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

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Wed Sep 24, 2008 12:45 am Post subject: |

CocoT wrote:
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

I think makes a solid mental connection with the [near] "total conversion that is actually fun to play" mindset.
Most total conversions are multiplayer only and that doesn't have a sense of adventure. I think multiplayer is fine but single player is better.
I think people are starting to recognize that a total conversion can leverage Quake's single player capabilities on a wide number of platforms.
Multiplayer does not require nearly as many models or sounds as single player does. Also, you don't have to worry about AI or monster attacks because players will be playing against each other.
The thing that struck me about Kurok is that it is enjoyable and it only has 3 enemies (bad guy, dinosaurs, helicopter).

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goldenboy Joined: 05 Sep 2008 Posts: 310 Location: Kiel |

Posted: Sat Oct 04, 2008 1:55 am Post subject: |

Congrats for pulling off a TC / episode on your own. I was playing this on Linux, using Tyrquake. It didn't want to load the Welcome to Kurok map (?), but I could load maps by hand. It wasn't so good naming them e1m1 etc because that's Quake's naming scheme. k1m1 etc would have been better.
I could play quite a lot of it, sometimes it would crash because of incompatible protocol stuff. But it was enough to get an impression.
I didn't get a HUD or crosshair, might have been because I didn't use your engine.
I have to say that I never heard of Kurok before. So the story seemed a bit on the simplistic side, but that's the same with most shooter games Gameplay felt a lot like Doom, the enemies weren't too powerful but there were enough of them. The weapons were nice, with the knife being a bit overpowered perhaps. Taking down a raptor with a knife felt a bit easy. I liked the impact sound when using the knife on soldiers, though.
Computers, water taps, beds, yeah, it felt a bit like Sin or something. The keys, too.
Voice acting was surprisingly good, it's practically neglected in other mods most of the time, so I liked it. The style, not the "my island" talk.
I liked the checkpoint system.
The level design isn't the strongest point of the game, but seeing how this is a one man job, still kudos for pulling it off. It adds to the Doomish feel.
It was worth checking out, even though I can't run your engine. Thanks.

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Fri Oct 31, 2008 3:45 am Post subject: |

Using my own tutorial as a guide, LOL: ...."FitzKurok_SDL.exe:" There it is on teh Mac OS X machine and I imagine it compiles on Linux as well (just a theory, I didn't change any OS files so I don't see why not). There are a small handful of issues and I haven't played enough with FitzQuake_sdl to know whether these weird issues exist in that or I should write it up as a mistake I made here.
I know one of the problems, and I did it myself.
Once it can be played through 'til the end, I'll upload it somewhere. I don't know what kind of timeframe that will have, maybe a week or 2 depending.
I find the work MDave did on this to be amazing (the mod as a whole) and I noticed at least 2 things in the engine code that I really like and want to explore more.

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MDave Joined: 17 Dec 2007 Posts: 75 |

Posted: Mon Nov 03, 2008 4:40 pm Post subject: |

Nice work Baker! Glad to see it on other platforms. I will one day get around to doing an update that fixes some annoying things someday but I've started going to collage now, doh!

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Tue Jan 05, 2010 5:46 am Post subject: |

Old thread for sure, but I just loaded Kurok on my PSP ... had to wait until I received the USB to 5 pin cable I ordered ... Not that this isn't already known, but this is indeed a brilliant and polished and top notch job on the PSP side of things.
I'd say more, but I think future engine experiments I do will speak for themselves.
Not to keep repeating myself like a broken record, but many thanks to MDave for what I consider a very eye-opening use of the Quake engine and injecting the idea "it can be done" at a time when I think many people weren't so sure.
I know after seeing Kurok on Windows and the fact it was the work of essentially one guy, well, let's just say that the ideas of "never", "can't be done", "will suck" for total conversions was rendered permanently disproved.

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R4mb0 Joined: 18 Feb 2010 Posts: 3 |

Posted: Tue Feb 23, 2010 10:43 am Post subject: |

Baker wrote:
Using my own tutorial as a guide, LOL: ...."FitzKurok_SDL.exe:" There it is on teh Mac OS X machine and I imagine it compiles on Linux as well (just a theory, I didn't change any OS files so I don't see why not). There are a small handful of issues and I haven't played enough with FitzQuake_sdl to know whether these weird issues exist in that or I should write it up as a mistake I made here.
I know one of the problems, and I did it myself.
Once it can be played through 'til the end, I'll upload it somewhere. I don't know what kind of timeframe that will have, maybe a week or 2 depending.
I find the work MDave did on this to be amazing (the mod as a whole) and I noticed at least 2 things in the engine code that I really like and want to explore more.

