and I'm just trying to make it so I can play JQ offline, how can I
compile it so it shows up in the mods menu?

On 10/1/11, ryan chou <[email protected]> wrote:
> 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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>>>>>
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