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  • How to start Kleshik mod?

    Hi, everyone. Yesterday I downloaded the Kleshik mod from sourceforge (as tar.gz archive from SVN). Now I have no Idea where to put the files. Can someone please give me the exact directory structure the mod should have? Also in the other thread I read that it should be started with this commandline:

    Darkplaces.exe -game rogue -game hipnotic -game id1 -game kleshik.

    Why is this so? Anyway question no.1 is how to order the downloaded files. Should I recompile the progs.dat from the QC folder or use the one already there?

    Thanks in advance, HGDagon
    MOD it! Start Point Remake Quake Scout's Journey Quaketastic WhiteDay Quake Terminus UQE

  • #2

    The kleshik folder should go in the quake folder as it is a mod.
    Example: C:\Games\Quake\kleshik
    If you placed it in the correct folder you should also see the id1 folder (which contains the original base content of Quake) in a separate folder.

    The command line extensions tell the darkplaces.exe file to open the mods hipnotic and rogue, which are the 2 retail expansions to Quake. They are called "Scourge of Armagon" and "Dissolution of Eternity". You can purchase these expansion packs on Steam.
    Kleshik Coop actually uses content from these mods such as weapons, powerups, and monsters. It should still run without the hipnotic and rogue parameters, but you may get weird looking placeholder art for the missing content. There is a forum thread at Inside3d that has some info on Kleshik Coop.

    This is untested, but you can try adding inside the kleshik folder an autoexec.cfg file, open it with notepad, and add the lines:
    kleshik_gamemode_Hipnotic_Enabled "0"
    kleshik_gamemode_Hipnotic_LegacyItems "0"
    kleshik_gamemode_Rogue_Enabled "0"


    This should disable the expansion pack features, never tried it.
    [ame="http://www.youtube.com/watch?v=eDnhAgo3Y5E"]I am a huge fan of this mod.[/ame] I have a Darkplaces Kleshik Server running if you decide to join, just search for it using the Darkplaces multiplayer game browser.
    Last edited by DeadTenor; 03-24-2013, 11:11 AM.

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    • #3
      @DeadTenor
      Thank you. So I should extract the tar.gz I downloaded from sourceforge to Quake directory and no other changes?? How about compiling is it needed??
      MOD it! Start Point Remake Quake Scout's Journey Quaketastic WhiteDay Quake Terminus UQE

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      • #4
        Don't even bother compiling it, I think you may have grabbed the source code but not the actual content.
        Here is a 4 part rar file (you need all 4 for the file to be extracted) that I uploaded, no need for compiling.
        Last edited by DeadTenor; 03-24-2013, 11:10 AM.

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        • #5
          Hi,what darkplaces engine version is everyone using to run this mod,also are there any other recommended mods to use with this too?Thanks

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          • #6
            Hi DeadTenor,I am having problems getting the Kleshik mod to work.I downloaded all four Rar files,and followed the readme carefully,but now when I start the darkplaces engine,I get an error something about Host error,and parser error,can you please help me.Thanks

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            • #7
              OK,I tried another darkplaces build,and it's now working.

              Comment


              • #8
                All weapons shoot through corpses

                Hello,
                I tried all I could think of to make this work but I am stuck. All weapons, except for explosions, shoot through monster corpses. They are basically not solid. I don't even have this problem when running the Small Mod Compilation and enabling shootable/gibbable corpses there and also made it work with only darkplaces.
                I also edited all kinds of things in the .cfg file (added, removed and did all kinds of combinations of settings for the mod), but nothing works.
                The game also fails and sends me back to the console whenever I enable the damageable gibs option for all body parts.
                Can anyone help?
                Last edited by digitalid; 07-04-2013, 02:55 PM. Reason: spelling

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                • #9
                  digitalid,

                  The corpses in Kleshik are meant to be detail, not affect gameplay. In this fashion, they are not solid, but will be gibbed by radius damage should it be in their vacinity.

                  A note about a gameplay element with corpses in Kleshik : corpses has a chance to spawn "fliskers" which are little vore creatures that run and jump at the player, biting ferociously. When an enemy dies, it's decided right at death if they will have fliskers or not, along with a timer before the corpse explodes and the fliskers come out. IF you happen to gib the corpse before the timer is reached, the fliskers will come out of the corpse unharmed. Basically, if fliskers are coming, there's nothing you can do. A valid strategy by players is to gib corpses to make sure fliskers don't come from behind, as they can wait up to 20 seconds or so before bursting out, chasing down the player.

                  Regarding the CVars disabling the mission packs,

                  They should work. When disabling them Hipnotic and Rogue monsters will not be used, but since I am using 3rd party assets for the weapons from those expansions, they will still be available (actually the mjolnir is probably disabled. If it's not that's a bug.)

