Archon ---> Quake. You heard right, elements of the 80's micro game archon extrapolated into the Quake universe. Get ready for a wild ride.                               (free stuff | no warranty | see disclaimer.txt | blah blah blah.)

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How has "the Archons" progressed since the beta 1.1 release last year?

Reasonably new features for this release:

Archon magic! (yes, it works)
Archon "soul vessels" - limits to Archon powers
Sphere of Annihilation super black hole mode
Many nasty bugs have been eliminated. :-)
More monster enhancements than you dare shake a stick at
PK 3.0 support is pretty much finalized
HUD update, a few new features here

What is left leading to final release?

Finalizing the Archon vs. Archon conflict
Deciding if demi-archons will make it in before the mark III recode
Avoid any more feature creep, if at all possible
Decide if the map-hack tech maps will -
a. be included
b. have some kind of limits
(these are the design spec for the "realms of Chaos" world)
Decisions regarding HD pack integration:

What significant part of the current plan is still missing?

The ability to pick up an Archon "soul vessel" and carry it to a flag altar and sacrifice it for the points and / or build up to the Archon total not even written.
Some approximation may be put in - then again it may not.

What is the main challenge?

I got bit hard by the "new code" has to be written _now_ syndrome.
I've started the qc++ v1.07 recode already. This will be a major
resource hog on my limited free time. It will be some time before
this new code base grows into Chaos mod mark (III).
It is very necessary - some of the mark (II) code simply does not go
forward very well. The recode will fix a few corners I painted myself
into with the mark (II) code base.

What is the current status?

I have just squashed the "floating" zombie bug (I hope - the bots are testing for me right now...)

fig 1. the "floating" zombies

When I am satisfied with the result - I just need to build the release package.
Then boom - you get it. In time for the holiday week.
Gee, arent I a swell guy? Ha ha.


fig 2. bots give 100% testing new features

zappy, zappy! _____________________________________ sucky __

rainy days _____________________________________
new worlds

fig 3. determined foes

______ arg! gremlins _________________________ new things to stick nails in

fig 4. Archon of Chaos

fig 5. Occlument Augury

What is in a map?

What is in a map?

1 year ago News 0 comments

Design notes, editor theory, descriptions, design philosophy, brush structure, sky boxes, entities (good and bad) and last / most, the player!

The Lost!

The Lost!

2 years ago News 1 comment

106 lost Doctor Who episodes found

Programming / Creating

Programming / Creating

2 years ago News 0 comments

Get Inspired! We are all programmers and creators. You program your own life, and create your own daily content in the simulation we call "reality".

Announcing Chaos mod: Archon

Announcing Chaos mod: Archon

4 years ago News 0 comments

Design: enter free for all deathmatch, become an Archon, lay down a magic onslaught like no other.

RSS feed Downloads
Archon 1.2 (beta)

Archon 1.2 (beta)

11 months ago Patch 1 comment

Beta release 1.2 < CHAOS mod (mark II) - "the ARCH0Ns" > the Magic is real. Install instructions in archon.txt, readme.txt, Archon 1.0 (alpha) _must...

Archon 1.1 (beta)

Archon 1.1 (beta)

1 year ago Patch 3 comments

Beta release! Play Chaos mod: Archon - become an Archon, rule the Quake universe with your mystic powers. Refer to text files, site images and video for...

the Castle

the Castle

2 years ago Multiplayer Map 5 comments

Ariochs Castle. Where the gods of Chaos live and play. A clan map project that finally sees the glorious light of release it deserves.

Archon 1.0 (alpha)

Archon 1.0 (alpha)

3 years ago Full Version 1 comment

Alpha release = painkeep cube, morphic cube, crates, runes, regman quad-barrel dwarfcutter, quantum tunnel apparatus, super gravity well, chaos teleport...

Visage Nightclub

Visage Nightclub

4 years ago Multiplayer Map 6 comments

"I'm the seed in your head...if you're good then you'll dream. If you're good...if you're bad. K...K...K...K...Killer" As always - check your guns at...

Chaos Heaven (release 2)

Chaos Heaven (release 2)

4 years ago Multiplayer Map 1 comment

Chaos Heaven (Visit Arioch!) - A new symbol rotates serenely atop a sacred altar. Power grid flows away in all directions to deathmatch goodness. Weapons...

