Arcades 3D - Foro

Juegos Destacados => Quake (y secuelas) => Mensaje iniciado por: npo33770 en Mayo 01, 2017, 07:39:49 am

Título: Arcane Dimensions 1.80 - nuevo mod de campaña SP - ES IMPRESIONANTE
Publicado por: npo33770 en Mayo 01, 2017, 07:39:49 am
Arcane Dimensions - nuevo mod de campaña SP - ES IMPRESIONANTE

(https://www.quaddicted.com/reviews/screenshots/ad_v1_42final_thumb.jpg)

Dev page : http://www.simonoc.com/pages/design/sp/ad.htm
ModDB page: https://www.moddb.com/downloads/arcane-dimensions-v180-including-patch-1
Quaddicted page:
 Celephais page: https://www.celephais.net/board/view_thread.php?id=61962

HD Textures Mapas: http://quakeone.com/175261-post117.html
HD Textures Otros: http://quakeone.com/forums/quake-mod-releases/works-progress/12594-arcane-dimensions-hd-overhaul.html

[spoiler]
Arcane Dimensions (AD) es una nueva campaña de un solo jugador para Quake. Es uno de los mods más grandes de Quake jamás, no importa si lo mide por tamaño de archivo, tiempo de juego, nivel de pulido o el mojo combinado de los autores de mod. "Sock" es el jefe del proyecto, pero también hubo muchos otros contribuyentes que puede reconocer de los "atascos de mapas" recientes y en otros lugares.

Campaña de un solo jugador a gran escala con muchos nuevos niveles, algunos de ellos etiquetados como mapas de "prueba", con toda una línea de nuevos monstruos y elementos, así como varios ajustes y cambios en el juego. También se pretende que sirva como una caja de herramientas para los diseñadores de nivel. Mapa y fuentes de control de calidad están incluidos.

Arcane Dimensions es un mod de juego y texturas y mapas de calcetín (proyecto principal), así como mapas de mfx, FifthElephant, ionous, Scampie y Lunaran. Eric Wasylishen (ha hecho mucho trabajo en Quakespasm y en herramientas de compilador de nivel) para "LD Compiler Support and Level Design", Corey Jones para "Animation and Code Support ", Y Andrew Denner para" herramientas de arte de tubería y soporte de código ".

El mod incluye nuevas armas y muchos monstruos nuevos, incluyendo repurposing algunos modelos de otros mods o juegos de Quake-era. (El final del readme tiene una larga lista de créditos para modelos, sonidos y texturas). Añade soporte para entornos frágiles, un nuevo sistema de partículas y otros nuevos juguetes de mapas. Es de código abierto y tiene mucha documentación con el propósito de apoyar mapas adicionales.[/spoiler]

https://www.youtube.com/watch?v=RB_Ew173NQA
 (https://www.youtube.com/watch?v=RB_Ew173NQA)
Título: Re:Arcane Dimensions - nuevo mod de campaña SP - ES IMPRESIONANTE
Publicado por: Dalvi Dandy en Mayo 01, 2017, 05:12:11 pm
Había escuchado mucho sobre este mod, pero nunca le dí la oportunidad y tiempo en jugarlo. En cuanto tenga tiempo le dare una probada y ver si consigo pasarmelo, gracias por el aporte.
Título: Re:Arcane Dimensions - nuevo mod de campaña SP - ES IMPRESIONANTE
Publicado por: eldraku en Mayo 01, 2017, 10:58:32 pm
uau, se ve muy bien, habrá que probarlo  :)
Título: Re:Arcane Dimensions - nuevo mod de campaña SP - ES IMPRESIONANTE
Publicado por: Perro Seco en Mayo 02, 2017, 09:08:52 am
Me lo guardo para cuando tenga suficiente equipo con el que jugarlo. ;D
Título: Re:Arcane Dimensions - nuevo mod de campaña SP - ES IMPRESIONANTE
Publicado por: Caleblood en Febrero 07, 2018, 06:56:24 pm
Hace bastante tiempo que no entraba al foro y hay hartas cosas buenas, espero ponerme al tanto de a poco. Respecto al Mod se ve espectacular, veo que tiene un mix de armas y enemigos de algunos juegos como del hexen II por ejemplo, una vez que lo descargue y vicie un buen rato les daré una opinión mas objetiva... ...Es bueno estar en casa nuevamente  :)
Título: Re:Arcane Dimensions - nuevo mod de campaña SP - ES IMPRESIONANTE
Publicado por: npo33770 en Octubre 13, 2020, 09:11:08 pm
Arcane Dimensions v1.80 fue lanzada ayer:

