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@Dresk: Documentation for Kleshik ?
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Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Sat Dec 05, 2009 9:01 pm    Post subject: @Dresk: Documentation for Kleshik ? Reply with quote

Hi all,

a few days ago I was playing around with all those enhanced Quake-engines under Linux when I found a few references to Kleshik - a Coop mod for DarkPlaces.

At first here:
http://quakeone.com/reforged/tech.html

@Dresk:
What a cool mod ! I do not know what caught my interest first:
- The creepy sounds ?
- Those strange vision effects (similar to FEARs "flashbacks") ?
- The freaking light effects ?
- Or simply the massive amount of blood when you mow down tons of enemies leaving a bloody mess all over the level ?

I think it was the latest point that kept me playing until 2 am this night Shocked

Personally (may be I'm wrong) I think that Kleshik should be made more public. Getting it in the first place it not too easy since a lot of download links are dead. In the second place there should be some documentation. At least some stuff like:

...You should have both mission packs to see all the models.
...You can launch kleshik with a shellscript like this:
./darkplaces-linux-x86_64-glx -quake -game rogue -game hipnotic -game id1 -game kleshik

...You can activate your flashlight using the key "F" and throw flares using the key "E".
...Third person is activated with the key "R"

...There are the following variables (with a short description what they do).

Don't get me wrong...I would be willing to help in writing such a documentation if you answer a question here and there.

BTW: I was wondering:
How can I play with Kleshik trough the Quake base maps and the both mission packs ?
When I launch Kleshik with the shell script I copied in above it only starts one
of the missions packs per default.

Edit: One thing I forgot:
On my Windows PC I got massive slowdowns with Rygelś HiRes Textureset when playing Kleshik. Graphic adapter here is an ATI 4670 (which is not too shabby at all IMO). I am playing UT3 and Dead Space in 1280x1024 with high details and experience no slowdowns.

Cheers,
D$
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goldenboy



Joined: 05 Sep 2008
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Location: Kiel

PostPosted: Sun Dec 06, 2009 2:01 am    Post subject: Reply with quote

It doesn't work when you simply enter "map e1m1" or "map hip1m1" in the console?

Will have to try the mod Smile
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Dark$oul71



Joined: 05 Dec 2009
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PostPosted: Sun Dec 06, 2009 9:31 am    Post subject: Reply with quote

Hi goldenboy,

goldenboy wrote:
It doesn't work when you simply enter "map e1m1" or "map hip1m1" in the console?

No, not really....I start kleshik under Linux using the commandline described above:
./darkplaces-linux-x86_64-glx -quake -game rogue -game hipnotic -game id1 -game kleshik

When I launch a single player game then via Quake menu, it starts
Mission Pack 1 - Scourge of Armagon. When I open up the console afterwards I am able to start all original maps of Quake (e.g. e1m2) but get a "map not found" when I try any of expansion pack maps.

Strange....

I think launching a single map from the expansion pack does not invoke the regular map cycle (hip1m1->hip1m2 -> and so on). When playing those expansion packs you always had to give -rouge or -hipnotic as CLI param to enable each mission pack.

So my question still remains:
What do I have to do in order to play each part of Quake (Standard Quake, Mission Pack 1 and Mission Pack 2) together with Kleshik using all models correctly ?

Any comments are welcome.

goldenboy wrote:

Will have to try the mod Smile

Yes, I think it is definitely worth it. Really a pitty that Kleshik is pretty unknown. Of course Quake1 doesn't catch up with the graphic beauty of more modern games but it is amazing what those engine reworks plus enhanced textures can do to an old game
Laughing

Cheers,
D$
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Sun Dec 06, 2009 3:41 pm    Post subject: Reply with quote

Try using "-hipnotic" instead of "-game hipnotic".
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Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Sun Dec 06, 2009 5:15 pm    Post subject: Reply with quote

Hi Chip,

Chip wrote:
Try using "-hipnotic" instead of "-game hipnotic".

Thank you for your reply. I'm aware that there are commandline parameters for each mission pack (-hipnotic and -rogue). The -game hipnotic is required to load the corresponding pak files. When playing Kleshik with commandline param -quake my expectation when launching a single player game would be that I start in the standard quake introduction level but Kleshik start the first map of the hipnotic pack.

Any more ideas ?

-D$
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Dark$oul71



Joined: 05 Dec 2009
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PostPosted: Mon Dec 07, 2009 11:20 am    Post subject: Kleshik ReadMe - First draft Reply with quote

Hi all,

this is the first draft of the "inofficial" readme for Kleshik.
Hopefully Dresk can answer the remaining questions.

