Too lazy to comment
47
history.txt
@@ -1,26 +1,3 @@
|
|||||||
skies
|
|
||||||
sky
|
|
||||||
sky epiphany
|
|
||||||
map xj19_here
|
|
||||||
r_drawentities
|
|
||||||
r_drawentities 0
|
|
||||||
r_drawentities 1
|
|
||||||
fly
|
|
||||||
noclip
|
|
||||||
fly
|
|
||||||
flymode
|
|
||||||
flymodefly
|
|
||||||
fly
|
|
||||||
noclip
|
|
||||||
maps
|
|
||||||
map basemap-valve
|
|
||||||
fly
|
|
||||||
gl_texturemode 3
|
|
||||||
gl_texturemode 4
|
|
||||||
gl_texturemode 3
|
|
||||||
gl_texturemode
|
|
||||||
gl_texturemode GL_LINEAR_MIPMAP_LINEAR
|
|
||||||
bive ammo
|
|
||||||
give ammo
|
give ammo
|
||||||
give
|
give
|
||||||
give ammo all
|
give ammo all
|
||||||
@@ -60,3 +37,27 @@ give
|
|||||||
give n 1000
|
give n 1000
|
||||||
give health
|
give health
|
||||||
restart
|
restart
|
||||||
|
maps
|
||||||
|
map xj19_beep
|
||||||
|
maps
|
||||||
|
map xj19_chedap
|
||||||
|
map xj19_fairweather
|
||||||
|
map xj19_chedap
|
||||||
|
maps
|
||||||
|
map xj19_glans
|
||||||
|
map xj19_greenwood
|
||||||
|
maps
|
||||||
|
map xj19_here
|
||||||
|
map xj19_jonous
|
||||||
|
map xj19_ionous
|
||||||
|
maps
|
||||||
|
map xj19_jcr
|
||||||
|
map xj19_beep maxx
|
||||||
|
map xj19_naitelveni
|
||||||
|
map xj19_nolcoz
|
||||||
|
map xj19_nyoei
|
||||||
|
maps
|
||||||
|
map ad_tfuma
|
||||||
|
tool_inspector
|
||||||
|
tool_texturepointer
|
||||||
|
tool_inspector
|
||||||
|
|||||||
79373
mod_ad/auto_save_0.sav
76319
mod_ad/auto_save_1.sav
132489
mod_ad/auto_save_2.sav
@@ -177,7 +177,7 @@ r_viewmodel_offset "0"
|
|||||||
r_viewmodel_quake "0"
|
r_viewmodel_quake "0"
|
||||||
r_viewmodel_ring "1"
|
r_viewmodel_ring "1"
|
||||||
r_viewmodel_size "0"
|
r_viewmodel_size "0"
|
||||||
r_wateralpha "0.700"
|
r_wateralpha "0.800"
|
||||||
r_waterripple "0"
|
r_waterripple "0"
|
||||||
r_waterwarp "1"
|
r_waterwarp "1"
|
||||||
r_waterwarp_amp "150"
|
r_waterwarp_amp "150"
|
||||||
|
|||||||
65
mod_xj18/ad_devkit1_7readme.txt
Normal file
@@ -0,0 +1,65 @@
|
|||||||
|
==============================================================================
|
||||||
|
|
||||||
|
Title : AD DevKit V1.70 Readme File
|
||||||
|
Date : 16th February 2018
|
||||||
|
Author : Simon "Sock" OCallaghan
|
||||||
|
|
||||||
|
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 : BSP/VIS Compilers - by Kevin Shanahan/Eric Wasylishen
|
||||||
|
Compilers & : Latest Version - ericwa.github.io/tyrutils-ericw/
|
||||||
|
Dev tools : 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/)
|
||||||
|
|
||||||
|
Engines : The MOD is designed to work with the QuakeSpasm Engine
|
||||||
|
Other engines offer partial support of features
|
||||||
|
|
||||||
|
* QuakeSpasm : Version 0.93.0 (Must use the latest version)
|
||||||
|
- Download (http://quakespasm.sourceforge.net/download.htm)
|
||||||
|
|
||||||
|
* Darkplaces : Version 13 May 2014 (No longer in development)
|
||||||
|
- Download (https://icculus.org/twilight/darkplaces/download.html)
|
||||||
|
|
||||||
|
Copyright : Please do not use any of these assets in ANY COMMERCIAL PROJECT.
|
||||||
|
Remember to give credit if you use any of these assets.
|
||||||
|
|
||||||
|
==============================================================================
|
||||||
|
Installation
|
||||||
|
------------
|
||||||
|
|
||||||
|
* Create a new folder called "ad_dev" in your Quake folder
|
||||||
|
* Copy the Zip file into the new folder
|
||||||
|
* Extract the contents of the zip file
|
||||||
|
* Create a shortcut to your preferred Quake engine
|
||||||
|
* Add the following to the command line
|
||||||
|
|
||||||
|
-game ad_dev
|
||||||
|
|
||||||
|
* Run the shortcut (click icon) and make sure the engine loads
|
||||||
|
* Bring down the console and type 'map ad_devkit1'
|
||||||
|
|
||||||
|
DevKit Maps
|
||||||
|
-------------
|
||||||
|
* ad_devkit1 - Original Quake monsters and items
|
||||||
|
* ad_devkit1_patch1 - New AD/Quoth monsters
|
||||||
|
* ad_devkit1_patch2 - New Hexen2 monsters
|
||||||
|
|
||||||
|
==============================================================================
|
||||||
|
Distribution / Copyright / Permissions
|
||||||
|
|
||||||
|
The QC files in this MOD are based on 1.06 source files by ID Software.
|
||||||
|
These files are released under the terms of GNU General Public License v2 or
|
||||||
|
later. You may use the source files as a base to build your own MODs as long
|
||||||
|
as you release them under the same license and make the source available.
|
||||||
|
Please also give proper credit. Check http://www.gnu.org for details.
|
||||||
|
|
||||||
|
Quake I is a registered trademark of id Software, Inc.
|
||||||
|
|
||||||
|
All of these resources may be electronically distributed only at
|
||||||
|
NO CHARGE to the recipient in its current state and MUST include this
|
||||||
|
readme.txt file.
