Painkiller IRC Chat

PKEURO, in collaboration with DreamCatcher Games, will be holding an IRC chat evening with People Can Fly, the developers of Painkiller. During this two-hour closed chat, a select group of journalists will have their chance to ask in-depth questions to People Can Flys Adrian Chmielarz (Project Lead and Lead Game Designer) and Andrew Poznanski (Lead Level Designer). Simon Vivien (EMEA Marketing Director) and Robert Stevenson (VP Product Development and Acquisitions) both from DreamCatcher Games will also be available for questions.

Though you will not be able to actively participate in the chat, you will be able to view it in its entirety.

The Event will be held on November, 23rd at 7pm CET on the Quakenet IRC server – channel #Painkiller.euro. If you need an IRC client, you can download one free at www.mirc.com. We hope to see you all there.

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0 thoughts on “Painkiller IRC Chat

  1. ‘ATI acknowledge the problem and their ‘fix’ for Direct3D games with mouse lag is…. to use OpenGL or software rendering 🙂 ‘

    ://

  2. Just some more feedback on the NVidia fix.

    I was initially concerned that I would get lower FPS due to removing the pre-rendering. This is not the case; and my FPS is approximately the same on 0,1,2,3 etc.

    Secondly, I wanted to evaluate how much of difference there was between 0 and 1, and it is noticable.

    I use USB so inherently, without mouse lag, have approximately 8ms delay between mouse movement and what I see on the screen (ignoring other processing time). I know can tell the difference also between a 60Hz and 100Hz ps2 and a usb, which is only 40Hz difference, or (up-to) (1/60-1/100) = 6.67ms (c.f. with 3ms between 125 and 200, upper limits for USB and PS2). This gives an indication of human sensitivity threshold.

    If my FPS drops to say, 70fps in fights, my mouse can experience an additional lag of up to (1000/70) 14.3ms. With the mouse lag we can safely round this up to 15ms. Of course you could argue since this is saw-toothing, you have an average lag of 75ms. Assuming pre-rendering is done 3 frames ahead, (i.e. mouse position is sampled at that point), this leads to a maximum of (15*3+7.5) 52.5ms lag… between moving the mouse and getting a reaction on the screen makes it very very unresponsive, given the threshold of human sensitivity estimated; hence the mouselag effect shown.

  3. When I put the pre rendering option to 0 I got a strange situation in mp. My fps was _always_ at 63-64. On every map. when I put it back on 1 it was normal again.

  4. [HKEY_LOCAL_MACHINE\SOFTWARE\ATI Technologies\Driver\0000\atidxhal] Radeon 7000/7200/7500/8500/9000
    “OnePrimPerPass”=”1”
    “FrameDelay”=”0”
    “VtxPrefetch”=”1”
    “OGLBTiling”=”1”
    “OGLZDecompress”=”0”
    “TilingOptions”=”0”
    “RemoveDegenTris”=”0”
    “TextureRatioWorkaround”=”0”
    “ZMaskCacheWorkaroundEnable”=”0”
    “TexCacheLRUWorkaroundEnable”=”0”
    “VTEBackpressureWorkAround”=”0”
    “EnablePlaneMaskWorkaround”=”0”
    “WaitExtraCacheFlush”=”0”
    “AntiAliasSamples”=”0”
    “AnisoLinear”=”0”
    “AnisoDegree”=”64”
    “BlockCopyMode”=”1”
    “BackBufTiling”=”1”
    “PrimaryTiling”=”1”
    “PlainTiling”=”1”
    “TextureTiling”=”1”
    “TextureMicroTiling”=”1”
    “AGPTexture”=”1”
    “AGPTextureTiling”=”1”
    “AGPTextureMicroTiling”=”1”
    “FastColorClear”=”1”
    “FastColorClearPrimary”=”1”
    “BlendOpEnable”=”1”
    “ClipDisable”=”0”
    “ClipOptimizations”=”1”
    “ColorFill”=”1”
    “DisableD3D”=”0”
    “DisableZCacheModeWC”=”0”
    “DisableHierarchicalZ”=”0”
    “DisableHyperZ”=”0”
    “FastZClearEnabled”=”1”
    “ZCompressionMode”=”3”
    “ZMaskEnable”=”1”
    “SysMemBlts”=”1”
    “EnableWaitUntilIdxTriList2″=”0”
    “ExportBumpMappedTex”=”1”
    “ExportCompressedTex”=”1”
    “ExportMipMapCubeMaps”=”0”
    “ExportWBuffer”=”1”
    “ExportYUVTex”=”1”
    “ExportSignedVolTex”=”1”
    “FBTexture”=”1”
    “VolTxEnable”=”1”
    “OptimizeTexStages”=”1”
    “PureDevice”=”1”
    “SubmitOnDraw”=”0”
    “RasterGuardbandEnable”=”1”
    “TCL”=”1”
    “TclEnableVertexBlend2Optimize”=”1”
    “TclEnableVertexBlendUseProjMat”=”1”
    “TclEnableBackFaceCulling”=”1”
    “TclVpScaleInProj”=”0”
    “LVB”=”1”
    “ValidateVertexIndex”=”0”
    “BadTexCoordCullDisable”=”0”
    “UseVmrPitch”=”1”
    “TextureLOD”=”0”
    “TextureOpt”=”0”
    “VSync”=”0”
    “TableFogEnable”=”0”
    “WFogEnable”=”1”
    “ZFogEnable”=”1”
    “VertexFogEnable”=”1”
    “DiscreteFogEnable”=”1”
    “GameGamma”=”1”
    “PixelCenter”=”0”
    “PointSprites”=”1”
    “AntiAlias”=”0”
    “AntiAliasRatio”=”0”
    “Zformats”=”7”
    “DitherAlpha”=”0”

