Arcane Dimensions version 1.8 with Patch 1 included
This is a combination of Arcane Dimensions Full Version 1.8 with Patch 1
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.
AD is designed to work with the QS-Spike Engine, other engines offer partial support of features.
* QuakeSpasm : Version 0.93.0+ (Must use the latest version)
- Download (Quakespasm.sourceforge.net)
* QS-Spike : (Fte.triptohell.info)
* MarkV : (Quakeone.com) - does not support protocol 999 for cinematics
* Darkplaces : Version 12 April 2018 (Check Darkplaces discord channel for latest)
- Website (Hemebond.gitlab.io)
- Download (Icculus.org)
==============================================================================
Installation
------------------------------------------------------------------------------
* Create a new folder called "ad" in your Quake folder
* Copy the Zip file into the new folder
* Extract the contents of the zip file
* Create a shortcut to your preferred Quake engine
* Add the following to the command line
-game ad
* Run the shortcut (click icon) and make sure the engine loads
* After the start map has loaded pick your skill level by touching the pillars
* There is no order to any of the start map portals, it is completely your choice!
* Once you complete a map portal it should tell you if you keep the same savefile
* Jump through the map portal you want to try (black/white star surface)
* Once you have picked a portal an intermission screen is shown (secrets/kills)
* Press FIRE to cycle camera's or press JUMP to start map on intermission screen
Awesome work as always, and wonderful things in turn are coming from the halloween 3 mapjam!!!!
Awesome work as always, and wonderful things in turn are coming from the halloween 3 mapjam!!!!
How to reach ad_lavatomb from start map? Thanks.
ad_lavatomb is now in the chapters start hub up a ladder next to the map Leptis Magna.
Thanks. %)))
Great job man. The new map looks fantastic
Will this work with Epsilon?
It depends on the version of DP you plan to use. I recommend you try the QSS engine ( Simonoc.com ) instead, has better particle effects, blood decals and unlocked frame rate!
Already playing it on QS and I must say your mod is incredible! I love the attention to detail and the effort you put into it. The maps are beautiful and the music is great.
I just wanted to experiment with other engines that give more visual polish like HD textures and lighting effects.
Thanks, glad you are enjoying the mod, its very much a team effort, please check readme for details. The mod is only designed to work with standard light maps and original texture resolutions. There is a HD version (not supported by me) of AD, however it only supports version 1.7 at the moment.
There are serious advantages to Arcane Dimensions being a mod.
I am on Ubuntu 20.04.1, amdgpu drivers, having quite some issues with Quakespasm, both native (Linux x64), as well as under WINE (Windows x64). Things worked well with drivers downloaded from AMD website, but with latest kernel update, something broke with DKMS build and I decided to stick with what is default. Quakespasm works, but then it crashes with slightest difference in display settings. Even if I wanted to, I could not responsibly recommend Quakespasm - or QSS - to amdgpu-based Linux users, under these circumstances, for now.
Looks great, plays smooth as butter but can't get out of the hub through the slipgates. When I attempt to run through the gate just completes the "level" and I'm thrown back to the new game menu. I'm using Quakespasm because the suggested QS-Spike link (fte.triptohell.info/moodles/qss/) gets blockedby Malwarebytes browser guard. Is there a level list I can load manually or a mirror for QS-Spike?
When you jump through a portal, the intermission screen should appear with kill/secret counters. Press FIRE button to cycle through the extra intermission camera's or press JUMP button to start the next map.
Launching the game (-game ad) keeps resetting the config.cfg file in the ad folder. I can't put in my own keybindings or anything because it'll be overwritten every single launch.
config.cfg is reset by the engine, you cannot edit it. You have to create an autoexec.cfg and store all your settings in that file. Please refer to feature article "How to configure Arcane Dimensions?" for more details - Moddb.com
Doesn't seem to matter. I've stopped editing config.cfg, I created an autoexec.cfg with some bindings and mlook and run the game with -game ad but once it loads with map start, the game doesn't use the bindings from autoexec.
Where are you storing all the config files? The config.sys, quake.rc and autoexec.cfg all have to exist in the same location, the AD mod directory. You can test your autoexec.cfg on the console by using the commmand 'exec <config file>'
config.sys or config.cfg? I have a autoexec.cfg, config.cfg and quake.rc all in the ad folder.
Sorry you are right, the engine/client file is config.cfg.
Make sure you are using client Quakespasm or Quakespasm-spiked, start the mod AD with the '-game ad' command line or console. Put all your settings in autoexec.cfg and test your config file by using 'exec autoexec.cfg' on the console.
Seem to be missing textures of a couple of enemies. Running quakespasm spiked.
Have you done a fresh install of AD 1.8? You cannot overwrite a previous AD directory, 1.8 is a different setup.
this mod runs with Darkplaces? it isn't what engine you'll recommend to me?
