I see slime and lava mentioned in the style.xml file but have no idea how to access it. ----- Original Message ----- From: "ryan chou" <[email protected]> To: "AGRIP User and Developer discussion list" <[email protected]>
Sent: Saturday, October 01, 2011 9:55 PM
Subject: 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, 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

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