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Quake Christmas Jam 2021
2021 Quake Christmas Jam

The annual event returns for round five. Compact Quake levels with a playable area based around a 1024 cube, utilizing the Arcane Dimensions mod.

The deadline will be Monday, December 6th.

Send completed maps to:
func.xmasjam2021 AT gmail.com

Guidelines:
The gameplay should be confined to a 1024 cube, but extending a bit outside those limits is not an issue; the spirit of the rule is the vital piece.

Scenery / unplayable sections are permitted to extend as far as necessary; I’d compare it to brushwork-forged skyboxes.

The naming convention will be ‘xmj21_(authorname).

All maps need to be fully compiled, vised and preferably tested. Compatibility with AD 1.8 is necessary. Please test your maps using ‘developer 1’ (entered via console). It’s an easy and intuitive way to error-check your map.

Internal testing will occur after the deadline by the XMJ21 administrative staff. if we find any game-breaking issues/faults, We will be bouncing the map back to the respective author to address them.

All maps should have ‘start’ set as the next level. Also, all weapons / items will reset after completion and return to the start map; each level will be a blank slate.

If you need someone to test you map, drop a line either here or on the Quake Mapping Discord. There are usually plenty of generous players willing to help out.

Prospective mappers may submit as many maps as they wish. If you’ve got unfinished scraps hanging around your hard-drive, this is an excellent opportunity to make use of them.

Resources:
Arcane Dimensions 1.81 can be found here:

https://www.moddb.com/mods/arcane-dimensions/downloads/arcane-dimensions-180-with-patch-1

The FGD and DEF files are included within the download.

A collection of test maps showcasing the new 1.8 AD features can be found here:

https://www.moddb.com/mods/arcane-dimensions/downloads/ad-181-test-map-pack

A test map displaying how the new Chaos Mode works:

https://www.moddb.com/mods/arcane-dimensions/downloads/ad-181-chaos-test-map-1

Sock was kind enough to write an article to
help prospective mappers utilize AD to its fullest. Check it out here:

https://www.moddb.com/mods/arcane-dimensions/features/top-10-mapper-hints

If anyone has any questions about entity setups for AD, Sock has generously offered to create test maps to illustrate setups. So if any questions are not addressed in the existing documentation, let us know here.

Other than that, good luck to all.
FGD Errors 
I'm using J.A.C.K (apparently even that's oldskool now!) to make an AD map but the FGD keeps spitting out errors and crashes when I try to open up the properties for certain entities (func_wall for example).

Here are some of the errors when it loads (the complete list won't fit here, but they all follow the same trend!):

