dignitas/reptile wins Indiweb #5

border: 1px solid #c7c7c7 alt= src=http://www.team-vip.se/images/flags/de.gif />dignitas/reptile has won The IndiWEB Painkiller Challenge #5 after defeating border: 1px solid #c7c7c7 alt= src=http://www.team-vip.se/images/flags/de.gif /> SK|Stelam in the Final this afternoon. border: 1px solid #c7c7c7 alt= src=http://www.team-vip.se/images/flags/de.gif />dignitas/reptile picks up 100 euros for the win and heads the rankings in the overall tournament. The grand final will have around 1250 euros in price money and will soon be played after the last (6th) qualifier.

IndiWEB Painkiller Challenge #5
http://www.team-dignitas.com/upload/indiweb-pk-challenge.jpg />

Grand Final

dignitas/reptile vs. SK|SteLam
13 : 6
Sacred

-2 : 20
Meatless

19 : 18
Psycho

You could read a Post match interview with dignitas/reptile at team Dignitas site along with some other info regarding Indiweb PK Challenge.

//dREk

DM_Blink Beta Version 0.76

DM_Blink Painkiller 1v1 Map

Author: Tectonic

Contact:

E-mail Tectonic at rbs266@umr.edu

Installation:

Extract to ../painkiller/data/

DM_Blink Version History
————————-

Version: 0.76 (7/26/2005)

Updates:

-Large rocket packs exchanged for small rocket packs

That’s it haha. I’ve been working on art, but I’m not going to include art in a public release until the map is done. So for now, you get the ugly version . I have no plans to change any gameplay elements on the map at this point. This is finalized gameplay unless something huge comes up, which I do not forsee. Hope you like it!

If anyone wants to post in support of the map being used on the World Tour, please email CPL|Justin at justin.blanchard@thecpl.com

Feel free to post your thoughts about the map here or on Vicious’ thread at: http://forums.thecpl.com/ubb/ultimatebb.php?ubb=get_topic;f=30;t=000290

http://tectonic.wgohosting.com/downloads/DM_Blink.zip

Germany Stop Cancelled

Over on the CPLs website ( www.thecpl.com ), it has been announced that CPL Germany has been cancelled.

The Cyberathlete Professional League (CPL) announced today that after careful consideration and extended discussions with its strategic partners and sponsors it has canceled the German World Tour stop.
The CPL partners encountered critical logistical challenges with the proposed venue, and with the use of Painkiller (a Mature-rated game) in Germany.

The CPL is in negotiations for a new stop in Europe that would take place after the United Kingdom stop, and before the end of the year.

Competitors that had confirmed air travel for Germany and need special assistance should contact Scott Valencia immediately via email. More information about the new World Tour stop will be available at a later date.

The CPL World Tour, the largest, first-ever, year-long competitive tour spotlighting the growing new sport of video game competitions, is primarily sponsored by Intel. Another leading sponsor of the World Tour is NVIDIA.

You can find the news post here: http://www.thecpl.com/league/?s=news&p=newsitem_844

Dignitas Painkiller Spotlight 18

Team Dignitas has once again put some effort in doing a nice interview for the Painkiller audience. This is the first time there is a non-gamer being interviewed for the famous Painkiller Spotlight. The honourable person being chosen for this is no other than Liuokin from TsN – Team Sportcast Network. He is one of the World Tour 2005 shoutcasters and have done an amazing job during all the stops he attended. If you would like to know more about him, painkiller, the world tour and his thoughts regarding the job as a shoutcaster you should definitely read this interview.

Here is a snippet of the interview:
Team Dignitas:
What is the best thing about being a shoutcaster?

TsN|Liuokin:
Getting the opportunity to work with such amazing talent in a completely new field and being able to spearhead a totally new form of eSports entertainment. You become the link between the audience and the event making the average layman understand the game as if he were a seasoned veteran. That link you get with the audience is priceless.

Team Dignitas:
TSN have improved their coverage all the time and now starts to be and look a bit professional. From your point of view, what should and could be improved for future stops?

TsN|Liuokin:
We always strive to be professional, in both our video product and our audio. Its not easy going from a radio station to a media station like we have so there is bound to be problems along the way, but we always strive for improvement as you can see throughout the past few tour stops. As far as what we will improve on you will just have to tune in to the next tour stop! =)

The whole Dignitas PK Spotlight interview could be found here.

If you have not read the other great painkiller spotlights go to www.team-dignitas.com and go to news archive and select Painkiller Spotlights and you will get all of them.

Enjoy!