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                  • #10
                    Hello Dresk,
                    do you have any plans for your great Kleshik mod?
                    I love its atmosphere. I hope you make updates soon.

                    Thanks for your hard work!

                    w@

                    I hope you are the real Dresk and you are developing Kleshik....
                    Last edited by webangel; 07-06-2013, 05:03 AM.

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                    • #11
                      webangel,

                      Yep, I'm the real Dresk. It's been so long since I've worked on Kleshik primarily due to not having an asset artist available. I still have a lot of ideas, a menu system to code, documentation / a web page, but really what I wanted to do most was my "dynamic organic environment."

                      Basically, I needed a modeler to create lots of gore assets and organic spikes, blades, all kinds of things and at map load I would spawn all this stuff around the map, offering a different experience each play through. I know exactly how I would code it in my head, and some could argue that I SHOULD code it even without the assets. Unfortunately, for me, it just came to a point where I was burnt out without seeing new assets.

                      Another thing I wanted to do was totally revamp Cython. This revamp would need new animations though, again another thing I didn't want to code without having the assets.

                      Kleshik was and still is an extremely fun project for me. I am still very happy with my codebase, I know I helped a lot of CSQC modders out by showing them my method for handling CSQC events (and VERY limited entity functionality in the form of corpse blood pools and brass ejections.) I am pretty darn happy with my revamped weapon system and player animation system (especially supporting Quake2 player models), though I need to modularize the weapon selection system (I hardcoded in the impulse numbers for selecting the weapons.)

                      Overshadowing all of this though is of course coding a proper menu. Menu coding is horrendous, boring, annoying and never quick. Incidentally, the menu is the first thing people would see when they launched Kleshik, so I know when (if at this point) I create it it has to be just perfect. I have a theme in my head of tentacles "holding widgets" and smashing them down on a gory surface, so like when Kleshik launches the main menu would have some buttons that would get "smacked" down on a surface from tentacles that are always surrounding the edges of the screen. As you can imagine, the assets for this menu would require a lot of time.

                      So that's my update on Kleshik. I guess I could make a quick web page for it and make ZIPs of my releases, to simplify things for novice computer users (I LOVE using SVN as the update system, but I admit it's not the best idea for non-developers or even computer literate people who don't code and aren't familiar with SVN.)

                      Keep the questions coming.

                      Comment


                      • #12
                        Hi Dresk,
                        using svn for publication shoudnt be a problem. Its really comfortable.
                        You can use a package like this. I use it for Kleshik, RMQuake, Duke HRPs, Blood Omnicide,....

                        Here are some people who can help with models and animating.
                        Gore assets and organic spikes are there.

                        Cython needs a revamp for sure. Tell us your ideas please.

                        Do you know Sevens Small Mod Compilation? He has some very good ideas and some models you could use eventually. On the modelling side I cant really help you I guess.

                        I found Kleshik by an accident. I started it and thought....
                        - wow a baby Dragon in E1M2 - then
                        - what are this damn little beasts - then
                        - this screen effects are damn creepy (Hell, they are...)

                        You did a great work on this. I hope I can make a svn update in the future.
                        Last edited by webangel; 07-07-2013, 11:46 AM.

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                        • #13
                          Whoah, Dresk reads the forums. Used to play with him on his Kleshik mod as Wookiestick, but I doubt he remembers. Regardless, good to see him.
                          Originally posted by digitalid View Post
                          Hello,
                          I tried all I could think of to make this work but I am stuck. All weapons, except for explosions, shoot through monster corpses. They are basically not solid...

                          Can anyone help?
                          I came across this same problem, as seen in this thread. The latest March 2013 official release no longer works with Kleshik corpses correctly. The problem appears to be server side only. If you are playing a local game by yourself you will have to use the Dec. 2012 build or earlier. You can also do what I do-- run a dedicated server with an older build, but connect to it (as a client) with the latest build of Darkplaces. It will take a little more space to have 2 separate installed quake folders but you get the best of both worlds.
                          Last edited by DeadTenor; 07-10-2013, 10:22 AM.

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                          • #14
                            Error

                            Everything loaded up after a while and as soon as it was getting ready to start it gave me an error about the rain can't think? Any ideas?
                            Make no mistakes here... I'm not a mere madman... I'm a realist!

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                            • #15
                              @krymzon
                              this is caused by using ent-files for rain (& other map-effects)
                              rain is a feature from seven's SMC, using ent-files without SMC will result in a crash


                              solution:
                              remove any pk3s for rain-effects, and make sure to also remove any ent-files found in the 'maps' folder.
                              then the error wont appear anymore and the game wont crash no more
                              .
                              are you curious about what all there is out there in terms of HD content for quake?
                              > then make sure to check out my 'definitive' HD replacement content thread! <
                              everything that is out there for quake and both mission-packs, compiled into one massive thread

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