![]() Tears of the False God, one of the largest and most recent maps for Arcane Dimensions So, if you've seen Quake in 1996 and spent great time in this game or just want to check out what Quake actually is - never ask a question "should I try Arcane Dimensions?", just go for it, download the mod and launch it. It's expected to be there, but its not that important" - don't expect the Arcane Dimensions to have a single plot or story unifying all the dozens maps, but the stories that certain AD maps are telling on their own make the mod even greater - I'm talking about the maps like Leptis Magna or Firetop Mountain. One thing I especially have to note about Arcane Dimensions is that it is completely in line with John Carmack's famous quote: "Story in a game is like story in a porn movie. ![]() The whole mod looks and feels as if Quake has grown up together with us in those 25 years, has become stronger, cleverer, and evolved in its own style, and I just can't stop saying "thank yous" to Simon O'Callaghan (by the way - what's happened to his website simonoccom?) and the other members of this great modding team. A true and canonical Quake experience brought into the 2020s with great and modern level art / level design, new yet canonic monsters, new weapons - which are also mind-blowing yet so true. This one's simply the best: the largest one, the prettiest one, the most user-friendly one, I can keep going forever. ![]() Of what I've been able to download and test in the recent year, my top chart of singleplayer Quake mods would look like this: To start with, there is a very good review of the mods keeping Quake alive in 2017 by Dominic Tarason at Kotaku, the only minor flaw I see about it is that he sometimes mixes the concepts of true modifications and map packs created for those mods - which are also great by the way but the user will kind of get to them occasionally if he or she starts playing the actual mod.Īt the moment, the place I normally look for Quake mods is the Mod DB, but there are a lot of modifications there which are just lacking new information, so that's why I would probably ask the more experienced members of this subreddit to contribute to the discussion. I think what the community lacks is a sort of a hub to discuss the new promising mods - as well as to keep track of the newest developments to the existing mods, so let's try it right here. I haven't really seen a review of them to help the oldschool Quakers who haven't heard much about the recent developments rediscover their favourite game. I'm obsessed with Quake in the recent couple of years - just as I was 25 years ago, but now it's mostly thanks to several Quake mods, which I assume many of you know and play. So I've been tweaking f, fixing the numerous errors that pop up in the console.ĮRROR: Joint '' not found for 'head_joint' on 'player1' which appears after loading a map.Hi everyone, I searched this subreddit for such a topic and sadly didn't find much. I've put that aside for now, and I would like to focus on the basics first, which is crafting a fully functional main script and player model definition. Some of the world models are correctly textured and everything, and I can even pick them up, and see a (mangled and untextured) view model of the gun, with animations. It's still a bit early to show screenshots and such, but I already have all the weapons defined, and I can spawn them in-game. In some cases, this appears to work - I mean, parameters aside, the d3 and q4 shotgun work the same. For example, Doom 3 requires weapon scripts, but Quake 4 doesn't have them - it has this functionality hardcoded in the library instead (which, apparently, is officially recommended by Carmack, for performance reasons). The main problem is that the file structure is slightly different. It certainly has been educational thus far, but it isn't as straightforward as I hoped. The secondary goal is to have the mod import these assets directly from /q4base, so it won't piss Raven off, and can be distributed. My primary goal is to get the character models and weapons up and running. I've spent the last couple of days working on a Quake 4 mod for Doom 3.
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