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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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@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. 
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