How To Install Arcane Dimensions



  1. Arcane Dimensions Mod
  2. How To Install Arcane Dimensions
How To Install Arcane Dimensions

Arcane Dimensions Mod

  1. Arcane Dimensions, by Sock (Simon O' Callaghan) + many others, is unlike any other Quake expansion out there. Each map, or 'dimension', teleports the player to a very different area, with a very different vibe and overall 'feel'.
  2. Arcane Dimensions works with many source ports, QuakeSpasm, vkQuake, MarkV, QSS, FTE and DP. Not all features (real time lighting, HD textures) are supported on some of the advanced (DP/FTE) engines. I would recommend QuakeSpasm (vk if hardware) for an original vibe that looks closer to the original game.
  3. Install the mod first in some mod folder, then put the patch's files in on top of it, to add or replace some of the mod's files. Arcane Dimensions is made to work.

Arcane Dimensions Is Quake Rethought For 2016. Because that's the thing: playing Arcane Dimensions makes Quake once again. A fresh install of quakespasm and this addon. Anyone know how to install this properly? That means new, detailed weapon models, monsters (some from the excellent Arcane Dimensions), levels and more.


Welcome to the official Advent of Ascension Wiki, a community project dedicated to providing information on the Advent of Ascension mod. The wiki currently has 1,938articles and 5,473 files and is maintained by 10 active contributors from the community; everyone is encouraged to contribute.

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Download


Latest version: 3.4for Minecraft 1.15.2

To download, click here!

Upcoming content can be viewed here.

To install Advent of Ascension, the user has to have downloaded Forge first. Forge can be downloaded here (click here for 1.12.2 and here for 1.7.10). You will need a minimum of Forge 31.2.10 to play this mod in 1.15.2 (Forge 14.23.5.2846 for 1.12.2). Once the user has properly installed forge, one can download the mod here. Once one downloads the mod jar file, they must move it to their mods folder in their Minecraft directory. If a mods folder does not exist, the user can simply create one.

Advent of Ascension is only available for Minecraft: Java Edition on Windows, Mac, and Linux, for Minecraft versions 1.15.2, 1.12.2 and 1.7.10*. Advent of Ascension cannot be installed to any other version of Minecraft: Java Edition or any other edition of Minecraft. Advent of Ascension can also only be installed with Forge; it cannot be installed with Fabric or any other similar mod loader.

Advent of Ascension (also called Nevermine; abbreviated as AoA) is a large action and adventure mod for Minecraft. The mod was created by Xolova, and is currently being developed by Scimiguy, with Ursun and NeoVolt as artists, and Firch as a sound artist.

Advent of Ascension is a mod with a large amount of content. Gameplay in the mod includes exploring 22 dimensions, each with its own generation, structures, mobs, blocks, and items. While traveling through the dimensions, the player can mine ores, locate structures, and battle entities with various abilities.

The player can gear up in one of the mod's many armor sets, most having a special ability granted to the player when worn. One may also choose between a large selection of weapons, ranging from melee weapons like swords, to ranged weapons, such as bows, guns, and staves. With the new gear in-hand, the player can potentially battle one of the mod's 35 bosses.

Along the way, the player can also train various skills, which can grant the player access to new areas of the game, and give the player access to new items or resources.

For more information, check out the official CurseForge page, the Discord server, or the Github page.

How To Install Arcane Dimensions

News and Updates
3.4 was released on 11 December 2020

The new 3.4 update, which ports the mod to 1.15.2, was released on 11 December 2020. The download for 3.4 is available here.

Besides porting to 1.15.2, the update features some other features:

  • Crossbows were added. There are a total of 9 crossbows in 3.4.
  • Archerguns as a weapon type were removed.
  • The statue blocks that were dropped by bosses have been changed to 'trophy' blocks. These are little pedestal blocks with a spinning mob displayed on them.
  • The mod's logs have received stripped variants, and the mod's planks can be made into pressure plates and buttons. The mod's stone can now be made into stairs and slabs. Walls were added and can be made out of the mod's stone, bricks, and ivory.
  • Support for some of 1.14's new utility blocks, such as the Blast Furnace, has been added.

