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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>
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