Oh well said Cara!

Darren H
www.MadAboutSmallville.com/
----- Original Message ----- 
From: "shaun everiss" <[email protected]>
To: "AGRIP User and Developer discussion list" 
<[email protected]>
Sent: Friday, April 03, 2009 7:58 AM
Subject: Re: [AGRIP-discuss] super duper quake mod


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
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