|
|
|
|
All use of my digital work is covered by this
Creative Commons Deed.
Please do not use any of my work for commercial purposes, thank you. |
|
|
|
Arcane Dimensions Credits
|
|
|
|
|
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.
|
Mapping Tools |
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 Compilers and Dev tools |
The majority of the textures are based on existing Quake assets
BSP/VIS Compilers - by Kevin Shanahan/Eric Wasylishen
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/)
|
Supported Engines |
The MOD is designed to work with the QuakeSpasm Engine
QuakeSpasm - Version 0.91.0 (Must use the latest version)
http://quakespasm.sourceforge.net/download.htm
Darkplaces : Version 13 May 2014
https://icculus.org/twilight/darkplaces/download.html
MarkV WinQ : Version 0.99 May 8 2015 (based on MarkV with retro settings)
http://www.quakeone.com/proquake/interims/mark_v_20150508_windows.zip
|
|
|
Quake C Code and Particle Effects |
- QC codebase by Simon OCallaghan (highlighted in QC files if otherwise)
- Started with a Clean QC template based on 1.06 (Cleaned up by AndrewD)
- Additional QC support and loads of helpful advice by CoreyJ
- effectinfo.txt created by SimonOC, with advice and support from Seven
- particlefont.tga created by SimonOC, with support from LordHavoc
- trigger_fog inspired by Honey and misc_stream inspired by Rubicon2
- Inspiration for the new gib system, Marchers Fortress by BenW
- All new GIB models, keys, powerups, projectiles and ammo boxes by SimonOC
- Z aware functionality for ogres/zombies based on code by AndrewD
- misc_shake, misc_drip from RRP, trigger_ladder, func_laser from Rubicon2
|
|
Monster Models |
- mon_hogre.mdl, h_hogre.mdl by SimonOC/CoreyJ (hell knight style armour)
- mon_hogremac.mdl, mon_hogreham.mdl by SimonOC/CoreyJ (extra variety)
- mon_knight.mdl, h_knight.mdl by MatthewB (stone skin = Rogue Software)
- mon_dguard.mdl, h_dguard.mdl, mon_dknight.mdl, h_dknight.mdl by SimonOC/CoreyJ
- mon_hknight.mdl, h_hellkn.mdl by ID Software (stone skin by Rogue Software)
- mon_ogre.mdl, h_ogre.mdl by ID Software (Green skin by Rogue Software)
- mon_dfury.mdl, h_dfury.mdl and mon_dfury_glow.mdl by SimonOC/CoreyJ
- mon_dsergeant.mdl and w_blueflail.mdl by SimonOC/CoreyJ
- mon_dog.mdl, h_dog.mdl and player.mdl by Capnbubs
- mon_soldier.mdl by Capnbubs, h_soldier.mdl and additional skins by SimonOC
- mon_enforcer.mdl by ID Software, additional skins by SimonOC
- mon_centurion.mdl, h_centurion.mdl from rubicon2 MOD, extra skins by SimonOC
- mon_pyro.mdl, h_pyro.mdl from rubicon2 MOD, extra skins by SimonOC
- mon_boss.mdl by ID Software, Red skin by MatthewB, Green skin by SimonOC
- mon_shalrath by ID Software, new green/purple skin by SimonOC
- mon_zombie by ID Software, seven new skins based on ID/Rogue Software work
- mon_zombiek.mdl, h_zombiek.mdl by MatthewB (melee zombie)
- mon_voreling.mdl and gib model from Quoth MOD with new animation by SimonOC
- mon_drole.mdl, h_drole.mdl from Quoth MOD with new gibs by SimonOC
- mon_gaunt.mdl, h_gaunt.mdl from Quoth MOD (Kell/CoreyJ/AndrewD)
- mon_spider.mdl by Raven Software, new animation and green skin by SimonOC
- mon_scorpion.mdl by Raven Software, extra gib models and skins by SimonOC
- mon_gargoyle.mdl by Raven Software, additional gibs cut from main model
- mon_wraith.mdl, gib_wraith1-3.mdl by Rogue Software, new skins by SimonOC
- mon_jim.mdl,mon_jimrock.mdl based on bob from Quoth; skin+animations by SimonOC
- mon_lostsoul.mdl; model based on skull by id software, skin / animation by SimonOC