//dREk

TsN Video On Demand Press Relase

The Team Sportscast Network is proud to announce the release of their first wave in a long series of videos that recap the Cyberathlete Professional League’s 2005 Extreme Summer Championships that took place in Dallas, Texas. Relive some of the best moments from the event as TsN takes you on a video roller coaster featuring such great hits as: “The finals for CS:S, CS 1.6 and Painkiller”, “The sponsor booth tours”, “The dead air stare”, “The elevator of Azeroth”, and more!

The Downloads tab on the TsN web site also marks the return of TsN’s Content on Demand system which will allow visitors the ability to watch pre-recorded video coverage and listen to audio commentary from past matches and events.

The Team Sportscast Network would like to thank Intel, NVIDIA, and Insomnia 365 for their continued support of competitive gaming and for assisting TsN’s efforts to bring the most complete gaming experience to gamers all around the world. TsN would also like to extend its gratitude to TypeFrag and Art of War Central for their ongoing commitment to the success of TsN and the CPL.

About TsN

The Team Sportscast Network, L.L.C., is an online broadcast and media organization. Since its inception in 1999, TsN has pioneered the use of online media to deliver programming specifically targeted at the competitive gaming community. Utilizing both video and audio, TsN continues to lead the market through technical innovation and unparalleled quality.

For More Information

http://www.tsncentral.com/downloads
http://worldtour.tsncentral.com
http://www.thecpl.com

Contact
Brian Kennedy, CIO, Team Sportscast Network, L.L.C.
corp@tsncentral.com
www.tsncentral.com

Dignitas Painkiller Spotlight 17

After the CPL WT USA event I had the opportunity to interview the new gaming talent Dj from team check-six. Dj managed to place 9-12th in this tournament which is his best achievement so far. In this Painkiller Spotlight we talk about his progress, plans and his thoughts regarding the World Tour 2006.

Here is a snippet of the interview:

Team Dignitas:
You have improved since day 1 of the World Tour, you think you could improve even more?
And tell us about your goal with this World Tour?

check6\\dj:
I feel that I have been improving on a consistent basis. I went into this event, thinking the top 5 or 6 players are untouchable but, after playing Stermy and Ztrider, I feel that if I keep practicing, I will be able to reach the level of play that they are on.
Originally, at the beginning of the world tour, my main goal was to consistently place top 16 at the stops and to do so in the finals. After summer CPL, I feel I have the confidence and motivation to keep improving. Even though I realize top 6 is almost unattainable for me at the moment, I feel I will have plenty of chances to place at least top 12 at future stops.

Team Dignitas:
And a question that is asked everywhere but sure is interesting. Which games do you want to have for the World Tour 2006?

check6\\dj:
I trust CPL has learned a lot from this first world tour and will definitely think twice about picking whichever game they choose. No matter what it is, I will try it. If I like it, I will balance school and gaming like I have been doing. If I don’t like it, I will instead try to concentrate on school for the year and get as far ahead as possible maybe even finish early, while i wait for the next big game. Personally, I hope the 1v1 game is quake 4. Even though I like 1v1 games better than team games, I will probably also give the Team game a try also.

The whole Dignitas PK Spotlight interview could be found here.

If you have not read the other great painkiller spotlights go to www.team-dignitas.com and go to news archive and select Painkiller Spotlights and you will get all of them.

Enjoy!

//dREk

Fatal1ty Wins CPL WT USA

Tonight saw Fatal1ty winning the CPL WT USA stop after beating Vo0 twice on Sacred (12-11;26-16). Although Vo0 had a strong start on Sacred, the first game was very close with both players having the lead at various times, resulting in a one frag win for Fatal1ty. On the second map, Fatal1ty went on to push ahead 22-0 at one time, with Vo0 making a partial comeback.

Fatal1ty is only the second player to beat Vo0 and win a CPL event; SteLam having previously won at CPL Spain.

Here are the final results from CPL World Tour USA:

01. border: 1px solid #c7c7c7 alt= src=http://www.team-vip.se/images/flags/us.gif /> Johnathan “Fatal1ty” Wendel – $15,000
02. border: 1px solid #c7c7c7 alt= src=http://www.team-vip.se/images/flags/nl.gif /> Sander “Vo0” Kaasjager – $10,000
03. border: 1px solid #c7c7c7 alt= src=http://www.team-vip.se/images/flags/se.gif /> Alex “Ztrider” Ingarv – $7,000
04. border: 1px solid #c7c7c7 alt= src=http://www.team-vip.se/images/flags/de.gif /> Benjamin “zyz” Bohrmann – $5,000
05. border: 1px solid #c7c7c7 alt= src=http://www.team-vip.se/images/flags/it.gif /> Alessandro “Stermy” Avallone – $3,500
06. border: 1px solid #c7c7c7 alt= src=http://www.team-vip.se/images/flags/us.gif /> Mark “Wombat” Larsen – $2,500
07. border: 1px solid #c7c7c7 alt= src=http://www.team-vip.se/images/flags/ca.gif /> Andrew “gellehsak” Ryder – $1,750
08. border: 1px solid #c7c7c7 alt= src=http://www.team-vip.se/images/flags/uk.gif /> David “Zaccubus” Treacy – $1,250

Kudos to TsN who provided excellent coverage of the event.

