the source is on one of the versions 4.1a I am sure of this. there is a full source library. At 05:47 p.m. 3/04/2009, you wrote: > Guys, this is up to you. You can do all of this. Providing that >the source code is available for the mod, (I'm assuming it is) then >one or several of you can do what I did. > > Get the AQ code > > Look it over and get to know it > > Acquaint yourselves with QC via all of the online resources > > start modding the code. > > If everyone expects someone else to do it, then this will never get >done. Nobody made me do what I did. I did it because I think the >AGRIP project is really important, and I wanted to see elements of >Audio Quake included that weren't already there. > > You need to rely on yourselves for this sort of thing. You're all >smart and capable peeps! <smile> > > All of the resources are available, so it really doesn't get any >easier than this. I've even written up a really super basic modding >tutorial on the site that Onj just posted, as well as made the JQ >source available, as I've said. > > Over a year ago I set up two different times in which to do live >online voice chat sessions, and both times, no one showed. This was >after people said how interested they were. <smile> > > -Not tryin' to do the guilt thing here or anything, <smile> but >come on, try this out for yourselves, as Richard and others are doing >with LDL. > > I'm just suggesting that y'all get in on the action and stop >waiting for others to do this for you. <smile> > > YOu can develop mods yourself! > > Anyway, enough of my lil rant for now! lol! You rock and I'd love >to see what you guys can come up with! I'm happy to help where I can. > > Have an awesome night All! > >Smiles, > >Cara :) >--- >View my Online Portfolio at: >http://www.onemodelplace.com/CaraQuinn > >On Apr 1, 2009, at 10:31 PM, shaun everiss wrote: > >well I have contacted the author of the mod, and the address did not >bounce which means its active. >at least for 4 days that is, after 4 days if the system bounces then I >will know that something is not online at all. >According to mod db the thing is discontinued. >although there is and are loads of mods the most up to date one is >4.41a, the rest are just patches with no actual full versions. >though the guy is actually still writing if we can get the dates right. >Ofcause he probably will not join but I wander if some on here other >than myself write to him explaining everything if he may actually wish >to help. >Slim chance I know but if he does it will actually make it easier for >this mod to get redone, and maybe others. >At 06:11 p.m. 2/04/2009, you wrote: >> 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
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