|
||||||
|
|
||||||
|
===========================================================================
|
||||||
206
mod_xj18/ad_v1_70P1_credits.txt
Normal file
@@ -0,0 +1,206 @@
|
|||||||
|
//=============================================================================
|
||||||
|
//
|
||||||
|
// MOD : AD v1.70 Patch 1d - (Arcane Dimensions)
|
||||||
|
// Updated : 16th February 2018
|
||||||
|
// Author : Simon "Sock" OCallaghan
|
||||||
|
// Website : www.simonoc.com
|
||||||
|
// Info : Credits for assets and resources used
|
||||||
|
//
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
CODE
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
* AD Quake C (QC) 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 plenty of structural examples by CoreyJ
|
||||||
|
* Inspiration for the new gib system, Marchers Fortress mod by BenW
|
||||||
|
* Z aware functionality for ogres/zombies based on code by AndrewD
|
||||||
|
* effectinfo.txt created by SimonOC, with some parts from Seven
|
||||||
|
* particlefont.tga created by SimonOC, with support from LordHavoc
|
||||||
|
* misc_drip and misc_shake code originally from RRP/RMQ mods
|
||||||
|
* func_laser, trigger_ladder code originaly from Rubicon2 mod
|
||||||
|
* trigger_fog system inspired by the version in Honey mod by CZG
|
||||||
|
|
||||||
|
MONSTERS
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
* mon_dcrossbow.mdl, h_dcross.mdl, w_dcrossbow.mdl by SimonOC/CoreyJ
|
||||||
|
* mon_dfury.mdl, h_dfury.mdl, mon_dfury_glow.mdl by SimonOC/CoreyJ
|
||||||
|
* mon_dguard.mdl, h_dguard.mdl, w_dguardsword.mdl by SimonOC/CoreyJ
|
||||||
|
* mon_dknight.mdl, h_dknight.mdl, w_dknightsword.mdl by SimonOC/CoreyJ
|
||||||
|
* mon_dsergeant.mdl, w_blueflail.mdl by SimonOC/CoreyJ
|
||||||
|
* mon_hogre.mdl, h_hogre.mdl, w_chainsaw.mdl by SimonOC/CoreyJ
|
||||||
|
* mon_hogremac.mdl, w_ogremac.mdl by SimonOC/CoreyJ
|
||||||
|
* mon_hogreham.mdl, h_hogreham.mdl, w_ogreham.mdl by SimonOC/CoreyJ
|
||||||
|
* mon_lostsoul.mdl; based on skull model by id, skin/animation by SimonOC
|
||||||
|
|
||||||
|
* mon_boss.mdl by ID Software, Red skin by MatthewB, Green skin by SimonOC
|
||||||
|
* mon_demon.mdl, h_demon.mdl by ID Software, +skins SimonOC
|
||||||
|
* mon_eel.mdl, h_eel.mdl by Rogue Software
|
||||||
|
* mon_enforcer.mdl by ID Software, +skins by SimonOC
|
||||||
|
* mon_fish.mdl by ID Software, +skins SimonOC
|
||||||
|
* 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_shalrath.mdl by ID Software, green/purple skin by SimonOC
|
||||||
|
* mon_wizard.mdl, h_wizard.mdl, by ID Software, +skins SimonOC
|
||||||
|
* mon_wraith.mdl, gib_wraith1-3.mdl by Rogue Software +skins SimonOC
|
||||||
|
* mon_zombie by ID Software +skins based on ID/Rogue Software work
|
||||||
|
|
||||||
|
* mon_boglord.mdl, h_boglord.mdl, +4 gib models by RBanninga, skins by SimonOC
|
||||||
|
* mon_shambler.mdl, h_shambler.mdl, +4 gib models/skins by RBanninga
|
||||||
|
* mon_dog.mdl, h_dog.mdl and player.mdl by Capnbubs
|
||||||
|
* mon_soldier.mdl by Capnbubs, h_soldier.mdl, +skins by SimonOC
|
||||||
|
* mon_ogrefish.mdl by Madfox with skin updates by SimonOC
|
||||||
|
|
||||||
|
MONSTERS from RRP/RMQ MOD (Louis Manning)
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
* mon_boil.mdl model, animation/texture by LManning, sounds from ID zombies
|
||||||
|
* mon_seeker.mdl, h_seeker.mdl, +2 gib models & skin from RRP (LManning)
|
||||||
|
|
||||||
|
MONSTERS from Lunsp2 MOD (Matthew Breit)
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
* mon_knight.mdl, h_knight.mdl by MatthewB (stone skin by Rogue Software)
|
||||||
|
* mon_bossnour.mdl, mon_zombiek.mdl, h_zombiek.mdl by MatthewB
|
||||||
|
|
||||||
|
MONSTERS from Rubicon2 (John Fitzgibbons)
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
* mon_centurion.mdl, h_centurion.mdl from rubicon2 MOD, +skins by SimonOC
|
||||||
|
* mon_pyro.mdl, h_pyro.mdl from rubicon2 MOD, +skins by SimonOC
|
||||||
|
* mon_fumigator.mdl based on mon_pyro.mdl +skins by SimonOC
|
||||||
|
|
||||||
|
MONSTERS from Hexen2 (Raven Software)
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
* mon_bosseidolon.mdl original from Hexen2 by Raven Software, was in ne_ruins MOD
|
||||||
|
* mon_bossicegolem.mdl original from Hexen2 by Raven Software, was in ne_ruins MOD
|
||||||
|
* mon_gargoyle.mdl by Raven Software, additional gibs cut from main model
|
||||||
|
* mon_golem.mdl by Raven Software, skin and additional gibs models by SimonOC
|
||||||
|
* mon_minotaur.mdl by Raven Software, additional gibs/head models by SimonOC
|
||||||
|
* mon_scorpion.mdl by Raven Software, extra gib models/skins by SimonOC
|
||||||
|
* mon_skullwiz.mdl, h_skullwiz.mdl, w_skullbook.mdl by Raven Software
|
||||||
|
* mon_spider.mdl by Raven Software, updated animation/green skin by SimonOC
|
||||||
|
|
||||||
|
MONSTERS from Quoth MOD (KellMcD/CoreyJ/AndrewD)
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
* mon_drole.mdl, h_drole.mdl from Quoth MOD with extra gibs by SimonOC
|
||||||
|
* mon_dguardq.mdl, h_dguardq.mdl from Quoth MOD (KellMcD/CoreyJ/AndrewD)
|
||||||
|
* mon_dlord.mdl, h_dlord.mdl from Quoth MOD (KellMcD/CoreyJ/AndrewD)
|
||||||
|
* mon_freddie.mdl, gib_fredjunk.mdl from Quoth MOD (KellMcD/CoreyJ/AndrewD)
|
||||||
|
* mon_gaunt.mdl, h_gaunt.mdl from Quoth MOD (KellMcD/CoreyJ/AndrewD)
|
||||||
|
* mon_jim.mdl, mon_jimrock.mdl based on bob from Quoth; skin/animations by SimonOC
|
||||||
|
* mon_sentinel.mdl from Quoth MOD (KellMcD/CoreyJ/AndrewD)
|
||||||
|
* mon_swampling.mdl based on voreling model, different skin by SimonOC
|
||||||
|
* mon_voreling.mdl and gib model from Quoth MOD (KellMcD/CoreyJ/AndrewD)
|
||||||
|
|
||||||
|
MISC MODELS
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
* All new monster GIB models, keys, powerups and projectiles by SimonOC
|
||||||
|
* All breakable bmodels (maps/ad) by SimonOC (source map files included)
|
||||||
|
* health_15, health_25, health_100.mdl by SimonOC, based on models from ITS MOD
|
||||||
|
* health_15b, health_25b, health_100b.mdl by SimonOC, based on BSPs by LManning
|
||||||
|
* ammo _battery, _cells, _rockets, _nails, _shells, by SimonOC, based on models by ID
|
||||||
|
* armour.mdl, flame.mdl, flame2.mdl remade by SimonOC, originally ID
|
||||||
|
* misc_radar64.mdl, _radar96.mdl and _radar128.mdl model+skin by SimonOC
|
||||||
|
* misc_book1c.mdl, misc_plinth1/2.mdl, misc_textbook.mdl model+skin by SimonOC
|
||||||
|
* key_base.mdl, key_medieval.mdl, key_runic.mdl rebuilt by SimonOC, originally ID
|
||||||
|
|
||||||
|
* g_shot.mdl from Rubicon2 by JohnFitz
|
||||||
|
* v_shot2.mdl, g_nail.mdl, g_rock.mdl and g_rock2.mdl remade by SimonOC
|
||||||
|
* g_shot2.mdl, g_nail2.mdl and g_light.mdl by Stas "dwere" Kuznetsov
|
||||||
|
* v_shot.mdl, v_nail.mdl, v_nail2.mdl, v_rock.mdl, v_rock2.mdl, v_light.mdl by Stas "dwere" Kuznetsov
|
||||||
|
* g_shadaxe.mdl, v_shadaxe.mdl from lunsp2 by MatthewB, +skins by Stas "dwere" Kuznetsov
|
||||||
|
* 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)
|
||||||
|
|
||||||
|
* misc_spark.mdl, s_spark.spr, key_circuit.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_heart.mdl, misc_mushroom.mdl, misc_tape.mdl, by AndrewD (tomeofpreach.wordpress.com)
|
||||||
|
|
||||||
|
* s_exp_med.spr, s_exp_big.spr and s_electric.spr from Quoth MOD
|
||||||
|
* s_exp_plasma_small.spr, s_exp_plasma_big.spr from Marcher MOD by BWooding
|
||||||
|
* s_exp_poison_small.spr, s_exp_poison_med.spr re-coloured vers from Marcher/Quoth MOD
|
||||||
|
* misc_chain.mdl, s_dripblue.spr and s_dripsplblue.spr from RRP/RMQ mod by LManning
|
||||||
|
* s_dripred.spr, s_dripsplred.spr, s_dripgreen.spr, s_dripsplgreen.spr recolored by SimoOC
|
||||||
|
* all bubble/dot sprite particles by SimonOC (bubbles Originally ID)
|
||||||
|
|
||||||
|
* misc_candle1-3.mdl based on original model by Rogue Software, remade by SimonOC
|
||||||
|
* 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)
|
||||||
|
* artifact_piercer.mdl, artifact_sharp.mdl model by SimonOC, +skins by MatthewB
|
||||||
|
* artifact_envsuit.mdl, model by id Software, +skins by SimonOC
|
||||||
|
* artifact_wetsuit.mdl, model by Ritual Software, +skins by SimonOC
|
||||||
|
* misc_tree2.mdl model+skin by MatthewB
|
||||||
|
* misc_doomhelm.mdl model+skin by RenierB
|
||||||
|
|
||||||
|
SOUNDS
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
* 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, Freddie, Gaunt, Voreling and few enforcer 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
|
||||||
|
* All pushable sounds 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
|
||||||
|
+ some from (www.freesound.org) mixed by me with Goldwave
|
||||||
|
+ 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 (KellMcD/CoreyJ/AndrewD)
|
||||||
|
* Wraith, Eeel and misc_shake sounds by Rogue Software, mixed by SimonOC using Goldwave
|
||||||
|
* Seeker sound effects made from samples at freesound.org by Hybrid_V