Bloodlines Trailer

Over at www.thecpl.com , we see what is in store for us this coming week at CPL Dallas:

Dallas, TX, July 03, 2005 –(PR.COM)– Serendipitous Films has chosen the US stop of the Cyberathlete® Professional League (CPL) World Tour to premier the first trailer of their latest feature, Bloodlines. Beginning on July 6th, the event will take place at the Gaylord Texan Resort in Grapevine, Texas. The Bloodlines trailer premier is scheduled at 8:30pm on Friday, July 8th, at the main CPL Summer Event stage hosted by Intel.
Filmed in Fort Worth, Frisco, and Dallas, Texas, Bloodlines stars Lou Diamond Phillips (La Bamba, Young Guns, Courage Under Fire), Yancy Butler (Witchblade, Drop Zone), Tom Wright (Barbershop 1 and 2, Murder at 1600), Glenn Morshower (24, CSI, Black Hawk Down, Pearl Harbor), Jeff Speakman (The Perfect Weapon, The Gunman), and Dallas newcomer Troy Baker. The film also marks the acting debut for Angel Munoz, president of the CPL, who was cast as the Latin American corporate president taken hostage.

Inspired by the world of cyber-warfare, the Bloodlines plot involves a next-generation weaponry manufacturer. “There is no better place to premier the first trailer – the CPL and the gaming community served as an inspiration while developing the concept for this film,” states Writer/Director Daniel Millican. Producer Jeff Rodgers adds, “This is a match made in heaven for the CPL and Serendipitous Films. The 2004 Summer Event was unprecedented, and this year’s will be even greater.”

The Bloodlines trailer premier should have quite an audience – online tickets to the Cyberathlete® Extreme Summer Championships have already sold out. A total of 7,300 gamers from 60 different countries registered online for the five-day CPL World Tour event, which will take place July 6th through July 10th in Grapevine, Texas.

For information regarding Bloodlines and Serendipitous Films vist www.s-films.com.

You can find the original here : http://www.thecpl.com/league/?s=news&p=newsarchive_20050701

PCF News Update

I noticed this over on the PCF website, which has always had very little content other than the usual self-congratulating platitudes. We find a news post called Its been a while, so its high time for some news. which is the most communication weve seen from the company for a long while. You can find the post here.

Now that Painkiller expansion pack, Painkiller: Battle out of Hell, and Painkiller Gold/Black Edition are out, were totally focused on Painkiller Xbox (coming this year). Its hell of a challenge to squeeze that behemoth of a game into Xbox 64 MB, but weve already made a serious progress and even showed a playable demo behind this years E3 closed door. More news as soon as the release date is finalized.
People Can Fly, 21/06/2005

It does make you wonder whether these optimisations will ever make their way to the PC version of the game, or by the time that they do, whether it will matter.

*UPDATE* You can see some pics of the XBox conversion, here

PK++ Documentation : Reference 1

[PK++History.txt]

PK++ Mod for Painkiller
=======================

Date: 15:44 16/05/2005
Site: http://www.pkeuro.com
Contact: mods@pkeuro.com
Version: 1.2.1.64

