Sent: Saturday, October 01, 2011 9:55 PMSubject: Re: [AGRIP-discuss] monsters Fighting monsters: was Re: New Mod, New Map, Tons of questions
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, opento 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 PMSubject: Re: [AGRIP-discuss] monsters Fighting monsters: was Re: New Mod,NewMap, Tons of questionsYu 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 towardthe next room. You'll hear the platform behind you going down. Wait tillit'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 PMSubject: Re: [AGRIP-discuss] monsters Fighting monsters: was Re: New Mod,New Map, Tons of questionsI 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 anotherwithout 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 questionsyeah, 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 canplay--and kill puppies and demons too!My only wish now is to find out how to keep monsters from killing eachother. 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 Ionly 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 questionssomeone 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 itwith the regular JQ there may be sound precache errors. You will certainly get thoseerrors with Deathtrap, so you'll either need to run that without anymod atall or install the two dat files in the id1 directory of your quakefolder. 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 questionswait 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 meas ken and there are a lot of monsters in the dogs map I couldn'tfind timeto switch to my favorite weapon and shoot them. I think decreasethe 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 AMSubject: Re: [AGRIP-discuss] New Mod, New Map, Tons of questionsso 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 stillkind ofcrummy, but not bad. Actually I'm posting two. One, death ofthe dogs, isa 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 nothinghappens when I hit the trigger. I would also like to learn howto 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 itsaid I needed a target. I tried putting a path_corner down andtargettingthe 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 toput a modtogether at all, so for now just back the old dat files up fromJQ and putin these two. I'll make a proper mod of it someday, I promise,but there ismore important work to be done--like home schooling my boy, soI don't have lots of free time.In this spin-off of JQ you'll be able to play eppisodes withoutprecacheoverflow errors. You'll also hear your coordinates by pressingx 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 changesthe 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
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