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Kurok total conversion. Goto page Previous 1, 2, 3 Next

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Mon Sep 15, 2008 7:39 pm Post subject: |

ceriux wrote:
yea, i was going to . but i dont feel like getting another engine just to play it...

A day ago, you posted in 3 forums to asking about different engines.
Now today, you won't play this because it uses a different engine?
Where is the consistency?
/I'm joking around but this is well worth downloading and the engine is in the download and you just double click it. As I said in a post above, this requires no configuration or monkeying around to run.

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ceriux Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA |

Posted: Mon Sep 15, 2008 8:23 pm Post subject: |

no doubt it looks good , i watched a video on it! lol and i was just asking about different engines for server purposes. id just like to stick to one engine is all. _________________ QuakeDB - Quake ModDB Group

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Mon Sep 15, 2008 9:22 pm Post subject: |

LordHavoc has been heard to openly consider adding support for Kurok in DarkPlaces... If you pester him about it, he might do it faster _________________ Look out for Twigboy

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MDave Joined: 17 Dec 2007 Posts: 75 |

Posted: Mon Sep 15, 2008 10:05 pm Post subject: |

I don't know if he'd consider it, because Kurok's modifications dosn't use many standards set by the quake standards group, and some might seem as a little hacky or weird (due to my not too great programming skills, I'm more of a graphics guy )
One of them being how I made it so you can make quake 1 format sprites additive or filter blend effects depending on the unused 'beam length' value stored in each sprite 10 for additive, 20 for filter etc.
Reason for this, is because the orignal target platform is the PSP, and memory is very, very tight. So I can't really afford (or know how to) put in tga image formats that support the alpha channel.
HUD with the extra current ammo and ammo type amounts is another.
Then theres the bounding box alterations, which are basically 12 x 12 instead of the quake 16 x 16 so the player and enemy character models collision are more accurate in terms of 'real' human proportions and hit detection ...

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ceriux Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA |

Posted: Mon Sep 15, 2008 11:48 pm Post subject: |

if i install his mod and the engine, would it mess up my darkplaces installation? _________________ QuakeDB - Quake ModDB Group

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Downsider Joined: 16 Sep 2008 Posts: 477 |

Posted: Tue Sep 16, 2008 1:37 am Post subject: |

You're in the clear as long as you keep the folders seperate, basically.

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Tue Sep 16, 2008 4:11 am Post subject: |

ceriux wrote:
if i install his mod and the engine, would it mess up my darkplaces installation?

It's a total conversion so don't unzip it in your Quake folder, unzip it in it's own folder.
The double-click "Kurok-client.bat" and it starts.
Pretend it is a standalone game that has nothing to do with Quake and treat it as such and you'll be fine.

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ceriux Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA |

Posted: Wed Sep 17, 2008 12:28 am Post subject: |

ahh, ok thanks. is there any dedicatd servers yet for kurok? _________________ QuakeDB - Quake ModDB Group

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Wed Sep 17, 2008 6:48 am Post subject: |

Does Kurok even have multiplayer? _________________ Look out for Twigboy

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MDave Joined: 17 Dec 2007 Posts: 75 |

Posted: Wed Sep 17, 2008 10:05 am Post subject: |

Of course, it's even got deathmatch flags in the create server menu for things like Health Regen, Armor Regen, All Weapons, Infinite Ammo, Snipers Only, Shotguns Only, No Bots etc Plus I didn't make multiplayer maps for nothing Hint: Remote Mines are a blast sticks to players and monsters, reload (r by default) also acts as a secondary mode for weapons that don't use reloading.

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Fri Sep 19, 2008 6:43 am Post subject: |

Sounds neat _________________ Look out for Twigboy

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Tue Sep 23, 2008 4:34 am Post subject: |

MDave, I just want to say you are an inspiration. And a stud. I saw that Halo-ish Quake thing someone is doing that was inspired by Kurok [yeah, yeah they're gonna get in trouble eventually but that's beside the point]. And that doesn't seem to be only modder I've seen that started getting ideas after seeing your work.
And after seeing 1 guy (you) do all that work, I don't feel like I have any good excuses for some ideas I have that I had got frustrated with in the past.

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ceriux Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA |

Posted: Tue Sep 23, 2008 5:00 am Post subject: |

Baker wrote:
MDave, I just want to say you are an inspiration. And a stud. I saw that Halo-ish Quake thing someone is doing that was inspired by Kurok [yeah, yeah they're gonna get in trouble eventually but that's beside the point]. And that doesn't seem to be only modder I've seen that started getting ideas after seeing your work.
And after seeing 1 guy (you) do all that work, I don't feel like I have any good excuses for some ideas I have that I had got frustrated with in the past.

i just became part of that team ...

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

Posted: Tue Sep 23, 2008 8:09 pm Post subject: |

It's cool if a new brand of Quake1 modders (the PSP ones) bring new life to our old favourite game, I'm all for it Something kind of similar happened with DreamCast, I guess, but I can't remember anything that was released exclusively for it and was of such quality.
There are a lot of things I liked about Kurok. Played it through the other day and took a bunch of screenshots. I might write a review of it
_________________
http://www.planetcocot.net/

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ceriux Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA |

Posted: Tue Sep 23, 2008 10:43 pm Post subject: |

i just really like halo, so i applied for the mapping job there, i dont even have a psp anymore.

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