PK++ 1.2.1.64
=============

FIX: Simplehud switch weapons is now reflected in the HUD
FIX: Console now works in menu (PCF bug)
FIX: Blackedition now shows PK++ desktop
ADD: Cfg.DirectInput allows setting of directinput/windowsinput for mouse and keyboard. \directinput from console.
ADD: Simplehudshadow to toggle font shadowing on simplehud
ADD: PK++ GUI options for text shadowing
ADD: Cfg.TeamScoresShadowLevel for custom shadowing level
ADD: Cfg.ShowFPSShadowLevel for custom shadowing level
ADD: Cfg.ShowPingShadowLevel for custom shadowing level
ADD: Cfg.ShowTimerShadowLevel for custom shadowing level
ADD: Blowfish command from console to load up a sample config (remember to back-up your own config first)
ADD: TextureQuality command from console. Range 0-31
ADD: TextureQualityArchitecture command from console. Range 0-31
ADD: TextureQualityCharacters command from console. Range 0-31
ADD: TextureQualitySkies command from console. Range 0-31
ADD: TextureQualityWeapons command from console. Range 0-31
ADD: Cfg.HitSounds | \HitSounds for disabling hit sounds
ADD: Cfg.NoGong | \NoGong to remove gong sound per minute (voice sounds remain)
ADD: Cfg.NoMPComments | \NoMPComments to remove MP death commentry (initial respawn comment remains; fight etc.)
ADD: Cfg.BrightSkins | \BrightSkins to disable brightskins
CHANGE: PK++ GUI tidy
CHANGE: Restartmap re-enabled at end-of-match
CHANGE: Some HUD text slight position changes
CHANGE: Teamscores tidy
NOTE: Weapon switch using mousewheel seems to work best using Cfg.WheelSensitivity = 3

PK++ 1.1.1.64
=============

FIX: Shotgun ammo now showing in specmode
FIX: Player demos are named from POV player first – does not apply to spectator demos
FIX: Restartmap during final scoreboard causing spectator lockout
ADD: Minimal self-integrity and validation check
ADD: Public notification on server when a non-pk++ client is being used. Cfg.ImpureClientWarning | ImpureClientWarning 1/0
ADD: TeamScoresShadow | Cfg.TeamScoresShadow for font shadow
ADD: ShowPingX ShowPingY | Cfg.ShowPingX Cfg.ShowPingY for ShowPing position.
ADD: playdemo and recorddemo command aliases
CHANGE: Text shadow effects increased slightly – optional to disable for each HUD item
CHANGE: Small position changes on some HUD items
CHANGE: Quad respawn time set to 2 minutes

PK++ 1.0.1.64
=============

CHANGE: Minor alteration to rocketfix based on mass public testing. Tweaking now locked.
ADD: \MOTD – sets the server MOTD from the console (intended for use with rcon)
ADD: \PitabotEnabled [1/0] | Cfg.PitabotEnabled – sets pitabot server component active/inactive.
FIX: Forcejoin/Forcespectator server bug fixes

PK++ 0.9.1.64
=============

CHANGE: Support for PCF version 1.64
CHANGE: Cfg.RocketFix default set to true
FIX: Pitabot minor fix for players joining game
FIX: Removed temptation to add old changelog to current version to make it seem more
FIX: Freezer is now showing on simplehud
FIX: Ammobackground is now working correct on simplehud
ADD: \version command to check local PK++ version
ADD: DisableHud [0/1] disables hud for map images
ADD: \camerayaw | \camerapitch for mapper image support

ADD: Orange and Pink options for brightskins
CHANGE: Low gfx effects re-enabled
FIX: Low gfx settings causing gradual fps loss
FIX: PCF bug, decal stay time set to Off failed to save to config
ADD: \nodecals [0/1] for toggling decal rendering ingame
ADD: Cfg.ShowTimerShadow, Cfg.ShowFPSShadow, Cfg.ShowPingShadow added

PK++ 0.9.1.62
=============

ADD: Cfg.RocketFix option for ProPlus rocket fix in non-ProPlus gamemode
ADD: Cfg.FallingDamage option for falling damage removal
ADD: Cfg.AutoScreenshot | \autoscreenshot [0/1] Takes screenshot 5 seconds after match end
FIX: Restartmap/Reloadmap respawning players during process
FIX: Autorecord naming errors
FIX: Overtime in tdm faulty
FIX: Bot respawning crashing server in some circumstances
FIX: Allready command malfunctioning
FIX: Bots continuing match play
FIX: PCF mode rockets
CHANGE: MOTD now shows server version and rocketfix on/off
CHANGE: Low gfx, No* effects temporarily disabled (dont panic – they will be enabled later)

