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adurdin
Wormouth
Posts: 924
(3/14/04 5:59 am)
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ModKeen 2.0 released!
Especially for 3/14*, I've released ModKeen 2.0! Apart from an all-new fabulous command line parameter list, this cranking new version can handle Keen 4, 5, and 6!
You'd better believe it. Now you can create your own tiles, sprites, bitmaps, stories, and demos for these episodes. Fabulous things are in store (I hope).
Get it from Keen:Modding!

(*we write it the right way down here: 14/3)

KeenRush 
Photachyon Transceiver
Posts: 5258
(3/14/04 7:49 am)
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Re: ModKeen 2.0 released!
Heh, I sure know. ;)
Neato job adurdin! Modding scene takes the next step.

(* they write it 14/3 here as well)

I've got only one message for you:
++++++++[>+++++++++<-]>+++.------..+++++++++.

XkyRauh2001
Mortimer's Right Hand Man
Posts: 748
(3/14/04 8:09 am)
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re: ModKeen2.0
WOO-freakin'-HOO!! Now the fun begins--can't wait to see what the community does with this stuff.

I may just skip the possibility of a Keen3 mod and jump straight to something more... versatile. We'll see.

--Xky

SkypestB2
Posts: 2
(3/14/04 8:41 am)
Reply
Really cool
Sounds really cool, I downloaded it now and I'll test it in the afternoon. :garg to :dopefish (Nahh, this won't happen... :) )

Snaily
Messie
Posts: 991
(3/14/04 9:14 am)
Reply
Re: Really cool
This is very, very interesting - great work, Andrew. But I wish anyone seriously considering to make a Keen 4 mod luck - there's over 400 images to edit.

________

Ę@_

LevelLord00 
Vortininja
Posts: 139
(3/14/04 9:39 am)
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Re: Really cool
Well can someone mail me those 400 images? Because my computer is really throwing a fit here, (it won't allow unlzexe or simalar programs to run.)

"No one should be here" -Level Lord

XkyRauh2001
Mortimer's Right Hand Man
Posts: 754
(3/14/04 10:17 am)
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re: ModKeen2.0
LevelLord00: The folder's nearly 3mb--that's a little much at one time for my 56k. Hopefully you get things working soon. :-)


Now, as far as Keen:Galaxy modding goes... All I can really say is that:

timeForKeen4mod = [(timeForKeen1mod * timeForKeen4levelpack) - planningAhead + (timeForKeen1playtest * TED5LearningCurve) - patience]

or at least something similar. :-) There's a LOT to do. When you're doing a Keen:Vorticons mod, you can afford to just jump right in and fiddle with a few things here and there... but at first glance, if you want to even change 1 simple enemy, you're looking at close to an hour of work AFTER you've changed just the graphic. Plotting relative coordinates, changing TED5 icons, playtesting the poor thing to make sure your changed creature works...

I don't even want to begin thinking about how difficult it's going to be to create tiling backgrounds of the magnitude required for that nTIL0000.bmp file. Adrian Carmack's got heaps of new respect in my eyes. :-)

This is an astonishing breakthrough, but it's really gonna take the Keenest of the Keen to make a Keen:Galaxy mod. It's gonna be a huge undertaking just to do a simple adaptation (like the ZeldaII mod, Dangerous Keen in the Haunted Mansion, etc.) and creating something ORIGINAL is gonna be over a year in the making, I'd imagine. I wish you all the best of luck. I'm gonna need to ponder this for a good long while and write up some design documents before I even CONSIDER starting one of these puppies.

Andy, you rock.

--Xky

Yowza
Vortininja
Posts: 229
(3/14/04 11:05 am)
Reply
Re: re: ModKeen2.0
Whoo! ... and damn :p

Why damn? Well, a Keen 4 level pack doesn't seem as good when Keen 4 mods are possible :p

But whatever, I'll keep working on it anyway :)

(I should cut down on emotikeens :P)

