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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

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@@ -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"

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==============================================================================
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.
===========================================================================

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//=============================================================================
//
// 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.
===========================================================================

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==============================================================================
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.
===========================================================================

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==============================================================================
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.
==============================================================================

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.: 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.

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___ ________ _______ _____ ___ _
_. ._ / _ \ | ___ \ \ / / ___/ ___|/ _ \ | |
.!' '!. / /_\ \| |_/ /\ 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
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================================================================
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.

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===========================================================================
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.

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===========================================================================
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!

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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.
============================================================

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================================================================
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.

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+-----------------------------------------------------------------------------+
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/

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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

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================================================================
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.

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