hmmm thats what registration is for.
I registered with agrip, however I never check the test page.
Onj registration is only a 1 time thing once you have an account you can go 
anywhere just enter it once and then well you start.
no issue.
At 08:52 p.m. 2/04/2009, you wrote:
>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
>>>> _______________________________________________
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