https://www.moddb.com/downloads/arcane-dimensions-v180-including-patch-1 (https://www.moddb.com/downloads/arcane-dimensions-v180-including-patch-1)

Nuevo:

v1.8+ Maps
------------------------------------------------------------------------------
* ad_akalakha - Ak-Alakha (Andrey Saenko)
* ad_grendel  - Grendels' Blade (Simon OCallaghan)
* ad_scastle  - Nyarlathoteps Sand Castle (Simon OCallaghan)
* ad_tears    - Tears of the False God (Benoit Stordeur)

Changelog:

v1.80 Notes (ad_v1_80final release)
------------------------------------------------------------------------------
[spoiler] * Added monster_floyd with multiple states (sleep/roll) and mdl key overrides
* Added monster_deflector with plasma/rocket attacks and whole body shield
* Added monster_dprince with spike/plasma range attacks and aggressive melee
* Added monster_turretbal with laser/plasma attacks and wall/ceil/floor setups
* Added monster_sweeper with spike/rocket attacks and spawn body shield opt
* Added monster_mammoth boss fight with 6 wave and 5 unqiue attack patterns
* Added monster Judicator boss monster setups (fire trail + gaunt summons)
* Added monster_justice with special flame burst, jumping and melee attacks
* Added monster_sword (invisible swordman) from rogue expansion pack 2 (only QC)
* Added monster_steelclaw spider variant with special bleeding/jump attack
* Changed monster_army_rocket/rocketeer to have a better rocket steering system
* Changed monster_jim to allow for mdl key override (different model+skins)
* Changed homing projectiles to stop steering on skill 0/1 once host is dead
* Changed monster_gaunt to have custom enemytarget height (change height key)
* Changed Hunter Ogres (reg/mac/ham) to allow for custom ammo drops types
* Changed all Enforcers/Soldiers to allow for custom ammo drop types
* Changed monster_freddie to not cross reference sound files to monster_seeker
* Changed turrethealth / turrettarget entity keys to allow for 2 x HP triggers
* Added ability to change monster path_corner entities (non-linear routes)
* Added various Quoth item/monster redirect for Quoth maps loaded in AD
* Added ambient sound and monster_juggernaut redirects for Travail maps in AD
* Added tetherrange to boss_nour / boss_eidolon for custom room setups
* Added attack_chance (0-1 percentage) to monster_nour spit vs bomb attack
* Added start without intro sequence to boss_nour and req less error checks
* Added ability to change bosswave and bosswaveqty keys on monster_nour boss mode
* Added bosswaveuse to monster_chthon to force wave progression via triggers
* Added new tracking missile behaviour enabled via worldspawn/ent/impulse
* Added new skins for knight, dcrossbow, dguard, dknight & dsergeant (by Bal)
* Added jumpdist/jumprange vector to all jumping monsters to allow parameter changes
* Added sightgroup all monster wakeup groups, works with passive & ambush
* Added facing angle (uses mangle) detection for monster_jump triggers
* Added ignore_monjump to trigger_monsterjump to exclude any touching entity
* Added extra knight animations (kneeling, standing) using startingpose key
* Changed monster_boss (chthon) projectile fire code back to original ID setup
* Fixed mising sound (pain/death) filenames for monster_boss (chthon)
* Fixed player sight test when behind monster_chthon during pain/wave animation
* Fixed monster_oldone so it can be telefragged like original id1 setup
* Fixed hammer impact radius attack to use radius formula for impact damage
* Fixed issue with the plasma gun using rocket splash damage resistance values
* Fixed monster_tarbaby to cope with telefrag deaths and randomizer errors
* Removed bossflag exceptions on boglord and fire shambler monster setups