Hey Baker !
You could upload the FitzQuake_sdl souce code ?
I would be very grateful !

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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Tue Feb 23, 2010 9:05 pm Post subject: |

I totally like that screenshots

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Tue Feb 23, 2010 10:06 pm Post subject: |

R4mb0 wrote:

Baker wrote:
Using my own tutorial as a guide, LOL: ...."FitzKurok_SDL.exe:" There it is on teh Mac OS X machine and I imagine it compiles on Linux as well (just a theory, I didn't change any OS files so I don't see why not). There are a small handful of issues and I haven't played enough with FitzQuake_sdl to know whether these weird issues exist in that or I should write it up as a mistake I made here.
I know one of the problems, and I did it myself.
Once it can be played through 'til the end, I'll upload it somewhere. I don't know what kind of timeframe that will have, maybe a week or 2 depending.
I find the work MDave did on this to be amazing (the mod as a whole) and I noticed at least 2 things in the engine code that I really like and want to explore more.

Hey Baker !
You could upload the FitzQuake_sdl souce code ?
I would be very grateful !

I never completed it bug-free and subsequentially have formatted my OS X machine a couple of times for testing purposes.
Eventually it will return. "Kurok on every platform" is something important on my to-do list.
This is possible to do without me, by the way.
http://forums.inside3d.com/viewtopic.php?t=1221
The above thread explains how to compile FitzQuake SDL 0.80 on OSX. It is super newblar friendly.
And then you WinMerge FitzQuake 0.80 SDL and FitzKurok changes together using this thread as a guide, keeping the SDL required changes listed in this thread:
http://forums.inside3d.com/viewtopic.php?t=1220
On a difficulty scale of 1 to 10: I'd rank this a 3 if you can get FitzQuake SDL 0.80 to compile via the tutorial linked above.
On an attention to detail scale: I'd rank this a 7. Most Kurok changes stay.
And if not, check back every 3 or 4 weeks and eventually this will make its return.
_________________
Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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R4mb0 Joined: 18 Feb 2010 Posts: 3 |

Posted: Thu Feb 25, 2010 9:54 am Post subject: |

Thanks for reply and the links above Baker! I asked the FitzKurok_SDL source to test if it will work on Dreamcast It can be compiled on Cygwin...

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Tue Jun 01, 2010 4:56 pm Post subject: |

Some notes here about Kurok's mild usage of a few Quake pak0.pak sounds. It isn't very many:

Quote:
sound/ambience/water1.wav sound/ambience/wind2.wav sound/demon/dland2.wav sound/hknight/hit.wav sound/items/damage3.wav
sound/misc/h2ohit1.wav
sound/misc/outwater.wav
sound/misc/r_tele1.wav
sound/misc/r_tele2.wav
sound/misc/r_tele3.wav
sound/misc/r_tele4.wav
sound/misc/r_tele5.wav
sound/misc/talk.wav
sound/misc/water1.wav
sound/misc/water2.wav
sound/player/axhit2.wav
sound/player/drown1.wav
sound/player/drown2.wav
sound/player/gasp1.wav
sound/player/gasp2.wav
sound/player/h2odeath.wav
sound/player/h2ojump.wav
sound/player/inh2o.wav
sound/player/inlava.wav
sound/player/land.wav
sound/player/land2.wav
sound/player/lburn1.wav
sound/player/lburn2.wav
sound/player/slimbrn2.wav
sound/player/teledth1.wav
sound/player/tornoff2.wav
sound/player/udeath.wav
sound/weapons/rocket1i.wav
sound/weapons/sgun1.wav
sound/weapons/shotgn2.wav
sound/weapons/spike2.wav
sound/weapons/tink1.wav
sound/wizard/hit.wav
sound/music/title.wav // not a Quake sound

Sounds of these also may be the precached and not used at all.
Kurok doesn't use any Quake models or graphics whatsoever.
_________________
Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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