UK gaming magazine “PCZone” talked to Mike Adams (Producer at Dreamcatcher) about Painkiller: Overdose.
[q]”Also, for multiplayer we´re hopefully going to have six to eight new levels, on top of the multiplayer levels from Painkiller. Old favourites like the stake gun and the Painkiller weapon itself will be in there too.”[/q]
Download the full interview as 3,5 MB JPG (thanks Greybeard)!
Painkiller Funcup #6 will take place from 04.08.07 to 05.08.07. The tournament will start at 18:00 CEST.
You can sign up if you visit and register @ mason and find more information about the Cup at this page so please read the cup news carefully.
Tectonic, maker of DM_1v1_Meatless, which was used by the CPL in 2005 during the worldtour, is working again on his second project, DM_Blink. He stoped working on this map after Painkiller was removed from the WT.
Still lot of work to do like lighting, etc, but at least its in progress again!
Half a year ago the ESL Painkiller Ladder returned. Now i see that the League is very inactive. I am a little bit dissapointed about that. It would be nice if some Painkiller players would return into the League.
Please join the Ladder www.esl.eu/eu/pk/
Thats what former CPL player think about the announced Painkiller: Overdose MOD:
Vo0:”wtb”(want to buy); Ztrider:”Im so gonna play this game!”; gellehsak:”Its a small world afterall… though on the flip side i am interested to see what they
I assume CLains would like to play Overdose too.
Tomas “sep” Pluharik (the Boss of MindwareStudios) took some time and answered various questions he was asked by the community throu the forums:
– About the distribution of character development tools:[q]”These things has to be decided yet … I would like to say yes, but I am not sure if some tech issues will emerge …”[/q]
– About Demo:[q]”These things are being discussed now … what when how. We are now still thinking that some of Overdose stuf will be free for everyone/comunity … but that is part of further dealings.”[/q]
– About improving the game engine:[q]”Some small pieces, but the engine is slightly messy.”[/q]
– About the storyline and redoing stuff:[q]”There will be some content bump which will describe the cover story too … Some pieces, but we were ahead of schedule.”[/q]
“DreamCatcher Interactive / JoWooD Productions Software AG today announced their plans to publish Painkiller-Overdose for Windows®.
With a worldwide release date set for October 2007, Painkiller-Overdose marks the return of the popular high-energy, frantic-styled gameplay that made the original Painkiller such a huge hit.”
Read the full announcement here
“Ahead of its showcase at this year’s E3 Media & Business Summit, 1C has announced that it intends to bring The Farm 51’s horror/FPS Necrovision to the U.S.”
Read more here
I have made a complete MonsterList.txt with all (230) aviable monsters from PK/BooH.
Please post wich monsters you are planing to test in the comments! Like PeTjA from monster 0-20. So we can avoid doubletesting!
For testing try to create small groups with different sizes of the monsters etc.
If U get LScript-errors post them in the comments from your /Bin/script_error.log. And if possible the line from the *.lua that causes the error.
For those that want it, here is a version of Painkiller.exe which supports listing SP maps for MP loading!
This is not essential for PKBeta testing, but useful if you like doing everything through the dedicated server interface / listen server menu ui. It goes without saying that this also does not require the game cd, and is fully compatible with Vanilla Painkiller.
Right, we are now updated with the following changes. If they do not appear correctly, please communicate that HERE (in comments):
FIX: Player models now show correct weapon
FIX: Teleporter prediction turned off, was causing issues
FIX: Ravens/barrel removed
FIX: Loading times fixed
FIX: Local player jump sounds
FIX: Kill/out of level should work in warmup
FIX: Dedicated server now loads monsters
FIX: Clan arena and COOP modes shown in server create menu
FIX: Most monsters (90%) should work now on listen and dedicated
FIX: AI Brain changed for basic handling of multiple players
FIX: Respawnable on SP maps
ADD: Loc files for most maps! THANKS SYS!
ADD: Waypoint files for most maps! THANKS SYS!
ADD: Mapview files for most maps! THANKS SYS!
Weapon prediction issues
Interpolation model hovering
Item handling from SP maps for MP
If you get LScript errors, I need the name of the lua file, and the line number! LOOK AT YOUR script_error.log (and paste it here)!
RUN STEAMFISH NOW!
“Multi-Player compatibility with original Painkiller MP Maps and game modes!”
Download the 13(!) essentials of ancient evil, Screenshots (new) and Overdose Logo here.
See The Mindware Studios Team here.
MasPingon from the Polish Community had the very rare chance to interview Adrian Chmielarz, the boss of PCF himself on june 13th, talking about so many things …
Since it was a polish interview i wanna especialy thank very much osh for the translation!
Read the Full Interview here.
Keep in mind that the rights for the interview belong to the Polish Community. So dont post the interview somewhere else. Use the link. Thanks.
I have put the PK++ beta version (220.127.116.11) onto Steamfish and will maintain it from there. NOTE: This is in addition to PK++ 18.104.22.168, so that I can do more testing without spoiling PK++ for the non-testers.
Simply run the updater twice and answer yes to adding desktop icons. You will find a new shortcut on the desktop to run PK++ BETA TEST.
ADD: Console now bound to F1 (may make key configurable later)
CHANGE: Console now completes on settings as well as commands
ADD: DeferLoadingPlayers and DeferLoadingRest for faster load times
FIX: Teleporters and Jumppads now work based on client, rather than server
CHANGE: Converted PK++ over to easier-to-maintain format
Have fun 🙂