|
||||||
|
* Eidolon sounds mostly from ne_ruins mod, a couple from freesound.org
|
||||||
|
* Wetsuit sounds by Ritual Software, remixed by SimonOC using Goldwave
|
||||||
|
* spaceship_fadein.wav, spaceship_fadeout.wav (www.sonniss.com) GDC 2016 Audio Bundle
|
||||||
|
|
||||||
|
ARTWORK
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
* GFX menu artwork created by SimonOC tweaked by Sven Ruthner
|
||||||
|
* Skybox - Moonrise made with Terragen 3.x by SimonOC
|
||||||
|
* Skybox - Interstellar, Swampn and Violent made by Hipshot
|
||||||
|
* Skybox - Snowmoon from Kothic Compilation made by KellMcD
|
||||||
|
* Textures Daikatana various (ad_test4, start, ad_lavatomb) by Ion Storm
|
||||||
|
* Textures Egyptian stone (ad_test6) by Rogue Software, +extra added
|
||||||
|
* Textures Hexen2 stone/trim (ad_magna) by Raven Software, +extra added
|
||||||
|
* Texture Set - Knave brick/library (ad_test7) by KellMcD, +extra added
|
||||||
|
* Texture Set - SpeedBaze (start, ad_crucial) by Speedy, +extra added
|
||||||
|
* Textures - ad_azad many new/modified by ... (Org ... )
|
||||||
|
* Textures - ad_crucial some new/modified by Impel Development Team
|
||||||
|
* Textures - ad_magna many new/modified by SimonOC (Org Raven Software)
|
||||||
|
* Textures - ad_metmon many new/modified by SimonOC (Org ID Software)
|
||||||
|
* Textures - ad_mountain many new/modfied by SimonOC (Org Rogue Software)
|
||||||
|
* Textures - ad_necrokeep many new/modified by Matthew Breit (Org Id Software)
|
||||||
|
* Textures - ad_obd many new/modified by SimonOC (Org Id Software)
|
||||||
|
* Textures - ad_sepulcher many new/modified by SimonOC (Org ID Software)
|
||||||
|
* Textures - ad_swampy many new/modified by Maik Franz Xaver (Org Id Software)
|
||||||
|
* Textures - ad_tfuma consoles by SimonOC, some modified from Than Base set
|
||||||
|
* Textures - ad_zendar many new/modified by SimonOC (Org ID Software)
|
||||||
|
|
||||||
|
==============================================================================
|
||||||
|
Distribution / Copyright / Permissions
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
Please do not use any of these assets in ANY COMMERCIAL PROJECT.
|
||||||
|
and remember to give credit if you use any of these assets.
|
||||||
|
|
||||||
|
The QC files in this MOD are based on 1.06 source files by ID Software.
|
||||||
|
These files are released under the terms of GNU General Public License v2 or
|
||||||
|
later. You may use the source files as a base to build your own MODs as long
|
||||||
|
as you release them under the same license and make the source available.
|
||||||
|
Please also give proper credit. Check http://www.gnu.org for details.
|
||||||
|
|
||||||
|
Quake I is a registered trademark of id Software, Inc.
|
||||||
|
|
||||||
|
All of these resources may be electronically distributed only at
|
||||||
|
NO CHARGE to the recipient in its current state and MUST include this
|
||||||
|
readme.txt file.
|
||||||
|
|
||||||
|
===========================================================================
|
||||||
2427
mod_xj18/ad_v1_70P1_documentation.txt
Normal file
147
mod_xj18/ad_v1_70P1_readme.txt
Normal file
@@ -0,0 +1,147 @@
|
|||||||
|
==============================================================================
|
||||||
|
|
||||||
|
Title : AD v1.70 Patch 1 - (Arcane Dimensions)
|
||||||
|
Date : 31st January 2018
|
||||||
|
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
|
||||||
|
: Henrik Oresten, Andrey Saenko, Dmitry Svetlichny - Level Design
|
||||||
|
: Eric Wasylishen - LD Compiler Support and Level Design
|
||||||
|
: Andrew Denner - Art, Compiler tools and Code Support
|
||||||
|
|
||||||
|
Additional : Bengt Jardrup for WinQuake support and Code Support
|
||||||
|
thanks : John Fitzgibbons for Rubicon2 Art assets and Code functions
|
||||||
|
: Kristian Duske for editor/map conversion tools
|
||||||
|
: Kell McDonald for Quoth Art assets & Madfox for Art assets
|
||||||
|
: Stas Kuznetsov for all the g/v player weapon models
|
||||||
|
: Louis Manning - Animation, Art and Code Support
|
||||||
|
: Renier Banninga - Animation and Art
|
||||||
|
: Romain Barrilliot for help with gameplay balance/testing
|
||||||
|
: Dan Ellis for creating and verifying the FGD editor file
|
||||||
|
|
||||||
|
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.
|
||||||
|
|
||||||
|
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 : The majority of the textures are based on existing Quake assets
|
||||||
|
Compilers & : BSP/VIS Compilers - by Kevin Shanahan/Eric Wasylishen
|
||||||
|
Dev tools : Latest Version - ericwa.github.io/tyrutils-ericw/
|
||||||
|
: FP map format - (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/)
|
||||||
|
|
||||||
|
Engines : The MOD is designed to work with the QuakeSpasm Engine
|
||||||
|
Other engines offer partial support of features
|
||||||
|
|
||||||
|
* QuakeSpasm : Version 0.93.0 (Must use the latest version)
|
||||||
|
- Download (http://quakespasm.sourceforge.net/download.htm)
|
||||||
|
|
||||||
|
* Darkplaces : Version 13 May 2014 (No longer in development)
|
||||||
|
- Download (https://icculus.org/twilight/darkplaces/download.html)
|
||||||
|
|
||||||
|
==============================================================================
|
||||||
|
Installation
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
* Create a new folder called "ad" in your Quake folder
|
||||||
|
* Copy the Zip file into the new folder
|
||||||
|
* Extract the contents of the zip file
|
||||||
|
* Create a shortcut to your preferred Quake engine
|
||||||
|
* Add the following to the command line
|
||||||
|
|
||||||
|
-game ad
|
||||||
|
|
||||||
|
* The above command line is only needed if engine runs really slow
|
||||||
|
* Run the shortcut (click icon) and make sure the engine loads
|
||||||
|
* After the start map has loaded pick your skill level
|
||||||
|
|
||||||
|
MOD Maps
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
* start - Hodgepodge of themes and portals (Simon OCallaghan)
|
||||||
|
* ad_cruical - Lava caves and industrial complex (Maik Franz Xaver)
|
||||||
|
* ad_dm1 - Place of Many Deaths (Gavin Edgington)
|
||||||
|
* ad_lavatomb - Stone city gradually sinking into lava (Noel Lacaillade)
|
||||||
|
* ad_mountain - Dark stone mountain prison (Simon OCallaghan)
|
||||||
|
* ad_necrokeep - The Necromancer Keep! (Sean Campbell/Matthew Breit)
|
||||||
|
* ad_obd - A giant pile of neatly stacked bricks (Simon OCallaghan)
|
||||||
|
* ad_swampy - Gigantic interconnected medieval town (Maik Franz Xaver)
|
||||||
|
* ad_end - Final destination for AD travellers (Maik Franz Xaver)
|
||||||
|
|
||||||
|
v1.5+ Maps
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
* ad_chapters - More themes and portals (Simon OCallaghan)
|
||||||
|
* ad_azad - The Realm of Enceladus (Maik Franz Xaver)
|
||||||
|
* ad_tfuma - Terror Fuma (Gavin Edgington/Eric Wasylishen)
|
||||||
|
* ad_magna - Leptis Magna (Noel Lacaillade/Andrey Saenko)
|
||||||
|
* ad_metmon - Arcane Monstrosity (Simon OCallaghan)
|
||||||
|
* ad_zendar - The Horde of Zendar (Simon OCallaghan)
|
||||||
|
|
||||||
|
v1.6+ Maps
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
* ad_sepulcher - The Forgotten Sepulcher (Henrik Oresten/Simon OCallaghan)
|
||||||
|
|
||||||
|
v1.7+ Maps
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
* ad_ac - Arcane Adamantine (Dmitry Svetlichny/Simon OCallaghan)
|
||||||
|
* ad_s1m1 - Slipgate Conundrum (Simon OCallaghan)
|
||||||
|
|
||||||
|
Remix Maps
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
* ad_dm5 - The Mire (Noel Lacaillade)
|
||||||
|
* ad_e1m1 - Hanger 16 (Sean Campbell)
|
||||||
|
* ad_e2m2 - Ogre Bastille (Simon OCallaghan)
|
||||||
|
* ad_e2m7 - The Underearth (Eric Wasylishen)
|
||||||
|
|
||||||
|
Test Maps
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
* start_test - Round brick hub map with portals in all directions (SimonOC)
|
||||||
|
* ad_test1 - Breakables, new ambush surprises and monster reactions (SimonOC)
|
||||||
|
* ad_test2 - Egyptain blast from the past hanuted by Wraiths (SimonOC)
|
||||||
|
* ad_test3 - Hipnotic rotation; cogs, wheels and medieval fans! (MFX)
|
||||||
|
* ad_test4 - Small medieval courtyard with statues and Golems (SimonOC)
|
||||||
|
* ad_test5 - Large village square guarded by Minotaurs (SimonOC)
|
||||||
|
* ad_test6 - Tall medieval courtyard full of knights and ogres (SimonOC)
|
||||||
|
* ad_test7 - Multi level library full of teleporting skull wizards (SimonOC)
|
||||||
|
* ad_test8 - Giant runic room occupied by gaunts and droles (EricW)
|
||||||
|
* ad_test9 - Dark medieval chamber guarded by hammer ogres (EricW)
|
||||||
|
* ad_test10 - Plasma gun carnage in a giant brushwork box! (SimonOC)
|
||||||
|
* ad_test11 - Shooting range to test all projectile weapons (SimonOC)
|
||||||
|
* ad_test12 - Does not exist!!! or does it! ...
