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SuperDuper Quake 2.0

Postby hondobondo » Mon Mar 23, 2009 4:21 pm

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!
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Postby frag.machine » Mon Mar 30, 2009 4:18 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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thanks

Postby hondobondo » Mon Mar 30, 2009 4:17 pm

i'll check it out
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Postby CocoT » Tue Mar 31, 2009 11:59 pm

Oh no, I missed it! :(
Neurotic Conversions - New location: Update your bookmarks!
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hey cocot

Postby hondobondo » Wed Apr 15, 2009 10:28 pm

CocoT wrote:Oh no, I missed it! :(


do a search for sdquake20.exe or sdquake20 on google
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Postby CocoT » Thu Apr 16, 2009 12:21 am

Ooooh... thanks! :)
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textures

Postby hondobondo » Thu Apr 16, 2009 3:44 pm

CocoT wrote:Oh no, I missed it! :(

the file name for the textures:
darkplaces: dp_textures.exe
enhanced glquake: eglq_textures.exe
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Re: textures

Postby frag.machine » Thu Apr 16, 2009 11:33 pm

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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Postby MeTcHsteekle » Fri Apr 17, 2009 12:32 am

me think its second one
bah
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Postby frag.machine » Fri Apr 17, 2009 11:13 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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geez

Postby hondobondo » Wed Apr 22, 2009 3:36 pm

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
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Postby leileilol » Wed Apr 22, 2009 6:37 pm

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.
i should not be here
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Postby hondobondo » Wed Apr 22, 2009 11:48 pm

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
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