hmmm thats what registration is for. I registered with agrip, however I never check the test page. Onj registration is only a 1 time thing once you have an account you can go anywhere just enter it once and then well you start. no issue. At 08:52 p.m. 2/04/2009, you wrote: >I flatly refuse to run the new version. I had issues with it and continue >to do so despite not being stupid. >Also, you can't package it up for distribution when running the new >version, because perl is not self-contained as with the old version. I >literally am running the old TBRN config, I managed to scrounge it from the >now defunked Alphared data centre before they lost all our files. >In any case, the reason for a portable version is it contains better sounds >than Mindgrid, new keyboard shortcuts for the JQ mod, plus a readme. >You can run it from a pendrive by calling a bat file, meaning no >instalation is needed. >With the new version, this is practically impossible, and new players would >have to register before they were even allowed near a server. to me that >takes away a lot of fun from the game, especially for times that a person >just wants to join & shoot things. >With my version all you need do is download it, extract it, read the readme >which is on the site, modify the last line of id1\config.cfg so your name >isn't 'bad times', run start quake.bat, press s, and you're immediately >connected to the server and can begin playing. >Sinse I resurrected the server I've seen about 15 to 20 new names that >weren't known about when it was TBRN running the server. >Join me: >http://onj1.andrelouis.com/programs >Look for PortableAudioQuake.exe, and the QuickstartKeyguideForQuake.txt, >before playing. > >Until recently my server was logging it's stats to agrip, though for >whatever reason it doesn't show up in the logs as of a few weeks ago. >Therefore I am going to try and set up an independant stats server on my >site, and if anybody does manage to get the new quake working to my >player's satisfaction, will consider upgrading. >From: shaun everiss <[email protected]> > on Thursday, April 02, 2009 8:20 AM > >> 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 >>>> _______________________________________________ >>>> 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
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