I flatly refuse to run the new version.  I had issues with it and continue 
to do so despite not being stupid.
Also, you can't package it up for distribution when running the new 
version, because perl is not self-contained as with the old version.  I 
literally am running the old TBRN config, I managed to scrounge it from the 
now defunked Alphared data centre before they lost all our files.
In any case, the reason for a portable version is it contains better sounds 
than Mindgrid, new keyboard shortcuts for the JQ mod, plus a readme.
You can run it from a pendrive by calling a bat file, meaning no 
instalation is needed.
With the new version, this is practically impossible, and new players would 
have to register before they were even allowed near a server.  to me that 
takes away a lot of fun from the game, especially for times that a person 
just wants to join & shoot things.
With my version all you need do is download it, extract it, read the readme 
which is on the site, modify the last line of id1\config.cfg so your name 
isn't 'bad times', run start quake.bat, press s, and you're immediately 
connected to the server and can begin playing.
Sinse I resurrected the server I've seen about 15 to 20 new names that 
weren't known about when it was TBRN running the server.
Join me:
http://onj1.andrelouis.com/programs
Look for PortableAudioQuake.exe, and the QuickstartKeyguideForQuake.txt, 
before playing.

Until recently my server was logging it's stats to agrip, though for 
whatever reason it doesn't show up in the logs as of a few weeks ago. 
Therefore I am going to try and set up an independant stats server on my 
site, and if anybody does manage to get the new quake working to my 
player's satisfaction, will consider upgrading.
From: shaun everiss <[email protected]>
 on Thursday, April 02, 2009 8:20 AM

> 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
>>>
>>> _______________________________________________
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>>
>>
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