someone know where I can gt the missing enforcer sounds? not sure
where to find those so i can have all the sounds playing

On 9/30/11, Kenn Downey <[email protected]> wrote:
> 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
>>>>>>
>>>>>> _______________________________________________
>>>>>> AGRIP-discuss mailing list
>>>>>> [email protected]
>>>>>> http://lists.agrip.org.uk/mailman/listinfo/agrip-discuss
>>>>>>
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