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
> _______________________________________________
> AGRIP-discuss mailing list
> [email protected]
> http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss
>
> _______________________________________________
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