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The Coop server is now available at:
Cax.quakeitup.com:26003
WARNING
May be too intense for some viewers. Stress Relief Device
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Praise!!! Thanks so much! I enjoyed the test session eariler today! Can't wait to get some Coop done! WARNING: ***Kleshik is not for the faint of heart!****
You've been warned! Now onward to battle, soldier!
Side Effects may include (but are not limited to)
Dizziness and Diarrhea
Vomiting
Severe anal bleeding
Acute Scizophrenia
Complete collapse of civilization
Acute Hyperphasia
Liberal Gynoperception or Androperception
Public Micturation
Unwanted Pregnancy
Reverse Peristalsis
Rotary Supination
Acute Amnesia
Dehydration
Auroral Hypersensitivity
Euphoria
Death
Dresk!! This thing is da shit! Haven't found any major bugs its just difficult for some to setup the commandline order correctly. But man I love this thing! Thanks for a great mod! Coop is my favorite thing in quake.
For those that want to set it up I can give instructions. The quick and dirty is have hipnotic and rogue installed cuz you'll need the assets. Tho you can play without it you'll have invisible models. :/ Thats no good. Once you have those in the right spot put this in the commandline to run it. darkplaces.exe -quake -game rogue -game hipnotic -game id1 -game kleshik
You'll need darkplaces for this mod. Grab the latest stable and it will work fine. You'll get a few errors but its completely playable. Next if you want the true HD experience I recommend checking out this to see all the hd content available for DP thanks to talisa. Or for the quick and dirty grab the Quake HD Pack or Epsilon pack but I find the HD pack more forgiving on your system tho Epsilon did just update with a improved version of rygel's hd textures and smaller size. if you get epsilon don't forget to the get addons for the two mission packs. Quake HD Packs comes with all of it together in one file and then a patch to 1.45. Install and enjoy the eyecandy! And I'll see you on Kleshik!
Some of it's cool features include:
COOP -duh!
Shared weapons and ammo
Weapons and ammo respawn like in deathmatch
Drop weapons and backpacks for teammates
Random weapon boxes that explode
Random Enemy spawns
Enemies from the different mission packs included
Enhanced visuals and particle effects
Enhanced gore! SO MUCH GORE!! Enhanced and multiplied amount of gibs!
Flare and Flashlight for those dark corners
Day and Night cycles (yeah really)
Random Monster spawns means its different every time you play
Custom CSQC HUD and Stats to brag to your friends about!
Downed enemies drop items like armor, additional weapons, ammo, powerups, etc.
An innovative and updated cheat system for those times when it's too hard.
"Special" enemies that deflect explosives like rockets, etc.
Additional weapons like laser gun (enforcer), Hammer of Thor, Proximity mines, etc.
Crazy Fear like screen effects randomly to distort your vision and create panic.
The list goes on!
Come out and play please! You can forget playing this on your own! IT's suicide! It always keeps your blood pumping and never backs down! I'll see you in the server!
I don't know anything about kleshik. Bluntz set it up along with PrimallLove who sent me the file's to upload and that's all i did was upload them. I'm assuming all that need's to be done is download the file's and overwrite the current? I'll leave that up to Bluntz or PrimalLove to do since i am newbiefied when it come's to these add-on/mod's for quake.
You have the up to date one already. I think the readme I gave you just says that one because Dresk never updated the read me. As an aside you can use the update folder that comes with Kleshik to update via the svn. Cheers.
Regarding the versions of Kleshik, or really lack thereof (here comes some history!) :
Initially when I was working on Kleshik it was purely a (SV/SS)QC mod, no client data or CSQC at all, but still dependent on Darkplaces for its various extensions. Eventually, even though I greatly appreciated the "no need to download anything" approach, I got bored working with the assets I had, so I moved to adding new assets, predominately sounds and models (of which I feel terrible that I simply stole and don't know who to credit.)
Following the addition of assets, I kept making a new .pk3 file and uploading it to my website for my friends to download. It wasn't a big issue; the .pk3 file wasn't particularly big at first, but soon I started adding LOTS of sounds and models. Following the sounds and models, I added Quake2 player model support (stealing a bunch of player models and never properly crediting them either, oi), and at that point I needed to address the distribution system.
I always intended for Kleshik to be 100% open source; in those .pk3s were my QC source files, but my friends weren't coders so they didn't care. With the addition of ALL these Quake2 player model files, it came time to stop using packages and use individual files, and combined with my desire for quick, easy access to the QC source, I moved to SVN via Sourceforge (of whom I'm certain I am violating license agreements with, oi!)
Adding Quake2 player model support is what really pushed me to work on the CSQC part of the code, getting the HUD appropriate for the player icon and the new weapons. It also is the source of switching your player model; that ghetto interface for changing player models is coded in CSQC, not MenuQC (like it should be). So all in all SVN just made the most sense as a distribution platform, mixing binary files and source files.
And thus, the versions. That readme is quite outdated, and although it definitely contains a lot of CVars that still exist and work (lots of them don't need map restarts anymore though!), the version I have in it is no longer reflective of Kleshik's status in any way, shape or form. The closest thing to a version Kleshik has is the SVN revision, as was commented here to be r121 currently. And yup, any future development I do on Kleshik is doing to stick with revisions as the version.
Hope that sheds some light on the whole versioning thing and how Kleshik ended up where it is. Better documentation should exist on how to download it and get it running with the mission packs. I realize most people are not going to have an SVN client on their computers, so I had made a 7z with a Win32 SVN command line client and a batch file for Windows users, but even now that may not work, dependent on what version of SVN I'm using (I forgot, haven't worked on Kleshik in awhile!)
Anyway, I'm still "not done" with Kleshik, so feel free to offer any comments, suggestions, bug reports (I love them most, I don't like ANY bugs) and general whatever. Thanks again guys.
Thanks for the info. I already had this little nugget in my kleshik folder but it never worked. Always failed so I just simply go here, click on code and download a snapshot directly. BTW: If anyone decides to download it this way the snapshot generation takes some time so just wait it out. I'm going to compile a list of things I've noticed and some improvements I could suggest. But man I really love this thing! Thanks for taking the time.
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