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Maxuy
Joined: 22 Jul 2010 Posts: 2
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Posted: Thu Jul 22, 2010 9:05 am Post subject: SuperDuperQuake; I need v_armor.mdl |
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Can someone send me v_armor.mdl?
http://i.imgur.com/WmCfc.png[/img] _________________ Im own this mods: ATF, Omen, KQP, SDQ, FVF, |
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hondobondo
Joined: 26 Sep 2006 Posts: 101
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Posted: Thu Jul 22, 2010 5:21 pm Post subject: |
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try downloading the main package again: superduper 2.5 |
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Maxuy
Joined: 22 Jul 2010 Posts: 2
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Posted: Thu Jul 22, 2010 6:59 pm Post subject: |
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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? _________________ Im own this mods: ATF, Omen, KQP, SDQ, FVF, |
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Dark$oul71
Joined: 05 Dec 2009 Posts: 55
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Posted: Thu Jul 22, 2010 8:47 pm Post subject: |
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Maxuy wrote: | hondobondo wrote: | try downloading the main package again: superduper 2.5 |
What? I use proquake.
I do not even know where I could get superduper 2.5. I myself had 2.6.
You can link it? |
http://www.moddb.com/mods/bondos-superduper-quake-25 |
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hondobondo
Joined: 26 Sep 2006 Posts: 101
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hondobondo
Joined: 26 Sep 2006 Posts: 101
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Dark$oul71
Joined: 05 Dec 2009 Posts: 55
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JamesSimon

Joined: 04 Aug 2010 Posts: 1 Location: Las Vegas
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Posted: Wed Aug 04, 2010 1:43 am Post subject: |
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^ whoa! thanks for that. how often do these releases get, err.... released? lol. _________________ stop divorce
rocket spanish review |
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hondobondo
Joined: 26 Sep 2006 Posts: 101
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Posted: Wed Aug 04, 2010 8:15 pm Post subject: |
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JamesSimon wrote: | ^ whoa! thanks for that. how often do these releases get, err.... released? lol. |
every random month  |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Sat Aug 14, 2010 6:33 pm Post subject: |
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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. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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hondobondo
Joined: 26 Sep 2006 Posts: 101
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Posted: Sat Aug 14, 2010 9:00 pm Post subject: |
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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 |
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hondobondo
Joined: 26 Sep 2006 Posts: 101
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Posted: Sat Aug 14, 2010 9:02 pm Post subject: |
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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 |
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hondobondo
Joined: 26 Sep 2006 Posts: 101
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Posted: Sat Aug 14, 2010 9:07 pm Post subject: |
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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 |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Sat Aug 14, 2010 9:55 pm Post subject: |
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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 ?  _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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