    [HKEY_LOCAL_MACHINE\SOFTWARE\ATI Technologies\Driver\0000\OpenGL]
    “OGLAlphaDitherMethod”=dword:00000001
    “OGLConvertTextures32To16″=dword:00000000
    “OGLDisableDitherWhenAlphaBlending”=dword:00000001
    “OGLEnableHWPageFlip”=dword:00000001
    “OGLEnableKTXBufferRegion”=dword:00000001
    “OGLEnableTextureCompression”=dword:00000001
    “OGLForce16BitZBuffer”=dword:00000000
    “OGLForceZBufferDepth”=dword:00000018
    “OGLFastTrilinear”=dword:00000001
    “OGLLODBias”=dword:00000000
    “OGLMaxAnisotropy”=dword:00000040
    “OGLTracing”=dword:00000000
    “OGLTextureOpt”=dword:00000000
    “OGLWaitVerticalSync”=dword:00000000
    “OGLPerfSet”=dword:00000000
    “OGLEnableFullSceneAA”=dword:00000000
    “OGLSubPixelPrecision”=dword:00000004

    [HKEY_LOCAL_MACHINE\SOFTWARE\ATI Technologies\Driver\0000\OpenGL\private]
    “allowHWFlip”=dword:00000001
    “allowEarlyZ”=dword:00000001
    “disableAlphaBlend”=dword:00000000
    “enable4BitsSubPixel”=dword:00000001
    “LODBias”=dword:00000000
    “useFastTextureCompression”=dword:00000001
    “mDKRtaaEGIXngGQ”=dword:00000001
    “fastTrilinear”=dword:00000001
    “VipbNuRoUMab6K09″=dword:00000001
    “disableHyperZ”=dword:00000000
    “enableHierarchicalZ”=dword:00000001
    “enableTextureCompression”=dword:00000000
    “enableZCompression”=dword:00000001
    “ZCompForAllConfigs”=dword:00000001
    “enableFastZMaskClear”=dword:00000001
    “forceDepthBuffer”=dword:00000001
    “forceSingleBuffer”=dword:00000000
    “enableDynamicDither”=dword:00000001
    “enableAnisotropicFiltering”=dword:00000001
    “maxAnisotropy”=dword:00000040
    “enableMicroTile”=dword:00000001
    “enableMacroTile”=dword:00000001
    “enableAGPTextures”=dword:00000000
    “enableVidMemTextures”=dword:00000001
    “waitForIdleAfterSubmit”=dword:00000000
    “enableTCL”=dword:00000001
    “enableSSE”=dword:00000001
    “enableMMX”=dword:00000001
    “enableBufferRegionExtension”=dword:00000001
    “enableMultiTexture”=dword:00000001
    “enablePrivateBackBuffer”=dword:00000001
    “enablePrivateZBuffer”=dword:00000001
    “enableTearFreeSwap”=dword:00000000
    “use32BitTextures”=dword:00000001
    “enableAALines”=dword:00000000
    “useFastAALines”=dword:00000000
    “objBufInLocal”=dword:00000001
    “objBufInAGP”=dword:00000000
    “tclDlistInAGP”=dword:00000000
    “tclDlistInLocal”=dword:00000001
    “useBlt”=dword:00000000
    “zFormat9x_16″=dword:00000000
    “zFormat9x_32″=dword:00000001
    “forceTinyTextures”=dword:00000000
    “forceNonOptimizedPath”=dword:00000000
    “pickSoftware”=dword:00000000
    “pickSoftwareMicrosoft”=dword:00000000
    “enablePIOTex”=dword:00000001
    “enablePointParameters”=dword:00000000
    “disableTexturedAAWidePoints”=dword:00000000