Click here for more information about 3.4.

Previous posts about news and updates can be found in the News and Update Archive

Mod Additions
Items
Blocks
Information on blocks that are used in world generation or for decoration.
Weapons
Items that deal damage in various ways.
Tools
Items that allow you to harvest different sorts of materials.
Armor
Items that provide defensive stats and bonus status effects when worn.
Items
Items used for crafting, trading and more.
Enchantments
Valuable enchantments players can put on their gear.
Tablets
Items that grant various effects when placed on the ground.
Gameplay
Ancient Teleportation
Information on how to create and light a portal to different dimensions.
Resource Systems
Different resources used to aid the player.
Skills
Skills the player can train, which grant various rewards.
Events
Special events that take place at day or night, where special mobs can spawn.
XP Table
A table demonstrating the total and required experience for leveling up skills.
Gamerules
Per-world settings that can change certain aspects of the mod.
Configuration
Information on the mod's configuration file.
Third-Party Mod Integration
Information on how the mod directly interacts with certain other mods.
Dimensions
Dimensions
The mod adds 22 dimensions to Minecraft. The dimensions vary in their terrain, mobs and generated structures.
Creatures
Mobs
The mod adds at least 320 different mobs into the game. The mobs have varying health and abilities.
Bosses
The mod adds a total of 35 bosses for the player to battle.
Minions
Summoned creatures that can help you in battle.
NPCs
Creatures and humans that trade with players for items.
Display Gallery
Links
Official links
The main Minecraft website to get the game!
The mod's official CurseForge page.
Chat about the mod here!
Report bugs or make suggestions here.
View the terms of use and licensing for Advent of Ascension
The minecraft forums thread for Advent of Ascension, which contains historical information.


Versions
  • A page showing the many different updates that have occurred to the mod.
Planned features
  • Information about content planned to be added can be found here.
Mentioned features
  • Information on content mentioned by a developer, but is currently not considered planned.
Removed features
  • Information on features that existed in the mod in the past, but do not exist in the current version.
Unused features
  • Information on features that were either planned for the mod, but scrapped, or other unused content found in the mod's files.
Making an Addon
  • Information on how Advent of Ascension allows other mods to directly interact with it for added features.

Changes to the main page can be made on the editcopy.Changing the latest version can be done here.

Retrieved from 'https://adventofascension.gamepedia.com/Advent_of_Ascension_Wiki?oldid=96945'
  • 1How do I obtain the DUSK SDK?

How do I obtain the DUSK SDK?[edit]

Steam[edit]

If you purchased DUSK through Steam, you can access the SDK through the dusk_sdk branch.

In order to access this branch, locate DUSK in your Steam library and enter its properties menu by right clicking on it.

Once you have opted into the dusk_sdk branch as pictured above, Steam will begin downloading the SDK.

In order to launch the SDK, play DUSK via the green 'PLAY' button on Steam and choose 'Launch Dusk SDK'.

Dimensions

Note that launching the game through the downloads tab or through a desktop shortcut will not launch the SDK.

Alternatively, you may navigate to the game directory and run dusk_win.bat in the SDK folder.

If you notice a brand new 'Modding' option at the main menu, then you have successfully launched the SDK.

GOG[edit]

If you purchased DUSK through GOG, you can access the SDK through a private channel named SDK.

Locate DUSK in your GOG library and navigate to Manage Installation -> Configure.

You should now see an option to enable beta channels. If you are running GOG Galaxy 2.0, navigate to the Installation tab and choose 'Change private channel password', which can be found in the beta channels dropdown. When prompted, enter oohagiantbarn.

The SDK private channel should now be available to you. Once you have installed it, you may launch the SDK by navigating to the game's installation folder and running dusk_win.bat inside the SDK folder.

