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  • sock
    replied
    So what exactly 1024 do
    Its 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!

    Is Firetop Mountain map inspired by the Fighting Fantasy book?
    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!

    Leave a comment:


  • antiriad
    replied
    Originally posted by sock View Post
    * Open up the quake.rc file in a text editor
    * Find the line that says 'temp1 1024'
    * Replace it with 'temp1 656384'
    * Save file
    * Load mod (via shortcut)

    656384 = 1024 (particles) + 131072 (hitscanshotguns) + 524288 (nofeetsound)
    Thank you!
    But flying skulls keep the 2D explosions (IMHO it would be nice a particle explosion like original spawn). So what exactly 1024 do?
    Thanks again!

    P.S. Is Firetop Mountain map inspired by the Fighting Fantasy book?

    Leave a comment:


  • sock
    replied
    it is possible to run AD with the command-line options "feet" and "updproj" yet activated? (more old-school feeling)
    * Open up the quake.rc file in a text editor
    * Find the line that says 'temp1 1024'
    * Replace it with 'temp1 656384'
    * Save file
    * Load mod (via shortcut)

    656384 = 1024 (particles) + 131072 (hitscanshotguns) + 524288 (nofeetsound)

    it is normal that after completing a map (e.g. Firetop Mountain) nothing is blocking the same portal in the start level?
    Yes, the maps are not linked, you can replay them as many times as you want with different skill levels.

    it is possible to change the 2D explosion (e.g. of the flaming skulls) in a 3D particle explosion?
    Yes, *you* can

    how difficult is to play AD in coop over the Internet with Quakespasm (netquake)?
    no idea, no coop testing was done.

    Darkplaces is following the correct specifications. Quakespasm seems to do something else.
    I need to confirm this with someone from QS and find out why this is being done different.

    When you start to make darkplaces mods
    I don't want to make a DP mod, I want to make something that bridges the gap between the two communities. I want a mod that works reasonable well for both engines (DP/QS)

    Leave a comment:


  • antiriad
    replied
    Hi!
    Just registered to say THANK YOU for Arcane Dimensions! It is wonderful!
    Great design, great feeling, and a lot of fun (rather rare in FPS nowadays).

    I have some questions:

    - it is possible to run AD with the command-line options "feet" and "updproj" yet activated? (more old-school feeling)

    - it is normal that after completing a map (e.g. Firetop Mountain) nothing is blocking the same portal in the start level?

    - it is possible to change the 2D explosion (e.g. of the flaming skulls) in a 3D particle explosion?

    - how difficult is to play AD in coop over the Internet with Quakespasm (netquake)?

    Thank you!

    Leave a comment:


  • Seven
    replied
    sock,

    You should read the comments in the qc files:
    self.flags = FL_ITEM; // make extra wide
    Darkplaces is following the correct specifications. Quakespasm seems to do something else.

    The flag FL_ITEM sets an extra wide bbox around items (also in original quake/engines) to make it better pickable.


    This is how it looks when items have this flag:



    This is how you want it to look:




    TIP:
    When you start to make darkplaces mods, you must be aware of its sv_gameplayfix_xxxxx cvars ! They are all disabled by default since 2013-03-01 build.
    This must be considered and I highly recommend to enable some of them to avoid issues just like you have them right now. Be also aware of darkplaces collision detections.
    Read more about it in the smc readme and the smc_config.cfg file.

    Leave a comment:


  • sock
    replied
    @qbism, wow love that brick colour!

    those steam and fire emitters on ad_test3 and ad_crucial are completely invisible in DP
    http://www.simonoc.com/files/ad/dp_adtest3_flames.jpg

    are we allowed to use the new enemy/gib models in other mods as well?
    Sure, nothing commercial and a credit in a readme file would be nice

    @MadGypsy, thanks I checked all DP commands and could not find anything that would help

    The bounding box problem is easy to see here I am sure hardly any DP users are even aware of the problem because it makes picking up items, well easier!

    I have tested this with 2 different version of DP (20140513 and latest nightly build). Its difficult to create small spaces to hide stuff if the engine is growing the bounding boxes so they are the size of a barn door! I reduced the bounding box with QC and the engine is still doubling them!

    Leave a comment:


  • MadGypsy
    replied
    @Bugs: For some reason DP -

    I doubt this helps you at all but, ya never know maybe this will give you other ideas. I went to icculus.org and did a find for "bounding box". 2 console variables popped up halflifebsp and mcbsp. I'm thinking that neither of those apply but that was everything I could find at icculus. The description for both said it was important to know due to different bounding box sizes. I'm thinking that maybe your map format has a similar issue, but no cvar???