KeenRush 
Photachyon Transceiver
Posts: 5259
(3/14/04 1:43 pm)
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Re: re: ModKeen2.0
Looks like I soon need to start learning TED seriously. :old Well, it will be really hard job to make totally new mod replacing all the stuff, but imagine the ready one, it's really worth of seeing! :drool
And, if it's too much for one, nobody says it's too much for a mod team.
Anyways. I'm going to do Keen 4 or 5 or 6 mod when I'm mature enough to move on these "new" Keens. :P
Also, can't wait to see the new skins you people hopefully make. Finally a chance to play as Mort. :evil

I've got only one message for you:
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TCL999 
Vorticon Elite
Posts: 395
(3/14/04 2:06 pm)
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Re: re: ModKeen2.0
Amazing job Adurdin... Guess I'll have to download it sometime soon and play around with it. So when can we expect a Keen Dreams ModKeen? Just kidding :)

Edited by: TCL999  at: 3/14/04 2:06 pm
Zorath 
Vortininja
Posts: 241
(3/14/04 2:59 pm)
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Re: re: ModKeen2.0
:eek



Wow.

This is really - REALLY - awesome! It will be hard to wait for the first Keen 4-6 mods. :p

Edited by: Zorath  at: 3/14/04 3:01 pm
CommanderSpleen
Vortininja
Posts: 217
(3/14/04 8:45 pm)
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=(8D)-
:eek

Well, that was unexpected.

:christmas

*dances around randomly, singing songs about leprechauns and Keen4-6 modding*

>Commander WOOHOO!

÷ Cave assectatorem Ductoris Alacris ÷

"Keep thy heart (imagination) with all diligence, for out of it are the issues of life."
Proverbs 4:23

JimSoft Lair
http://jimsoftlair.tripod.com/

Xtraverse
Stranded Fish
Posts: 2805
(3/14/04 11:23 pm)
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Re: =(8D)-
[speechless]

Some people are pragmatists, taking things as they come and making the best of the choices available. Some people are idealists, standing for principle and refusing to compromise. And some people just act on any whim that enters their heads. I pragmatically turn my whims into principles. -- Calvin
spatang.com

LevelLord00 
Vortininja
Posts: 141
(3/15/04 5:35 am)
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Re: =(8)-)
Quote:
nobody says it's too much for a mod team


Yeah, something along the lines of CKCM, but in this case you could assign individual enemies, etc to people. I bet if everyone here were just to design one part we could make a mod in a month. (To heck with planning ahead, give 'em a general subject, the mod'll be a little quirky, but playable.)

The chance that this will displace Keen 1-3 modding or keen 4-6 levelpacks (As Keen 1-3 modding displaced Keen 1-3 levelpacks) is remote as I'd say one person could do about one mod a year (WAY too long for my attention span) Wheras even a good Keen 1 mod can be done in 2-4 weeks (good, not great.)

Given the latest offerings and rapid development of Keen 1-3 modding, the need for Keen 4-6 mods has been steadily diminishing. (Not many people here look like they've been activly thinking about Modkeen 2.0 for a long time.)

Quote:
So when can we expect a Keen Dreams ModKeen?


It shouldn't be as hard as making Modkeen 2.0, and given the large number of spare tiles in Keen 3.5, There is great potential (or quick modding)

Also, modding games based on the Keen engine (Biomenace, Dangerous Dave) should also be possible, vastly expanding modding resources.

"No one should be here" -Level Lord

Br1ck
Grunt
Posts: 47
(3/15/04 6:32 am)
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Re: =(8)-)
Here's something for editing those clipping rectangles, and sprite origin coordinates: K-Sprite.

It'll let you visually modify the clipping and origin--even if it extends beyone the sprite's limits.

It's by no means finished. Not too sure I'll do any more to it, though--it gets the job done....

KeenRush 
Photachyon Transceiver
Posts: 5266
(3/15/04 4:17 pm)
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Re: =(8)-)
I don't have imagination enough to replace over ten of enemies.. :(

Well, what I think there will be Keen 1-3 mods still (at least I will work on them), but people start to want more stuff for the 'new' Keens. :)

Edit: By the way, adurdin, is it time for TileInfo 2.0 soon?

I've got only one message for you:
++++++++[>+++++++++<-]>+++.------..+++++++++.