PK++ 0.8.1.62
=============

ADD: WarmUp damage, 100/200, item pickup, infinite ammo, all weapons – \warmupdamage 0/1
ADD: ProPlus PK Rocket Jump fix! \rocketfactor and \rocketfactororder. Test differences on dedicated server. See included document and readme.
ADD: \serverpassword – sets server password.
ADD: Advanced PiTaBOT Scorebot Support – http://pitabot.sourceforge.net
ADD: MOTD Support for servers. Set in Cfg.MOTD, semicolon for line return
ADD: Hitsounds / killsounds in spectator HUD
ADD: Console commands/netsettings gui disable, Cfg.TournamentSettings = true/false
ADD: Low graphics settings –
ADD: NoExplosions [0/1]
ADD: NoBlood [0/1]
ADD: NoGibs [0/1]
ADD: NoSmoke [0/1]
ADD: NoSpawnEffects [0/1]
ADD: NoFlames [0/1]
FIX: Teamscores not resetting correctly on clients
FIX: Initial health/armour in warmup incorrect until first hit
FIX: PCF TIMER BUG! Items were not respawning on time because of PCF coding
FIX: Bots cheating in Voosh
FIX: Non-daily log file missing file extension
FIX: Extremely rare overtime bug
FIX: Minor map restart issues
CHANGE: Minor reformatting on weapon statistics
CHANGE: Faster authenication for PK++ clients on servers
CHANGE: Duelqueue tweaked (tied game doesnt exchange players)
CHANGE: Rcon / Ref, confirmation / errors returned to client
CHANGE: Bot respawn set a fraction longer

PK++ 0.7.1.62
=============

ADD: Rcon, Cfg.RconPass | \rconpass on client and server, then \rcon on client
ADD: Referee. Like rcon but only on callvote-allowed commands. Referees can be callvoted, or use RefPass in the same way as RconPass.
ADD: Optional coloured icons for hud Cfg.ColouredIcons | \colouredicons [0/1]
ADD: Optional desaturated-colour scoreboard Cfg.AltScoreboard | \altscoreboard [0/1]
ADD: Cfg.CustomCrosshairLocation = true/false , Cfg.CustomCrosshairLocationX, Cfg.CustomCrosshairLocationY
ADD: Restartmap , starts new map without reloading the map (or optionally \restartmap)
ADD: Cfg.BotQuickRespawn added for quicker bot respawn
ADD: Cfg.BotFakePing (visual only)
ADD: \saferespawn [0/1]
ADD: Forcespec / Cfg.Forcespec – forces newcomers to a game into specmode regardless of join type
ADD: Cfg.AutoTeamLock = true/false – Automatically locks the teams in the last second on pre-match count down
ADD: TeamLock | teamlock [0/1] – keeps specs from joining game.
ADD: \exec | \writeconfig added
ADD: Scoreboard packetloss Cfg.ScoreboardShowPacketLoss [true/false] | \ScoreboardShowPacketLoss [0/1]
ADD: DuelQueue (Cfg.DuelQueue), will swap loser with spec who has waited longest on starting a new map
ADD: Cfg.AutoStatsDump – Dumps the weapon stats to a file (on server or client).
ADD: ammolisthideweapons [0/1] (Cfg.AmmolistHideWeapons = true/false) Hides missing weapons.
FIX: Ping issues on PK++ server
FIX: Map change code tweak (related to autorecord)
FIX: Demolist
FIX: Crosshairsize now works correct from the menu
FIX: Armour not showing in spectator mode in simplehud
FIX: Bots stubbing noses in fights on corners
CHANGE: Bot goal location movement tweak
CHANGE: Cfg.CrosshairNamesDisabledInDuel added
CHANGE: Game uses restartmap for normal map changes
CHANGE: botminplayers logic tweaked
CHANGE: Falling damage removed from ProPlus mode
CHANGE: Logfile now based per day rather than per server restart per day
CHANGE: StatsDump fixed to request latest stats

PK++ 0.6.1.62
=============

FIX: Font sizes tweaked on scoreboard for lower resolutions and high resolutions.
FIX: DM_Mine loc file corruption
FIX: Small ProPlus telefrag bug
ADD: Timer position control Cfg.ShowTimerX/Cfg.ShowTimerY | \ShowTimerX \ShowTimerY
ADD: TeamOverlay position control Cfg.TeamOverlayX/Cfg.TeamOverlayY | \TeamOverlayX \TeamOverlayY
ADD: Teamscores position control Cfg.TeamScoresX/Cfg.TeamScoresY | \TeamScoresX \TeamScoresY
ADD: TeamOverlay width control Cfg.TeamOverlayW | \Cfg.TeamOverlayX
ADD: Timer font size control Cfg.ShowTimerFontSize | \ShowTimerFontSize
ADD: Teamscores font size control Cfg.TeamScoresFontSize | \TeamScoresFontSize
ADD: Teamoverlay font size control Cfg.TeamOverlayFontSize | \TeamOverlayFontSize

PK++ 0.5.1.62
=============

FIX: Bug with ProPlus callvote taking time to update clients / sometimes not working
FIX: Autorecord fixed
FIX: Bots voting bug
ADD: Old Scoreboard support, Cfg.OldScoreboard = true/false, and \oldscoreboard 1/0
ADD: Soft item tracking for bot – Cfg.BotFindItems = true
FIX: Some minor GUI issues
ADD: HUD ping, Cfg.ShowPing = true/false and \showping 1/0
ADD: SimpleHUD for specmode
FIX: Config based FPS limit 125->150
ADD: SimpleHud command added

