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