Edited by: KeenRush  at: 3/15/04 4:18 pm
Djaser 
Holy Monk Yorp
Posts: 2410
(3/15/04 4:43 pm)
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Re: =(8)-)
Wow maybe no Keen1mod but a Keen 4 mod :stunned

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LevelLord00 
Vortininja
Posts: 151
(3/16/04 10:01 am)
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Re: =(8)-)
Quote:
Well, what I think there will be Keen 1-3 mods still (at least I will work on them), but people start to want more stuff for the 'new' Keens.


Maybe, but if someone works on a Keen 4 mod, they'll be unable to do anything else Keen for a long time. Keen 1-3 mods will overcome by sheer force of numbers and ease of creation (We still get the odd Keen 3 level pack don't we?)

Quote:
Edit: By the way, adurdin, is it time for TileInfo 2.0 soon?


I dunno about you, but I already have a Keen 4-6 tileinfo.

"No one should be here" -Level Lord

JosephBurke
Tres-tria quindecim
Posts: 332
(3/16/04 10:37 pm)
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hope is simple and true
Unbelievable and the time Andrew had to put into this was probably equivalent to a bunch of Keen Galaxy style mods.

Frenkel
Vortininja
Posts: 308
(3/17/04 10:31 am)
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2 weeks
He wrote it in 2 weeks.

adurdin
Wormouth
Posts: 927
(3/17/04 11:53 am)
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Re: 2 weeks
I was spending nearly all my spare time on ModKeen 2.0, even when I was moving house and also should have been working on a research paper... so it wasn't an ordinary two weeks.
But it was fun, and I got the paper done anyway, so it's all right. Now I can continue unpacking my boxes of books!

JosephBurke
Tres-tria quindecim
Posts: 335
(3/18/04 7:00 am)
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click
^^I meant the years it took to get to this point.

thenewmoonsidianX
Vortininja
Posts: 251
(3/22/04 12:01 am)
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Re: click
I'm having some trouble starting ModKeen 1, to be slightly on-topic with ModKeen 2. What exactly do I do to start the program because it finishes when I click it.

Xtraverse
Stranded Fish
Posts: 2824
(3/22/04 12:57 am)
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Re: click
spatang.com/ck/tut/modkeen.php

Some people are pragmatists, taking things as they come and making the best of the choices available. Some people are idealists, standing for principle and refusing to compromise. And some people just act on any whim that enters their heads. I pragmatically turn my whims into principles. -- Calvin
spatang.com

rorie1983
Keen Crazy
Posts: 62
(3/22/04 10:20 pm)
Reply
missing image (www.freewebs.com/jawawars/rorie.txt)
Re: ModKeen 2.0 released!
hooray finally a editor for episodes for 4,5 & 6

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thenewmoonsidianX
Vortininja
Posts: 252
(3/23/04 1:08 pm)
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Re: ModKeen 2.0 released!
Alright. Apparently I'm missing a lot of files, but the Keen games still work fine. How would I get kxdata.lst and source bitmap files?

rorie1983
Keen Crazy
Posts: 66
(3/23/04 9:49 pm)
Reply
Re: ModKeen 2.0 released!
Quote:
Alright. Apparently I'm missing a lot of files, but the Keen games still work fine. How would I get kxdata.lst and source bitmap files?


i did this yesterday, hmm let me think, okay i got it
first use Unlzexe.exe to decompress the version of keen you want to use, example (drag Unlzexe.exe over Keen4e.exe) then run tedsetup.exe, then run modkeen -episode=4 -export -bmpdir="c:\My Mods\Keen4" you can change this directory if you want to

to get more info, download & run modkeen2.exe yourself
hope this helps

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LevelLord00 
Vortininja
Posts: 219
(3/24/04 3:08 am)
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Re: ModKeen 2.0 released!
So you need tedstetup to run Modkeen?

"No one should be here" -Level Lord

rorie1983
Keen Crazy
Posts: 70
(3/24/04 3:15 am)
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Re: ModKeen 2.0 released!
that's what i found out

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KeenRush 
Photachyon Transceiver
Posts: 5336
(3/24/04 5:08 am)
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Re: ModKeen 2.0 released!
Nope. But that's useful probably to do there if one wants to edit levels too.

