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[Release] Kurok v0.3 Demo

This is a discussion on [Release] Kurok v0.3 Demo within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Starting a new thread because the old one got too big. For those new to Kurok, please check the official ...

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Old 06-04-2008, 04:14 PM   #1


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Default [Release] Kurok v0.3 Demo

Starting a new thread because the old one got too big.

For those new to Kurok, please check the official site at www.bladebattles.com/kurok for more information and screenhots.

Here is the Kurok PSP Demo v0.3

Here is the Readme for v0.3

Here is the Changes for v0.3

I've really got to update the gallery though, those screenshots are pre v0.1! Anyone willing to take some new ones for me? Or a Youtube video even? I'll link the video on the site .

Also, I'm willing to replace the Canyon Arena (kdm1) multiplayer map with a better one. Anyone want to take up the opportunity to have your map included in Kurok?

Sorry for the huge change list!
Quote:
===================
------CHANGES------
===================

v0.3 Changes:

- Added: Single player map 'Underground Base' (e1m5) has been remade, and 'Experiment Rex' (e1m6) map has been expanded upon.
- Added: New grenade models for grenade launcher and soldier enemies.
- Added: Bloodsplat effect when attacking players/enemies with the Tekbow.
- Added: Cvar 'scr_loadscreen' to show or hide the loading screen image.
- Added: New 'Autocenter Button Look' option in controls sub menu, toggle if the view auto centers when moving or not.
- Added: Client side auto aim, if turned on will use the Server side auto aim value (located in the create game menu).
- Added: Impact sounds and weapon change sounds for some weapons.

- Change: Removed the need to write or read .ms2 mesh lists, significantly improving initial loading time.
- Change: Dynamic Lighting on by default due to optimising models. Only slight performance drop now.
- Change: New zoom code, with different levels of zoom for different weapons.
- Change: Improved Soldiers AI, including throwing grenades only if the player is at a distance from them.
- Change: Client side auto-Aim is turned off when Zooming in, and turned back on when zoomed out, allowing for headshots.
- Change: Rocket Launcher Secondary mode now switches to a third person missile camera view, pressing jump detonates the missile.
- Change: The Tekbow is no longer spammable, there is a refined animation time charging and reloading the next arrow.
- Change: Base Arena (kdm2) map has improved balanced weapon loadout & spawn points.
- Change: Increased the semi-automatic firing rate of the Desert Eagle.
- Change: Increased delay of Tek Arrows exploding if stuck in walls, floors etc to 2 seconds.
- Change: Increased fuse delay of Grenade Launcher grenades to 3 seconds.
- Change: Decreased the time it takes to switch weapons, and made it less dependent on frame rate speed time.
- Change: Grenades/Rockets/Remote Mines can blow up nearby grenades, rockets and mines.
- Change: Reduced Knife, Normal Arrows & Shotgun damage, Tek Arrows damage increased.
- Change: Soldiers pistol shots do less damage on difficulties below Insane.
- Change: Soldiers now use the same model as the player model, saving wasted memory.
- Change: Texture resolutions have been halfed for some weapons, the player, soldier and raptor models.
- Change: Extra skin texture for the tekbow, easier to tell the difference.
- Change: Rebalanced the health of Raptors and Soldiers to reflect the set difficulty level.
- Change: Raptors jump higher and further, and melee speed increased.
- Change: Overhead knife slash does not gib enemies and players anymore if they have low health, death animation played instead.
- Change: Increased Remote mines throw distance slightly.
- Change: Removed Quake style particle impact effect for bullets and arrows.
- Change: Normal arrows bounce off walls, floors and ceilings if their velocity is too low to stick into them.
- Change: Renamed 'Analog Look' in the controls menu to 'Analog Mode', with the 2 options renamed to 'Look' or 'Move'.
- Change: Renamed 'Customize controls' to a more suitable name 'Customize buttons' in the options menu.
- Change: Reduced the number of scrollable help pages to 2 in the help menu until I make more pages.
- Change: Removed 'Dithering' in the Misc. options, not needed when the engine runs in 32bit Color mode.
- Change: Moved 'Brighter Models' from the 'Misc. options' to the 'Video options'.