PK++ 0.4.1.62
=============

ADD: Bots for online and offline play (!)
ADD: Backwards/Forwards compatible network protocol layer*
ADD: Specmode fix, info in HUD*
ADD: New specmode camera modes: followcam, staticcam, autocam
ADD: Mapview, HLTV style birds eye view while in spec
ADD: Map loading screens
ADD: New scoreboards for tdm, ffa, duel
ADD: Team overlay with loc file support
ADD: Crosshairnames
ADD: Logging for server and client
ADD: Weapon Stats*
ADD: Forcemodel
ADD: Allready / breakmatch
ADD: Simplehud
ADD: New crosshairs
ADD: New hitsounds/killsounds
ADD: Direct input on/off modes
ADD: Test arena warmup map
ADD: Match overtime
ADD: ProPlus mode, 150dmg stake, no telefrags, 50% bronze protection, 25% increase in stake-nade blast
CHANGE: Fragmessages
CHANGE: Game fonts
ADD: Eliza module for hybrid bot chat
ADD: New hitsounds/killsounds
CHANGE: Teleport radius and stakenade dmg strength inline with CPL requirements*
CHANGE: SafeRespawns added

*requires PK++ installed on server.**
** NOTE: It will take up to 20 seconds for you to auth with a PK++ server, be patient! Once authed you will recieve stats and info in spec HUD.

PK++ 0.4.1.62 (Internal)
========================

CHANGE: Bots now retain names between maps/adds during game sesssion and kicks
CHANGE: Bots bored time decreased
CHANGE: Bots level 10 turn speed decreased
CHANGE: Bots range-based weapons tweaked

PK++ 0.3.1.61 (CPL Turkey Edition)
==================================

FIXED: FOV bug in GUI
FIXED: Changing brightskins in GUI
FIXED: Timer not moving to center
FIXED: Frag messages not showing correctly
FIXED: Chaingun sound(?) – may be still b0rked
FIXED: Sticking to walls
ADD: Steamfish – auto download tool (resides in Data as Updater.exe)
ADD: Frag messages
ADD: Ability to view demos in recordings folder with \demolist
ADD: New console command \users – lists players in server, along with ping/status
ADD: On-screen PLAYER VS PLAYER text in warmup
ADD: New options to GUI – frag messages/timer pos/etc
ADD: New startup screen
ADD: New background for GUI
ADD: Multi language support
ADD: Locked down console – in version sent to CPL only.
CHANGE: Spectator text
CHANGE: Moved warmup text
CHANGE: Optimized Hud icons for better performance

PK++ 0.2.1.61
=============

FIXED: PROHUD not rendering correctly
FIXED: PROHUD not showing SMG
FIXED: overtime not working in Duel mode
ADD: Overtime to listen server GUI
ADD: 1.61 support

PK++ 0.1.0.35
=============

ADD: PROHUD
ADD: hitsound
ADD: killsound
ADD: fov, timer and brightskins to GUI
ADD: overtime

PK++ Documentation : Reference 2

[PK++Overview.txt]

PK++ Mod for Painkiller
=======================

Date: 15:44 16/05/2005
Site: http://www.pkeuro.com
Contact: mods@pkeuro.com
Version: 1.2.1.64

General Mod Overview
====================

PK++ is a modification for the game Painkiller, specifically made for
tournaments, online, and offine play. The mod consists of the follow .Pak files:

PKPlus.pak
PKPlusData.pak
Fonts.pak
Locs.pak
Waypoints.pak
Mapview.pak
Hitsounds.pak

Which are to be located in your \Painkiller\Data\ directory. To start the game
with PK++ loaded, add -lscripts PKPlus.pak in the command line, such that the
game is run:

\Painkiller\Bin\Painkiller.exe -lscripts PKPlus.pak

On running the first time, your game may create some external folders. You may
edit the contents at your own risk.

NOTE: How to run with ASE, QTracker etc. :

Edit your game executable in the application options to run

Painkiller.exe -lscripts pkplus.pak

NOTE: This mod version requires that you have the latest PK version installed.

Running Windows or Linux Dedicated Server
=========================================

Windows:

\Painkiller\Bin\Painkiller.exe -dedicated -config config.ini -lscripts PKPlus.pak

Linux:

Rename the PKPlus.pak to LScripts.pak replacing the original one. Run in the
usual way. The 1.62 PK Linux server is not accepting command lines parameters due
to PCFs oversight, so renaming of PKPlus.pak to LScripts.pak is required.