    I did a LOT of google searches for you and I was unable to find anyone having your issues with DP BBoxes. Sorry .

    my search criteria was
    dp bbox
    darkplaces bbox
    dp bounding box
    darkplaces bounding box

    all four of those with each one of these added individually
    double size
    wrong size
    size issues
    size fix
    size correction

    20 searches and nothing that seemed relevant.
    Last edited by MadGypsy; 12-30-2015, 01:48 AM.

    Leave a comment:


  • R00k
    replied
    Originally posted by sock View Post
    Some maps will work in protocol 666 and others will require BSP2, its a mixture. For example ad_swampy2 = bsp2, ad_obd = protocol666
    oH! OKAY. Qrack doesnt currently support BSP2 so, I'll get to work on this, this weekend.

    edit: map TEST11 blows my mind! the stats on the wall! omfg!
    Last edited by R00k; 12-29-2015, 10:35 PM.

    Leave a comment:


  • Bloodshot
    replied
    hey sock, are we allowed to use the new enemy/gib models in other mods as well? I want to make use of the gibs and some of the new enemy models

    Also thanks for the DP patch, but those steam and fire emitters on ad_test3 and ad_crucial are completely invisible in DP

    Leave a comment:


  • qbism
    replied
    Originally posted by Legend View Post
    So no chance of working with qbism super8?
    Exploring 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.

    Leave a comment:


  • sock
    replied
    is the map format you use BSP2 (2BSP) ?
    Some maps will work in protocol 666 and others will require BSP2, its a mixture. For example ad_swampy2 = bsp2, ad_obd = protocol666

    Leave a comment:


  • R00k
    replied
    is the map format you use BSP2 (2BSP) ?
    I'm trying to find out why maps bork in Qrack, though I'm using my implementation for fitzprotocol 666 and works quite well with your mod ITS, so I thought it would work for AD as well.. :/

    If you ARE using bsp2 then I know what direction i need to take vs combing through protocol code that isnt broken.
    thanks! and I love the mod; been playing it on DP.

    edit: question are your map objects also placed int the /maps folder? if so then, maybe i'm trying to load them from console
    Error: Load_Brushmodel "/maps/ad_crucial.bsp"
    Last edited by R00k; 12-29-2015, 09:37 PM.

    Leave a comment:


  • sock
    replied
    In DP I'm using Ruohis's weapons with Q3-quad for SMC
    There is no support for HD assets with this MOD. I have updated various weapon models to fix lerping issues and muzzleflashes, so any existing assets will probably not work with this MOD.

    So no chance of working with qbism super8?
    All engine support for this MOD is up to the relevant engine coder. There is just too many engines types, all incompatible with each other and I don't have the will or time to test them all! Its Fitz and DP only, because they are largest groups for SP content.

    Here is DP patch V1!

    DP and Game play Changes
    * Added transparent texture support for DP
    * Updated breakables for ad_crucial, ad_swampy, ad_test3
    * Fixed ad_crucial so that the rune room does not lock
    * Fixed bounding boxes for misc/func exploding boxes
    * Removed FTE engine detection (simplified to DP/Fitz)
    * Changed pixels command to understand default=blurry
    * Added DP laser particle effect (TR_LASER)
    * Removed EF_DIMLIGHT from plasma/laser for DP
    * Added plasma burn explosion for DP (large cloud effect)
    * Added altar (red/grey) DP (floating upward dots/smoke)
    * Fixed skill pillar directional particles for DP
    * changed misc_drip movetype to prevent engine splash sound
    * Fixed extra global fog parameters for ad_end in DP
    * Changed trigger_heal/hurt bubbles to be noclip instead of fly
    * Fixed spiders/voreling dropping from ceiling properly in DP
    * Gaunt projectile speed - old (600/600/600/600) new (500/650/800/950)
    * Gargoyle projectile speed - old (500/550/600/650) new (500/650/800/950)
    * Minotaur projectile speed - old (500/600/700/800) new (500/650/800/950)

    Please note that there is extra console commands being set in quake.rc, you cannot run this MOD using the game command. Always use a shortcut!

    Bugs: For some reason DP is creating all items with double sized bounding box setups which is causing problems with certain items. Ive got no idea why DP is doing this because every item is specifying an exact size in QC and it works fine in QS. So if anyone has a clue to why, please let me know.

    As always any feedback or suggestions post them here.
    Last edited by sock; 12-29-2015, 09:07 PM.

    Leave a comment:


  • Baker
    replied
    Originally posted by Legend View Post
    So no chance of working with qbism super8?
    (I suppose it may very well be an issue with the enginge itself)
    I've tried to make qbism aware of your issue, but he's likely the only one that would know what's up because he knows the limitations of his engine.

    Leave a comment:


  • Legend
    replied
    Originally posted by sock View Post
    Everyone can post their bugs here, but you got to remember I am only supporting QS/DP engines and I don't promise to fix every issue as some things may well be by design!
    So no chance of working with qbism super8?
    (I suppose it may very well be an issue with the enginge itself)

    Leave a comment:

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