oh, how did I not think of that?
On 10/1/11, Kenn Downey <[email protected]> wrote: > By the way, I'm creating a new version of the map. I just wish I could add > lava and slime. I'm about to test it now, but hopefully there won't be any > monsters embedded in the wall like the last map. Got rid of enforcer, open > to ideas about the best monsters. > ----- Original Message ----- > From: "Kenn Downey" <[email protected]> > To: "AGRIP User and Developer discussion list" > <[email protected]> > Sent: Saturday, October 01, 2011 8:53 PM > Subject: Re: [AGRIP-discuss] monsters Fighting monsters: was Re: New Mod,New > Map, Tons of questions > > >> Yu mean, how to prevent falling so far true? >> s >> p >> o >> i >> l >> e >> r >> >> s >> p >> a >> c >> e >> >> This is the map's only puzzle, so don't read this until you are really >> ready... >> If you're standing in the exact center of the platform, take a step toward >> >> the next room. You'll hear the platform behind you going down. Wait till >> >> it's completely done going down, then take about two steps forward. >> You'll hear the drop sound, and a second later, the other platform will >> take you down to the next room. >> HTH >> >> ----- Original Message ----- >> From: "ryan chou" <[email protected]> >> To: "AGRIP User and Developer discussion list" >> <[email protected]> >> Sent: Saturday, October 01, 2011 8:14 PM >> Subject: Re: [AGRIP-discuss] monsters Fighting monsters: was Re: New Mod, >> New Map, Tons of questions >> >> >>>I got through that on overkill >>> but how do I get it so I don't get a massive chunk of health taken off >>> as soon as the platform stops and I move forward? >>> >>> On 10/1/11, Kenn Downey <[email protected]> wrote: >>>> Personally, I think the JQ weapons are just way too good for fighting >>>> monsters. Even the hellknights can be taken down with a few wild >>>> swings. >>>> By the way, I challenge you to get through deathtrap with only standard >>>> weapons, and no force powers. Getting from one room is very tricky--one >>>> wrong move and you fall. There is a way to get from one room to another >>>> without force jumps and jet packs tho. Have any of you found it yet? >>>> ----- Original Message ----- >>>> From: "ryan chou" <[email protected]> >>>> To: "AGRIP User and Developer discussion list" >>>> <[email protected]> >>>> Sent: Saturday, October 01, 2011 1:34 PM >>>> Subject: Re: [AGRIP-discuss] monsters Fighting monsters: was Re: New >>>> Mod, >>>> New Map, Tons of questions >>>> >>>> >>>>> yeah, but I want a challenge haha >>>>> and enforcers from what I've heard can be pretty bad >>>>> >>>>> On 10/1/11, Kenn Downey <[email protected]> wrote: >>>>>> Enforcer is in full quake. I'll replace enforcer with dogs so you can >>>>>> play--and kill puppies and demons too! >>>>>> My only wish now is to find out how to keep monsters from killing each >>>>>> other. When I play, I always set coop to 1, whether I want bots or >>>>>> not. >>>>>> That way I can keep track of my kills versus monster kills. Usually I >>>>>> only >>>>>> get about 30 out of 52, and the monsters get the rest. Bummer! >>>>>> >>>>>> ----- Original Message ----- >>>>>> From: "ryan chou" <[email protected]> >>>>>> To: "AGRIP User and Developer discussion list" >>>>>> <[email protected]> >>>>>> Sent: Saturday, October 01, 2011 6:30 AM >>>>>> Subject: Re: [AGRIP-discuss] New Mod, New Map, Tons of questions >>>>>> >>>>>> >>>>>>> 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 >>>>>> >>>>>> _______________________________________________ >>>>>> 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 > _______________________________________________ AGRIP-discuss mailing list [email protected] http://lists.agrip.org.uk/mailman/listinfo/agrip-discuss