    [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Direct3D]
    @=””
    “LoadDebugRuntime”=dword:00000000
    “FewVertices”=dword:00000000
    “DisableX3D”=dword:00000000
    “DisableDP2″=dword:00000000
    “DisableRendering”=dword:00000000
    “DisableMMX”=dword:00000000
    “MMX Fast Path”=dword:00000001
    “UseMMXForRGB”=dword:00000001

    [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Direct3D\Drivers]
    “EnumRamp=dword:00000000”
    “EnumReference=dword:00000000”
    “SoftwareOnly”=dword:00000000
    “UseMMXForRGB”=dword:00000001

    [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Direct3D\Drivers\Ramp Emulation]
    @=””
    “Base”=”ramp”
    “Description”=”Microsoft Direct3D Mono(Ramp) Software Emulation”
    “GUID”=hex:20,6b,08,f2,9f,25,cf,11,a3,1a,00,aa,00,b9,33,56

    [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Direct3D\Drivers\RGB Emulation]
    @=””
    “Base”=”rgb”
    “Description”=”Microsoft Direct3D RGB Software Emulation”
    “GUID”=hex:60,5c,66,a4,73,26,cf,11,a3,1a,00,aa,00,b9,33,56

    [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Direct3D\Drivers\Direct3D HAL]
    @=””
    “Base”=”hal”
    “Description”=”Microsoft Direct3D Hardware acceleration through Direct3D HAL”
    “GUID”=hex:e0,3d,e6,84,aa,46,cf,11,81,6f,00,00,c0,20,15,6e

    [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\DirectDraw]
    “UseNonLocalVidMem”=dword:00000000
    “ForceNoSysLock”=dword:00000001
    “DisableNoSysLock”=dword:00000000
    “DisableMMX”=dword:00000000
    “DisableWiderSurfaces”=dword:00000000
    “ShowFrameRate”=dword:00000000
    “ModeXOnly”=dword:00000000
    “EmulationOnly”=dword:00000000
    “DisableAGPSupport”=dword:00000000
    “DisableInactivate”=dword:00000001

    [HKEY_LOCAL_MACHINE\SOFTWARE\ATI Technologies\Multimedia\Features\DVD]
    “Adaptive De-interlacing”=”1”
    “VPE Adaptive De-interlacing”=”1”

  5. ask them will they ever see sense and reduce the stake gun damage becoz spawning with a 200dmg weapon is gay.

  6. i know that pro players cant stand dying from lucky stakes, but hey – thats pk. if there was no stake on rest fallen2 would be 100% unplayeble (it is 4 me but im from poland rotfl)

  7. fallen 2 is crap thats why, te is semi balanced (well thats a lie aswell). lg either needs to be nuked or cg increased so theres a viable alternative to the lg.

    and u cant just say “WELL THATS PK LOTTO EXTRA GAME LIVE WITH IT”.

    it can be changed just pcf dont bother.

  8. Pcf dont need to change it, modders can change dmg/splash dmg ect i think, not that hard, netcode and pktv and stuff is hard.. Or iam i wrong now, yar ? :>

  9. if modders change that shit then cpl wont adopt it. needs to be done by the developer or pushed through the cpl.

  10. Lol, i did not pass the check, my tlf nr was “invalid” .. hmm

    Status: Dina uppgifter godkändes inte. Ändra till rätt uppgifter och skicka iväg formuläret så kommer dina uppgifter behandlas igen.

    I don’t manage to get in 😛

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