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Kurok PSP

From GameBrew
Revision as of 12:06, 8 Mayıs 2024 by HydeWing (talk | contribs) (Text replacement - "Category:PSP homebrew games" to "")
Kurok
Kurokpsp2.png
General
AuthorMDave
TypeShooter
Version0.40
LicenseMixed
Last Updated2008/08/23
Links
Download
Website
Source

Kurok is a first person shooter based on a modified Quake engine port, but with a modern setting with fictional aspects, like some environments, and the addition of dinosaurs.

Features

  • The Game:
    • One complete episode.
    • Complete multiplayer mode.
    • Standalone game, does not require or use Quake to run.
  • The Engine:
    • 64MB Ram mode for PSP 2000 series Slim model, allowing for more textures and larger maps.
    • Colored lighting support for maps using .lit files.
    • Smooth model animations and movement.
    • Interpolated light shading on models.
    • Special blending modes for spirtes and models.
    • Enviornment fog effect.
    • Alpha transparent brushes and models.
    • 32bit color depth for PSP 2000 series Slim model.
    • More sophisticated view & view model movement.
    • Full auto aim support.
    • Increased triangle limit on models.
    • Extensive contol and video options.

Installation

Place the PSP folder into the root of your memory stick.

  • PSP 1000 (or fat) - Copy the eboot from the NORMAL EBOOT folder to the KurokPSP folder.
  • PSP 2000 (or slim) - Copy the eboot from the SLIM EBOOT folder to the KurokPSP folder.

Please note:

  • If you have an older version of Kurok installed on your memory stick, delete it as overwriting it won't install it properly.
  • Don't use the same save game for different versions of Kurok, as the data usually changes in maps, causing errors if you do.
  • Do not remove or overwrite the PAK0.PAK file in the ID1 folder, it contains files required for the engine.
  • If you wish to play Quake, rename this file to PAK2.PAK (only FULL version of quake supported).

User guide

Story

You play as Kurok, the long lost brother to someone else that resembles his name, and he wants revenge on the people that have invaded his land, setup base and infested it with dinosaurs.

He sets off on his journey with his trusty second hand Tekbow he bought off ebay, and his hunting knife to discover the secrets and true intentions of the military operations that have taken over.

Gameplay

The main objective of the single player/co-op game is to get through to the end of the levels, completing objectives and defeating anything that stands in your way.

There are 10 weapons which the player can use, some with secondary functions.

You can run, jump, swim, climb his way through the varied environments such as water filled canyons, underground lava caverns, and army bunkers, labrotories and even lavatories.

Weapons

Hunting Knife Deadly up close, and is the best weapon to use to sneak up on someone for a quick stealth kill.
Bow Last resort for long range combat, but not to be underestimated. Secondary mode fires explosive arrows, requires missile ammo.
Desert Eagle Semi automatic handgun with great accuracy, uses 8 clip magazines.
Shotgun Designed for close quarters combat, wide spread and a loud weapon. Secondary mode fires explosive shells.
AK 101 A close to mid range rifle, modest accuracy, each round packs the same punch as a desert eagle's.
Uzi A fast firing automatic, holds a 32 magazine clip. Accuracy is slighty worse then the rifle.
Minigun Packs power, fastest gun with rounds per second, accuracy same as the uzi. No need to reload. Requires initial barrel charging, unless the barrels are pre-charged with the secondary function.
Grenade Launcher Fires powerful missiles that can bounce around corners, before detonating a powerful explosion. Secondary mode shoots slow moving missile powered plasma energy balls.
Rocket Launcher Your average no-nonsense rocket launcher, shoots missiles in straight lines. Slower firing rate then the grenade launcher. Secondary mode turns on laser guided missile mode.
Remote Mines Mines that are thrown and can stick to almost any surface, including your enemies. Secondary mode detonates them.

Screenshots

kurokpsp3.png

kurokpsp4.png

kurokpsp5.png

kurokpsp6.png

kurokpsp7.png

kurokpsp8.png

Compatibility

This game has been designed and tested on 3.90 M33 (Custom Firmware 3.71 or later is required).

Problems have been reported with anything above 3.90 M33, possible solution is to try to load the game through iRShell.

Known issues

Engine Bugs - Screen flashes white sometimes when playing a network game.

Game Bugs - Bots sometimes jump really high.

Changelog

v0.4

  • Added: Colored lighting support for maps, using .lit files.
  • Added: Skyboxes, using .lmp's for the skybox images. Higher resolution images are supported for the slim psp.
  • Added: Precise aim support.
  • Added: Music and Kurok Talk!
  • Added: New single player map, Escape.
  • Added: New multiplayer maps Lobby, Crossfire and Area 52.
  • Added: New Boss enemies.
  • Added: New sniper rifle weapon.
  • Added: Extra deathmatch options in the multiplayer "creating a game" menu.
  • Added: Ladder support in maps.
  • Added: Rotating doors support in maps.
  • Added: Pushable objects support in maps.
  • Change: Weapon balanced tweaked.
  • Change: Way too many to list! About 3 times more changes then v0.3.
  • Fixed: Infrastructure mode for phat psp's works now, can't remember if it was fixed in v0.3 too.
  • Fixed: Zooming behaves properly now.
  • Fixed: Soldier and Raptor health now change properly according to the difficulty (skill) setting. Soldier skin changes too.
  • Fixed: Forgot what else I fixed! I know I fixed a whole bunch of things though, but probably introduced new bugs.

v0.3

  • 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 opimising 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!

v0.2

  • Added: Soldier enemies now throw grenades on Normal, Hard and Insane difficulties.
  • Added: Red and Blue team skin colors in team multiplayer games, bottom color now selects either Red or Blue team.
  • Added: Option in the 'Misc. options' to brighten certain models, turning this off gives a slight speed boost.
  • Added: Option in the multiplayer menu to turn on/off auto-aim.
  • Added: Option in the multiplayer menu to turn on/off map exits.
  • Added: New missile model for the rocket launcher and grenade launcher.
  • Added: New plasma ball effect for the secondary function of the grenade launcher.
  • Added: Extra deathmatch and co-op spawn points in single player maps (no more crazy telefragging).
  • Added: New icon and background image for the Normal and Slim EBOOTS.
  • Added: Loading screen background image.
  • Change: Expanded the 'Base Arena' multiplayer map (kdm2).
  • Change: Split up the pak files for faster & easier patching.
  • Change: The config file now shows subtle realistic view movement, and fixed default controls.
  • Change: Increased speed of plasma ball and reduced its collision size.
  • Fixed: Tekbow crashing the game if you charge an arrow as soon as you change a map/load a save game.
  • Fixed: Clipping problem in 'Jungle Base Testing Area' map (e1m3).
  • Fixed: Remote mines floating in mid air on spawn points.

v0.1

  • First release.

Credits

Kurok Game by MDave.

  • Game design.
  • Mapping.
  • Coding.
  • Modeling.
  • Animating.
  • 2D graphics.

Beds, T-rex and Tiger eurocopter models by IlDucci, T-rex skin by dandi8.

  • RF - Lobby multiplayer map by Nembo.
  • HL - Crossfire multiplayer map by Weapon_crowbar.
  • PD - Area52 multiplayer map by IlDucci.

Content made by MDave is not to be used in other mods without permission.

Thanks to:

Special Thanks:

  • To everyone that helped me out with sound problems at ps2dev.org, and skybox problems.
  • The folks at http://forums.qj.net/ for reporting bugs.
  • ps2dev.org for the PSP sdk kit.
  • Sony for the PSP.
  • ID software for developing Quake, and making it open source.
  • Inside3D.com for their very helpful tutorials.

External links

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