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Arcane Dimensions
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other forums seem to have problems with it too.
Also it took that screen to make me realize what map from Q1 that was
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@talisa, indeed it is a remake of E1M1 from Doom!
@Icaro, it would be cool to do a proper particle pass on the shambler, I want to wait and see what the Shambler by Skiffy is setup like first. I did look at the SMC a while ago and it certainly was very cool what Seven did with the particles.
More Screenshots!
Either QuakeOne does not like my web host or I am blocked because the image tags refuse to use Images from my website anymore, very weird.
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Sock,
In SMC (by Seven), the Shambler seems really heavy. This feeling is the result of the shaking earth when he walks runs and falls dead. I personally love this effect. Would it be possible to implement something similar also in AD??
Cheers
https://www.youtube.com/watch?v=-nAgxH0YSnA
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i see it.... thats the first map from doom
it took a moment for things to click cuz of the bigger scale,
but i instantly recognised that zig-zag bridge with the acid!
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Originally posted by R00k View Postif Bethesda EVER does a Quake5 it should look like this!
and hire simon to spearhead the project!
Have a new AD map screenshot as a thank you
PS. the Img tags seem to be broken for me, oh well ...
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if Bethesda EVER does a Quake5 it should look like this!
and hire simon to spearhead the project!
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BV might have been asking "which DarkPlaces build"
I recommend a clean build, I did not test any HD asset packs
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BV might have been asking "which DarkPlaces build".
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An extra surprise huh? Fancy!
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As everyone is discovering the MOD does work with the existing ID maps, so if you want the new weapons, particles and better quality gib/item models there are several ways to go about this.
Start with the quake.rc file in the root of the MOD directory. There is a only one variable in this file which the mod reads and this variable affects the MOD defaults.
Code://----------------------------------------------------------- // All of the MOD features can be changed before loading // Add the values below together and update temp1 // // 256 Turn OFF item offset (designed for new maps) // 512 Turn OFF randomly rotate ammo/health items // 1024 Turn ON particle system (default OFF) // 2048 Upgrade existing Axe, +75% dmg, gib zombies // 4096 Upgrade SSG weapon pickups, +50% dmg, uses 3 shells // 8192 Upgrade LG weapon pickups, Direct + Splashdamage // // 65536 Turn ON Player Auto Aim // 131072 Turn OFF projectiles/casings for Shotguns // 262144 Turn OFF Z aware monsters // 524288 Turn OFF Enemy/player footsteps // 1048576 Turn OFF AI path extra info // 2097152 Turn OFF Monster liquid damage // // For example // 3072 = Turn on particles and upgrade axe (1024 + 2048) //----------------------------------------------------------- temp1 1024
Why does the mod use this variable?
I wanted to maintain maximum compatibility with all the different Quake engines (every engine understands temp1) and I don't think its a good idea to limit yourself to one (DP) engine for a MOD.
The temp1 variable is currently used to switch on the particle system. This is setup this way just in case someone needs to switch off the particle system because of engine/map problems.
How do you play ID maps with new weapons?
Change the temp1 variable to the follow (1024 + 2048 + 4096 + 8192 = 15360)
Then load your favourite ID map and viola you now have AD ID map goodness! I did do a lot of testing with the ID maps and I did not find any issues (not to say they don't exist!)
I know that a lot of community maps don't work with this MOD because of the map hacks (special entity setups). I did add a lot of extra entry points for map hacks, but it is very hit or miss if they work or not.
You can also change some of the MOD options with console commands (check quake.rc for the alias section) but these are not permanent and have to be setup each time the engine is loaded.
Which build is recomended to run AD in Darkplaces?
Hopefully in the next week or two I will have patch 2 finished and an extra surprise!
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