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SuperDuper Quake 2.0

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hondobondo Joined: 26 Sep 2006 Posts: 102 |

Posted: Mon Mar 23, 2009 4:21 pm Post subject: 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!

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Mon Mar 30, 2009 4:18 am Post subject: |

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.
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

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hondobondo Joined: 26 Sep 2006 Posts: 102 |

Posted: Mon Mar 30, 2009 4:17 pm Post subject: thanks |

i'll check it out

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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Tue Mar 31, 2009 11:59 pm Post subject: |

Oh no, I missed it! _________________ http://www.planetcocot.net/

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hondobondo Joined: 26 Sep 2006 Posts: 102 |

Posted: Wed Apr 15, 2009 10:28 pm Post subject: hey cocot |

CocoT wrote:
Oh no, I missed it!

do a search for sdquake20.exe or sdquake20 on google

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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Thu Apr 16, 2009 12:21 am Post subject: |

Ooooh... thanks! _________________ http://www.planetcocot.net/

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hondobondo Joined: 26 Sep 2006 Posts: 102 |

Posted: Thu Apr 16, 2009 3:44 pm Post subject: textures |

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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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Thu Apr 16, 2009 11:33 pm Post subject: 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 ?
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

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MeTcHsteekle Joined: 15 May 2008 Posts: 397 Location: its a secret |

Posted: Fri Apr 17, 2009 12:32 am Post subject: |

me think its second one _________________ bah

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Fri Apr 17, 2009 11:13 pm Post subject: |

So Bondo, what is your next move now ? Will you remove the contested artwork from the mod and release a new version ? _________________ frag.machine - Q2K4 Project http://fragmachine.quakedev.com/

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hondobondo Joined: 26 Sep 2006 Posts: 102 |

Posted: Wed Apr 22, 2009 3:36 pm Post subject: 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

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Wed Apr 22, 2009 6:37 pm Post subject: |

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. _________________

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hondobondo Joined: 26 Sep 2006 Posts: 102 |

Posted: Wed Apr 22, 2009 11:48 pm Post subject: |

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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