I've got only one message for you:
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Frenkel
Vortininja
Posts: 317
(3/24/04 12:41 pm)
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unlzexe
Quote:
(drag Unlzexe.exe over Keen4e.exe)


I always drag Keen4e.exe over Unlzexe.exe

thenewmoonsidianX
Vortininja
Posts: 253
(3/24/04 4:43 pm)
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Re: unlzexe
I meant ModKeen 1. I can't find the files for that.

KeenRush 
Photachyon Transceiver
Posts: 5339
(3/24/04 5:20 pm)
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Re: unlzexe
No. With the first ModKeen only thing you need is the exe. Meaning that only thing you need is modkeen.exe, it doesn't come with any other files that you need.
There you type the folder names and the list you want it to create. It (the .lst-file) doesn't exist before or anything. I use always name "keendata.lst". You don't need to care anything about the list as long you type there some name when exporting, and importing using the same list name. You don't ever need to touch the list file.

And yes, other exes must be dragged on the top of unlzexe (if using that kind of way in Windows).

I've got only one message for you:
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Edited by: KeenRush  at: 3/24/04 5:22 pm
LevelLord00 
Vortininja
Posts: 223
(3/25/04 9:25 am)
Reply
Re: unlzexe
Fiddling with the listfile (with notepad) can produce interesting results.

"No one should be here" -Level Lord

thenewmoonsidianX
Vortininja
Posts: 254
(3/25/04 1:40 pm)
Reply
Re: unlzexe
So ModKeen 1 creates the .lst files when opened. That was a bit confusing.

After I type in this command...

MODKEEN e 1 C:\keenmod1\k1data.lst

it says "ERROR! Can't open EGAHEAD.CK1!"

What do I do? By the way, sorry if I'm being annoying with this constant question-asking. :D

KeenRush 
Photachyon Transceiver
Posts: 5345
(3/25/04 4:32 pm)
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Re: unlzexe
Hmmm, make sure the path is correct. And that you have all your Keen files in the directory (of course!!). When I said that the only thing you need is modkeen.exe I of course assumed you HAVE your Keen 1 files in the directory.
I guess you have now there only modkeen.exe, right? :)

I've got only one message for you:
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thenewmoonsidianX
Vortininja
Posts: 256
(3/26/04 1:37 pm)
Reply
Re: unlzexe
Thanks, it worked! :)

So, now if I wanted to edit the levels, how would I do that, because all it seems that I can do is mess with the graphics.

KeenRush 
Photachyon Transceiver
Posts: 5359
(3/26/04 5:59 pm)
Reply
RMB no remmy no skippy no fate yeah
Good good.. :)
Easy deal, just get a level editor. There are some, and I prefer this most:
www.durdin.net/andy/keen/keenedit.zip
Just install it to your keenfolder/keenedit/. Then you can easily make levels there and just copy them to your Keen main folder and replace the old ones.

I've got only one message for you:
++++++++[>+++++++++<-]>+++.------..+++++++++.

0 UNFLEEXABLE 0 
aka Silly the Ghost
Posts: 1626
(3/26/04 9:28 pm)
Reply
Re: RMB no remmy no skippy no fate yeah
cool! i'd downloaded it and tired it last night and keen5 keeps locking my computer.

I tried to change the title screen to see how it turns out and whenever i open keen5e.exe it locks up my computer... help!

> Hello Kiddies! I'm Silly the Ghost!

adurdin
Wormouth
Posts: 931
(3/26/04 10:05 pm)
Reply
Re: RMB no remmy no skippy no fate yeah
You need to use CK5Patch with the patch file that ModKeen 2 creates in order to use the modified graphics.

Zero Diamond
Meep
Posts: 1
(3/28/04 1:41 am)
Reply
Re: ModKeen 2.0 released!
This is great. Except for the fact that none of my stupid exes, UNLZEXEd or not, refuse to extract. WHYYYYYYYYY?!

0 UNFLEEXABLE 0 
aka Silly the Ghost
Posts: 1632
(3/28/04 6:19 am)
Reply
Re: ModKeen 2.0 released!
call me stupid, but there's no patch file!!! :bloody

> Hello Kiddies! I'm Silly the Ghost!