Steamfish Updater
=================

For Windows client and server versions of the mod, an automatic update utility
has been provided to ensure that you have the latest version of the mod. You can
find this utility in \Painkiller\Data\Updater.exe This will update your mod to
the latest version.

NOTE: Do not run this utility while Painkiller is running, or the update will
not be successful.

Team Recruitment
================

If you would like to join the mod team currently working on PK++ and you think
you have what it takes please contact the ops in IRC: #painkiller.euro @ qnet.

All content of this mod is © www.pkeuro.com. All rights Reserved.

Community Links/Info
====================

http://www.pkeuro.com – Painkillers #1 community site, features things such as
demos, movies, latest news and much much more.
http://www.thecpl.com – The website of the CPL, the worlds largest E-Sports
event. Also the company running the world tour.
http://www.cplworldtour.com – The CPL World Tour website.
http://www.peoplecanfly.com – Painkillers developer.
http://www.dreamcatchergames.com – Painkillers publisher.

Thanks
======

DI-MeisterM for some of the map loading screens.
Id software / OSP for some of the feature ideas.
CPL for their endorsement.
PKEURO.COM for hosting and assistance.
Various testers for their help.
B6 & PrimeviL for their coloured icons.
All the players whove given feedback already.
All other acknowledgements within game.

Contributions
=============

Contributions of Loc files, Waypoint data files, or Mapview images/cfgs are
welcome, and the best ones will be included in later packages.

Feedback
========
For comments, suggestions for enhancements, and bug reports; email
mods@pkeuro.com

[PK++ToDoList.txt]

PK++ Mod for Painkiller
=======================

Date: 15:44 16/05/2005
Site: http://www.pkeuro.com
Contact: mods@pkeuro.com
Version: 1.2.1.62

Known PCF/Game Core Bugs
========================

BUG: Stakes still fire off spawn
BUG: Linux dedicated has issues with finding maps
BUG: Next weapon does not queue properly (example: fire rocket, hit stake bind, hit sg bind, both before rocket reload is done. Next weapon is stake, not sg)
BUG: Demo playback does not interpolate players movements.
BUG: Two different sounds still play when weapon switching + firing.
BUG: Gold Armor invisible. At times the Gold Armor is invisible for a certain player. Sometimes other items on a map are invisiable to a single player – mostly happens on absinthe
BUG: Delay with changing/firing weapons. Sometimes it will take a long time for e.g. the Rocket Launcher to fire after you just switched to it from e.g. the shotgun. Happens to all weapons I believe.
BUG: Directional rocket splash. Rockets fired in front of you will not slow you down, but speed you up. Happens both when the opponent shoots a rocket to your feet and when you yourself shoot a rocket in front of you.
BUG: Getting stuck and receiving a lot of falling damage after coming back to the ground. When you get stuck at e.g. Silver Armor on Sacred on the broken steps youll lose 60+ health when you hit the ground again.
BUG: Server sometimes drops to low fps, clients on server drop also. Known since 1.4. Even seen in tournament final in Turkey.
BUG: Listen server/Dedicated server sometimes start in slowmotion mode, only a restart fixes it.
BUG: Occasionally one client will connect to a server and move in slowmotion.
BUG: Linux server doesnt support commandline options
BUG: Grenades fire off-target when moving
BUG: Stakenades go through walls
BUG: Console key does not work in menu on some regional Windows versions

General TODO List
=================

Bot
===

ADD: Waypoints to be redone for all maps
ADD: Behaviour parameters tweaking
ADD: Bot RJ
ADD: Bot team behaviour

Spectator
=========

ADD: Spec support for bots
ADD: Mapview images and configs for all maps
BUG: Spectator interpolation for demo
REQUEST: Show HUD on demo playback – HUD will show if demo is watched in specmode

HUD/GUI/GFX
==============

ADD: Scoreboard/team overlay Q/F/M/P indication
ADD: Locs for all maps
ADD: Stats overlay
ADD: CTF flag state indication
ADD: Vote options GUI
ADD: Simple items / super low gfx mode
REQUEST: Give timer, player name, health, etc text an outline (shadow) – Will do (as option)
CHANGE: Frag difference in teamscores
FIX: Change mode not working in simplehud correctly
ADD: Teammate health/armour to crosshairnames and/or locs
ADD: Add tertiary colours pink, orange, brown etc to brightskins
ADD: Option to remove NET from scoreboard?