Post comment Comments  (50 - 60 of 118)
Mv.Antitribu Sep 17 2013 says:

Do you think you can make this fully independent? like an indie game? instead of a mod?

+2 votes     reply to comment
numbersix Creator
numbersix Sep 17 2013 replied:

I'd have to rip the guts out of it. Practically have to start over.
And I've been at this for 3 years. 2 years went into building the code set its based on. And 5 for the original chaos mod.

Before I can release a beta I've got to do a major recode.
I'd be better off taking my unique code and items and just making an arbitrary game. Which I plan on doing.

+1 vote   reply to comment
numbersix Creator
numbersix Sep 16 2013 says:

Work is progressing on the spell system targeting method. Good so far.
Still have worries about the global 32768 limit - it floors me that the compiler counts local variables as globals. wtf. seriously.

+1 vote   reply to comment
numbersix Creator
numbersix Sep 14 2013 says:

A bit of monster eye candy from the sample room. Samples dont attack, they just look pretty.

These are already in the mod, but I have plans to fix some up.
Things are coming along nicely with the HUD. I have to make an enhanced display mode and then I'm going to add in Archon magic.
If that goes well 1.0.5 alpha can be released soon.

Then I'm going to do a big re-code to clean things up a bit.

+1 vote   reply to comment
numbersix Creator
numbersix Sep 14 2013 replied: - monster images for today

+1 vote   reply to comment
numbersix Creator
numbersix Sep 7 2013 says:

I'm back and working on the code.
New screencaps will post as I make them.
The Archon morph needs a spell system that uses archon points.
That will also likely require a new targeting system.

And I need to research csqc - seems like it can do some cool HUD stuff and the like.
When I get the Archon looking half decent, I'll also get some video.

+1 vote   reply to comment
numbersix Creator
numbersix Aug 13 2013 says:

So close to giving you guys a playable Archon in this mod.
Vacation is calling though...can you hear it?
Palm trees, sand, No, thats where I am.
Mountains, streams, cool air. Yes.
Regular updates will resume in about 3 weeks.
Then I'll bang out some amazing code.

+1 vote   reply to comment
numbersix Creator
numbersix Aug 9 2013 says:

Leapt off the logic gorge and switched to the fteqcc compiler. It took some code change effort, but it works. And the compiler / progs footprint is smaller - fteqcc seems to have more slick.

But...Chaos mod (mark II) codename "Archon"...has...a...playable...Archon!
Things seem different though - from the mark I code.
And I'm not sure if its the new darkplaces or something fteqcc did or something I changed. Have to run some tests before I release the 1.0.5a update.
Plus I'll be out of town for a month on a much deserved vacation.
And I dont think I'll take this production setup either.

+1 vote   reply to comment
numbersix Creator
numbersix Aug 10 2013 replied:

Part of the difference seems to be the new dp engine.
Some dynamic items (runes, cubes, ammo) no longer bounce from the spawn point, while crates still do.
Got a request in to LordHavoc about this. Will put the results in the work log.

+1 vote   reply to comment
numbersix Creator
numbersix Aug 7 2013 says:

The initial 1.0.5 alpha Chaos ARCHON is done. I ripped most of it from the original chaos mod mkI, so much of it needs changed. Doesnt matter. Blew the engines mind.
Host_Error: server CALL outside the program
QuakeC crash report for server:
s173285: ADDRESS self (=entity 1), movetarget (=.movetarget)
s173286: CALL0
: NewCarriedPath : statement 1
: set_initBotLevel : statement 62
: PutClientInServer : statement 0
Client "_-=* Number Six" dropped

That code has NEVER failed and nothing in the new code *should* affect that.
I think its the unsigned short deal I fixed in the compiler. Fsck.
This might be one for .qc forums, or tutorial...but I think it might be time to port over the fteqcc. That compiler does things differently and it might be more workable.

+1 vote   reply to comment
numbersix Creator
numbersix Aug 2 2013 says:

This mod is entering a new era of Quake one modding. The quake c has become so complex it breaks the compiler because someone ages ago used "unsigned short" for the maximum number of globals. I've fixed that, and the code base could double and still work.
It will only run on a special version of darkplaces. I'm going to see if LordHavoc (dp's maintainer) will include my engine mod. This is so win users wont have to figure out how to compile the engine.

+2 votes   reply to comment
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Released 2012
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Chaos Archon
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