KeenRush 
Photachyon Transceiver
Posts: 5373
(3/28/04 8:22 am)
Reply
Re: ModKeen 2.0 released!
Hello Zero Diamond, what do you type there? Sure you give ModKeen 2 the right commands?

I've got only one message for you:
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LevelLord00 
Vortininja
Posts: 252
(3/28/04 9:53 am)
Reply
Re: ModKeen 2.0 released!
Hey Zero, same problem here. UNZLEXE says that Keen4 is 'not a LZEXE file' but Modkeen says that Keen4 hasn't been UNZLEXE'd :goth

"No one should be here" -Level Lord

adurdin
Wormouth
Posts: 933
(3/28/04 10:21 am)
Reply
Re: ModKeen 2.0 released!
Make sure you've got Keen 4 version 1.4, and that it's decompressed -- if you have a different version, ModKeen 2 won't recognise it (and will assume it's still compressed).

thenewmoonsidianX
Vortininja
Posts: 261
(3/28/04 8:24 pm)
Reply
Re: ModKeen 2.0 released!
Where can I download KeenWright or KMO, because neither of CC314's links work. And which level editor is more Windows friendly?

Hi Zero Diamond. I can't get my UNLZEXEs to work either. Maybe it's my computer.....

rorie1983
Keen Crazy
Posts: 75
(3/28/04 11:13 pm)
Reply
Re: ModKeen 2.0 released!
i need help with modkeen

i used Unlzexe.exe to decompress keen then i type modkeen -episode=4 -export -bmpdir="c:\My Mods\Keen4" then i executed tedsetup.exe (i think this could be my problem i don't know) then i edit the graphics, i merged them back in & then when i try to run the new executable it quits without warning

can somebody please help me

sent andrew an email about this

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Edited by: rorie1983 at: 3/29/04 2:21 am
Xtraverse
Stranded Fish
Posts: 2835
(3/29/04 12:43 am)
Reply
Re: ModKeen 2.0 released!
When you merge them back in you must run GoX.bat (where X is the keen game you're modding) for it to work.

Some people are pragmatists, taking things as they come and making the best of the choices available. Some people are idealists, standing for principle and refusing to compromise. And some people just act on any whim that enters their heads. I pragmatically turn my whims into principles. -- Calvin
spatang.com

rorie1983
Keen Crazy
Posts: 76
(3/29/04 2:20 am)
Reply
Re: ModKeen 2.0 released!
strange i run GoX.bat & i get a bad command or file name message, what i am doing wrong?

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adurdin
Wormouth
Posts: 934
(3/29/04 7:14 am)
Reply
Re: ModKeen 2.0 released!
I'd guess that you don't have CK4Patch (or CK5Patch, or CK6Patch, whichever is appropriate) in the same directory. You'll need to download it and unzip the exes.

LevelLord00 
Vortininja
Posts: 258
(3/29/04 11:00 am)
Reply
Re: ModKeen 2.0 released!
Quote:
Make sure you've got Keen 4 version 1.4, and that it's decompressed -- if you have a different version, ModKeen 2 won't recognise it (and will assume it's still compressed).


My problem is not modkeen not recognizing Keen4, its UNZLEXE not decompressing it.

"No one should be here" -Level Lord

KeenRush 
Photachyon Transceiver
Posts: 5375
(3/29/04 1:09 pm)
Reply
Re: ModKeen 2.0 released!
Maybe you could search unlzexe again and try, just in case.. Or try to download another Keen 4 1.4 somewhere.

I've got only one message for you:
++++++++[>+++++++++<-]>+++.------..+++++++++.

JosephBurke
Tres-tria quindecim
Posts: 346
(3/29/04 9:08 pm)
Reply
blah
Quote:
My problem is not modkeen not recognizing Keen4, its UNZLEXE not decompressing it.
Which is why he said you need version 1.4, if you have version 1.4 say so.

rorie1983
Keen Crazy
Posts: 78
(3/29/04 11:01 pm)
Reply
Re: ModKeen 2.0 released!
Quote:
I'd guess that you don't have CK4Patch (or CK5Patch, or CK6Patch, whichever is appropriate) in the same directory. You'll need to download it and unzip the exes.


