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mod_xj18/ad_v1_70P1_readme.txt
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mod_xj18/ad_v1_70P1_readme.txt
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==============================================================================
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Title : AD v1.70 Patch 1 - (Arcane Dimensions)
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Date : 31st January 2018
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MOD Team : Simon OCallaghan - Art, Code and Level Design
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: Maik Franz Xaver - Art and Level Design
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: Corey Jones - Animation and Code Support
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: Matthew Breit - Animation, Art, Code Support and Level Design
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: Sean Campbell, Gavin Edgington, Noel Lacaillade - Level Design
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: Henrik Oresten, Andrey Saenko, Dmitry Svetlichny - Level Design
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: Eric Wasylishen - LD Compiler Support and Level Design
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: Andrew Denner - Art, Compiler tools and Code Support
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Additional : Bengt Jardrup for WinQuake support and Code Support
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thanks : John Fitzgibbons for Rubicon2 Art assets and Code functions
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: Kristian Duske for editor/map conversion tools
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: Kell McDonald for Quoth Art assets & Madfox for Art assets
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: Stas Kuznetsov for all the g/v player weapon models
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: Louis Manning - Animation, Art and Code Support
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: Renier Banninga - Animation and Art
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: Romain Barrilliot for help with gameplay balance/testing
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: Dan Ellis for creating and verifying the FGD editor file
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Please note : This is an alternative universe of Quake, many assets and
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: features have changed, even though it may look the same in
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: places this code base and assets are very much different.
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Shotguns : All of the shotguns have been changed to projectiles instead of
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: hitscan impact. If you don't like this change use impulse 130
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: to switch between either system or edit the quake.rc file.
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Name and QC : Do not use the AD (Arcane Dimension) name for your own mod
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: All the QC files are included and covered under GPL
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Additional : The majority of the textures are based on existing Quake assets
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Compilers & : BSP/VIS Compilers - by Kevin Shanahan/Eric Wasylishen
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Dev tools : Latest Version - ericwa.github.io/tyrutils-ericw/
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: FP map format - (www.voidspark.net/projects/bjptools_xt/)
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: TexMex 3.4 by Mike Jackman (organize textures)
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: AdQuedit 1.3 by Hicks Goldrush (updating skins)
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: QME 3.1 patch 2 by Rene Post (Change/update models)
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: Quake C FTEQCC Compiler (fte.triptohell.info/)
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Engines : The MOD is designed to work with the QuakeSpasm Engine
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Other engines offer partial support of features
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* QuakeSpasm : Version 0.93.0 (Must use the latest version)
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- Download (http://quakespasm.sourceforge.net/download.htm)
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* Darkplaces : Version 13 May 2014 (No longer in development)
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- Download (https://icculus.org/twilight/darkplaces/download.html)
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==============================================================================
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Installation
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------------------------------------------------------------------------------
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* Create a new folder called "ad" in your Quake folder
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* Copy the Zip file into the new folder
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* Extract the contents of the zip file
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* Create a shortcut to your preferred Quake engine
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* Add the following to the command line
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-game ad
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* The above command line is only needed if engine runs really slow
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* Run the shortcut (click icon) and make sure the engine loads
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* After the start map has loaded pick your skill level
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MOD Maps
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------------------------------------------------------------------------------
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* start - Hodgepodge of themes and portals (Simon OCallaghan)
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* ad_cruical - Lava caves and industrial complex (Maik Franz Xaver)
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* ad_dm1 - Place of Many Deaths (Gavin Edgington)
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* ad_lavatomb - Stone city gradually sinking into lava (Noel Lacaillade)
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* ad_mountain - Dark stone mountain prison (Simon OCallaghan)
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* ad_necrokeep - The Necromancer Keep! (Sean Campbell/Matthew Breit)
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* ad_obd - A giant pile of neatly stacked bricks (Simon OCallaghan)
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* ad_swampy - Gigantic interconnected medieval town (Maik Franz Xaver)
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* ad_end - Final destination for AD travellers (Maik Franz Xaver)
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v1.5+ Maps
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------------------------------------------------------------------------------
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* ad_chapters - More themes and portals (Simon OCallaghan)
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* ad_azad - The Realm of Enceladus (Maik Franz Xaver)
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* ad_tfuma - Terror Fuma (Gavin Edgington/Eric Wasylishen)
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* ad_magna - Leptis Magna (Noel Lacaillade/Andrey Saenko)
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* ad_metmon - Arcane Monstrosity (Simon OCallaghan)
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* ad_zendar - The Horde of Zendar (Simon OCallaghan)
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v1.6+ Maps
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------------------------------------------------------------------------------
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* ad_sepulcher - The Forgotten Sepulcher (Henrik Oresten/Simon OCallaghan)
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v1.7+ Maps
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------------------------------------------------------------------------------
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* ad_ac - Arcane Adamantine (Dmitry Svetlichny/Simon OCallaghan)
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* ad_s1m1 - Slipgate Conundrum (Simon OCallaghan)
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Remix Maps
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------------------------------------------------------------------------------
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* ad_dm5 - The Mire (Noel Lacaillade)
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* ad_e1m1 - Hanger 16 (Sean Campbell)
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* ad_e2m2 - Ogre Bastille (Simon OCallaghan)
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* ad_e2m7 - The Underearth (Eric Wasylishen)
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Test Maps
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------------------------------------------------------------------------------
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* start_test - Round brick hub map with portals in all directions (SimonOC)
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* ad_test1 - Breakables, new ambush surprises and monster reactions (SimonOC)
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* ad_test2 - Egyptain blast from the past hanuted by Wraiths (SimonOC)
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* ad_test3 - Hipnotic rotation; cogs, wheels and medieval fans! (MFX)
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* ad_test4 - Small medieval courtyard with statues and Golems (SimonOC)
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* ad_test5 - Large village square guarded by Minotaurs (SimonOC)
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* ad_test6 - Tall medieval courtyard full of knights and ogres (SimonOC)
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* ad_test7 - Multi level library full of teleporting skull wizards (SimonOC)
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* ad_test8 - Giant runic room occupied by gaunts and droles (EricW)
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* ad_test9 - Dark medieval chamber guarded by hammer ogres (EricW)
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* ad_test10 - Plasma gun carnage in a giant brushwork box! (SimonOC)
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* ad_test11 - Shooting range to test all projectile weapons (SimonOC)
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* ad_test12 - Does not exist!!! or does it! ...
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The Rune locations required for ad_end (secret level)
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------------------------------------------------------------------------------
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* D-rune in Crucial Error
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* N-rune in Obsessive Brick Disorder
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* S-rune in Foggy Fogbottom
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* K-rune in Firetop Mountain
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==============================================================================
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Distribution / Copyright / Permissions
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Please do not use any of these assets in ANY COMMERCIAL PROJECT.
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and remember to give credit if you use any of these assets.
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The QC files in this MOD are based on 1.06 source files by ID Software.
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These files are released under the terms of GNU General Public License v2 or
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later. You may use the source files as a base to build your own MODs as long
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as you release them under the same license and make the source available.
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Please also give proper credit. Check http://www.gnu.org for details.
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Quake I is a registered trademark of id Software, Inc.
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All of these resources may be electronically distributed only at
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NO CHARGE to the recipient in its current state and MUST include this
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readme.txt file.
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===========================================================================
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