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Arcane Dimensions

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  • Spike
    replied
    depends on the surfaces. imho most brickwork is best without it, especially where it induces shadows on the roof - definitely best to not smooth across those different textures.

    the rocky areas are definitely improved though, its just not a 1-size-fits-all deal.

    Leave a comment:


  • ArrrCee
    replied
    Yea, that new lighting is looking great! The contrast between the before and after is huge!

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  • Dutch
    replied
    Originally posted by Hipnotic Rogue
    @Dutch: Bugger. I just took it as read that AD was releasing this weekend when I saw your post. I've been counting the days! Still, good things come to those who wait.
    Hahaha sorry man! I saw Sock's post with the image links where it said "Are you ready for AD1.5" in big letters, and thought it was a link for 1.5, so I thought it was ready! I was looking forward to the weekend so I would have time to play it haha.

    I did not know QuakeSpasm was capable of rendering shadows. How does that work?

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  • Hipnotic Rogue
    replied
    That mid air shadow thing happens to me quite regularly in Quakespasm... I'm guessing it's a QS quirk - a Quirkspasm, if you will.

    @Dutch: Bugger. I just took it as read that AD was releasing this weekend when I saw your post. I've been counting the days! Still, good things come to those who wait.

    Leave a comment:


  • xaGe
    replied
    The new lighting looks great!

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  • talisa
    replied
    on the rocks it looks nice... but imo the new lighting doesnt look good on the castle.

    if the structure of castle itself were more rounded the lighting would look great,
    but with how angular the buildings are the new smooth lighting just looks kinda of

    it seems to completely smooth out shadowing of all of the sharp corners and make them appear round instead of sharp,
    and it seems to create some weird shadowing at the bottom of the roof-tops which shouldnt be there

    also, whats up with the mid-air shadow of that archer?
    does he have a magical shadow like peter pan?
    Last edited by talisa; 06-17-2016, 08:31 AM.

    Leave a comment:


  • sock
    replied
    Thanks nahuel, gdiddy62 and Hipnotic Rogue.
    @talisa, I did put a lot of floor details into ad_mountain, there are plenty of special secret rooms to find with candles, skulls and broken swords. It certainly makes a level space feel more used, I just need to create more misc models!
    @Dutch, AD 1.5 is not this weekend, its soon! Hopefully this month.

    Some more screenshots showing the new phong lighting system for Quake
    Before -> After (External links unfortunately)

    Leave a comment:


  • Hipnotic Rogue
    replied
    Absolutely gorgeous.

    I can honestly say that I'm more excited for this than Quake Champions!

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  • Dutch
    replied
    Cannot wait to try this!! Weekend needs to be here dammit.

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  • gdiddy62
    replied
    Agree with Talisa. Looking forward to this!

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  • talisa
    replied
    loving the tree and the decorations in the last pic <3

    having decoration and such in place always helps to instantly make any place feel more alive and real

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  • nahuel
    replied
    this is awesome

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  • sock
    replied
    Are you ready for Arcane Dimensions V1.5?

    New map - The Sepulcher Image 1, Image 2 and Image 3
    (External image tags are broken, external links only)

    Leave a comment:


  • Dutch
    replied
    Originally posted by sock View Post
    You better hurry up! AD 1.5 will have even more new maps to get crushed on! and yes Hard/Nightmare skills are suppose to be a challenge. There is no shame in playing on normal or easy skill to get use to all the new monsters and map layouts first. We did not spend all that time making multiple skill levels for everyone to play it on one skill level!?!
    Really looking forward to it! I couldn't stop playing...I finished every map and found all the runes. That's the most fun I've had on Quake in a long while.

    In my opinion, the harder the better! I love a challenge. Nothing makes a game more entertaining than getting creative because ammo is short and baddies are plentiful...and nothing makes it more frightening than when you have to run like hell to survive.

    "* Triggered and fading fog support to change throughout a map
    * Tons of ambient sounds to bring any new map to life"

    Those two made a world of difference in the atmosphere. Good job.

    EDIT: I also thought it was really neat to see some DM maps turned SP...if you ever get to it, DM2 would make an awesome conversion map for SP as well.

    Leave a comment:


  • sock
    replied
    Originally posted by evil_presley View Post
    AD is absolutely stunning - so is Quoth & SMC ofc. i seriously hope to see future iterations/merged versions of them.
    i didn't know about Drake mod, will check it out now. anything else i missed that's noteworthy?
    Unfortunately this will never happen. Quoth is a closed source MOD, which means its extremely difficult to see what the MOD authors are doing with items and monsters. SMC is a mutator MOD designed for DP only to replay existing maps that don't use MOD support. While Drake is really a MOD vehicle for Tronyn maps, because there is little support or examples of how any of it works!

    Arcane Dimensions on the other hand is designed as a toolbox for level designers, with plenty of documentation and example maps to explore. Here is a quick summary of some of the new features:

    * Many new monster types (20+) with new game code and behaviours
    * Full compliment of monsters for different styles (base and medieval)
    * Respawning enemies that appear from summoning type creatures
    * Monsters that understand and interacting with breakables
    * Full gib system with unique models for most enemies
    * Easy to use bmodel breakable system with plenty of default setups
    * Particle system that automatically works for Fitz and DP engines
    * Debuff system for poison, flame and bleeding special attacks
    * Massive collection of new trap entity types to surprise the player
    * Greatly extended train and path_corner system for minecart fans
    * An extensive RPG ammo resistance system (with many new surprises)
    * Triggered and fading fog support to change throughout a map
    * Tons of ambient sounds to bring any new map to life
    * Most original ID items remade with better UV/Skins
    * All QC source files included so that anyone can understand how it works!
    * Large collection of new and remake maps to explore with many secrets!

    Leave a comment:

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