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Arcane Dimensions is just incredible. I wonder if it's possible to enable the new weapons in regular Quake and in other custom levels.
I've searched and found the following on Quake's Steam Forum:
"Judging from some stuff in the readme, it looks like you could do this:
- set "developer 1" before loading a map, then
- use "impulse 9" to get all the base weapons, then
- use another impulse (or alias) to "upgrade" a base weapon to one of the new weapons.
Impulse 200 Upgrade Axe (alias = "upgaxe")
Impulse 205 Upgrade SSG (alias = "upgssg")
Impulse 210 Upgrade LG (alias = "upglg")"
Sadly this does not appear to be working
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i got a little bit of time to play a map or 2. so far this has been a outstanding mod love the zombie like knights. and everyone seems to be tossing bombs at you. i was busting out windows to get pick ups and guys were busting down walls to kill me. all the mis models added a lot to the environment. the 3 shot gun was a gib fest! the library in the hidden map was a good read. I hope some day you get your dragon in the basement.
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that happens when a mod writes a tempstring to a global or field and then forgets to clear it out again.
vanilla just uses a single location for tempstrings so it just saves some random value instead.
that sort of thing can be a pain to track down without setting a breakpoint within the engine itself.
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decided to try playing arcane dimensions again with the DP patch.
while playing sock's map 'obsessive brick disorder' this errror keeps popping up every time i quicksave:
prvm_getstring: invalid temp-string offset (12 >= 0 prog->tempstringsbuf.cursize)
but i keep getting the error every time i quicksave and thought id notify about it
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Originally posted by sock View PostIts the crackling of the torches, the whistling of the bullets, the dust and sparks from crashing breakables and the magical energies flowing from the spells!
It certainly is! I remembering buying that book when it first came and playing it all weekend! paper, dice and lazy sunday afternoon!
PS. Mountain does have a story mode, there are many secrets to the AD MOD!
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@genius mapper - no doubt! I envy the talent of you guys for this skill. Amazing work.
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Originally posted by Legend View Postwhich palette are you using?
For a currently unknown reason, a few of the mdl files in /progs cause a video buffer glitch and crash the super8 engine. Also reported for Mark V Winquake on insideqc.com. Realizing these are unsupported engines, yet opening the files in Noesis and resaving them fixes the glitch. It also results in smaller mdl file sizes. I don't know which specific files. I did a batch open/save.
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gdiddy62,
This zip
https://www.quaddicted.com/filebase/ad_v1_42patch1.zip
should fix DP issues. Just copy over the existing folders.
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Well thank you everyone for your feedback, it has been awesome to see what people think of the MOD. I plan to be gone for a while so if there are any questions, problems or stuff, hopefully the rest of the AD team will jump in and help.
I highly recommend you download the latest patch as it does fix a lot of issues with DP and scaling of monsters for higher skill levels.
I wish everyone here a happy new year!
some screenshots by MFX for the MOD, a genius quake mapper!
http://www.simonoc.com/files/ad/ad_swampy.jpg
http://www.simonoc.com/files/ad/ad_end.jpg
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Originally posted by qbism View PostExploring this briefly, it is likely super8 does not support a particular progs asset or progs.dat feature. More about this on qbism.com. Any observations could be posted there or in a separate thread as it is indeed an engine incompatibility of some kind.
Map (bsp) content renders, though.
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regarding FL_ITEM, I expect its just down to how its drawn.
in your screenshot, DP is drawing the abs bbox (which is more correct in regard to solid_trigger and rotated solid_bsp, but may be slightly expanded compared to solid_bbox/solid_slidebox), while quakespasm is drawing whatever was passed to setsize (which is correct only for solid_bbox/solid_slidebox interactions).
raise the brushes under that item to above step heights, you should see that there's no differences other than the shown bbox.
FL_ITEM expands by 15 in the x+y directions.
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