|
||||||
|
|
||||||
|
The Rune locations required for ad_end (secret level)
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
* D-rune in Crucial Error
|
||||||
|
* N-rune in Obsessive Brick Disorder
|
||||||
|
* S-rune in Foggy Fogbottom
|
||||||
|
* K-rune in Firetop Mountain
|
||||||
|
|
||||||
|
==============================================================================
|
||||||
|
Distribution / Copyright / Permissions
|
||||||
|
|
||||||
|
Please do not use any of these assets in ANY COMMERCIAL PROJECT.
|
||||||
|
and remember to give credit if you use any of these assets.
|
||||||
|
|
||||||
|
The QC files in this MOD are based on 1.06 source files by ID Software.
|
||||||
|
These files are released under the terms of GNU General Public License v2 or
|
||||||
|
later. You may use the source files as a base to build your own MODs as long
|
||||||
|
as you release them under the same license and make the source available.
|
||||||
|
Please also give proper credit. Check http://www.gnu.org for details.
|
||||||
|
|
||||||
|
Quake I is a registered trademark of id Software, Inc.
|
||||||
|
|
||||||
|
All of these resources may be electronically distributed only at
|
||||||
|
NO CHARGE to the recipient in its current state and MUST include this
|
||||||
|
readme.txt file.
|
||||||
|
|
||||||
|
===========================================================================
|
||||||
48
mod_xj18/docs/xmasjam2018_bal.txt
Normal file
@@ -0,0 +1,48 @@
|
|||||||
|
==============================================================================
|
||||||
|
Title : Entering the city of Pale
|
||||||
|
Filename : xmasjam2018_bal
|
||||||
|
Date : December 2018
|
||||||
|
Author : Benoit "Bal" Stordeur
|
||||||
|
Description : Map for the Ionous-organised Quake X-Mas 20187 Jam.
|
||||||
|
Constraint : Most of the gameplay has to fit in a 1024x1024x1024 unit box.
|
||||||
|
|
||||||
|
**** IMPORTANT INFORMATION ****
|
||||||
|
THIS PACKAGE INCLUDES ARCANE DIMENSIONS VERSION 1.7 (AD DEV KIT PACKAGING)
|
||||||
|
MAPS ARE PLAYABLE IN SOURCE PORT WITH INCREASED LIMITS
|
||||||
|
|
||||||
|
==============================================================================
|
||||||
|
Thanks goes out to...
|
||||||
|
|
||||||
|
* Lunaran, Ionous, Scar3crow and Muk for testing, feedback, etc. Thanks guys!
|
||||||
|
* Kristian Duske for Trenchbroom, awesome level editor.
|
||||||
|
* Eric Wasylishen for the awesome compilers, as well as his work on Trenchbroom.
|
||||||
|
* Simon O'Callaghan for help with all the AD-related stuff, and for AD itself!
|
||||||
|
* dumptruck_ds and my brother for misc sound work.
|
||||||
|
* Willem & khreathor for obj2map.
|
||||||
|
|
||||||
|
==============================================================================
|
||||||
|
Map Information:
|
||||||
|
|
||||||
|
Game : Quake SP only
|
||||||
|
Coop/DM : You can always try!
|
||||||
|
Difficulty : Yes
|
||||||
|
Editor : Trenchbroom 2
|
||||||
|
Textures : Mostly modified stuff from Daikatana, and some from scratch stuff from me
|
||||||
|
Compilers : Eric Wasylishen & Kevin Shanahan's upgraded tools
|
||||||
|
Extra Tools : TexMex, obj2map, etc.
|
||||||
|
|
||||||
|
==============================================================================
|
||||||
|
Distribution / Copyright / Permissions
|
||||||
|
|
||||||
|
Copyright (c) 2017, All rights reserved.
|
||||||
|
|
||||||
|
Quake I is a registered trademark of id Software, Inc.
|
||||||
|
|
||||||
|
This MOD/MAP may be electronically distributed only at
|
||||||
|
NO CHARGE to the recipient in its current state, MUST
|
||||||
|
include this .txt file, and may NOT be modified IN
|
||||||
|
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS MOD/MAP TO BE
|
||||||
|
DISTRIBUTED ON CD-ROM (lol who uses cd-roms?) WITHOUT
|
||||||
|
PRIOR WRITTEN PERMISSION.
|
||||||
|
|
||||||
|
==============================================================================
|
||||||
47
mod_xj18/docs/xmasjam2018_ionous.txt
Normal file
@@ -0,0 +1,47 @@
|
|||||||
|
.: Shadow and Flame by Ionous :.
|
||||||
|
|
||||||
|
My miniscule contribution to the Christmas 2018 1024 jam, ineptly run by Daphne and Dixie in-between barking at ghosts.
|
||||||
|
|
||||||
|
Filename: xmasjam2108_ionous.zip
|
||||||
|
Authors: Ionous
|
||||||
|
Email address: voice.of.the.nephilim@gmail.com
|
||||||
|
Description: Small SP map in the vein of Sock's 'Firetop Mountain'. No trailblazing texture usage to be found here.
|
||||||
|
Single Player: Yes
|
||||||
|
Cooperative: No
|
||||||
|
Deathmatch: No
|
||||||
|
Difficulty Settings: Yes
|
||||||
|
Base: My imagination
|
||||||
|
Editors used: J.A.C.K. 1.1.1064
|
||||||
|
Textures: ad_mountain.wad (compiled by Sock), explorejam.wad (Also gathered by Sock) and some stock ID ones.
|
||||||
|
Build Time: Three months on and off (mostly off).
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
Brushes: 3,732
|
||||||
|
Faces: 2,261
|
||||||
|
Point Entities: 477
|
||||||
|
Solid Entities: 93
|
||||||
|
|
||||||
|
Monster Count:
|
||||||
|
Easy: 50
|
||||||
|
Normal: 88
|
||||||
|
Hard: 119
|
||||||
|
|
||||||
|
Map background:
|
||||||
|
|
||||||
|
I had a good plan for this, for what was to be sm184, run by Mukor. I failed miserably to finish in time. Such is life (and normal Ionous pathology).
|
||||||
|
However, including it in xmasjam2018 was a nice consolation prize. For such a small, relatively simple map, I'm embaressed by how long it took. Oh well.
|
||||||
|
|
||||||
|
Thanks:
|
||||||
|
|
||||||
|
Thanks to Sock for Arcane Dimensions and Firetop Mountain.
|
||||||
|
Thanks to Twitchy for the wonderful FGD, and for discovering a crucial flaw in the design.
|
||||||
|
Thanks to func_msgboard and fellow Quakers on Twitter for the encouragement on the shots I posted, and for keeping the Quake legacy alive and well.
|
||||||
|
Thanks to Drew for testing. Many a fuck-up he discovered.
|
||||||
|
Thanks to my wife for putting up with my nerdy habits (mapping is only one of many).