- mon_minotaur.mdl by Raven Software, additional gibs/head models by SimonOC
- mon_golem.mdl by Raven Software, skin and additional gibs models by SimonOC
- mon_skullwiz.mdl, h_skullwiz.mdl, w_skullbook.mdl by Raven Software
|
|
Misc Models |
- All breakable bmodels by SimonOC (source map files included)
- b_health_15, b_health_25, b_health_100.mdl by SimonOC, based on BSPs by LouisM
- v_shot2.mdl, v_nail.mdl, v_nail2.mdl, armour.mdl, flame.mdl by SimonOC, originally ID
- g_shot3.mdl, v_shot3.mdl, g_plasma.mdl, v_plasma.mdl (slapmap.wordpress.com)
- g_zershot.mdl, v_zershot.mdl, riotshot.wav from Zerstorer MOD (not used anymore)
- v_shadowaxe.mdl based on axe from lunsp2 by MatthewB, skins by SimonOC
- key_base.mdl, key_medieval.mdl, key_runic.mdl rebuilt by SimonOC, originally ID
- misc_spark.mdl, s_spark.spr key_circuit.mdl, g_shotgun.mdl from Rubicon2 by JohnFitz
- s_steam.spr, s_flame.spr, steamloop.wav & steamoff.wav from Rubicon2 by JohnFitz
- misc_cable.mdl, misc_dpull_s.mdl, misc_levels.mdl, misc_mooring.mdl, by AndrewD
- misc_oscill.mdl, misc_qwindow.mdl, misc_smoke.mdl, misc_starfield.mdl by AndrewD
- misc_mushroom.mdl, misc_tape.mdl, v_nail.mdl animation by AndrewD
- s_explodmed.spr, s_explodbig.spr and s_plasma.spr from Quoth MOD
- misc_chain.mdl, s_waterdrip.spr and s_watersplash.spr from RRP/RMQ mod by LouisM
- all bubble/dot sprite particles by SimonOC (bubbles Originally ID)
- misc_radar64.mdl, _radar96.mdl and _radar128.mdl model+skin by SimonOC
- misc_candle1-3.mdl based on original model by Rogue Software, remade by SimonOC
- artifact_piercer.mdl, artifact_sharp.mdl model by SimonOC, skins by MatthewB
- trap_pendlong.mdl, trap_pendshort.mdl, trap_buzzsaw.mdl by Rogue Software
- misc_bonepile.mdl, _skull.mdl, _stickskull1/2.mdl by Raven Software, +skins by SimonOC
- misc_flag.mdl, misc_lantern.mdl, misc_seaweed.mdl by Raven Software, +skins by SimonOC
- misc_tutstatue.mdl, misc_tree.mdl by Raven Software, +skins by SimonOC
- misc_lightpost.mdl, misc_lighttube.mdl from Quoth, misc_fixture1.mdl from Rubicon2
- explode_box1.mdl & _box2.mdl based on model by id, with skins by rubicon2 / Quoth MOD
- misc_madfish.mdl based on the original fish model by MadFox (single loop)
- misc_tree2.mdl model+skin by MatthewB
|
|
Sound Effects |
- Spider, Gargoyle, Golem & Minotaur sounds by Raven Software, cleaned up by SimonOC
- Scorpion sound effects by Valve Software, renamed and mixed to suit Quake
- Bob, Drole, Gaunt, Voreling and some enforcer/soldier sound effects from Quoth MOD
- nofire, secret3 and demonwind sounds from Marchers Fortress by BenW
- All ladder sounds (metal/wood/rope) from (www.freesound.org) mixed by SimonOC
- New gib sounds are originally from UT (except stone stuff)
- New SG/SSG and Lost soul sound effects from Doom by Id Software
- generator_gas, lowboom, machine_loop1, machine_loop2 from RRP mod
- new ambience sound directory from many different sources
- many from (www.freesound.org) mixed by me with Audacity
- All windgust, thunder and rubble sounds made by Marauder
- All liquid sounds from Quake3 by Id software, I know, they are so good!
- All breakable initial/impact sounds from Quoth MOD (Kell/CoreyJ/AndrewD)
- Wraith and misc_shake sounds by Rogue Software, mixed by SimonOC using Audacity
|
|
Additional Artwork |
- Moonrise skybox made with Terragen 3.x by SimonOC
- Interstellar, Swampn and Violent skybox made by Hipshot
- Daikatana (DK3) stone textures (ad_test4, start) by Ion Storm
- Egyptian stone textures (ad_test6) by Rogue Software
- Knave brick/library texures (ad_test7) by Kell
- SpeedBlaze base texture (start) by Speedy
|
|
|
|
|