// General updates/options
* Re-arrange ad_start map for +2 new maps portals and original id1 episodes
* Re-arrange ad_chapters map for +5 new map portals on the top level
* Added ad_akalakha, ad_grendel, ad_scastle, ad_tears maps to start/chapters
* Added mod version/patch/beta number system to worldspawn in world.qc
* Added modver_check entity key to trigger_once/multi to warn about mod ver
* Added ckeyhint to worldspawn to suppress arcane key inventory message
* Added scratch1-4 custom variables to quake.rc system for easier access
* Added saved1-4 custom variables to quake.rc system for special features
* Added no_axestart entity key to worldspawn, no axe or any weapons upon start
* Added to quake.rc extra sprite particles option (load vanilla particle file)
* Added option to mwheel up/down to skip over nailgun if SNG or SSG available
* Added info_player_startdev for developer only, no coop or deathmatch options
* Added worldspawn no_moncountdevmsg to stop monster no count msgs to dev console
* Added hazard_dmg entity key for water/slime/lava to worldspawn
* Added play fall speed low/high/damage override keys to worldspawn

// Huds and skill 4
* Added CSQC HUDs for advanced engines (QSS/FTE/DP) with multi layout options
* Added 7 different CSQC HUD layouts for the player to choose via quake.rc
* Added impulse 178 to cycle through all the different custom HUD layouts
* Added skill level 4 (evil mode) max 50hp, mega 100hp and faster proj speeds
* Added animated evil skill / chaos mode pillar textues for start maps

// Randomizer (Chaos)
* Added randomizer (chaos) feature using scratch2/3 console variable for id1 maps
* Added random seed generating system for the randomizer (chaos) game mode
* Added change level and death reset conditions to randomizer (chaos) game mode
* Added two methods for generating monsters (bounding box or monster type)
* Added additional items to randomizer; health, armour and weapon upgrades
* Added functions to restart map if savegame randomizer (chaos) seed wrong
* Added randomizer (chaos) functionality to func_skill pillar bmodel setup
* Added on spawn disable to func_skill pillars (also setup off/disable estate)
* Added impulse 190 to centerprint the current random seed (designed for player)
* Added impulse 192 to display stats about all the different seeds used
* Added impulse 194 to show randomizer weapon upgrades stats for shadaxe/wm/pg
* Added impulse 196 to force reset the random seed next time the map is restarted
* Added console warning message when starting chaos mode (shows seed number as well)

// Vania items (new powerups)
* Added vania items (AirT,LavaS,BlastB,JumpB) to be infinite timers on pickup
* Added secondary abilities to all vania items (check def/fgd for details)
* Added new models for airtanks, lavashield, blastbelt and jumpboots
* Added impulse 246-249 to give the new 'vania' style powerup from console
* Added ITEM Lava Shield powerup that protects the player hp/armour from lava
* Added Lava Shield exception, Lava Ball don't do any damage to the player
* Added Lava Shield exception, Lava and flame projectiles only do half damage
* Added activation sound (noise2) for when the Lava Shield is used
* Added ITEM Air Tank powerup that prevents drowning and cell death in water
* Added Air Tank exception, LG/PG discharge underwater will not kill player
* Added Air tanks volume options to change breathing sounds in/out water
* Added ITEM Blast Belt powerup protects from 100% splash damage, 50% direct
* Added Blast Belt exception, grenades will only do direct damage to players
* Added Blast Belt exception, floor impact attacks from monsters do no damage
* Added activation sound (noise2) for when the Blast Belt is used
* Added ITEM Jump Boots powerup (levels 1-4) original idea by JCR from modjam1
* Fixed falling of ledge bug with Jump Boots (goes straight to jump boost)
* Fixed bunny hopping bug with Jump Boots (when landing will re-jump now)
* Added artifact combinations lavashield + pentagram = no armour damage loss
* Added artifact combinations blastbelt + quaddmg = 50% reduced incoming damage
* Added custom pickup sound override for all powerups (noise entity key)

