hi man, i really love your game called wrecking ball, and one wick ago i even searched for it, i went to google and searched for "index of /" "modgirl" to see the contents of the old page, and then i tried copying the link of your folder "ken's games" to the new address "tbrn.andrelouis.com/modgirl" and was surprised why it don't worked..." i was even going to announce that in audyssey, asking if someone else could upload these games to their site, so the games don't whould disappear. but i thought it was a problem related with moving the new website to the new location and that it whould be uploaded again, what i'm seeing is that it don't will be uploaded again. onj, in one point, i understand you man, that's right, it's your server, and your money, but why don't tell him before removing these games, or then leaving then in the server? i don't think that they whould cause problems in the month, and even if he contributed with the quake with the navsounds, and to sound rts... but it's personal opinion, and if its you that pay the server, you decide man. bfn -----Mensagem original----- De: "Ken" <[email protected]> Para: "AGRIP User and Developer discussion list"<[email protected]> Data: Sexta, 3 de Abril de 2009 01:59 Assunto: Re: [AGRIP-discuss] super duper quake mod
I don't know how you can say that my games data was parasitical since I worked on on the quake nav sounds and gave credit where it was due on the sound rts stuff. Frankly I'm insulted, and totally understand all game developers who have stopped making games. The blind community pretty much chews up and spits out any small-time developer of games or accessories of them, even if everything they produce is free. Kara was nice enough to host my games, game packs, and so on, and if she or anyone else thought they were parasitical they sure didn't tell me. Do you live near Sandusky Ohio, or are you planning a trip to Cedar Point? Receive a massage at very competitive rates--$40 per hour for a revitalizing therapeutic massage, $65 per house call--any time, anywhere (within reason.) Call 419-577-7973 I'll ease your pain and discomfort, loosen and mobilize your stiff joints, relax your achy muscles, and help you let go of stress, depression, and nervous anxiety... Ken Downey, LMT President of Blind Comfort! The Caring Without the Staring and DreamtechInteractive ----- Original Message ----- From: "Onj" <[email protected]> To: "AGRIP User and Developer discussion list" <[email protected]> Sent: Thursday, April 02, 2009 1:45 AM Subject: Re: [AGRIP-discuss] super duper quake mod 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 _______________________________________________ AGRIP-discuss mailing list [email protected] http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss
