Yeah your site's still around, minus the paracitical Ken's games data. 
Sinse the move of TBRN servers to a different data-centre, we got rid of 
anything not really relevant to us.  You're still useful, so your data was 
kept.
http://tbrn.andrelouis.com/modgirl
for the JQ source and your other content.
Don't forget, I took over the running of the TBRN quake server and it has 
gotten quite a bit of interest, though to join it, you will have to use an 
older version of AQ.
Sometimes the server is actually full.
I posted a message about this only a few weeks ago so won't repeat myself, 
search the archives or write offlist.
In any case, new blood is always welcome.  More for me to kill.

From: Cara Quinn <[email protected]>
 on Thursday, April 02, 2009 6:11 AM

>    Hey All; As shaun is alluding to, to make this mod work with AQ, it
> will actually need to be rewritten.
>
>    AQ is itself, a mod of Quake.  Quake can only run one mod at a
> time.  So, in essence, any mod you'd like to run needs to have the
> access features of AQ or any others you'd like to have, written into
> it, and then the mod needs to be compiled and installed.
>
>    What I did to create JQ, was to start with the AQ code itself, and
> learn about Quake C.  (this is the language the game code is written
> in)  Then I hand coded all of the features into the AQ mod and
> compiled it.  That creates the spprogs.dat and qwprogs.dat files which
> the game engine runs.
>
>    It's possible to paste in code, however, one needs a knowledge of
> Quake C (QC) in order for this to work.  this is actual coding; it's
> not just changing out files here and there.  <smile>
>
>    So, this is doable, however it's way non-trivial.  <smile>  It's
> awesome that there's an interest though, as there needs to be more
> mods in my opinion, and I'd love to see the community keep growing!…
>
>    As far as learning about QC, there are lots of mod source code
> online as well as accompanying tutorials for much of it.  I've also
> made the complete source code for many of the JQ versions available on
> the tbrn site when it was up.   Andre, are ya out there?
>
>    Not sure what the current url is for the modgirl site.
>
>    Anyway, I hope this explains a bit and I hope you'll consider
> giving this a shot.  It's a time commitment but it's well worth doing
> in my opinion!…
>
> Smiles,
>
> Cara  :)
> ---
> View my Online Portfolio at:
> http://www.onemodelplace.com/CaraQuinn
>
> On Apr 1, 2009, at 7:13 AM, Matheus wrote:
>
> hey all.
> some monts ago, i found a mod for quake 1, called super duper quake.
> it adds allot of fun to the game, for example, monsters of the
> singleplayer can join deathmatch, there are many new weapons, more types
> of deathmatch including light saber duel,...
> what i'm wondering, if it's possible to add this mod into audioquake
> without doing many modifications to it, or if that's not possible?
> i'm really interested in this mod, but don't know if this is possible.
> i'm downloading it now, and will try to see what i can do, how the files
> are and compare it with the other mods that are in audioquake, but if
> someone knows how to make it playable, please tell me.
> thanks so much and best regards
> _______________________________________________
> AGRIP-discuss mailing list
> [email protected]
> http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss
>
> _______________________________________________
> AGRIP-discuss mailing list
> [email protected]
> http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss


_______________________________________________
AGRIP-discuss mailing list
[email protected]
http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss

Reply via email to