// Cinematic cameras
* Added misc_camera cinematic system (single/multi camera with fade/trigger)
* Added camera angle smoothing system for better angle movement on any engine
* Added player model, skip, fixedangles and end fade in/out cinematic options

// Breakables
* Added breakable model type to monster detect/block/damage sub functionality
* Added misc_breakable_vase1 system using redfield models, can trigger item/monsters
* Added misc_breakable_pot1a,1b,1c,1d,2a,2b,2c,2d breakable ceramic models
* Added ability of ground impact attacks to damage/destroy breakable models
* Added ability to jump/slide on breakable model objects and break them!
* Added breakable pots in 'knocked over' pose with variable XY bbox sizes
* Added check for spawning monster inside of breakable models to not telefrag
* Added support for exactskin with misc_breakable pot/vase rubble entities
* Added item_tossvel velocity to all items to allow for predetermined movement
* Added new breakable (6=flesh) type that produces blood/poison gib models
* Added more test condition logic for explosive only breakables and monsters
* Changed func_breakable brktrigmissile, brktrigjump, brktrignoplayer values -1 or 1

// Grapplehook
* Added weapon_grapplehook which replaces both axes when picked up
* Added impulse 202 to give grapple hook and cycle between types (line/boost)
* Added quake.rc temp1 bit and worldspawn entity key for grapple hook
* Added func_grapplehook for grapple hooks or denial of surface space
* Added option for grapple hook gun to only work with grapple hook points

// Passive state system
* Added passive state system for most (not bosses) monsters for atmosphere
* Added passive state to worldspawn for explore like jam events or test maps
* Added trigger_monsterpassivestate to switch/toggle monster passive states
* Added passive state timeouts for returning to passive state if in combat
* Added trigger events for passive monsters changing passive states
* Added HP reset ability to passive monsters when switching states (reset)
* Added corner_pstate event to path_corners to change monsters passive state

// func updates
* Added trigger_skyfog to change skybox fog density, works like trigger_fog
* Added -1 = 0 option for trigger_skyfog to override the current default = 0.5
* Added skyfog density and skybox name settings to intermission camera changes
* Added custom lightstyle system to allow for thunder+lightning effects
* Added trigger_lightstyle to be able to change lights to different lightstyles
* Added trigger_fallspeed to change the player velocity speed checks for dmg
* Added trigger_velocity to detect player, monster and projectile types
* Added trigger_gravity server/entity (copes with ladders gravity hack)
* Added trigger_playerparticles for moveable particle effects (FTE/QSS only)
* Added trigger_takeartifact to remove powerups from players (for boss fights)
* Added trigger_timer for comparing trigger times and displaying to the player
* Added spawndelay to trigger_timer to prevent setup on spawn timing issues
* Added gib spawnflags option to trigger_monsterkill (uses death function)
* Added touch / message / sound functionality to func_episodegate bmodels
* Added alphastart fading system to func_wall and func_illusionary
* Added velocity type sysmte to trigger_ladder, push forward to climb up/down
* Added debug arrows to trigger_ladder (facing dir) and func_breakable (impact dir)
* Added func_spawn from hipnotic codebase (no error checks, can crash AD)
* Added facing angle functionality (smoothing) to func_train model spawnflag
* Added target2 key field to trigger_giveitems for additional trigger types
* Added trigger/retrigger function to ambient_custom_sound entity
* Added misc_marshlight entity for particle effects (Orginally from Quoth)
* Added Zerstorer gib fountain entity (custom gib options, speed/velocity)

