hi.
the following is required to get this mod going, someone with better experience 
can tell me, I killed the mod after doodling with it.
The following needs to be done.
1.  all the keys etc need to be configured for the agrip system, etc.
2.  all the stuff in the agrip autoexec needs to be put in to the mod.
3.  all modded stuff needs to go to mod.cfg.
4.  at this point I have no idea about the modded code but it looks like its 
all for the most part mouse and open gl which needs to be removed.
Crosshair needs to be substatuted with the audio crosshair mod, we probably 
should put in the slopes and entities mod.
The saber sfx are total crap and need to be replaced with the stuff in jq.
5.  the mod needs to be compiled with sprogs.dat and qprogs.dat being created 
in order for the game to start.
6. maps need to be edited for access and checked.
although we don't know till we can run em.
7.  misc sfx need to be edited /changed.
8.  we need to after we finnish actually see if all the mods, bot mods, etc and 
extra sfx needed to make this mod worth it accessible enough to actually use ie 
not have the sfx take over the buffer so like in jq versions over 3.8 the mod 
can't play sp levels.
In which case we will just have to remove some sfx.
as far as the mod db page says the game is offline although I have emailed the 
author and previding the address does not bounce we should know soon if he 
replies if he is interested in previding us with the required stuff.
I really need someone that can do this, someone that understands what they are 
doing, I understand some stuff but not much.
The conversion is not actually much, however we need to figure out where would 
go where in particular the keyboard layout for important features.
I think though since we have the source it shouldn't be to much trouble as long 
as someone knew what they ere doing I don't, I have a basic idea of what needs 
to be done but some of the code loses me.
ONe thing we need to do is find some way to cut out all graphics.
One way someone could do it previded they knew what they were doing was take 
jedyquake 4.1 or something and cut everything bar the saber code out, the 
crosshair  jet, crosshair, and location of enemies/ friendly bots/monsters 
entity mods and the slopes/door mod.
Once thats done try to push the other stuff on top of it without the graphics 
and see how much they can fit.
Advantage is that most of the access code is writeen.
disadvantage is we would have to work backwards to get the stuff done and may 
get mangled.
the other way would to be to put the modules we need from jq in with sfx, and 
see if it cut out.
Sounds simple but I have no idea how to go about it and how to put stuff in.
ONly good thing is all we would need would to be calling the mod ule files we 
need in the most basic sence and have the sfx for that in the directory.
That would fix some of it but the rest I have no idea.
 

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