i already have ckpatch0.9.0, explain to me step by step on what to do

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thenewmoonsidianX
Vortininja
Posts: 264
(3/30/04 3:18 am)
Reply
Re: ModKeen 2.0 released!
Where can I download KeenWright or KMO, because neither of CC314's links work.

adurdin
Wormouth
Posts: 935
(3/30/04 6:09 am)
Reply
Re: ModKeen 2.0 released!
KeenWright is at durdin.net/andy/keen/modd...wright.zip

And for step-by-step instructions for modding Keen 4:

Create a folder.
Copy Keen 4 v 1.4 into that folder.
Run UNLZEXE on KEEN4E.exe
Copy ModKeen 2 into that folder
Copy CK4Patch (v0.90) into that folder
Create a subfolder (e.g. "Data")
Open up a command prompt in the main folder
Type "modkeen -episode=4 -export -bmpdir=Data"
Edit the pictures and stuff in the subfolder
Go back to the command prompt
Type "modkeen -episode=4 -import -bmpdir=Data"
Type "CK4Patch keen4.pat"
Rinse and repeat.

If you're using TED5, you'll need to change the last step: after running TEDSETUP, open up patch4.pat, and add the line "%egahead EGAHEAD.CK4"
Then to run Keen you use "CK4Patch patch4.pat".

KeenRush 
Photachyon Transceiver
Posts: 5386
(3/30/04 4:34 pm)
Reply
Re: ModKeen 2.0 released!
Nice instructions. :)

I've got only one message for you:
++++++++[>+++++++++<-]>+++.------..+++++++++.

rorie1983
Keen Crazy
Posts: 79
(3/30/04 11:00 pm)
Reply
Re: ModKeen 2.0 released!
i did everything but when i try CK4Patch patch4.pat the dang computer resets

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Edited by: rorie1983 at: 3/31/04 12:17 am
KeenRush 
Photachyon Transceiver
Posts: 5390
(3/31/04 2:15 pm)
Reply
Re: ModKeen 2.0 released!
Hmmm, then there is probably nothing we can do. :(

I've got only one message for you:
++++++++[>+++++++++<-]>+++.------..+++++++++.

rorie1983
Keen Crazy
Posts: 83
(3/31/04 11:07 pm)
Reply
Re: ModKeen 2.0 released!
i tried it again at home last night and it worked

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KeenRush 
Photachyon Transceiver
Posts: 5399
(4/1/04 12:06 pm)
Reply
Re: ModKeen 2.0 released!
Good for you! :)
Going to try moddin'?

I've got only one message for you:
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0 UNFLEEXABLE 0 
aka Silly the Ghost
Posts: 1640
(4/2/04 7:45 am)
Reply
Re: ModKeen 2.0 released!
rorie is that really ur pic? :evil

> Hello Kiddies! I'm Silly the Ghost!

KeenRush 
Photachyon Transceiver
Posts: 5404
(4/2/04 8:17 am)
Reply
Re: ModKeen 2.0 released!
:garg Garg it, it is. How many times you've asked that? :furious

I've got only one message for you:
++++++++[>+++++++++<-]>+++.------..+++++++++.

0 UNFLEEXABLE 0 
aka Silly the Ghost
Posts: 1645
(4/2/04 8:26 am)
Reply
Re: ModKeen 2.0 released!
twice. :stunned

that garg of yours is starting to scare me keenrush...

> Hello Kiddies! I'm Silly the Ghost!

Edited by: 0 UNFLEEXABLE 0  at: 4/2/04 8:27 am
LevelLord00 
Vortininja
Posts: 291
(4/2/04 11:51 am)
Reply
Re: ModKeen 2.0 released!
Its so small and green, it has beady eyes, its always following me around the room! * Hides behind chair *

"No one should be here" -Level Lord

KeenRush 
Photachyon Transceiver
Posts: 5409
(4/2/04 2:28 pm)
Reply
Re: ModKeen 2.0 released!
Hmmm, that must be baby garg then.. A full grown one is as tall as 8-year-old kid genius. ;)
[/garg expert]

I've got only one message for you:
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LevelLord00 
Vortininja
Posts: 298
(4/3/04 12:16 am)
Reply
Re: ModKeen 2.0 released!
NAAAAARRRGGKKK! All your computer are Garg! Chair tasty! Human not bad.