The following points remain open:

1) How do I play Kleshik together with the standard maps, MP1 and MP2 ?
From my expectation Kleshik should start the standard Quake maps if
I start Darkplaces with param -quake and each of the mission packs
with param -hipnotic and -rogue. At least that is what the DarkPlaces
readme states:
Quote:

Quake : -quake, this is active by default, gamedirs: id1

Quake: Scourge of Armagon : -hipnotic or hipnotic in executable name or path, gamedirs: hipnotic, id1

Quake: Dissolution of Eternity : -rogue or rogue in executable name or path, gamedirs: rogue, id1


2) How can I write all Kleshik relevant server variables to a plaintext file ?
I would try to explain them but apropos just shows up an extreme long list in the Quake console.

If you have any suggestions/corrections to the readme then let me know.

BTW: It would be nice if someone sends me the "original" Kleshik
package since there were some batch files included to start Darkplaces.
The package I found had "only" a Windows SVN client in it with two
batch files to get Kleshik and keep it up to date.

Cheers,
D$

Kleshik Readme wrote:

The "inofficial" Kleshik Read Me
================================
written by Dark$oul71 <darksoul71-at-gmx-dot-de>

1. Introduction:
================
1-1) What is Kleshik ?
From the SourceForge project description:
Kleshik is a modification for ID Software's Quake1 FPS game. The goal of
Kleshik is to augment the cooperative multiplayer gameplay with new features,
along with update the game with modern effects, sounds, graphics and exaggerated
feedback.

1-2) A more personal view on Kleshik:
Kleshik includes a lot of elements you also find in other games.
Visual distortion similar to those "flashbacks" seen in F.E.A.R.
Heads to be kicked around as in Blood. Creepy sounds which create
an intense athmosphere. If you like movies such as Starship Troopers or
Alien and games like Dead Space or Alien vs. Predators then Kleshik
is for you... Smile

The amount of monsters and the new "elite" type of monsters (marked
by an rotating pentagramm) make it really hard to play. So forget
about finishing your favourite quake level in 5 minutes. It's more
likely that you spend up to an hour in Single Play until you have
finished off all your enemies but an hour in the same level will not
bore you when mowing down tons of enemies leaving a bloody mess and
hear gun shells dropping to the ground.

2. Installation:
================
2-1) What is required to play Kleshik ?
Kleshik heavily relies on DarkPlaces (a modified Quake engine) which
you can grab here: http://icculus.org/twilight/darkplaces/

Kleshik also requires the two official mission packs.
Quake Mission Pack 1 - Scourge of Armagon:
http://www.idsoftware.com/games/quake/quake-mp1/
Quake Mission Pack 2 - Dissolution of Eternity:
http://www.idsoftware.com/games/quake/quake-mp2/

Put all the game dirs into your DarkPlaces folder. I used my
old Windows Quake installation for this.

You can play Kleshik without those mission packs but will experience
missing models. Even though they are old you will most likely find
them being still sold online.

2-2) How do I get Kleshik ?
Kleshik is available at SourceForge via svn.
http://kleshik.sourceforge.net/

On a standard Linux system you can grab Kleshik quite easily using svn.
Create a directory called "kleshik" in your Darkplaces directory.
Then type the following lines in a shell:
svn co https://kleshik.svn.sourceforge.net/svnroot/kleshik .\kleshik\

Depending the bandwidth of your internet connection this might take a while.
After this all content of Kleshik should reside in your subfolder and you are
ready to run it.

You can simply keep Kleshik up to date by running the following command
inside your Darkplaces directory:
svn up .\kleshik

For Windows you might consider using a graphical SVN client such as Tortoise:
http://tortoisesvn.tigris.org/

3. Playing Kleshik:
===================
3-1) How do I start Kleshik ?
You can start Darkplaces together with both mission packs and kleshik with
the following commandline under Linux:
./darkplaces-linux-x86_64-glx -game id1 -game rogue -game hipnotic -game kleshik
For Windows it's pretty much identical:

3-2) Important keys !
Beside weapons Kleshik also adds a few other features to the Quake gameplay.
Since there are day and night cycles you'll need some light. For this you can
either throw flares (default key "e") or use your flashlight (default key "f"),
Be careful since light also attracts the attention of your enemies Smile
There is also a "sniping" mode available via default key "F11".
Third person mode is enabled via default key "r". Different to the standard
Quake you can also crouch with default key "CTRL".
When playing together with other players you can easily catch up with them
once you died with a personal teleporter enabled via default key "q".

4. Misc:
========
4-1) Web Resources:
Here you'll find a short article describing Kleshik features.
http://www.inside3d.com/showarticle.php?id=5

You can see a short game play video here:
http://www.viddler.com/explore/Morphed/videos/3/
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goblinoid



Joined: 21 Mar 2008
Posts: 22

PostPosted: Wed Dec 09, 2009 4:09 pm    Post subject: Reply with quote

Holyshit! What a great mod! Truly addicting, I have to control myself to not keep playing it over and over again. And I've just played it alone, I wonder how fun in should be when playing with friends.

