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Kurok total conversion.
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Mon Sep 15, 2008 7:39 pm    Post subject: Reply with quote

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? Very Happy Very Happy

/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

PostPosted: Mon Sep 15, 2008 8:23 pm    Post subject: Reply with quote

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.
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Mon Sep 15, 2008 9:22 pm    Post subject: Reply with quote

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



Joined: 17 Dec 2007
Posts: 75

PostPosted: Mon Sep 15, 2008 10:05 pm    Post subject: Reply with quote

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 Razz)

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 Razz 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 ... Embarassed
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ceriux



Joined: 06 Sep 2008
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Location: Florida, USA

PostPosted: Mon Sep 15, 2008 11:48 pm    Post subject: Reply with quote

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



Joined: 16 Sep 2008
Posts: 477

PostPosted: Tue Sep 16, 2008 1:37 am    Post subject: Reply with quote

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

PostPosted: Tue Sep 16, 2008 4:11 am    Post subject: Reply with quote

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
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Location: Florida, USA

PostPosted: Wed Sep 17, 2008 12:28 am    Post subject: Reply with quote

ahh, ok thanks. is there any dedicatd servers yet for kurok?
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Urre



Joined: 05 Nov 2004
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PostPosted: Wed Sep 17, 2008 6:48 am    Post subject: Reply with quote

Does Kurok even have multiplayer?
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MDave



Joined: 17 Dec 2007
Posts: 75

PostPosted: Wed Sep 17, 2008 10:05 am    Post subject: Reply with quote

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 Wink

Plus I didn't make multiplayer maps for nothing Razz

Hint: Remote Mines are a blast Laughing 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
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PostPosted: Fri Sep 19, 2008 6:43 am    Post subject: Reply with quote

Sounds neat
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Baker



Joined: 14 Mar 2006
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PostPosted: Tue Sep 23, 2008 4:34 am    Post subject: Reply with quote

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
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Location: Florida, USA

PostPosted: Tue Sep 23, 2008 5:00 am    Post subject: Reply with quote

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 ... Embarassed
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CocoT



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

PostPosted: Tue Sep 23, 2008 8:09 pm    Post subject: Reply with quote

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 Smile
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 Wink
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ceriux



Joined: 06 Sep 2008
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PostPosted: Tue Sep 23, 2008 10:43 pm    Post subject: Reply with quote

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