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 Configuring Arcane Dimensions

There are several different places (RC/Map/Console) where the MOD settings can be changed and some locations have precedent over others. The MOD will initially look to the quake.rc file first, worldspawn second and finally the console commands last.

Quake.rc File
Quake RC file

When the MOD is loaded via a shortcut the engine will read the quake.rc file located in the root directory of the MOD. This file has essential one variable 'temp1' which is read by the mod and works like an entity spawnflag. Each setting is represented as a bit (0/1) in the variable and all of the bits are combined into one value for the variable.

The file also contains all the new alias commands, which are basically shortcuts for the most popular impulse commands. (easier way to remember certain options) and a collection of specific console commands for certain engines to fine tune their appearance.

Map Worldspawn
Worldspawn

When a map is loaded for the first time the MOD will read the worldspawn entity first and then check for the following special keys. The worldspawn options will always override any quake.rc file because the level designer would have created encounters and layouts based on certain settings.

The majority of the worldspawn settings deal with how the players inventory is setup (ammo, weapons or items), global monster settings (liquid hazards, zaware projectiles or skins) and fog controller settings. Quake C cannot access any engine fog parameters and in order for fading fog triggers to work correctly the starting values need to be setup properly.

Key Description
gravity gravity of map (def=800)
fog_density Global fog density (Density - 0.05)
fog_colour Global fog colour (RGB - '0.9 0.6 0.3')
fog_dpextra extra DP fog parameters, def='1 0 8192 1024 32'
water_alpha Water Alpha (def=set by config.cfg file)
particlemax Amount of ACTIVE particles per map (def=1024)
no_item_offset =1 All ammo/heal items use central point rotation
no_item_rotate =1 No random rotated for all items
no_zaware =1 Switch OFF zaware monster attacks
no_liquiddmg =1 Switch OFF liquid (slime/lava) monster damage
knight_defskin Default skin (0-3) type for new knight model
upgrade_axe Upgrade Axe -1=remove from, 1=add to inventory
upgrade_ssg Upgrade Super Shotgun -1=remove from, 1=add to inventory
upgrade_lg Upgrade Lightning Gun -1=remove from, 1=add to inventory
give_weapons Bit flag for which weapons to Give to the player

1=SG, 2=SSG, 4=NG, 8=SNG, 16=GL, 32=RL, 64=LG
Example: 127=Give All weapons, 1=SG + Axe, Original setup
take_weapons Bit flag for which weapons to Take from the player

1=SG, 2=SSG, 4=NG, 8=SNG, 16=GL, 32=RL, 64=LG
Cannot take Axe away, always start with a weapon
Example: 127=Remove ALL weapons, 126=SG + Axe
max_health Update player health if below this value
reset_health Reset player health to this value (1-100)
currentammo =1 reset inventory, =0 minimum values
ammo_shells Starting shell quanity (reset/minimum)
ammo_nails Starting nails quanity (reset/minimum)
ammo_rockets Starting rockets quanity (reset/minimum)
ammo_cells Starting cells quanity (reset/minimum)
armortype Starting Armour type 1=Green, 2=Yellow, 3=Red
armorvalue Starting Armour quantity (eg. 100,150,200)


Console Commands
Quake Console

Once the quake.rc file has been loaded and the map worldspawn keys have been read, the final layer of configuration is the console commands. The new impulse commands (special QC functions) listed below can only be executed when a map is loaded and not when only the menu is active.

Any changes to the MOD settings via console commands are maintained when different maps are loaded and any active changes can be written to save game files. Any changes to settings via console commands will be reset when the engine is closed down.

Impulse no Console Description
100 autoaim Toggle player auto aim ON/OFF (Def=OFF)
110 zaware Toggle Z Aware monster projectiles (Def=ON)
115 pixels Toggle Texture Filter mode (DEF=blurry)
120 feet Toggle player/monster footsteps (Def=ON)
125 liqdmg Toggle monster liquid (slime/lava) damage check (Def=ON)
130 upgproj Toggle All Shotgun use projectiles (Def=ON)
140 ver Display MOD version/configuration information
- ritems Toggle randomly rotate items (Def=ON)

 Developer ONLY Impulse Commands
Impulse no Description
200 Add/Remove Axe Upgrade to Inventory
205 Add/Remove Shotgun Upgrade to Inventory
210 Add/Remove Lightning Gun Upgrade to Inventory
220 Display Extended Information on internal MOD settings
225 Display players Origin and facing Angle
230 Toggle the display of AI path_corner arrows
235 Cycle through the various Particle system debug modes
240 Give the player all Runes/Sigils
241 Give the player Rune/Sigil 1
242 Give the player Rune/Sigil 2
243 Give the player Rune/Sigil 3
244 Give the player Rune/Sigil 4
245 Give the player Silver and Gold Keys
250 Give the player Power up - Sharpshooter
251 Give the player Power up - Nail Piercer
252 Give the player Power up - Environmental Suit
253 Give the player Power up - Pentagram of Protection
254 Give the player Power up - Ring of Shadows
255 Give the player Power up - Quad Damage


Mememe
Documentation 
Index -
Installation -
Configuration -
Breakables -
Monsters -
Minions -
Weapons -
Ammo Resist -
Particle System -
Entity States -
Trains -
Traps -
Debuff System -
Start Maps -
Test Maps -
AD Credits -
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