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SuperDuper Quake 2.0

 
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hondobondo



Joined: 26 Sep 2006
Posts: 101

PostPosted: Mon Mar 23, 2009 4:21 pm    Post subject: SuperDuper Quake 2.0 Reply with quote

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

PostPosted: Mon Mar 30, 2009 4:18 am    Post subject: Reply with quote

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.
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hondobondo



Joined: 26 Sep 2006
Posts: 101

PostPosted: Mon Mar 30, 2009 4:17 pm    Post subject: thanks Reply with quote

i'll check it out
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CocoT



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

PostPosted: Tue Mar 31, 2009 11:59 pm    Post subject: Reply with quote

Oh no, I missed it! Sad
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hondobondo



Joined: 26 Sep 2006
Posts: 101

PostPosted: Wed Apr 15, 2009 10:28 pm    Post subject: hey cocot Reply with quote

CocoT wrote:
Oh no, I missed it! Sad


do a search for sdquake20.exe or sdquake20 on google
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CocoT



Joined: 14 Dec 2004
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PostPosted: Thu Apr 16, 2009 12:21 am    Post subject: Reply with quote

Ooooh... thanks! Smile
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hondobondo



Joined: 26 Sep 2006
Posts: 101

PostPosted: Thu Apr 16, 2009 3:44 pm    Post subject: textures Reply with quote

CocoT wrote:
Oh no, I missed it! Sad

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

PostPosted: Thu Apr 16, 2009 11:33 pm    Post subject: Re: textures Reply with quote

hondobondo wrote:
CocoT wrote:
Oh no, I missed it! Sad

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


Which one works with the built-in engine ?
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MeTcHsteekle



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

PostPosted: Fri Apr 17, 2009 12:32 am    Post subject: Reply with quote

me think its second one
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Fri Apr 17, 2009 11:13 pm    Post subject: Reply with quote

So Bondo, what is your next move now ? Will you remove the contested artwork from the mod and release a new version ?
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hondobondo



Joined: 26 Sep 2006
Posts: 101

PostPosted: Wed Apr 22, 2009 3:36 pm    Post subject: geez Reply with quote

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

PostPosted: Wed Apr 22, 2009 6:37 pm    Post subject: Reply with quote

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: 101

PostPosted: Wed Apr 22, 2009 11:48 pm    Post subject: Reply with quote

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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