will the server be updated for the new version of aq? At 06:45 p.m. 2/04/2009, you wrote: >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
_______________________________________________ AGRIP-discuss mailing list [email protected] http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss
