SuperDuper Quake 2.0
Moderator: InsideQC Admins
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SuperDuper Quake 2.0
is out.
http://mods.moddb.com/2769
be sure to grab the texture pack in the addons section or some of it will look like crap. nearly every monster in duke3d has been converted. enjoy!
http://mods.moddb.com/2769
be sure to grab the texture pack in the addons section or some of it will look like crap. nearly every monster in duke3d has been converted. enjoy!
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
Played it (a lot, actually). Looks pretty more robust, no more monsters getting stuck out of the map at least. Also, the new models are looking awesome. Got a couple minor problems, though: the helper robots now are really helping (heh), but they have the bad habit of attacking each other even if there are nearby enemies. Same to the Duke helper (haven't see the code, but I suspect fixing one will correct the other). I don't know if this was your intention, but this kinda sucks sometimes. Also, got an invincible grunt on bondo65, and the pigcar counting incorrectly at the end persists. Oh, and the mecha armor is messing up the flying cloud powerup (ie, you lose it if you had it before getting the mecha armor, and you gain it if you hadn't - looks like a wrong bitflag operation somewhere to me). On the bright side, the PDS now looks more balanced and the mecha armor kicks some real ass. Nice work.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
hey cocot
CocoT wrote:Oh no, I missed it!
do a search for sdquake20.exe or sdquake20 on google
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
textures
CocoT wrote:Oh no, I missed it!
the file name for the textures:
darkplaces: dp_textures.exe
enhanced glquake: eglq_textures.exe
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
Re: textures
hondobondo wrote:CocoT wrote:Oh no, I missed it!
the file name for the textures:
darkplaces: dp_textures.exe
enhanced glquake: eglq_textures.exe
Which one works with the built-in engine ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
So Bondo, what is your next move now ? Will you remove the contested artwork from the mod and release a new version ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
geez
frag.machine wrote:So Bondo, what is your next move now ? Will you remove the contested artwork from the mod and release a new version ?
i keep thinking about that. probably nothing. the best part of sdq are the monsters. i have no skills as a modeler and i've pretty much run out of interesting freely available q1 models. should i use q2 models? well why not just play q2? plus that's more copyright crap i don't need.
probably nothing. except maybe a patch. who knows
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
leileilol wrote:just make a new one from nothing and try out the DP extensions as ive suggested before.
Besides the junk, what your mod pretty much basically is, is per weapons and singe weapons combined.
gaylei you can take a dip in the potomac with an elephant tied around your neck and then if you survive you can kiss my ass, and actually play the mod
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
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