|
||||||
|
|
||||||
|
-
|
||||||
|
Disclaimer / legal stuff:
|
||||||
|
Legalese. Legalese. I made this map. Don't fuck with it without my permission, or modify its conten, without contacting me first. Unless you're Skacky.
|
||||||
|
|
||||||
|
Skacky, you have carte blache.
|
||||||
103
mod_xj18/docs/xmasjam2018_ish.txt
Normal file
@@ -0,0 +1,103 @@
|
|||||||
|
___ ________ _______ _____ ___ _
|
||||||
|
_. ._ / _ \ | ___ \ \ / / ___/ ___|/ _ \ | |
|
||||||
|
.!' '!. / /_\ \| |_/ /\ V /\ `--.\ `--./ /_\ \| |
|
||||||
|
.!' '!. | _ || ___ \ \ / `--. \`--. \ _ || |
|
||||||
|
:!. '!' .!: | | | || |_/ / | | /\__/ /\__/ / | | || |____
|
||||||
|
:!:..!..:!: \_| |_/\____/ \_/ \____/\____/\_| |_/\_____/
|
||||||
|
'!!!!!!!' _ _ ________ ________ _____ _______ __
|
||||||
|
! | \ | |_ _| \/ |_ _| ___|_ _\ \ / /
|
||||||
|
:!: | \| | | | | . . | | | | |__ | | \ V /
|
||||||
|
| . ` | | | | |\/| | | | | __| | | \ /
|
||||||
|
| |\ |_| |_| | | |_| |_| |___ | | | |
|
||||||
|
\_| \_/\___/\_| |_/\___/\____/ \_/ \_/
|
||||||
|
|
||||||
|
===========================================================================
|
||||||
|
Game : Quake
|
||||||
|
Title : Abyssal Nimiety
|
||||||
|
|
||||||
|
Version : 1.2
|
||||||
|
|
||||||
|
Filename : xmasjam2018_ish.bsp
|
||||||
|
Release date : 12/2/2018
|
||||||
|
Author : ish
|
||||||
|
Email Address : ish.worldcraft@yandex.com ( i have forgotten my
|
||||||
|
password please help me guess)
|
||||||
|
|
||||||
|
Discord : ish#9729
|
||||||
|
Other Files By Author : https://steamcommunity.com/id/notactuallyirish/
|
||||||
|
|
||||||
|
Description : Find the 9 powercells and make it out alive.
|
||||||
|
Annoying traps and creepy crawlies included.
|
||||||
|
|
||||||
|
Additional Credits to : onetruepurple for finding the powercube.mdl
|
||||||
|
without whom i would be using generic grenades
|
||||||
|
for pickups. And we all know how wrong that can
|
||||||
|
go.
|
||||||
|
|
||||||
|
===========================================================================
|
||||||
|
* What is included *
|
||||||
|
|
||||||
|
New levels : Yes
|
||||||
|
Sounds : Yes
|
||||||
|
Music : Yes
|
||||||
|
Graphics : Yes
|
||||||
|
Models : powercube.mdl
|
||||||
|
|
||||||
|
|
||||||
|
* Play Information *
|
||||||
|
|
||||||
|
Single Player : Only
|
||||||
|
Difficulty Settings : Yes
|
||||||
|
Best run with : Quakespasm
|
||||||
|
|
||||||
|
|
||||||
|
* Construction *
|
||||||
|
|
||||||
|
Base : New from scratch
|
||||||
|
Build Time : 56 Hours
|
||||||
|
Editor(s) used : Trenchbroom 2
|
||||||
|
Known Bugs : One of the large enemies can hit you through a wall.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
* Copyright / Permissions *
|
||||||
|
You may do whatever you want to do. Iam just a text.
|
||||||
|
How can i stop you from doing anything.
|
||||||
|
|
||||||
|
* Where to get the file that this text file describes *
|
||||||
|
Web sites: xmas 2018 map jam = http://celephais.net/board/view_thread.php?id=61616
|
||||||
|
|
||||||
|
|
||||||
|
.ed"""" """$$$$be.
|
||||||
|
-" ^""**$$$e.
|
||||||
|
." '$$$c
|
||||||
|
/ "4$$b
|
||||||
|
d 3 $$$$
|
||||||
|
$ * .$$$$$$
|
||||||
|
.$ ^c $$$$$e$$$$$$$$.
|
||||||
|
d$L 4. 4$$$$$$$$$$$$$$b
|
||||||
|
$$$$b ^ceeeee. 4$$ECL.F*$$$$$$$
|
||||||
|
e$""=. $$$$P d$$$$F $ $$$$$$$$$- $$$$$$
|
||||||
|
z$$b. ^c 3$$$F "$$$$b $"$$$$$$$ $$$$*" .=""$c
|
||||||
|
4$$$$L $$P" "$$b .$ $$$$$...e$$ .= e$$$.
|
||||||
|
^*$$$$$c %.. *c .. $$ 3$$$$$$$$$$eF zP d$$$$$
|
||||||
|
"**$$$ec " %ce"" $$$ $$$$$$$$$$* .r" =$$$$P""
|
||||||
|
"*$b. "c *$e. *** d$$$$$"L$$ .d" e$$***"
|
||||||
|
^*$$c ^$c $$$ 4J$$$$$% $$$ .e*".eeP"
|
||||||
|
"$$$$$$"'$=e....$*$$**$cz$$" "..d$*"
|
||||||
|
"*$$$ *=%4.$ L L$ P3$$$F $$$P"
|
||||||
|
"$ "%*ebJLzb$e$$$$$b $P"
|
||||||
|
%.. 4$$$$$$$$$$ "
|
||||||
|
$$$e z$$$$$$$$$$%
|
||||||
|
"*$c "$$$$$$$P"
|
||||||
|
."""*$$$$$$$$bc
|
||||||
|
.-" .$***$$$"""*e.
|
||||||
|
.-" .e$" "*$c ^*b.
|
||||||
|
.=*"""" .e$*" "*bc "*$e..
|
||||||
|
.$" .z*" ^*$e. "*****e.
|
||||||
|
$$ee$c .d" "*$. 3.
|
||||||
|
^*$E")$..$" * .ee==d%
|
||||||
|
$.d$$$* * J$$$e*
|
||||||
|
""""" "$$$"
|
||||||
21
mod_xj18/docs/xmasjam2018_ishrhoq.txt
Normal file
@@ -0,0 +1,21 @@
|
|||||||
|
================================================================
|
||||||
|
Title : Surrounded
|
||||||
|
Filename : qishrhoq5.zip
|
||||||
|
Author : ish and Rhoq
|
||||||
|
Description : Single player map, future base-style
|
||||||
|
with custom textures. Lots of dudes
|
||||||
|
and robots. Speedmap'd for
|
||||||
|
Christmas Jam 2018.
|
||||||
|
Completed : December 3, 2018
|
||||||
|
================================================================
|
||||||
|
|
||||||
|
* Play Information *
|
||||||
|
|
||||||
|
Level Name : Surrounded
|
||||||
|
Single Player : Yes
|
||||||
|
Deathmatch : No
|
||||||
|
.map Included : Yes
|
||||||
|
|
||||||
|
Software needed to play : Requires latest Arcane Dimensions.
|
||||||
|
|
||||||
|
Comments : ish did the level design, Rhoq did the lighting and gameplay.
|
||||||
57
mod_xj18/docs/xmasjam2018_jcr.txt
Normal file
@@ -0,0 +1,57 @@
|
|||||||
|
===========================================================================
|
||||||
|
Title : Airgapped, Fully Integrated
|
||||||
|
Filename : xmasjam2018_jcr1.bsp, xmasjam2018_jcr2.bsp
|
||||||
|
Release date : 11/30/18 for Func_ Christmas 2018 Jam
|
||||||
|
Author : Jose Carlos Rodriguez (JCR)
|
||||||
|
Email Address : jcr@stronzi.org
|
||||||
|
Other Files By Author : hwjam_jcr.bsp, dm4dlc_jcr.bsp
|
||||||
|
|
||||||
|
Description : I kind of planned to have the maps played in order, Airgapped followed by Fully Integrated, though it doesn't really matter in practice. I wanted the environments to be very destructible because us Americans love explosions. The map layouts are non-linear
|
||||||
|
in nature. Additionally, I wanted to give more agile players a means to getting around the maps quickly in order to avoid the huge payload of enemy attacks. I tried to add more secrets than I usually do to encourage replayability and exploration. The maps can be finished
|
||||||
|
relatively quickly once the optimal path is known.
|
||||||
|
|
||||||
|
AIRGAPPED: Inspired by Doom Plutonia Experiment, Rubicon, and others. Lots of destructable stuff in the environment.
