with a "Could not allocate memory for texture" error message.

The custom huds are also not working at the moment.

Maybe one day a new version will fix the problems or the AD team ads vkQuake to the list of officially supported source ports so the current version can run it without any issues but right now QSS seems to be the only stable way to play AD 1.8. 
 
Akalakha was originally an entry to Xmas Jam 2017. 
 
@Berzerk
Unfortunately, that's probably a problem with your machine. I've been using vkQuake exclusively for a long time, and have been playing AD 1.8 nonstop since release, and have experienced zero crashes.

Also, where does one report bugs where the team will see them? 
Huanlopan 
The vkquake crash is definitely reproducable with the latest release, but apparently it's fixed on the most recent codebase. Would be great if a new executable was put up for all of us scrubs that don't go around compiling stuff. :)

For bug reporting, you mean for AD? Here is fine, or you can contract Sock from his site, or me (my mail is in my profile). 
VKQuake 
I also have issues with vKQuake, namely that it crashes (or rather freezes) when trying to load a save within the game. Can load saves fine when restarting, but not while playing. Agree that it would be nice to have it work as it's faster.

Replaying ad_tears, it's not a pulsating sound in the final arena, but rather a humming one, same as in The Source. I have the same sound issues with that sound as with the pulsating one. 
What Happens With R_wateralpha 
it seems to be map dependent now and AD 1.8 engine ignores r_wateralpha config variables. How specifies my own value? 
Ad_tears 
Skill #0... Nice balanced map. Great enemies, gorgeous too. That Scrag Lord took some beating. 
R_wateralpha 
QuakeSpasm has allowed maps to override the r_wateralpha cvar via a worldspawn key pretty much forever; I think it's inherited from the original FitzQuake code. 
I'm So Glad When They Do Sunny Maps! 
Filled with light and not much shadows. I can look at this misty sunrise all day long. This is how you do heartwarming dimensions.
https://imgur.com/a/JvLjRlx 
VKQuake Crash 
increasing -heapsize resolves the problem with loading a save file. 
@Six-Shoota 
Thanks for the tip! -heapsize 256000 didn't help, though, but it is an issue with memory allocation as it says so. Perhaps I need to allocate even more, but that was the recommendation I found when googling. 
Ad_tears 
oh boy!
This map is really somthing in all catagroies.
Brushwork, gameplay, layout.
Finished with 764/766 kills, so I have to replay to find the last two enemies.
The end was epic.
I bow my head! 
Oh My Bad 
should be something. 8-) 
Borged Login 
I tried to login last week to start the AD 1.8 thread but my old login is broken (forgotten password). I did let metlslime know, but I imagine he is super busy at the moment. If anyone can update the top part of this thread, it would be awesome thanks.

1.8 Mod Image - http://www.simonoc.com/files/ad/ad_v1_80_small.png

Since release there has been a patch 1 (the original build was completely broken) and the latest version is on my website.

Here is the 1.8 Patch 1 changelog for anyone who is curious to know what has been added/changed to the mod since 1.7.

Changelog - http://www.simonoc.com/files/ad/ad_v1_80p1changelog.txt

The mod is now all in PAK files (its too messy to keep it loose with community content) and it makes it much easier to patch/update.

The mod now supports custom HUDs, a new gameplay mode called Chaos and a new skill level (4) called Evil! I highly recommend that everyone try the new QSS client (there is no new mac version) to get the latest visual effects and custom HUDs!

There are plans for another patch 2, but its going to be a long time coming because I don't want to keep rushing out patches. People don't tend to download patches very much for Quake! Please report bugs here or contact me or bal directly. :)

If anyone is curious for the latest news on AD, checkout bal on twitter who is posting cool gifs showing new features and myself for tweets about new AD info and screenshots. 
Sock: 
sorry about that, it looks like your email was in my junk mail folder.

Updated the top post with the new screenshot and download URLs you emailed me. 
 
Is ad_tears based on an old nehahra map? 
Yhe1 
Nope, it's a completely new one I started this year.

metl, thanks! 
@Bal 
Speaking of bugs, I've found a place where player gets stuck on plain surface, here's the screens. First one is made while being stuck whilst trying to forwards , and others are views at that point on the ground from distance. Also there's a typo, it's spelled "prize", not "priz"
https://imgur.com/a/aCK5Gi9 
Gl_texturemode GL_LINEAR_MIPMAP_LINEAR 
 
Tnx Bal 
Regarding my sound issues, turning down the sound quite a lot actually fixed it. I have to go under 50%, but then the clipping is gone and there seems to be no adverse issues with having it so low either. So thanks for the tip, @bal! 
So. 
Replayed Grendel to warm up for checking out some new stuff:

https://www.youtube.com/watch?v=o5rLejyRbtM

Then jumped into XMASJAM1024_Sepulchre aka AD_AHKALAKAHAKA aka Pulsar's map/room which was pretty cool and packed a lot in:

https://www.youtube.com/watch?v=rfRP3BXG4Cw

Both include a lot of derping, a fair amount of getting secrets, appreciation of the designs, and occasional "cuss words". 
Also. 
Nyarthingy's Castle:

https://www.youtube.com/watch?v=CUhTpfbwEH4

In which Shambler mostly gives up the derping for now and occasionally offers a convincing pretence at competence. 
 
Bal, you have any plans to re purpose your old nehahra maps into AD maps? Would be ashamed to see the stuff go to waste. 
Yhe1 
No not really, Greenwood was kind enough to recycle one of them and release it, but I don't really have the courage to go back to them, rather work on new stuff. 
Bal's Color And Numbers Enigma 
What's that enigma in the super-secret room ? It says

"Could you be an slower? Here have an old pot as consolation priz",

with a few luminous numbers and color code.

What is this? After searching a lot all around the map, I didn't found a clue. 
#102 @Barnak 
See post #37 
Bal... 
Expect to hear that question in the future despite your answer, I already told him what you said like 3 times. 
Not Being Rude, Just Yelling It Like It Is 
Yhe1 seems to believe that other people are his own personal bitch to do what he wants them to do, and that if asks the same question over and over and over again he'll eventually grind you down into doing what he wants.

I've been on the receiving end of that too. 
 
Not a demand, just an suggestion 
#103 Thanks... 
But then, I think this panel is very cryptic and may be puzzling to most players. It really feels like some sort of enigma code to solve, a new mystery, almost like in the old Myst game (especially considering the easthetics of that large, island-like map). 
 
maybe it's part of an ARG 
 
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. 
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