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Arcane Dimensions version 1.8 with Patch 1 included

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Arcane Dimensions 1.80 with patch 1
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Guest
Guest - - 689,409 comments

Awesome work as always, and wonderful things in turn are coming from the halloween 3 mapjam!!!!

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Shadesmaster
Shadesmaster - - 79 comments

Awesome work as always, and wonderful things in turn are coming from the halloween 3 mapjam!!!!

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AntonieS
AntonieS - - 10 comments

How to reach ad_lavatomb from start map? Thanks.

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simonoc
simonoc - - 236 comments

ad_lavatomb is now in the chapters start hub up a ladder next to the map Leptis Magna.

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AntonieS
AntonieS - - 10 comments

Thanks. %)))

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Turco_
Turco_ - - 231 comments

Great job man. The new map looks fantastic

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REAPER_40K
REAPER_40K - - 99 comments

Will this work with Epsilon?

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simonoc
simonoc - - 236 comments

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!

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REAPER_40K
REAPER_40K - - 99 comments

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.

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simonoc
simonoc - - 236 comments

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.

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triple_agent
triple_agent - - 158 comments

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.

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yukshee
yukshee - - 1 comments

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?

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simonoc
simonoc - - 236 comments

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.

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Guest
Guest - - 689,409 comments

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.

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simonoc
simonoc - - 236 comments

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

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Guest
Guest - - 689,409 comments

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.

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simonoc
simonoc - - 236 comments

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>'

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Guest
Guest - - 689,409 comments

config.sys or config.cfg? I have a autoexec.cfg, config.cfg and quake.rc all in the ad folder.

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simonoc
simonoc - - 236 comments

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.

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Guest
Guest - - 689,409 comments

Seem to be missing textures of a couple of enemies. Running quakespasm spiked.

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simonoc
simonoc - - 236 comments

Have you done a fresh install of AD 1.8? You cannot overwrite a previous AD directory, 1.8 is a different setup.

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Guest
Guest - - 689,409 comments

this mod runs with Darkplaces? it isn't what engine you'll recommend to me?

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simonoc
simonoc - - 236 comments

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.

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AluminumHaste
AluminumHaste - - 108 comments

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.

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simonoc
simonoc - - 236 comments

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.

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AluminumHaste
AluminumHaste - - 108 comments

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.

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simonoc
simonoc - - 236 comments

I hope you get her into map editing, old games are just low poly lego! The world always needs more world builders.

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AluminumHaste
AluminumHaste - - 108 comments

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!

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Ilozer
Ilozer - - 2 comments

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!

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simonoc
simonoc - - 236 comments

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! :)

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Ilozer
Ilozer - - 2 comments

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?

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Guest
Guest - - 689,409 comments

I would love to see the phantom swordsman hell spawn mummy multi grenade ogre and Hephaestus added in the next update for arcane dimensions

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simonoc
simonoc - - 236 comments

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?

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Guest
Guest - - 689,409 comments

Does this work with just quakespasm?

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simonoc
simonoc - - 236 comments

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.

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Guest
Guest - - 689,409 comments

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.

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simonoc
simonoc - - 236 comments

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.

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Guest
Guest - - 689,409 comments

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.

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Alfredon
Alfredon - - 158 comments

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?

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simonoc
simonoc - - 236 comments

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.

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HarunAkbulut
HarunAkbulut - - 3 comments

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?

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simonoc
simonoc - - 236 comments

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.

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HarunAkbulut
HarunAkbulut - - 3 comments

Bruh i tried hard and i didnt think about that. thanks for the help

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unviradie
unviradie - - 2 comments

Arcane dimensions run well on vkquake ?

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simonoc
simonoc - - 236 comments

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.

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unviradie
unviradie - - 2 comments

Okay thanks :)

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basedbongo
basedbongo - - 83 comments

How do I play this using the new Steam Quake remaster?

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simonoc
simonoc - - 236 comments

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.

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???!!!
???!!! - - 1 comments

i downloaded the latest quakespasm and AD, diagonal walk is slower than just forward,it makes you go more to the side

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simonoc
simonoc - - 236 comments

AD mod does not change player movement, check with engine options or talk to the engine coder for Quakespasm.

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