This patch has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest patch.
This is a patch for full version 1.70. Uploaded for archive reasons
Title : AD v1.70 - (Arcane Dimensions)
Date : 31st December 2017
MOD Team : Simon OCallaghan - Art, Code and Level Design
Maik Franz Xaver - Art and Level Design
Corey Jones - Animation and Code Support
Matthew Breit - Animation, Art, Code Support and Level Design
Sean Campbell, Gavin Edgington, Noel Lacaillade - Level Design
Henrik Oresten, Andrey Saenko, Dmitry Svetlichny - Level Design
Eric Wasylishen - LD Compiler Support and Level Design
Andrew Denner - Art, Compiler tools and Code Support
Additional thanks : Bengt Jardrup for WinQuake support and Code Support
John Fitzgibbons for Rubicon2 Art assets and Code functions
Kristian Duske for editor/map conversion tools
Negke for help with Coop ideas and suggestions
Kell McDonald for Quoth Art assets & Madfox for Art assets
Romain Barrilliot for help with map testing
Louis Manning - Animation, Art and Code Support
Renier Banninga - Animation and Art
Please note : This is an alternative universe of Quake, many assets and features have changed, even though it may look the same in places this code base and assets are very much different.
Shotguns : All of the shotguns have been changed to projectiles instead of hitscan impact. If you don't like this change use impulse 130 to switch between either system or edit the quake.rc file.
Name and QC : Do not use the AD (Arcane Dimension) name for your own mod. All the QC files are included and covered under GPL
Additional Compilers & Dev tools: The majority of the textures are based on existing Quake assets
BSP/VIS Compilers - by Kevin Shanahan/Eric Wasylishen
Latest Version - ericwa.github.io/tyrutils-ericw/
FP map format - (www.voidspark.net/projects/bjptools_xt/)
TexMex 3.4 by Mike Jackman (organize textures)
AdQuedit 1.3 by Hicks Goldrush (updating skins)
QME 3.1 patch 2 by Rene Post (Change/update models)
Quake C FTEQCC Compiler (fte.triptohell.info/)
Engines : The MOD is designed to work with the QuakeSpasm Engine
Other engines offer partial support of features
* QuakeSpasm : Version 0.93.0 (Must use the latest version)
- Download (http://quakespasm.sourceforge.net/download.htm)
* Darkplaces : Version 13 May 2014 (No longer in development)
- Download (https://icculus.org/twilight/darkplaces/download.html)
v1.70 Patch 1 Notes (ad_v1_70p1 release)
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* Fixed logic problem with trigger_count and message/message strings
* Fixed trigger_count message problem in ad_ac and ad_sepulcher maps
* Fixed eddict crash in ad_sepulcher by reducing particle setups
* Fixed spelling mistake in ad_chapters for ad_ac portal entrance
* Added missing features (triggers/bbox/explosions) to func_pushable
* Added func_pressureswitch bmodel entity for extra puzzle logic
* Added func_insidevolume to detect player, monster, item & pushables
* Added trigger_doorstate to force func_door entities to open/close state
* Removed invulnerability frames from zombie/zombiek when using shadow axe
* Changed the behaviour of zombie/zombiek to be easier for knockdowns
* Added death message for Gargoyle minions (spawned from minotaurs)
* Moved all player death messages to relevant monster QC files instead
* Fixed brkmondmg entity key on func_breakables to work with projectiles
* Fixed misc_demon not resetting gib model names when switching gib models
* Removed info_stuffcmd as it was open to abuse from malicious mappers
* Added trigger_cdtrack to allow for custom music changes after map load
* Added trigger_skybox to allow for different skybox setups after map load
* Added client check for changed music/skybox to load/quickload functions
* Fixed respawn_time on all items to not instantly spawn, minimum is 1s
* Fixed frozen bug crash for gargoyle/gaunt when waking up from perch/statue
* Fixed monster_firetopboss to cope with skill 3 shambler group attacks!
* Fixed sighttarget to check for health/damage before creating a sight entity
* Added trigger entity state reset to func_button (will override wait value)
* Added Impulse 170 to toggle monster body fade/removal when playing a map
* Fixed player weapon animation issue with idle/fire states being wrong
* Updated DEF file for GTK/Radiant editors with new patch features
* Added FGD file for Jack/Trenchbroom editors by Dan "twitchy" Ellis
* Added V/G models for players weapons from Stas "dwere" Kuznetsov