AD 1.8 will work with Darkplaces, check readme file for details of which version to use. I do recommend you disable custom huds with DP, there is instructions for this in the quake.rc file (use a text editor to open).
I would recommend you try the quakespasm-spiked client, it works with all maps (including Forgotten Sepulcher), has better particles (smoke/trails etc), blood decals, custom huds, unlocked frame rate and Classic Quake movement.
Sock, is everything okay? You're site has been down for a while now, and I was going to tweet something cool (I thought was cool at least), but it looks like your twitter account is gone? And my replies to your tweets are showing that they are going to nowhere.
I am going to redesign my website and my twitter account has been deleted. All relevant AD files are here on Moddb for anyone to download.
Ok, as long as you're alright!
I was going to show you a video of my 4 year old daughter playing Arcane Dimensions, she loves it.
I hope you get her into map editing, old games are just low poly lego! The world always needs more world builders.
That's the plan!
When I was about 15, I saw someone playing Quake 2 and found that there was an editor for it, I wanted to make maps so badly.
But I got no support from my parents who saw these games as a distraction and a waste of time.
I didn't get into editing until well after that, maybe not until I was 18.
I plan on not doing that, if she's interested I have all the tools ready to go!
Hey, some little feedback:
1) The exit of map "Slipgate Conundrum" brings you to E1M2 of vanilla Quake, making you play the whole episode. I think this is a bug, shouldn't you return to the Hub?
2) In Chaos mode, if a scragmother happens to spawn in place of the first Ogre in E1M2, it has difficulty following its waypoint, probably due to its different hitbox, and looks a bit weird walking on the ground with no animation anyway. This probably affects multiple locations, perhaps scragmother should only spawn in place of flying monsters?
3) Also, there is a minor cosmetic issue I found, map "The Necromancer's Keep" is called "Necromancers Keep" when you approach the portal in the Hub.
All in all, great mod!
1) It's by design! I was planning to create a whole episode, but ran out of time and thought players would enjoy finding the widowmaker/shadowaxe and rampaging through E1 instead! If this is a problem just use 'changelevel start' on the console to go back and keep any rune progress.
2. There is some checks added for Chaos mode monsters, but mostly its just random chaos! I can certainly look at some exceptions for flying spawns only.
3. Good catch, will fix.
Thanks for the feedback, glad you enjoyed it! :)
1) The whole Quake is playable anyway in the area where you can select chaos mode, where you can also use shadow axe, projectile grunts and other things. Should the player really have to complete 7 maps to get a "completed" status legitimately?
I would love to see the phantom swordsman hell spawn mummy multi grenade ogre and Hephaestus added in the next update for arcane dimensions
The phantom sword was added to 1.8, mummy was added to 1.5 and became a strong poisonous zombie instead. Hell spawn was just more HP + different skins which the AD spawn can be. Multi grenade ogres is tricky because it will require more code. Hephasestus is the morph? the one that raises out of the ground?
Does this work with just quakespasm?
The mod will work with Quakespasm, QSS, MarkV, DP and FTE. The custom HUDs only works with QSS/FTE at the moment. I recommend you disable custom HUDs for DP until patch 2 is released.
Anywhere to get hold of the .map files? I had them before on 1.70 but I don't find them within the pak files.
The map files for 1.7 are the last released versions. There was some bug fixes for 1.8 version, but mostly they are the same. All the new features for 1.8 have been released in 60 test maps, which can be downloaded under the files section on this moddb page.
Hey, thanks for replying. I downloaded the 1.70 and the patch but still no .map files. If I recall correctly I downloaded them previously on your webpage simonoc.com but it's down on maintenance.
Great mod!
This is my reshade video Arcane Dimensions 1.8 Reshade RAY TRACING GI
Youtube.com
Can You add an option for the weapons make them more on the side like in Quake 1.5?
Left/Right weapon setups would require different models as the current one's are all designed to be centered. The Quake C is also designed to draw all projectiles from the center and would need to be changed. I have no plans to add left/right weapon setups to AD.
I really like this, thank you for your hard effort. I just wanna say in quakespasm, i cant remove crosshair. I even tried to change config.cfg but it stays same. Is there a way to remove crosshair?
Open the console using the "~" key (above tab key) and type the following "crosshair 0". This will turn the crosshair off, use 1 to turn it back on again.
Bruh i tried hard and i didnt think about that. thanks for the help
Arcane dimensions run well on vkquake ?
Yes! I believe it does! :)
Please make sure to get the latest version from github, just in case your current HD version is out of date.
Okay thanks :)
How do I play this using the new Steam Quake remaster?
You can put AD in the steam remastered folder and run it with the game console command, however I would not recommend it because the remastered engine does not fully support AD at the moment. Hopefully a patch will come out soon to help run old mods with better performance and less memory crashes.
i downloaded the latest quakespasm and AD, diagonal walk is slower than just forward,it makes you go more to the side
AD mod does not change player movement, check with engine options or talk to the engine coder for Quakespasm.