What can I do with the SDK?[edit]

Currently the Dusk SDK can be used to create and load custom levels and replace most sounds and textures. Replacing models, music, all sounds/textures, scripting etc are all planned at a future time.

Where do I find mods?[edit]

Dusk mods can be found on duskmods.com and the Dusk ModDB page. For more information join the New Blood Discord. You can also check out the Dusk subreddit

How do I make maps?[edit]

Any map editor capable of exporting Quake-Half-life .bsps should be compatible with Dusk. TrenchBroom is the officially suggested mapping software.

Configuring TrenchBroom for DUSK[edit]

Video Tutorial:

How do I assemble my mod?[edit]

  1. Create a folder in SDK/mnt/local/ and name it whatever you want your mod to show up as in the in-game menu.
  2. Inside that folder, textures/sounds/maps should be placed in corresponding folders named texturessounds and maps.
  3. If you want sounds and textures to replace the default ones, name them the same thing as the corresponding sound/texture found in SDK/mnt/local/sounds/ or SDK/mnt/local/textures/ (the file extension needs to be the same as well).
  4. Make sure to activate the mod in the modding menu.
  5. See 'Running Mods' for information on how to load mods/maps.

How do I run Quake maps?[edit]

Quake maps can be found inside [Quake install location]/id1/PAK0.PAK and [Quake install location]/id1/PAK1.PAK. To extract them, you will need a program such as Pak Explorer or Slade3.

  1. Create a folder in [DUSK install location]/mnt/local/ named 'quake maps' (although this can be named whatever you want).
  2. Place Quake's palette.lmp file here, and create a new folder named 'maps' (this CANNOT be named whatever you want).
  3. Place your Quake maps inside that folder.
  4. Run the Dusk SDK (for more information see 'How do I get the SDK?' above).
  5. On the main menu click 'modding' and ensure 'quake maps' (or whatever you've named it) is enabled.
  6. Back out of the 'modding' menu and click 'campaign' then 'custom level.'
  7. Select the map you wish to play from the list, choose your difficulty, and have fun!

Note that some entities and functionality from Quake are yet to be implemented, or still require improvement.

How do I run Half-life maps?[edit]

Half-life maps can be found in the [Half-life install location]/valve/maps/ folder and do not need a special program to be extracted. Anything with a '.bsp' extension is a map.

  1. Create a folder in [DUSK install location]/mnt/local/ named 'half-life maps' (although this can be named whatever you want).
  2. Create a new folder inside this named 'maps' (this CANNOT be named whatever you want).
  3. Place your Half-life maps inside that folder.
  4. Run the Dusk SDK (for more information see 'How do I get the SDK?' above).
  5. On the main menu click 'modding' and ensure 'half-life maps' (or whatever you've named it) is enabled.
  6. Back out of the 'modding' menu and click 'campaign' then 'custom level.'
  7. Select the map you wish to play from the list, choose your difficulty, and have fun!

Many Half-life maps also require accompanying wad files for textures. These can be found in the [Half-life install location]/valve/ folder. Copy everything with a '.wad' extension and paste them into your 'half-life maps' folder (or whatever you've named it). Note that these should be in the same folder as 'maps,' NOT in the 'maps' folder itself.

Note that many entities and most functionality from Half-life are yet to be implemented or are only partially implemented. Also note that Dusk does not currently support Half-life style level transitions, so entering any level transition trigger will cause the end level screen to be displayed and the next level to be loaded anew.

Can I run user maps made for Quake/Half-life?[edit]

In most cases, yes. Dusk should be able to load user maps for Quake/Half-life using the respective methods outlined above. However this is highly dependent on the map in question, and we can't guarantee compatibility. Also note that larger Quake maps such as those in Arcane Dimensions and Wrath can technically be loaded but currently experience significant issues.

Retrieved from 'https://dev.newblood.games/index.php?title=Dusk:FAQ&oldid=178'