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Kurok total conversion.
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MDave



Joined: 17 Dec 2007
Posts: 75

PostPosted: Sat Aug 23, 2008 12:22 am    Post subject: Kurok total conversion. Reply with quote

www.bladebattles.com/kurok

I've been working on Kurok for just over a year now, while learning coding for Quake and the engine. I've mainly focused on the PSP quake engine port though, so all the content isn't going to blow you away with amazing graphics. The gameplay is also adjusted to work well on the limited PSP's controls.

Just now though, I've released a PC version based on the FitzQuake engine. Yeah I know, I havn't followed the usual standards for doing things in the engine. That's mainly because I lack the information and coding knowledge to make the PSP engine follow these standards with its limited graphics capabilites. Ahh well, I'm not asking anyone to try and run Kurok in other engines anyway Razz

I really wish I had help though. It's hard trying to be a one man army when it comes to creating a total conversion. It's got bugs I don't know how to fix, mainly overflow errors and such in the game code.

Hope you enjoy whats there though. I'm not sure weather I should continue with this project or leave it now. Depends on how well recieved it is I guess, and the help I can get Smile

- MDave
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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Sat Aug 23, 2008 7:38 am    Post subject: Reply with quote

Wow, amazing work! I am on the fourth map now I think. Sure it is a bit "crude" and straightforward, but I can't wait to play further.
I loved the commentary (a bit silent maybe), a great Duke feeling.

I noticed the fiend's sound for the dinosaurs. Is all the other stuff made by you? The weapons models especially are fantastic work (just got the shotgun).

There is a severe lack of nice free Singleplayer FPS games so this could be received very nicely if released under the GPL. Very Happy (edit: Well, of course even if not, but GPL could mean inclusion in Linux distributions).
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Sat Aug 23, 2008 7:44 am    Post subject: Reply with quote

..I really enjoy it... Its a damn fine example of a PSP Homebrew game.. I have messed with people with it... I'll be playing it waiting in line at the market and someone looks at it scratching their heads trying to guess what game it is. Some of the older ones will sometimes guess Turok & I'll go nopPpe! Razz

..A PC version doesnt really interest me as much though, unless just for creating/test things for the PSP version before I would put it on my memory stick.. Wink
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MDave



Joined: 17 Dec 2007
Posts: 75

PostPosted: Sat Aug 23, 2008 1:04 pm    Post subject: Reply with quote

I modeled everything, mapped everything, messed with the qc code and engine code and voiced Kurok Razz

I've had a few contributions in the form of the trex and tiger eurocopter, and some maps for multiplayer though Smile
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Mon Sep 01, 2008 5:24 am    Post subject: Reply with quote

This is the 2nd time I tried this. The first time I just walked around a little. This time I played through a couple of levels.

This is really incredible.

The reason I say this goes like this:

1. Awesome models to liven up the environment. The "gold key" is a little gold key. The computers. The other little odds and ends like that which gave, for instance, half-life a fleshed out feel.

2. The mirrorish effect and the great glass effect.

3. The sounds are all nice.

4. I liked how the auto-save was handled.

And no muss, no fuss. Everything works, no cvars or any strange stuff required to get playing except the controls.

It looks refined, nothing annoying happened like something that didn't work.

I even did a chase_active 1 to see if the FitzQuake chase_active bug was there. To my surprise, it was fixed.

Looks great. It's really excellent.

------------------------

Add:

Even more impressive:

1. On your files page, you have the .wad file available for someone who wants to make a map.

2. You have .fgd available for Worldcraft with the entity definitions for the characters in this game added in.

3. Each different version is available.

Yes I guess I'm easily impressed by quality project organization for some reason but I guess but so often you see projects where slacking is done and people don't dot their i's and cross their T's.
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Lardarse



Joined: 05 Nov 2005
Posts: 243
Location: Bristol, UK

PostPosted: Mon Sep 01, 2008 10:26 pm    Post subject: Reply with quote

Baker wrote:
Yes I guess I'm easily impressed by quality project organization for some reason but I guess but so often you see projects where slacking is done and people don't dot their i's and cross their T's.

Which leaves just one question: Where's your QExpo booth? Shocked
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MDave



Joined: 17 Dec 2007
Posts: 75

PostPosted: Sun Sep 14, 2008 12:23 pm    Post subject: Reply with quote

Whats QExpo? Surprised

I'm not a Quake scener or anything Razz I picked up modding for Quake about a year ago.

EDIT: Stupid typo.


Last edited by MDave on Sun Sep 14, 2008 8:26 pm; edited 2 times in total
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Sun Sep 14, 2008 4:40 pm    Post subject: Reply with quote

It's over for this year, but it was an online celebration for all things Quake, particularly development of mods and maps, but also playing it.

Quake Expo 2008
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ceriux



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

PostPosted: Sun Sep 14, 2008 6:48 pm    Post subject: Reply with quote

question, do you have to use the version of quake you mentioned or does it just run best on it?
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MDave



Joined: 17 Dec 2007
Posts: 75

PostPosted: Sun Sep 14, 2008 8:29 pm    Post subject: Reply with quote

Its modified to support the things for Kurok's needs, it can work in other engines, but you won't get all the effects and little things working properly at all, not to mention the menu and customisable controls specifc to Kurok. Especially the Deathmatch Flags sub option in the create a game menu. Wink
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Sun Sep 14, 2008 9:05 pm    Post subject: Reply with quote

Yes... An expo booth would of really exposed even more people to this great quake-psp mod...
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ceriux



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

PostPosted: Sun Sep 14, 2008 10:00 pm    Post subject: Reply with quote

ill just have to wait till i can buy a new psp... then play it on that. does online work for the psp ?
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MeTcHsteekle



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

PostPosted: Sun Sep 14, 2008 10:06 pm    Post subject: Reply with quote

you can get the pc vertion its realfun to play Very Happy
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ceriux



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

PostPosted: Sun Sep 14, 2008 10:32 pm    Post subject: Reply with quote

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



Joined: 17 Dec 2007
Posts: 75

PostPosted: Mon Sep 15, 2008 6:21 am    Post subject: Reply with quote

Wireless ad-hoc and infrastructure both work on the psp (meaning LAN and Internet) Wink

You get everything you need to play Kurok on the pc in the one rar file, it includes my modified version of FitzQuake Wink Couldn't be easier.
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