|
||||||
|
FULLY INTEGRATED: Pretty much my personal opinions on the grasp technology has on our lives, which we are helpless to. Note: this map might be on the more difficult side.
|
||||||
|
|
||||||
|
===========================================================================
|
||||||
|
* Play Information *
|
||||||
|
|
||||||
|
Single Player : Designed for
|
||||||
|
Cooperative 2-4 Player : no
|
||||||
|
Deathmatch 2-4 Player : no
|
||||||
|
Difficulty Settings : Yes
|
||||||
|
|
||||||
|
* Construction *
|
||||||
|
Base : New from scratch, 1024^3 play area for the most part.
|
||||||
|
Build Time : About 1.5 months, both maps were created in tandem on and off.
|
||||||
|
Editor(s) used : TrenchBroom 2.1.0-RC3
|
||||||
|
Texture WADs used : mayan_sm.wad, jf1.wad, jf2.wad, id1.wad, halloweenjam2018.wad
|
||||||
|
Known Bugs : Feel free to email me if you find anything.
|
||||||
|
May Not Run With : Arcane Dimensions Required!
|
||||||
|
Tested With : Quakespasm 0.93
|
||||||
|
|
||||||
|
* Additional Resource Credits *
|
||||||
|
|
||||||
|
Audio:
|
||||||
|
shortalarm.wav - Modified from Alarm 10.wav by michael_kur95 via freesound.org
|
||||||
|
Skybox:
|
||||||
|
AIRGAPED: Problem-Child by Pete
|
||||||
|
FULLY INTEGRATED: Violent180 by Pete
|
||||||
|
===========================================================================
|
||||||
|
A gracious thank you to the following testers:
|
||||||
|
|
||||||
|
AIRGAPPED:
|
||||||
|
Ionous
|
||||||
|
Newhouse
|
||||||
|
Thuriam
|
||||||
|
FULLY INTEGRATED:
|
||||||
|
Newhouse
|
||||||
|
Thuriam
|
||||||
|
Onetruepurple
|
||||||
|
|
||||||
|
===========================================================================
|
||||||
|
* Copyright / Permissions *
|
||||||
|
|
||||||
|
Not for commercial use, you know the drill. You MAY distribute this file, provided
|
||||||
|
you include this text file, with no modifications.
|
||||||
|
|
||||||
42
mod_xj18/docs/xmasjam2018_jcr1.txt
Normal file
@@ -0,0 +1,42 @@
|
|||||||
|
===========================================================================
|
||||||
|
Title : Airgapped
|
||||||
|
Filename : xmasjam2018_jcr1.bsp
|
||||||
|
Release date : 11/30/18 for Func_ Christmas 2018 Jam
|
||||||
|
Author : Jose Carlos Rodriguez (JCR)
|
||||||
|
Email Address : jcr@stronzi.org
|
||||||
|
Other Files By Author : hwjam_jcr.bsp, dm4dlc_jcr.bsp
|
||||||
|
|
||||||
|
Description : This is my attempt at a non linear map. Inspired by Doom Plutonia Experiment, among other things. Lots of destructable stuff in the environment.
|
||||||
|
|
||||||
|
===========================================================================
|
||||||
|
* Play Information *
|
||||||
|
|
||||||
|
Single Player : Designed for
|
||||||
|
Cooperative 2-4 Player : no
|
||||||
|
Deathmatch 2-4 Player : no
|
||||||
|
Difficulty Settings : Yes
|
||||||
|
|
||||||
|
* Construction *
|
||||||
|
Base : New from scratch, 1024^3 play area for the most part.
|
||||||
|
Build Time : About 1.5 months
|
||||||
|
Editor(s) used : TrenchBroom 2.1.0-RC1
|
||||||
|
Texture WADs used : mayan_sm.wad, jf1.wad, jf2.wad, id1.wad
|
||||||
|
Known Bugs : Feel free to email me if you find anything.
|
||||||
|
May Not Run With : Arcane Dimensions Required!
|
||||||
|
Tested With : Quakespasm 0.93
|
||||||
|
|
||||||
|
* Copyright / Permissions *
|
||||||
|
|
||||||
|
Not for commercial use, you know the drill. You MAY distribute this file, provided
|
||||||
|
you include this text file, with no modifications.
|
||||||
|
|
||||||
|
* Resource Credits *
|
||||||
|
|
||||||
|
Audio:
|
||||||
|
shortalarm.wav - Modified from Alarm 10.wav by michael_kur95 via freesound.org
|
||||||
|
Skybox:
|
||||||
|
Problem-Child by Pete
|
||||||
|
|
||||||
|
===========================================================================
|
||||||
|
|
||||||
|
*Special Thanks to Ionous for playtesting!
|
||||||
87
mod_xj18/docs/xmasjam2018_pinchy.txt
Normal file
@@ -0,0 +1,87 @@
|
|||||||
|
Release date: 25/11/2018
|
||||||
|
Quake 1 Single Player Map
|
||||||
|
============================================================
|
||||||
|
Title: Hall of Shards
|
||||||
|
File: xmasjam2018_pinchy.bsp
|
||||||
|
Author: Pinchy
|
||||||
|
Email address: pinchyskree [at] gmail [dot] com
|
||||||
|
URL: https://www.twitch.tv/pinchyskree
|
||||||
|
Twitter: https://twitter.com/PinchySkree
|
||||||
|
Description: My submission for the Christmas Calendar Jam 2018 http://www.celephais.net/board/view_thread.php?id=61616
|
||||||
|
============================================================
|
||||||
|
Single Player YES
|
||||||
|
Cooperative YES but not tested
|
||||||
|
Tourney: no
|
||||||
|
Deathmatch: no
|
||||||
|
Team deathmatch: no
|
||||||
|
CTF: no
|
||||||
|
Monster Count: 50/36/26
|
||||||
|
Other:
|
||||||
|
============================================================
|
||||||
|
Designed for the Quakespasm engine.
|
||||||
|
http://quakespasm.sourceforge.net/
|
||||||
|
|
||||||
|
REQUIRES an engine with increased limits.
|
||||||
|
|
||||||
|
REQUIRES Arcane Dimensions mod
|
||||||
|
|
||||||
|
NOT compatible with the original Quake.exe or GLQuake.exe
|
||||||
|
|
||||||
|
============================================================
|
||||||
|
Thank you to everyone who helped with the map:
|
||||||
|
|
||||||
|
skacky
|
||||||
|
NewHouse
|
||||||
|
Bal
|
||||||
|
muk
|
||||||
|
ionous
|
||||||
|
Nyoei
|
||||||
|
dumptruck_ds
|
||||||
|
Grim_Fandang0
|
||||||
|
|
||||||
|
============================================================
|
||||||
|
SPECIAL THANKS to Eric Wasylishen for his excellent compiling
|
||||||
|
tools and his constant work solving problems for mappers and
|
||||||
|
coders. Thanks to Kristian Duske for creating Trenchbroom!
|
||||||
|
Necros for his compiling GUI.
|
||||||
|
============================================================
|
||||||
|
Base: Original
|
||||||
|
Editors: Trenchbroom 2 Version 2.1.0
|
||||||
|
Other progs: ericw-tools (v0.18.1)
|
||||||
|
ne_q1spCompilingGui v1.0.3
|
||||||
|
Other assets: ad_azad.wad
|
||||||
|
ad_grendel.wad
|
||||||
|
ad_mountain.wad
|
||||||
|
stand.wad
|
||||||
|
rtcw.wad
|
||||||
|
malice.wad
|
||||||
|
skips_2018.wad
|
||||||
|
|
||||||
|
Music: Hall of Shards by James "Jimmy" Paddock http://jamespaddockmusic.com/
|
||||||
|
|
||||||
|
Engines tested: Quakespasm 0.93.1
|
||||||
|
Known bugs:
|
||||||
|
Build time: 32 hours
|
||||||
|
============================================================
|
||||||
|
Additional thanks to ...
|
||||||
|
|
||||||
|
id Software
|
||||||
|
The func_msgboard community
|
||||||
|
The Quake Mapping discord (dumptruck_ds - founder)
|
||||||
|
============================================================
|
||||||
|
Distribution / Copyright / Permissions
|
||||||
|
|
||||||
|
Copyright (c) 2018 Pinchy
|
||||||
|
|
||||||
|
All rights reserved.
|
||||||
|
|
||||||
|
Quake is a registered trademark of id Software, Inc.
|
||||||
|
|
||||||
|
This level may be electronically distributed only at NO
|
||||||
|
CHARGE to the recipient in its current state, MUST include
|
||||||
|
this .txt file, and may NOT be modified IN ANY WAY.
