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Go Back Home > Forums > Quake Help > Quake Clients > Kurok 0.4 SDL Engine Search Forums

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Unread 02-08-2011, 07:58 PM   #1 (permalink)
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Kurok 0.4 SDL Engine

Kurok 0.4 is a [brilliant] Quake mod released in 2008 modelled after the game Turok. The author, MDave, made all of his own content with the primary focus to create a clone for the PSP. He made a Windows version too.

I took FitzQuake 0.85 and his Windows engine and combined them into a single engine using the FitzQuake 0.80 SDL project as a base.



Windows Download: FitzKurok SDL Windows
Mac OSX Download: FitzKurok SDL Mac OS X
Engine source code: Download Source

Notes:

1. Add -kurok to the command line to run Kurok, the Kurok mod is included in the download.
2. Needs registered Quake to run
3. Added a couple of very small features MDave didn't include in the original FitzKurok.
4. Bugs: None I know of except a couple of minor oversights mostly in the Kurok menu.
5. Lacks 2 important Quakespasm features: No 64-bit fixes so cannot be compiled for 64-bit Linux (but 64-bit Windows will work). Does not have Quakespasm's new sound code which fixes a dual-core/quad-core issue ("CacheLRU: active link" annoying error).

Note: This engine should be able to run anything FitzQuake 0.85 on Windows can including Warpspasm. It is both 100% FitzQuake and 100% FitzKurok.

Future ideas: That 5 button SDL fix szo's mentioned, change view blends from a hardware gamma thing to a gl alpha rectangle particularly to build an MH Direct 3D 8.1 version. RMQEngine contrast control.

I would eventually like to roll this mod in the Universal Server project and have it be available for online play in the Quake community, but it'd require a bit of work to add it to ProQuake/Qrack/etc.
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Unread 02-08-2011, 08:14 PM   #2 (permalink)
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The windows links broken?
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Unread 02-08-2011, 08:22 PM   #3 (permalink)
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The file upload stopped ... resuming upload ....

(7 mins remaining ...)
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So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
Unread 02-09-2011, 12:27 AM   #4 (permalink)
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The alpha textures, like the tree tops, and the muzzleflash show as normal textures with a pink background?
Unread 02-09-2011, 12:55 AM   #5 (permalink)
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Originally Posted by R00k View Post
The alpha textures, like the tree tops, and the muzzleflash show as normal textures with a pink background?
gl_fullbrights 0

I forgot to modify that in the engine. Rats!
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Unread 02-09-2011, 02:13 AM   #6 (permalink)
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WoW! This looks really cool. I loved old Turok, and this conversion is really cool, great job. What I noticed, and think could be improved: enemies don't hear/react on what is happening around them. If 2 guys stay one right next to the other, but they are facing differnt sides, you can kill one, and other guy won't even notice it . I would like to see more action elements there - like jumping upon things, and getting puzzle solved. In old Turok half the game was about jumping around crazy cliffs. Map would be most certainly nice addition. Game died for me :/. It was when I've destroyed those 6 pumps, and dinos went after me, I killed 2 of them, and then game crushed.

Anyway, it's really cool thing, great job!
Unread 02-09-2011, 02:18 AM   #7 (permalink)
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Originally Posted by ShadoW View Post
WIt was when I've destroyed those 6 pumps, and dinos went after me, I killed 2 of them, and then game crushed.

Anyway, it's really cool thing, great job!
That is likely the dual-core/quad-core sound code issue that Quakespasm has solved, but I have not implemented the fix in this binary. It will be fixed. Hats off the to the Quakespasm team for multiplatform research and solutions to the existing SDL codebase.

[On another note, I am surely not the only person rooting for you to some day use your elite mapping skillz for the cause of single player making mappers. ]

MDave, the author is this mod, is off to art school and he won't be making improvements to this mod in the future, that being said I have been taking ideas and enhancements from this mod and other sources to add them to the collective capabilities of the Q1 engine --- much like the Remake Quake Team has been doing and the work of others at Inside3D and to some extent the things tossed around in the Hexen 2 segment of this forum.
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So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

Last edited by Baker; 02-09-2011 at 02:23 AM..
Unread 02-11-2011, 08:25 PM   #8 (permalink)
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Krashs on my duo

I got more milage running the ctf mod though...
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Unread 02-11-2011, 08:44 PM   #9 (permalink)
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Originally Posted by bluntz View Post
Krashs on my duo

I got more milage running the ctf mod though...
I've noticed some things about SDL on Windows.

Here is a native Windows build:

Windows Native (Non-SDL) Engine Build: Download

Use the above engine instead (^^ this download contains only a new engine build, does not include the full Kurok mod).

I had intermittent dual core crashing issues, the above native Windows build solved the problem for me.

[For completeness, source code for above version.]
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Unread 02-12-2011, 09:57 PM   #10 (permalink)
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When I press fire both builds crashed.
reloading it again this one didnt ,I hear an axe or something but
the first entity shoots at me and crash.
Also it seems to be shades of gray.
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