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
