SuperDuper Quake is back and better than EVER!
Moderator: InsideQC Admins
SuperDuperQuake; I need v_armor.mdl
Im own this mods: ATF, Omen, KQP, SDQ, FVF,
- Maxuy
- Posts: 2
- Joined: Thu Jul 22, 2010 8:50 am
Maxuy wrote:hondobondo wrote:try downloading the main package again: superduper 2.5
What? I use proquake.
I do not even know where I could get superduper 2.5. I myself had 2.6.
You can link it?
http://www.moddb.com/mods/bondos-superduper-quake-25
- Dark$oul71
- Posts: 58
- Joined: Sat Dec 05, 2009 6:56 pm
Dark$oul71 wrote:Maxuy wrote:hondobondo wrote:try downloading the main package again: superduper 2.5
What? I use proquake.
I do not even know where I could get superduper 2.5. I myself had 2.6.
You can link it?
http://www.moddb.com/mods/bondos-superduper-quake-25
2.6 is just a patch. first download 2.5, then 2.7 patch.
http://www.moddb.com/mods/bondos-superduper-quake-25/downloads/superduper-quake-patch-27
proquake's not gonna work. use the engine at the website, 0.91 version
http://www.moddb.com/mods/bondos-superduper-quake-25/downloads/superduper-quake-engine-091
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
new patch 2.777 online!
should be ready tomorrow:
http://www.moddb.com/mods/bondos-superduper-quake-25/downloads/superduper-quake-patch-2777
http://www.moddb.com/mods/bondos-superduper-quake-25/downloads/superduper-quake-patch-2777
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
Re: new patch 2.777 online!
Updated patch for SDQuake:
http://www.moddb.com/mods/bondos-superd ... atch-27771
Thanks a lot hondobondo !
http://www.moddb.com/mods/bondos-superd ... atch-27771
Thanks a lot hondobondo !
- Dark$oul71
- Posts: 58
- Joined: Sat Dec 05, 2009 6:56 pm
JamesSimon wrote:^ whoa! thanks for that. how often do these releases get, err.... released? lol.
every random month
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
Hey bondo,
I tried to build the src code into the "sdqsp27" folder, but the resulting progs.dat is smaller than the one bundled with the mod, and doesn't spawn monsters when the invasion starts. OTOH the source into the "test" folder does compile and the resulting progs.dat works as expected, except it's referring to lots of missing models (some from the HRP versions, other that I am pretty sure do exist but may have been renamed or something). Can you fix it in the next release ? I think I can help to fix and improve some stuff in SDQ.
I tried to build the src code into the "sdqsp27" folder, but the resulting progs.dat is smaller than the one bundled with the mod, and doesn't spawn monsters when the invasion starts. OTOH the source into the "test" folder does compile and the resulting progs.dat works as expected, except it's referring to lots of missing models (some from the HRP versions, other that I am pretty sure do exist but may have been renamed or something). Can you fix it in the next release ? I think I can help to fix and improve some stuff in SDQ.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
frag.machine wrote:Hey bondo,
I tried to build the src code into the "sdqsp27" folder, but the resulting progs.dat is smaller than the one bundled with the mod, and doesn't spawn monsters when the invasion starts. OTOH the source into the "test" folder does compile and the resulting progs.dat works as expected, except it's referring to lots of missing models (some from the HRP versions, other that I am pretty sure do exist but may have been renamed or something). Can you fix it in the next release ? I think I can help to fix and improve some stuff in SDQ.
sdqsp27 is code meant for play on single player maps, where you progress through the level to the exit. no monsters spawn, and they don't chase you. i should have documented that somewhere. you also can only carry two weapons (or 3?) plus the melee, you can't grapple, and there's more gibs per monster. as for test, i'm not even sure that's supposed to be there. that's old stuff
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
frag.machine wrote:Hey bondo,
I tried to build the src code into the "sdqsp27" folder, but the resulting progs.dat is smaller than the one bundled with the mod, and doesn't spawn monsters when the invasion starts. OTOH the source into the "test" folder does compile and the resulting progs.dat works as expected, except it's referring to lots of missing models (some from the HRP versions, other that I am pretty sure do exist but may have been renamed or something). Can you fix it in the next release ? I think I can help to fix and improve some stuff in SDQ.
also a lot of weapons are removed because you just can't drop a nuke or deathshead in e1m1, and all the class 5 monsters are removed because they just won't fit
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
hondobondo wrote:JamesSimon wrote:^ whoa! thanks for that. how often do these releases get, err.... released? lol.
every random month
that's usually when i've gathered enough changes to make it worth a download
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
hondobondo wrote:frag.machine wrote:Hey bondo,
I tried to build the src code into the "sdqsp27" folder, but the resulting progs.dat is smaller than the one bundled with the mod, and doesn't spawn monsters when the invasion starts. OTOH the source into the "test" folder does compile and the resulting progs.dat works as expected, except it's referring to lots of missing models (some from the HRP versions, other that I am pretty sure do exist but may have been renamed or something). Can you fix it in the next release ? I think I can help to fix and improve some stuff in SDQ.
sdqsp27 is code meant for play on single player maps, where you progress through the level to the exit. no monsters spawn, and they don't chase you. i should have documented that somewhere. you also can only carry two weapons (or 3?) plus the melee, you can't grapple, and there's more gibs per monster. as for test, i'm not even sure that's supposed to be there. that's old stuff
Yup, I realized it's a pre-2.5 source, maybe something I haven't deleted from my sdq folder. Anyway, how can I get the regular source so I can play with that a bit ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Anyone ? Bueller ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
frag.machine wrote:hondobondo wrote:frag.machine wrote:Hey bondo,
I tried to build the src code into the "sdqsp27" folder, but the resulting progs.dat is smaller than the one bundled with the mod, and doesn't spawn monsters when the invasion starts. OTOH the source into the "test" folder does compile and the resulting progs.dat works as expected, except it's referring to lots of missing models (some from the HRP versions, other that I am pretty sure do exist but may have been renamed or something). Can you fix it in the next release ? I think I can help to fix and improve some stuff in SDQ.
sdqsp27 is code meant for play on single player maps, where you progress through the level to the exit. no monsters spawn, and they don't chase you. i should have documented that somewhere. you also can only carry two weapons (or 3?) plus the melee, you can't grapple, and there's more gibs per monster. as for test, i'm not even sure that's supposed to be there. that's old stuff
Yup, I realized it's a pre-2.5 source, maybe something I haven't deleted from my sdq folder. Anyway, how can I get the regular source so I can play with that a bit ?
should be in the latest patch in the NOHRP folder. let me know if it isn't. if you may any changes you like also let me know and i'll check it out
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
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