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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