|
||||||
|
UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON
|
||||||
|
PHYSICAL MEDIUM SUCH AS A DVD WITHOUT PRIOR WRITTEN
|
||||||
|
PERMISSION.
|
||||||
|
============================================================
|
||||||
|
|
||||||
22
mod_xj18/docs/xmasjam2018_qishrhoq5.txt
Normal file
@@ -0,0 +1,22 @@
|
|||||||
|
================================================================
|
||||||
|
Title : Surrounded
|
||||||
|
Filename : qishrhoq5.zip
|
||||||
|
Author : ish and Rhoq
|
||||||
|
Description : Single player map, future base-style
|
||||||
|
with custom textures. Lots of dudes
|
||||||
|
and robots. Speedmap'd for
|
||||||
|
Christmas Jam 2018.
|
||||||
|
Completed : December 3, 2018
|
||||||
|
================================================================
|
||||||
|
|
||||||
|
* Play Information *
|
||||||
|
|
||||||
|
Level Name : Surrounded
|
||||||
|
Single Player : Yes
|
||||||
|
Deathmatch : No
|
||||||
|
.map Included : Yes
|
||||||
|
|
||||||
|
Software needed to play : Requires latest Arcane Dimensions.
|
||||||
|
|
||||||
|
Comments : ish did the level design, Rhoq did the lighting and gameplay.
|
||||||
|
Requires latest Arcane Dimensions to play.
|
||||||
56
mod_xj18/docs/xmasjam2018_scampie.txt
Normal file
@@ -0,0 +1,56 @@
|
|||||||
|
+-----------------------------------------------------------------------------+
|
||||||
|
|
||||||
|
Title : noquarter
|
||||||
|
Files : xmasjam2018_scampie.bsp
|
||||||
|
xmasjam2018_scampie.lit
|
||||||
|
xmasjam2018_scampie.map
|
||||||
|
xmasjam2018_scampie.txt
|
||||||
|
|
||||||
|
Description : Arcane Dimensions 1024^3 level made for XmasJam2
|
||||||
|
|
||||||
|
Author : Sean 'Scampie' Campbell
|
||||||
|
Email : Scampie@gmail.com
|
||||||
|
|
||||||
|
Thanks to : Ionous for running the map jam!
|
||||||
|
Fingers for Ikbase textures
|
||||||
|
Necros + Doom3 for snowy textures
|
||||||
|
Quake2 for glass and pipe textures
|
||||||
|
metlslime for button textures
|
||||||
|
Bal and Lunaran for testing
|
||||||
|
Sock and the rest of the crew for AD
|
||||||
|
|
||||||
|
+-----------------------------------------------------------------------------+
|
||||||
|
|
||||||
|
Monsters : 59 - Easy
|
||||||
|
72 - Normal
|
||||||
|
79 - Hard
|
||||||
|
|
||||||
|
Secrets : 6
|
||||||
|
|
||||||
|
Music Track : 4 - The Hall of Souls
|
||||||
|
|
||||||
|
Editor used : GTKRadiant 1.5
|
||||||
|
|
||||||
|
Brushcount : 2849
|
||||||
|
Entitycount : 1046
|
||||||
|
|
||||||
|
Compilers : EricW tools 0.18.1, by EricW
|
||||||
|
Compiling GUI, by necros
|
||||||
|
|
||||||
|
+-----------------------------------------------------------------------------+
|
||||||
|
|
||||||
|
This level may NOT be distributed for any commercial purposes.
|
||||||
|
|
||||||
|
If you wish to repackage this map, please ensure to include all of the files:
|
||||||
|
xmasjam2018_scampie.bsp
|
||||||
|
xmasjam2018_scampie.lit
|
||||||
|
xmasjam2018_scampie.map
|
||||||
|
xmasjam2018_scampie.txt
|
||||||
|
|
||||||
|
The .map source is included. This may be used for any noncommercial purpose
|
||||||
|
including reworks, remixes, or as a base to a new creation. Any derivative work
|
||||||
|
must also include this original .txt and .map, as well as making it's own
|
||||||
|
source available.
|
||||||
|
|
||||||
|
Please refer to Creative Commons Attribution-NonCommercial-ShareAlike 3.0
|
||||||
|
http://creativecommons.org/licenses/by-nc-sa/3.0/
|
||||||
69
mod_xj18/docs/xmasjam2018_shotro.txt
Normal file
@@ -0,0 +1,69 @@
|
|||||||
|
xmasjam2_shotro: moonlit keep
|
||||||
|
Quake Arcane Dimensions Single Player Map by ShoTro
|
||||||
|
|
||||||
|
Version (v3) notes:
|
||||||
|
- Found new non-linear paths through level. Minor brush adjustments and added clip brushes to fix them or make them to use
|
||||||
|
- Entities that were stuck in solids fixed
|
||||||
|
- Untargeted entities removed
|
||||||
|
- Added regenerating health on bridge to assist players who fall on hard times in hard mode or non-linear progression through the map
|
||||||
|
- Added grates to prevent falling into hidden pits in final area
|
||||||
|
- Added button for the lift at the bottom
|
||||||
|
- Sped up the lift
|
||||||
|
- Added platforms for final area after silver key used making secret entity spawn floods easier to deal with when the level is approached from a non-linear manner
|
||||||
|
- Removed lost souls who didn't do anything
|
||||||
|
- Added window grate and way to open them where lost souls used to spawn (also secondary way to see the button in the void without a secret)
|
||||||
|
- Added steam infront of first secret button. Still visible and still interactive but will be far more visible once steam is shut off
|
||||||
|
- Moved some items that were stuck in brushes out in the open
|
||||||
|
- Fixed Easy mode and adjusted normal/hard mode entity spawns
|
||||||
|
- Removed enemies from one secret. Gameplay outside jam rules
|
||||||
|
- Added or removed messages that triggered poorly
|
||||||
|
- Fixed messages associated with zombies
|
||||||
|
- Added new clip and pushed back the sky slightly for better lighting on water wheel
|
||||||
|
- Lighting at the bottom of the map made an area look like you can fall down into it and come out fine... you don't
|
||||||
|
- Moved the following entities:
|
||||||
|
- One zombie on hard appears somewhere else besides the linear hallway
|
||||||
|
- Bridge sniper is now an orge on hard
|
||||||
|
- Skull Wizards now appear in different configurations in Easy/Normal
|
||||||
|
- Brigade soldiers at exit have different arrangements on different difficulties after secrets found
|
||||||
|
- Previously unspawned creatures now spawn on rooftop area
|
||||||
|
|
||||||
|
Version (v2) notes:
|
||||||
|
- Fixed lighting issues with the crypt and exterior
|
||||||
|
- Fixed lights preventing some creature movements
|
||||||
|
- Fixed final door glitch that can be triggered by fast moving entities
|
||||||
|
- Elevator will now return to top floor and the button to use it has been set to wait
|
||||||
|
- Additional feedback
|
||||||
|
|
||||||
|
Description:
|
||||||
|
A reimagining of E1M5 bound to the 1024^3 constraints of the Xmas2 jam. There is a lot of extra scenery to chew on and plenty of combat. This map packs a lot into its bounds to provide challenging combat and plenty to explore. This map, like many of my maps has some replayability built in. Missing from this map is the standard arena with competing timed, counter and event based combat. This map is supposed to be a more straightforward affair than my usual maps with fewer enemies. Although, if you like exploration and play the map with the intention of sequence breaking it you might find it is far less linear than it would appear. Find the secrets and you will open the map up to all new challenges.
|
||||||
|
|
||||||
|
P.S. - If you are having issues with the difficulty try it on an easier mode. I make hard mode a challenge and I take the training wheels off.
|
||||||
|
|
||||||
|
- Good luck!
|
||||||
|
NullPointPaladin (aka ShoTro)
|
||||||
|
|
||||||
|
Contact:
|
||||||
|
NullPointPaladin@gmail.com
|
||||||
|
|
||||||
|
Secrets: 14
|
||||||
|
|
||||||
|
Engine:
|
||||||
|
Requires Arcane Dimensions 1.7.1
|
||||||
|
Tested in Mark V
|
||||||
|
|
||||||
|
Install:
|
||||||
|
Extract into the AD directory
|
||||||
|
|
||||||
|
Notes:
|
||||||
|
1. Made for the 1024 ^ 3 Christmas Jam 2018, which specifies that the map, or at least the playable area, must fit within a 1024 unit cube. I have gone for the playable area restriction, and have included thematic architecture outside that area, but strictly kept all player interaction (including combat and buttons etc, as well as movement) within the 1024 cube.
|
||||||
|
2. This is a remake of e1m5 in exterior look only
|
||||||
|
3. Mostly E1M5 textures used for prototyping then I added ad_start and some custom textures for the trees and a few less than notable features.
|
||||||
|
4. The playable area restiction is broken only for the two hardest to secrets in the level
|
||||||
|
5. Void kill floor for hard mode. Teleport back to beginning for all other difficulties. Try the easier modes if you are having problems
|
||||||
|
6. There are various paths through this map. Very obvious linear path. Several non linear paths especially with secrets
|
||||||
|
8. There is one model includes for qwindow by Preach. Thanks Preach!
|
||||||
|
|
||||||
|
Special thanks:
|
||||||
|
|
||||||
|
Shambler, OneTruePurple, Mugwump, Ionous and Dumptruck_DS
|
||||||
|
|
||||||
42
mod_xj18/docs/xmasjam2018_spipper.txt
Normal file
@@ -0,0 +1,42 @@
|
|||||||
|
================================================================
|
||||||
|
Title : A Christmas Romp
|
||||||
|
Filename : xmasjam2018_spipper
|
||||||
|
Author(s) : Spipper
|
||||||
|
Email Address :
|
||||||
|
Description : An entry for the 1024 Xmas Jam organised on func_msgboard. The map is heavily inspired by "Christmas Vacation" (Which is one of my
|
||||||
|
all time favourite christmas movie) and Pritchards entry for last years Xmas jam.
|
||||||
|
The level can be completed in about 15 minutes on hard and contains 5 secrets.
|
||||||
|
Additional Credits to : Special thanks to Ionous for testing the map. The quad secret is dedicated to you.
|
||||||
|
|
||||||
|
================================================================
|
||||||
|
|
||||||
|
* Play Information *
|
||||||
|
|
||||||
|
|
||||||
|
Level Name : A Christmas R<>mp
|
||||||
|
|
||||||
|
Single Player : Yes
|
||||||
|
Cooperative 1-32 Player : Yes (4 player coop is possible but the map is not designed around it)
|
||||||
|
Deathmatch 2-32 Player : No
|
||||||
|
Difficulty Settings : Easy (38 monsters), normal (57 monsters) and hard (70 monsters)
|
||||||
|
|
||||||
|
New Sounds : No
|
||||||
|
New Graphics : No
|
||||||
|
Sound Track : "Deck the halls" soundtrack from incompetech.com
|
||||||
|
Demos Replaced : No
|
||||||
|
.map Included : Yes
|
||||||
|
|
||||||
|
Software needed to play : The map is only tested with Quakespasm 0.93 - I don't know if other engines support it as well.
|
||||||
|
(ctf, normal quake etc.)
|
||||||
|
|
||||||
|
|
||||||
|
* Construction *
|
||||||
|
|
||||||
|
Build Time : A month I guess - I'm not sure.
|
||||||
|
|
||||||
|
Texture WAD used: Khreathors prototype.wad for blocking out the level, base.wad, misc.wad, rmq_trans.wad, ad_start, rtcw.wad, and a slightly modified rtcw.wad
|
||||||
|
with transparent textures that I ended up calling rtcw_transshit.
|
||||||
|
Editor(s) used : Trenchbroom
|
||||||
|
Known Bugs : The Pushable crates can sometimes get stuck if you fiddle around with them too much - this is especially a problem with
|
||||||
|
the crate blocking the hallway.
|
||||||
|
Also I messed up the Christmas tree textures but it kinda looks like lights so eh.
|
||||||
4596
mod_xj18/effectinfo.txt
Normal file
BIN
mod_xj18/gfx/bigbox.lmp
Normal file
BIN
mod_xj18/gfx/community.lmp
Normal file
BIN
mod_xj18/gfx/complete.lmp
Normal file
BIN
mod_xj18/gfx/conback.lmp
Normal file
BIN
mod_xj18/gfx/conback.tga
Normal file
|
After Width: | Height: | Size: 188 KiB |
BIN
mod_xj18/gfx/conchars.lmp
Normal file
BIN
mod_xj18/gfx/conchars.tga
Normal file
|
After Width: | Height: | Size: 64 KiB |
BIN
mod_xj18/gfx/env/adgreenskybk.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/adgreenskydn.tga
vendored
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BIN
mod_xj18/gfx/env/adgreenskyft.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/adgreenskylf.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/adgreenskyrt.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/adgreenskyup.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/ame_bluefreeze/bluefreeze_bk.tga
vendored
Normal file
|
After Width: | Height: | Size: 768 KiB |
BIN
mod_xj18/gfx/env/ame_bluefreeze/bluefreeze_dn.tga
vendored
Normal file
|
After Width: | Height: | Size: 768 KiB |
BIN
mod_xj18/gfx/env/ame_bluefreeze/bluefreeze_ft.tga
vendored
Normal file
|
After Width: | Height: | Size: 768 KiB |
BIN
mod_xj18/gfx/env/ame_bluefreeze/bluefreeze_lf.tga
vendored
Normal file
|
After Width: | Height: | Size: 768 KiB |
BIN
mod_xj18/gfx/env/ame_bluefreeze/bluefreeze_rt.tga
vendored
Normal file
|
After Width: | Height: | Size: 768 KiB |
BIN
mod_xj18/gfx/env/ame_bluefreeze/bluefreeze_up.tga
vendored
Normal file
|
After Width: | Height: | Size: 768 KiB |
BIN
mod_xj18/gfx/env/bal_swampn2_bk.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/bal_swampn2_dn.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/bal_swampn2_ft.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/bal_swampn2_lf.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/bal_swampn2_rt.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/bal_swampn2_up.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/dragonvale_bk.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/dragonvale_dn.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/dragonvale_ft.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/dragonvale_lf.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/dragonvale_rt.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/dragonvale_up.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/intheclouds_bk.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/intheclouds_dn.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/intheclouds_ft.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/intheclouds_lf.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/intheclouds_rt.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/intheclouds_up.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/moonhigh_bk.tga
vendored
Normal file
|
After Width: | Height: | Size: 1.0 MiB |
BIN
mod_xj18/gfx/env/moonhigh_dn.tga
vendored
Normal file
|
After Width: | Height: | Size: 1.0 MiB |
BIN
mod_xj18/gfx/env/moonhigh_ft.tga
vendored
Normal file
|
After Width: | Height: | Size: 1.0 MiB |
BIN
mod_xj18/gfx/env/moonhigh_lf.tga
vendored
Normal file
|
After Width: | Height: | Size: 1.0 MiB |
BIN
mod_xj18/gfx/env/moonhigh_rt.tga
vendored
Normal file
|
After Width: | Height: | Size: 1.0 MiB |
BIN
mod_xj18/gfx/env/moonhigh_up.tga
vendored
Normal file
|
After Width: | Height: | Size: 1.0 MiB |
BIN
mod_xj18/gfx/env/moonrise_bk.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/moonrise_dn.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/moonrise_ft.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/moonrise_lf.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/moonrise_rt.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/moonrise_up.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/oreodays_bk.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/oreodays_dn.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/oreodays_ft.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/oreodays_lf.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/oreodays_rt.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/oreodays_up.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/problem-child_bk.tga
vendored
Normal file
|
After Width: | Height: | Size: 768 KiB |
BIN
mod_xj18/gfx/env/problem-child_dn.tga
vendored
Normal file
|
After Width: | Height: | Size: 768 KiB |
BIN
mod_xj18/gfx/env/problem-child_ft.tga
vendored
Normal file
|
After Width: | Height: | Size: 768 KiB |
BIN
mod_xj18/gfx/env/problem-child_lf.tga
vendored
Normal file
|
After Width: | Height: | Size: 768 KiB |
BIN
mod_xj18/gfx/env/problem-child_rt.tga
vendored
Normal file
|
After Width: | Height: | Size: 768 KiB |
BIN
mod_xj18/gfx/env/problem-child_up.tga
vendored
Normal file
|
After Width: | Height: | Size: 768 KiB |
BIN
mod_xj18/gfx/env/snowmoon_bk.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/snowmoon_dn.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/snowmoon_ft.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/snowmoon_lf.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/snowmoon_rt.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/snowmoon_up.tga
vendored
Normal file
BIN
mod_xj18/gfx/env/swampmod_bk.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/swampmod_dn.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/swampmod_ft.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/swampmod_lf.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/swampmod_rt.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/swampmod_up.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/violent180_bk.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/violent180_dn.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/violent180_ft.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/violent180_lf.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/violent180_rt.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
mod_xj18/gfx/env/violent180_up.tga
vendored
Normal file
|
After Width: | Height: | Size: 3.0 MiB |