"No one should be here" -Level Lord

0 UNFLEEXABLE 0 
aka Silly the Ghost
Posts: 1655
(4/3/04 1:56 am)
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Don't read this... *********
Quote:
garg expert


fine then... how many teeth does a garg have?

{Hint : look at the garg emotikeen carefully or read the subject of this post}

> Hello Kiddies! I'm Silly the Ghost!

KeenRush 
Photachyon Transceiver
Posts: 5421
(4/3/04 7:37 am)
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Re: Don't read this... *********
Well, if garg's looking at you this way :garg you can see 11 teeth there (4 of them is just 1 pixel). Probably they'll have more than we see..

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LevelLord00 
Vortininja
Posts: 312
(4/3/04 11:08 am)
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Re: Gargspert
11?! :garg

11?!!! :garg

Haven't you heard of sharks? Gard have 7 rows of teeth, going all the way to the back of their mouth. As teeth in the front break or fall out, another row grows at the back and pushes a new tooth forward to fill the gap. The first 4 rows point downward to dice prey whilst the last three point toward the throat so dying prey cannot push itself out of the throat.

Although Garg incisors look like ours, they are razor sharp at the bottom and dice like knives. The canines and 'molar' teeth are sharp and pointed like sharks.

Any more questions? 8) :dopekeen :beg :lol :dopefish :garg :furious :D

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KeenRush 
Photachyon Transceiver
Posts: 5431
(4/3/04 9:26 pm)
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Gargs are friendly vegetarians
Hmmm, interesting theory. :)
But I still think they have 11 (or some more you can't see from the pic) teeth, their jaws are really strong, so are their teeth (kinda like dopefish's). They aren't sharp, but if a garg is annoyed enough it can bite its way even through a metal wall even it would take some time. Strength teeth combined with strong and powerful jaws and good digestion let them eat almost anything without causing any harm.. :garg

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0 UNFLEEXABLE 0 
aka Silly the Ghost
Posts: 1671
(4/4/04 1:48 am)
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Re: Gargs are friendly vegetarians
Quote:
Gargs are friendly vegetarians


the chasm of strife has all of the answers. :D

> Hello Kiddies! I'm Silly the Ghost!

LevelLord00 
Vorticon Elite
Posts: 325
(4/4/04 4:48 am)
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Re: Gargs are friendly vegetarians
Quote:
But I still think they have 11 (or some more you can't see from the pic) teeth, their jaws are really strong, so are their teeth (kinda like dopefish's). They aren't sharp, but if a garg is annoyed enough it can bite its way even through a metal wall even it would take some time. Strength teeth combined with strong and powerful jaws and good digestion let them eat almost anything without causing any harm..


1.) Dopefish teeth arent strong, just thick. They never actually bite anything, they merely slip in front of the dopefish's bottom jaw.

2.) Garg jaws exert a pressure of 67.4lb per square inch when closing, but only 1/500th of this when opening. As such their jaws can be held shut.

3.) Gargs digestion is very ggod, the cough up any undigestable bits (clothing, teeth, pogo sticks.) However, after consuming a Yorp they become somewhat sick. In this state the eat nothing but grass and don't bite. This has lead some to believe that thay are friendly vegitarians. You will never actually meet such a person, only be told that a friend of a friend spoke to one. :garg

Gargspert :garg

Quote:
the chasm of strife has all of the answers


Pity they don't tell you what question they answer. :furious

"No one should be here" -Level Lord

KeenRush 
Photachyon Transceiver
Posts: 5437
(4/4/04 8:27 am)
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Re: Gargs are friendly vegetarians
Whatever, I still think the way I said. :dopekeen

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LevelLord00 
Vorticon Elite
Posts: 336
(4/4/04 10:26 am)
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Re: Gargs are friendly vegetarians
Your emotikeen betrays your thought patterns...

"No one should be here" -Level Lord

0 UNFLEEXABLE 0 
aka Silly the Ghost
Posts: 1681
(4/4/04 11:04 am)
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Re: Gargs are friendly vegetarians
didn't you know that KeenRush is also known as Commander Gargfish? :dopekeen

> Hello Kiddies! I'm Silly the Ghost!

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