- Fixed: Pretty much all of the Remote Mine bugs squashed.
- Fixed: Tekbow crash finally fixed, there was still something in the code glitching it up.
- Fixed: Bot bugs fixed and AI is significantly improved, will now switch weapons, switch secondary modes and strafe/fire depending on skill setting.
- Fixed: Zooming in and out no longer resets the sensitivty to the default value.
- Fixed: Soldiers don't accidently kill each other now if they are in the way of each other.
- Fixed: Removed bullet case ejection in multiplayer, was easily causing overflow errors when too much action was going on.
- Fixed: While switching weapons or seconadry modes while dying, the view model weapon dosn't display after spawning in multiplayer/co-op.
- Fixed: Death animations would sometimes use incorrect frames.
- Fixed: Remote Mines and Arrows no longer stick to sides of doors/glass/platforms and float in mid air when the doors open/close.
- Fixed: Co-Op Player Camera change actually works now in the multiplayer menu.
- Fixed: Remote mines icon now show mine icon instead of the old energy cells ammo icon.
- Fixed: Corrected code for loading vanilla quake mods. You must now have the full version of quake to use quake mods other then Kurok!
Please provide feedback on any bugs and suggestions Thanks.
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Old 06-04-2008, 04:15 PM   #2
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YAY FIRST POST!!!
sweet !!
OMG

is it possible to put the changelog/readme/kurok in one package ?

this is a sweet feature!!!
- Added: New 'Autocenter Button Look' option in controls sub menu, toggle if the view auto centers when moving or not.

ive always hates looking in the middle when moving

EXCELLENT JOB!!!
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Old 06-04-2008, 04:54 PM   #3
 
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Quite an impressive release, though I was wondering, is there any server program that allows us to host this game? I would be willing to host it from time to time so other players can play online with the community. Also, do you have a separate forum from these? My IP is static and I would not want to flood these forums with an new IP each time I reboot this computer.
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Old 06-04-2008, 05:05 PM   #4
 
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That's a hefty changelog. I can't wait to load it up and give it a go.
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Old 06-04-2008, 05:13 PM   #5
 
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Thanks MDave, your the best.
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Old 06-04-2008, 05:15 PM   #6
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Brilliant work again.
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Old 06-04-2008, 05:24 PM   #7

 
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Fantastic work

Thanks for the update. downloading now...
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Old 06-04-2008, 06:20 PM   #8
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here are some screens in v0.3 demo

DAM photobucket wont support tga, brb with jpgs from capture.prx
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Old 06-04-2008, 06:35 PM   #9
 
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Download v0.3... AMAZING loading times and new weapons balancing... and the new level is awesome.

Hey I'm just some normal guy who knows nothing about mapping or modeling, but I guess this sorta inspired me to try and make a map/model. Can you PM or post here any good tutorials and programs to get started with?

EDIT: OMG......THE NEW ROCKET LAUNCHER IS AWESOME!!!! I won't spoil it for the others but... DANG MAN I DIDN'T THINK THAT WAS POSSIBLE!!!!

Last edited by HaloBro35; 06-04-2008 at 06:46 PM..
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Old 06-04-2008, 06:43 PM   #10
 
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Your sorry for the huge changelist? We love it!
Great release, gotta get this over 0.2 now.
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Old 06-04-2008, 07:12 PM   #11
 
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Awesome!

There are already 2 youtube videos on the internet of Kurok, just search for it.
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Old 06-04-2008, 07:14 PM   #12
 
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Amazing work! I love the new rocket launcher as well, works so much better. Keep up the great work!

BTW: You have entered this in the PSP-Hacks competition, right?
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Old 06-04-2008, 07:41 PM   #13
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yeah, thnx again mate keep up the good work..
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Old 06-04-2008, 07:48 PM   #14
 
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Alright! I was telling some friends about this game today. They all love playing it and said they couldn't wait for the next release and all the bug fixes.

I wasn't expecting soo much! This is amazing.. I've ran my battery down so many times in school playing this game. It's so addicting. I haven't downloaded this release yet but I'm about to. Can't wait to see the rocket launcher some people have been talking about!

So, would you still want me to bomb you with some of the bugs I find? :P
I don't want to annoy you with them.

School's about to let out tomorrow so I won't really be able to test out the multiplayer much now... But I'm gonna play the heck out of the single player.
And I'm still working on my map...

I could also help you out with the story mode, or the next episode if you'd like? I'm still figuring out the map editor but I'm coming along pretty good.

But anyways, Congratulations and good luck on the future releases!
By the way.. when do you think your going to release a "full" version, like... not a demo..?
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Old 06-04-2008, 08:19 PM   #15
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are there any console cheats?
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Old 06-04-2008, 11:05 PM   #16
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omg wooo i love the new rocket launcher secondary mode... its just what i wanted haha its like the nikitta from MGS
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Old 06-04-2008, 11:28 PM   #17

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Quote:
Originally Posted by Adiuvo
Amazing work! I love the new rocket launcher as well, works so much better. Keep up the great work!

