Kurok total conversion.
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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?
/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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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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
)
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
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 ...
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
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 ...
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MDave - Posts: 76
- Joined: Mon Dec 17, 2007 7:08 pm
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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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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
Plus I didn't make multiplayer maps for nothing
Hint: Remote Mines are a blast
sticks to players and monsters, reload (r by default) also acts as a secondary mode for weapons that don't use reloading.
Plus I didn't make multiplayer maps for nothing
Hint: Remote Mines are a blast
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MDave - Posts: 76
- Joined: Mon Dec 17, 2007 7:08 pm
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.
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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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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 ...
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
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
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
Neurotic Conversions - New location: Update your bookmarks!
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CocoT - Posts: 695
- Joined: Tue Dec 14, 2004 5:39 pm
- Location: Belly-Gum
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