Kurok total conversion.
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Kurok total conversion.
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
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
- MDave
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
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
- MDave
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MDave - Posts: 76
- Joined: Mon Dec 17, 2007 7:08 pm
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.
(edit: Well, of course even if not, but GPL could mean inclusion in Linux distributions).
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.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
..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!
..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..
..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..
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xaGe - Posts: 461
- Joined: Wed Mar 01, 2006 8:29 am
- Location: Upstate, New York
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.
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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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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?
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Lardarse - Posts: 266
- Joined: Sat Nov 05, 2005 1:58 pm
- Location: Bristol, UK
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
Quake Expo 2008
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
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. 
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MDave - Posts: 76
- Joined: Mon Dec 17, 2007 7:08 pm
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