Entering: "C:/QuakeDev/ad/ad_1_8.fgd"
Error: parse error at line 540: unexpected token `model'
Warning: undefined base class `PlayerClass'
Warning: undefined base class `PlayerClass'
Warning: undefined base class `PlayerClass'
Warning: undefined base class `PlayerClass'
Warning: undefined base class `PlayerClass'
Error: parse error at line 636: unexpected token `model'
Error: parse error at line 667: unexpected token `model'
Error: parse error at line 679: unexpected token `model'
Error: parse error at line 709: unexpected token `model'
Error: parse error at line 741: unexpected token `model'
Error: parse error at line 772: unexpected token `model'
Error: parse error at line 791: unexpected token `model'
Error: parse error at line 822: unexpected token `model'
Error: parse error at line 829: unexpected token `model'
Error: parse error at line 836: unexpected token `model'
Error: parse error at line 844: unexpected token `model'
Error: parse error at line 848: unexpected token `model'
Error: parse error at line 852: unexpected token `model'
Error: parse error at line 871: unexpected token `model'
Error: parse error at line 906: unexpected token `model'
Error: parse error at line 922: unexpected token `model'
Error: parse error at line 942: unexpected token `model'
Error: parse error at line 966: unexpected token `model'
Error: parse error at line 980: unexpected token `model'
Error: parse error at line 988: unexpected token `model'
Error: parse error at line 994: unexpected token `model'
Error: parse error at line 998: unexpected token `model'
Error: parse error at line 1002: unexpected token `model'
Error: parse error at line 1006: unexpected token `model'
Error: parse error at line 1010: unexpected token `model'
Error: parse error at line 1014: unexpected token `model'
Error: parse error at line 1035: unexpected token `model'
Error: parse error at line 1058: unexpected token `model'
Error: parse error at line 1105: unexpected token `model'
Error: parse error at line 1106: unexpected token `model'
Error: parse error at line 1107: unexpected token `model'
Error: parse error at line 1108: unexpected token `model'
Error: parse error at line 1109: unexpected token `model'
Error: parse error at line 1110: unexpected token `model'
Error: parse error at line 1112: unexpected token `model'
Error: parse error at line 1113: unexpected token `model'
Error: parse error at line 1114: unexpected token `model'
Error: parse error at line 1115: unexpected token `model'
Error: parse error at line 1116: unexpected token `model'
Error: parse error at line 2814: unexpected token `model'
Error: parse error at line 2870: unexpected token `model'
Error: parse error at line 2926: unexpected token `model'
Error: parse error at line 2953: unexpected token `model'
Error: parse error at line 2959: unexpected token `model'
Error: parse error at line 2999: unexpected token `model'
Error: parse error at line 3014: unexpected token `model'
Error: parse error at line 3045: unexpected token `model'
Error: parse error at line 3046: unexpected token `model'
Error: parse error at line 3048: unexpected token `model'
Error: parse error at line 3049: unexpected token `model'
Error: parse error at line 3050: unexpected token `model'
Error: parse error at line 3051: unexpected token `model'
Error: parse error at line 3052: unexpected token `model'
Error: parse error at line 3053: unexpected token `model'
Error: parse error at line 3054: unexpected token `model'
Error: parse error at line 3055: unexpected token `model'
Error: parse error at line 3056: unexpected token `model'
Error: parse error at line 3057: unexpected token `model'
Error: parse error at line 3058: unexpected token `model'


Apologies for the wall of text.

Does anybody know if this is a J.A.C.K problem or a problem with the FGD/AD? I tried to get an older version of the FGD but it seems AD 1.80 is the first to include one. 
Wait 
My bad I just opened it up and saw it says Trenchbroom only so there's my answer.

As you were. 
BIG NEWS 
I went back further through the archive and found a FGD from an older build that does support J.A.C.K.

Obviously it doesn't allow you to use all the fancy bells and whistles from newer AD's out of the box, but it's preferable to trawling through that horrendous textfile documentation in search of new floats/strings/etc.

Just thought I'd share incase anyone else is slumming it outside of Trenchbroom. 
Good Find For JACK Users 
Though I’d urge careful testing with the current AD version to assure there’s no continuity issues. 
Yes 
Sound advice Ionous, thanks. 
Two Weeks Left 
If you haven’t started, it’s not too late to participate. Still plenty of time to churn out something small. 
I'm Hoping To Have Something Finished In Time 
but I keep running in to annoying little issues that I wouldn't if everything Quake weren't about Trenchbroom and AD these days.

Latest annoyance: AD is very confused about keys. My Silver Key door displays the Gold Key door message, but opens with a Silver key. This doesn't happen when I run the map in Copper. I'm guessing it's something to do with AD's additional keys system so I'm sure I'll be able to figure it out, it's just an extra hurdle I could do without for a mechanic that has always just worked straight out of the box for the last 25 years of Quake mapping. 
 
You should be able to just make a plain "Vanilla" Quake map and run it under AD. I've tested a couple of maps this way and not seen any serious problems. Certain things about AD are annoying though. 
 
I thought the same Rick, but the vanilla key setup is definitely borked. It was fixed easily enough by adding a message2 string which overrides the default message, but I assume this means that all vanilla maps will display the wrong message for silver key doors, otherwise there's something seriously weird going on with my specific setup! 
There's No Such Thing As Stupid Questions 
until I start asking.

So, the AD documentation describes misc_smoke as a "unique model with multiple skins, alpha and ON/OFF states", but doesn't seem to contain any information about how to switch it on and off. I've tried simply targeting it and also a killtarget, but it's not turning off. What am I missing?

Thanks! 
Text_Fish 
Tried using the entity state system instead? Most AD stuff is made to work with that. 
Ah 
Thanks Bal I'll give it a go! 
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