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
>>>>>>>>>>>>>
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>>>>>>>>>>
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