// all item updates
* Added item_healthgem for small (2-5) health boast using a phial model
* Added progression item pickup system to allow for non linear setups
* Added particle system to item progression system (adapts to any item)
* Added item offset to item progression system (Keys, Runes & Artifacts)
* Added aflag ammo quantity override to all ammo / weapon pickup items
* Added external model, custom sound and netname overrides to most items
* Added frame_box = -1 to item_shells and item_nails to randomize lids or not!
* Changed all ammo items that have tossvel (usually from pots), have lids removed
* Fixed the override_skin/worldtype system for ammo/hp pickups to be consistent
* Fixed worldtype value out of bounds (>2) for silver / gold key items

// misc models
* Added misc_model frame, skin and rotation animation ranges to misc_models
* Added misc_model constant, toggle, trigger and range animation functions
* Added bounding box override (bbmin/bbmax) collision for misc_model entities
* Added frame/skin override (converts to pos1/pos2) for misc_model entities
* Added animation control to marshlight and miscmodels (Forward/Backward/Random)
* Added path_corner movement to misc_model with optional angle face direction
* Added QC version of ChangeYaw for smooth (any) axis movement of misc_models
* Added droptofloor and normal plane orientation option to misc_model

// func_teleporter
* Added instant teleporters with no velocity / angle restrictions
* Added telefixangle key to instant teleporters to fix weird angle issues
* Added no_trackondeath key to instant teleporters to fix homing missiles
* Added void teleporters to allow switching between multiple destinations
* Added angles key to teleporters for facing direction (180 degrees)
* Added teledest key to info_teleport_destination / info_teleportinstant_dest
* Added spawnflag for projectiles working with teleporters (def/instant)
* Added spawnflag to disable teleport sound and effects (def/instant)
* Added off functionality to trigger_teleport for proper toggle/switch setup
* Added skill based damage functionality to trigger_teleport/trigger_hurt
* Added wait/wait2 entity keys to trigger_teleport to control repeatability
* Added debuglvl to trigger_teleport 1=markers, 2=arrows, 3=console text

// func_door
* Added angletarget to func_door/_button entities for custom angle movement
* Added height key to func_door/_button for movement like func_plat setup
* Added midstart key to func_door to start at 2nd position and wait for trigger
* Added extra options to func_door sounds key (11=base plat, 12=medieval plat)
* Added tech style lock sounds for doors (4 sound set from freesound.org)
* Added persistent key ability to func_door entities (persistentkey=TRUE)
* Added override to func_door generated trigger (use bbmins/bbmaxs entity keys)
* Changed all internal Movedir functions over to new angletarget system

// player HP/Mega
* Added player_health to worldspawn to override max health/mega values
* Added trigger_maxhp to change all connected clients max hp/mega values
* Added impulse 162 to cycle hp/mega down by 0.25; impulse 164 by 0.5 instead
* Fixed multiple MegaHealth ents to only decrease player health once over time
* Added MH rotting to player debuff system to exist with other DoTs better
* Added bleeding damage to worldspawn for percentage, HoT and pause parameters
* Changed bleeding DoT default to reduce down to 25% and work with max/mh limits
* Added intense red flash when bleeding debuff starts and small updates after

// map statistics and impulse updates
* Added impulse 180 to display a list on console of trigger_secret locations
* Added impulse 182 to teleport to all the trigger_secret locations in a map
* Added impulse 184 to display the last remaining monsters and locations
* Added impulse 185 to display a table of all monster types / qty / hp
* Added impulse 186 to count ammo vs monsters for skill check analysis
* Added health/armour quantity checks to map ammo/weapon stats (impulse 186)
* Added check to intermission, cinematic and sec_cam to report impulse errors
* Added dm/coop warning messages to various impulse commands for the player