BTW: You have entered this in the PSP-Hacks competition, right?
It doesn't look entered, and i dont think it would've been accepted cause the rules state to either create something new or update your own homebrew. This is mod of quake (resources and code) so it isn't necessarily his own (in this case it'd be McZonk's IIRC). I gave it a try, it's a very great mod, much better then any other i've seen I envy you with your 3d modeler :P
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Old 06-04-2008, 11:57 PM   #18
 
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This game keeps getting better and better!

Keep up the great work!
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Old 06-05-2008, 12:41 AM   #19
 
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This is great! I love this game, and am currently working on a map. Next thing-figure out how to make a door...
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Old 06-05-2008, 01:24 AM   #20


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Quote:
Originally Posted by SG57
It doesn't look entered, and i dont think it would've been accepted cause the rules state to either create something new or update your own homebrew. This is mod of quake (resources and code) so it isn't necessarily his own (in this case it'd be McZonk's IIRC). I gave it a try, it's a very great mod, much better then any other i've seen I envy you with your 3d modeler :P
I am the 3D modeler :P

I didn't know about the competition until a few days ago :P too late to enter too.

I will say though, that this is based on a port of quake 1 by peter m and a few others who contributed to porting it like myself. Not MCZonk, he ported quake 2 I have created all the content from scratch though. Models, animations, maps etc. And this is a psp exclusive mod :P

It could be the same as using a graphics or sound library, which isn't coded by yourself but its used for the homebrew application I'm not being fussy over it though. The stuff I've seen entered in the competition is great

chrisp6825: Great to hear! Please do report any bugs so I can fix them for the next version. This will remain a demo until I make more maps and enemies for further episodes. I will definetly need help with maps. They take so long to plan out, come up with ideas on how the design looks like and then making it long enough to be fun. Especially when I'm the only one doing it AND everything else in the game :P

I do have forums on my site http://www.bladebattles.com/forum/index.php , but they are pretty empty at the moment. That, and I keep getting bots registering and spamming Once I solve that problem, I'll put a link to it on my site :P
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Last edited by MDave; 06-05-2008 at 01:36 AM..
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Old 06-05-2008, 02:57 AM   #21
 
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Nice work MDave, you have been busy. My old autoexec.cfg isn't compatible with this new release is it?
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Old 06-05-2008, 08:57 AM   #22


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If your old autoexec.cfg still contains the old zoom script, then yeah, zoom won't really work properly. Anything else should be ok though.

Workin on online server stuff at the moment
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Old 06-05-2008, 10:21 AM   #23
 
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Sweeeeeeet! Awsome updates man good job. It says we can use mods yes? Would this allow us to play the full version of quake? I have it on a cd but could never work out how to update the psp demo to include all the extra levels.
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Old 06-05-2008, 10:39 AM   #24


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Quote:
Originally Posted by headlesslizard
Sweeeeeeet! Awsome updates man good job. It says we can use mods yes? Would this allow us to play the full version of quake? I have it on a cd but could never work out how to update the psp demo to include all the extra levels.
Yeah you can play the full version of quake all you have to do is put your pak1.pak file into the id1 folder, and then edit the quake.cmdline file with a txt editor and delete the line that says '-kurok'. If you want to play a quake mod then add the line '-game modname' instead of -kurok.
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Old 06-05-2008, 11:36 AM   #25
 
 
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Old 06-05-2008, 11:49 AM   #26
 
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Hey MDave do you know any good tutorials and programs I can use to get started with mapping and modeling? I have never mapped or modeled before but I have lots of free time now that school is over and I wana learn.
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Old 06-05-2008, 11:55 AM   #27
 
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HaloBro35, read the previous threads:
http://forums.qj.net/f-psp-developme...01-140438.html
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Old 06-05-2008, 02:14 PM   #28
 
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Thanks Frack, I found the mapping tut. Now to find a good weapon modeling tutorial...

Oh and on the person who was asking for console codes:
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Originally Posted by JaX3RiR
"For anyone stuck somewhere, or just for fun, press Select in-game, then square and type SV_GRAVITY ###

Like SV_GRAVITY 300 .

You will then jump a lot higher

And with SV_GRAVITY 0 you can stay in the air forever lol... The FLY command also works.

EDIT: Heh, you can also make a crosshair appear by typing CROSSHAIR 1 to the console while playing.. It does disappear after you have shot though. :S

EDIT2: GIVE 2 will give you a shotgun with 25 ammo... Lolcheats."
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Old 06-05-2008, 03:13 PM   #29
 
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Hey mdave, i made an account on your forum, and it wont let me log in (its my username here)
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Old 06-05-2008, 04:16 PM   #30


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Sorry about that, fixed it now. I need to upgrade the forum software though, its pretty out of date. spambots keeping getting in.
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