You probably can run it without compiling my mod, but if you run it with the regular JQ there may be sound precache errors. You will certainly get those errors with Deathtrap, so you'll either need to run that without any mod at all or install the two dat files in the id1 directory of your quake folder. Back up the original first though lol. Also, if you choose to use my config file, (you don't have to of course,) you'll need to type your name in. ----- Original Message ----- From: "ryan chou" <[email protected]> To: "AGRIP User and Developer discussion list" <[email protected]>
Sent: Friday, September 30, 2011 10:20 AM
Subject: Re: [AGRIP-discuss] New Mod, New Map, Tons of questions


wait so how do I compile the stuff so the mod will work?

On 9/30/11, ryan chou <[email protected]> wrote:
that's the whole point of that map

On 9/30/11, burakyuksek <[email protected]> wrote:
I downloaded the mod but I don't liked it myself. Because it is calling
me
as ken and there are a lot of monsters in the dogs map I couldn't find
time
to switch to my favorite weapon and shoot them. I think decrease the
number
of dogs.
saygilar sevgiler.
----- Original Message -----
From: "ryan chou" <[email protected]>
To: "AGRIP User and Developer discussion list"
<[email protected]>
Sent: Thursday, September 29, 2011 6:39 AM
Subject: Re: [AGRIP-discuss] New Mod, New Map, Tons of questions


so wait, can you adjust views for say the episodes where you have to
shoot a window/monster on a ledge? cause that'd be awesome

On 9/28/11, Ken's <[email protected]> wrote:
OK, so I've finally got a map good enough to post.  It's still kind of
crummy, but not bad.  Actually I'm posting two.  One, death of the
dogs,
is
a big map full of nothing but--you guessed it, dogs.  Well, ok, there
are

a
few other monsters just for fun, but doggies are the main thing.  I
began
that one when my mother's dog peed on my computer.
The second map, based on the first, should be more interesting.  It's
called
the death trap, and has all kinds of creatures. It might not work with
JQ,
but it will work with UltraQuake, my new mod.
I've got ldl questions.  First, how do I get triggers to work?  I've
got
a
trap-spikeshooter and a trigger_multiple targetted to it, but nothing
happens when I hit the trigger. I would also like to learn how to make
doors that are locked until you press a button, how to make shootable
doors
and buttons, and how to make walls move.  I tried making a func_wall,
but

it
said I needed a target.  I tried putting a path_corner down and
targetting
the wall to that, but still no go.  Any help would be awesome,
seriously.
The only problem with UltraQuake is that I have no idea how to put a
mod
together at all, so for now just back the old dat files up from JQ and
put
in these two.  I'll make a proper mod of it someday, I promise, but
there

is
more important work to be done--like home schooling my boy, so I don't
have
lots of free time.
In this spin-off of JQ you'll be able to play eppisodes without
precache
overflow errors.  You'll also hear your coordinates by pressing x if
you
also install my autoconfig.cfg file. Hit ; and ' to increase-decrease
scanning range, (buggy ecause buttons sounds disappear,) and use the
brackets to control scan speed.  It's not all documented yet, but the
commands are all in that autoexec.cfg file, along with 90-degree turns
and
180 degree turns as well as something I call the keychanger., which
changes
the functions of keys and the mouse.  Hold down the shift key, and if
you
shoot, you first have centerview--just in case. Hit the left and right
arrow
keys, and you'll turn 90 degrees.  Yeah, I know shift's used for
running,
but the speed is maxed out so you'll always be running anyway.  Also,
mouse
button 3 does an impulse 84, and I think the wheel makes you walk--Ive
been
playing it on my netbook for so long I cant remember.
Here's the link.
http://dl.dropbox.com/u/43484895/quake.zip

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