// miscellaneous
* Added wait,delay,cnt,sounds,noise,volume keys to all estate entities
* Added toggle and repeat spawnflag functionality to trigger_relay
* Added code for various corpse models from Quoth with damage/gib options
* Added misc_particle_trail to add custom particle trails to moving entities
* Added hazard (flame/blobs) projectile system used for new damage attacks
* Added purge functionality to flame hazard system if owner is busy
* Added option to allow for negative ammo resistance to create weakness
* Added new Ricochet projectile effect (inspired by hipnotic laser rifle)
* Added target tracking feature to misc_fireball (target>-misc_target)
* Added mdl key to light entity that can to be switched on/off with light
* Added mdl key override to light_torch_small_walltorch entity (Alt models)
* Added backward compatibility option for 'no_item_rotate' worldspawn key
* Added impulse 166 to toggle the notarget block on items being picked up
* Added impulse 170 to change body fade functions in map (helps with edicts)
* Added vectormod math functions to make sure monster angles are in range
* Added vectorotate math functions to rotate attachment origins on monsters
* Added angle vis function (visang) to project a traceline in angle direction
* Added feature to particle emitters to work with static entities (quoth lights)
* Added volume entity key to most func bmodel entities (def=1, range=0-1)
* Added counttarget to trigger_counter to point to misc_targetnumber entity
* Added lip to trigger_counter to determine counting direction for targetnumber
* Added cnt to misc_targetnumber entity to show default value on spawn
* Changed internal rocket ammo to recognize rocket and grenade separately
* Changed global fog triggers to have fog density values of 0-99 (was 0-1)
* Changed all references to enforcer laser fire/hit to weapons sound directory

// bug fixes and hacks!
* Added hack for ID1 monsters starting inside lava/slime to be immune
* Added hack for E4M2 func_door_secret, all speed keys must be set to 50
* Added hack for E2M7/E3M3 func_train, to remove all spawnflags values
* Fixed wood/glass/metal gibs to NOT create blood trails on adv engines
* Fixed shotgun particle (smoke+sparks) effects on DP/FTE (was too many)
* Fixed trigger_monsterjump to check for dead monster bodies before jumping
* Fixed trigger_push target direction to work correctly if starting off
* Fixed func_train delay spawn function to allow for start_on spawnflag
* Fixed func_train logic to allow for entity states on/off/disable changes
* Fixed func_train corner_speed entity key to be in sync with speed key
* Fixed logic bug with cooponly = negative not being excluded properly
* Fixed recursive loop problem with trigger_engine having no re-trig pause
* Fixed effects key on player when ending the map (intermission cameras)
* Fixed spelling/grammer mistakes on the help2.lmp screenshot (gfx folder)
* Fixed FTE engine error running Forgotten Sepulcher (null function from QC)
* Fixed self entity check in ClientDeBuff (line 82+) in client.debuff.qc
* Fixed timing bug with re-trigger of multi_triggers and entity state system
* Fixed issue with red flame sprites tiling vertically (med/large version)
* Fixed item_custom to not endlessly respawn for coop, reset to default behaviour
* Removed selection of backward route from random path_corner logic
* Removed Tome of Power from inventory flag 2 (was never used or checked)
* Removed upgrade_ssg, upgrade_axe and upgrade_lg trigger spawn from entities
* Removed all powerup/debuff effects on the player before exiting map[/spoiler]

Título: Re:Arcane Dimensions 1.80 - nuevo mod de campaña SP - ES IMPRESIONANTE
Publicado por: Lenin en Octubre 19, 2020, 10:40:51 am
¡No sabía que seguían desarrolandolo!. Llevan ya varios años mejorandolo en cadena

Para quien no lo sepa, Arcanes Dimensions (AD) es un set de mapas y modificación de Quake que creo que es el puto cénit de ese juego. Los mapas son impresionantes, bonitos (y mira que es difícil, Quake es de forma predeterminada feo de cojones). Acción frenética (los mapas están echos por gente que sabe).

Creo que a día de hoy, es el mejor modo de jugar a Quake.