It does lack some documentation. Most of the time I don't know what's happening, it's just chaos, but I think this might be intentional.

Is it still being developed?
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Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Fri Dec 11, 2009 3:38 pm    Post subject: Reply with quote

Agreed ! Kleshik is very addictive for me too. I just need to find a few peoples for coop play Smile

In regard to documentation I've been working on a "inofficial" readme. Hopefully I'll get some reply from Dresk soon.

In regard to the "chaos", yes I think it's intentional. IMO Kleshik makes great use of the "in hell" theme we also saw in original doom1, 2 and 3. Hell to the max ...so to say.

I'm not shure if Dresk really actively develops Kleshik anymore.
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goblinoid



Joined: 21 Mar 2008
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PostPosted: Fri Dec 11, 2009 11:54 pm    Post subject: Reply with quote

Before I forget, thanks for the doc!

I've ran into some bugs and would like to report them to the developers, if there's any...
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Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Sat Dec 12, 2009 12:14 am    Post subject: Reply with quote

goblinoid wrote:
Before I forget, thanks for the doc!

I've ran into some bugs and would like to report them to the developers, if there's any...

I think for the beginning you could "hijack" this thread and post them. I just IRCed with Dresk and may be he'll have some time to dish them out ?
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Sat Dec 12, 2009 10:09 am    Post subject: Reply with quote

Well, I was doing some personal projects using Kleshik. I even used Kleshik as base for a completely new conversion project. I also might start a fork of it, and update the models, the code and the graphics.

It's all for my personal use. Who knows what I get next year, and maybe I'll release the mod.

The best thing about Kleshik is the CSQC implementation that makes possible all ingame effects. That's a basic DP CSQC merge with lots and lots of new coding.

EDIT: I managed to implement foliage (trees) into one of my maps. They look great, but I still haven't found out how to make them solid. I'll need to ask around.
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goblinoid



Joined: 21 Mar 2008
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PostPosted: Sat Dec 12, 2009 4:40 pm    Post subject: Reply with quote

Dark$oul71 wrote:
goblinoid wrote:
Before I forget, thanks for the doc!

I've ran into some bugs and would like to report them to the developers, if there's any...

I think for the beginning you could "hijack" this thread and post them. I just IRCed with Dresk and may be he'll have some time to dish them out ?


Ok then. On E1M3, ogres can't shoot grenades through cage's bars. Sometimes two monsters, or a monster an an item box spawn at the same place and got stuck. That's all I can remember now. I'll post if I find something else.

Do those screen effects mean something, or they're just trigged randomly?

Edit: I don't know if I have the latest released version of Kleshik...
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scar3crow
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Joined: 18 Jan 2005
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PostPosted: Sun Dec 13, 2009 3:25 am    Post subject: Reply with quote

Look in your Kleshik folder, you should have one called Update, inside of that is UpdateKleshik.bat
It'll pull whatever changes have been made.

Frankly I wish more mods were setup like this, at least ones of Kleshik's size.

I think he is from time to time developing Kleshik btw. Also iirc, the screen effects are mostly random, and it is very fun, and insane, in coop.

From what I've heard, a lot of problems in Kleshik stem from changes made to DarkPlaces to solve Nexuiz defects, without checking it against DP heavy Quake mods, such as Kleshik. But I'm not an authority on such.
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Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Tue Dec 15, 2009 11:53 am    Post subject: Reply with quote

scar3crow wrote:
From what I've heard, a lot of problems in Kleshik stem from changes made to DarkPlaces to solve Nexuiz defects, without checking it against DP heavy Quake mods, such as Kleshik. But I'm not an authority on such.

It would be nice if someone could post at which version DarkPlaces is/was working correctly with the most recent version of Kleshik.

Frankly I would either use this "old" version of DarkPlaces together with Kleshik or hope that those changes in DarkPlaces are made "compatible" with Kleshik (or vice versa).

Kleshik is a great coop enhancement (similar to Doom 3 LMS http://doom3coop.com/).

Itīs a pitty that most FPS concentrate on deathmatch while other game genres proof that coop play can be a lot of fun too. Just think of L4D and L4D2.

Making a deathmatch game mode requires less brain power though. Rolling Eyes
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Tue Dec 15, 2009 12:26 pm    Post subject: Kleshik Updates! Reply with quote

Dresk has started updating Kleshik 2 days ago. I read in the changelog that it supports the recent versions of DarkPlaces, a lot of bugs were fixed, and a lot of deprecated instructions have been replaced or rewritten.

I've also noticed that he did some changes to the HUD, but I did not played it yet. Looking forward to play it with the latest changes and the latest DarkPlaces build. I'm building DarkPlaces from SVN on each update, and keeping Kleshik updated too.

Hopefully, we'll have more updates for Kleshik, with an official update announcement, and a new DarkPlaces build, by the holidays.
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