An alternative universe of Quake featuring new game play features, a massive variety of monsters and 30+ maps to explore!
This patch has been archived by the uploader because it is out of date and no longer supported.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 1.42. Uploaded for archive reasons
Title : AD v1.42P2 - (Arcane Dimensions Patch 2)
Date : 31th January 2016
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
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
Louis Manning for RRP/RMQ Art assets and Code functions
Sign of Kell for Quoth Art assets
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.
Mappers : The editor .def and .fgd files supplied with this MOD require the worldspawn entity to have "no_item_offset" set to 1
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 : The majority of the textures are based on existing Quake assets
Compilers & : BSP/VIS Compilers - by Kevin Shanahan/Eric Wasylishen
Dev tools : Latest Version - ericwa.github.io/tyrutils-ericw/
Used by MFX - (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 0.91.0 (Must use the latest version)
- Download (http://quakespasm.sourceforge.net/download.htm)
* Darkplaces : Version 13 May 2014
- Download (https://icculus.org/twilight/darkplaces/download.html)
* MarkV WinQ : Version 0.99 May 8 2015 (based on MarkV with retro settings)
- Download (http://www.quakeone.com/proquake/interims/mark_v_20150508_windows.zip)
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V1.42 Patch 2 Notes
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* Added two new remix maps (ad_e1m1 and ad_e2m2) to the start map
* Fixed sprite particle system reaching limit and not going back down
* Added new quake.rc option to stop all global fog command/functions working
* Updated various models in progs directory to work with winQuake clients
* Added think/nextthink reset to monster_death_precheck to stop animation errors
* Added think/nextthink reset to entity_hide to stop animation when hidden
* Fixed remove(self) code problems with _once, _multi, _hurt and misc_bubble
* Added variable (cnt) override for all item_artifacts expiration timers
* Client debuff pain sounds can be blocked by god/pentagram mode
* Moved lost souls death radius explosion to second death frame
* Added more enemy/health checks to crossbow knight attack functions
* Fixed ceiling spider/Voreling for QuakeSpasm and Darkplaces engines
* Spider and Voreling melee range changed from 50 to 60 (diagonal bbox problem)
* Pyro flame sprite movetype changed to fat missile type for monsters
* Pyro correctly aims flames at smaller targets and resets ricochet effect
* Changed zombies to die after 30s if blocked trying to get up off the floor
* Can now switch weapons (via keys 1-8) while firing (was locked before)
* Fury Knight triple rocket attack changed to 20 direct and 20 splash
* Soldier shotgun/rocket/plasma can now drop exact amounts of ammo
* Fixed zombie/knights idle sound not being blocked via spawnflag
* Fixed nomonstercount not being read properly when monster dies
* misc_builtineffects now plays any associated sounds on self or target
* Fixed misc_particle_burst particle count being reset after trigger
* item pickup triggers for weapons now fires once when playing co-op