Sounds
======

ADD: Low ammo sounds
ADD: Painkiller frag sound
ADD: Vote sounds
FIX: PCFs missing game sounds bug
BUG: Two different sounds still play when weapon switching + firing. – Will look at.
ADD: Friendly fire hit
ADD: Make a hitsound for freezer for BOTH sides so you know if you hit someone and they know if theyve been hit.

Game/Gameplay
=============

BUG: Stakes still fire off spawn – Probably requires PCF fix, will look at
CHANGE: ProPlus Give SG a fixed spread (like in CPMA) – awaiting player feedback
ADD: MD5 cdkey hash communicated to server for GUIDS
ADD: Clan Arena
ADD: BOOH weapons to Voosh

Other
=====

ADD: Autodownload PK++ / Maps
ADD: New maps for CA, TDM
FIX: Low fps bug – Missile Controller Code?
BUG: Delay with changing/firing weapons. – I believe this is intentional
BUG: Shotgun secondary fire (Freezer) does NOT work. – Does anyone actually use this weapon? Perhaps in ProPlus it should inflict damage?
BUG: Getting stuck – Physics bug, requires PCF fix unless I just remove ALL falling damage :/

Notes from http://forums.thecpl.com/ubb/ultimatebb.php?ubb=get_topic;f=27;t=000265 (thanks btw)
If you find any other bug threads, please email to mods@pkeuro.com

[PK++Readme.txt]

PK++ Mod for Painkiller
=======================

Date: 15:44 16/05/2005
Site: http://www.pkeuro.com
Contact: mods@pkeuro.com
Version: 1.2.1.64

General Mod Overview
====================

PK++ is a modification for the game Painkiller, specifically made for
tournaments, online, and offine play. The mod consists of the follow .Pak files:

PKPlus.pak
PKPlusData.pak
Fonts.pak
Locs.pak
Waypoints.pak
Mapview.pak
Hitsounds.pak

Which are to be located in your \Painkiller\Data\ directory. To start the game
with PK++ loaded, add -lscripts PKPlus.pak in the command line, such that the
game is run:

\Painkiller\Bin\Painkiller.exe -lscripts PKPlus.pak

On running the first time, your game may create some external folders. You may
edit the contents at your own risk.

NOTE: How to run with ASE, QTracker etc. :

Edit your game executable in the application options to run

Painkiller.exe -lscripts pkplus.pak

NOTE: This mod requires that you have the latest PK version installed.

Running Windows or Linux Dedicated Server
=========================================

Windows:

\Painkiller\Bin\Painkiller.exe -dedicated -config config.ini -lscripts PKPlus.pak

Linux:

Rename the PKPlus.pak to LScripts.pak replacing the original one. Run in the
usual way. The 1.62 PK Linux server is not accepting command lines parameters due
to PCFs oversight, so renaming of PKPlus.pak to LScripts.pak is required.

The following descriptions give information on all available commands (and their
options) for PK++ for Painkiller for both clients and the server console.

=============
PK++ Features
=============

Some features requires PK++ to be installed on server. NOTE: It will take up to 20 seconds for you to auth with a PK++ server, be patient! Once authed you will recieve stats and info in spec HUD.

These features include rcon, referee, stats, spectator hud information.

================
Rcon and Referee
================

Rcon allows a client to type directly into the server console. This only happens if a rconpassword is set on the server, AND if the clients rconpassword matches the servers.

To set an rcon password, edit the config.ini file and type in Cfg.RconPass = “”, if this is left blank (i.e. = “”), rcon is disabled. Alternatively type \rconpass directly into the server console whilst the server is running.

On the client, connect to the server, and type

\rconpass

where matches the server password exactly.

Following this you can type \rcon commands. Examples of these might be

\rcon map dm_sacred
\rcon restartmap
\rcon kickid 4
\rcon quit

Obviously if you wish to change your rconpassword via rcon, you can do this also:

\rcon rconpassword

But you will need to set your new password on the client immediately after.

Referee works like rcon, except for two important differences. Firstly that the commands a referee uses can only be callvote-enabled commands, and secondly, a client can be made referee either by using a refereepassword, OR by being callvoted to referee status.

To set an referee password, edit the config.ini file and type in Cfg.RefPass = “”, if this is left blank (i.e. = “”), referee is disabled. Alternatively type \refpass directly into the server console whilst the server is running.

On the client, connect to the server, and type

\refpass

where matches the server password exactly.

Alternatively, a referee status can be callvoted. For this, firstly the clientID is required. This can be found on client or server by typing the command: \players . This will return something like the following.

4 maniax
6 outs

Using these numbers, a player status can be callvoted, for example:

\callvote referee 4

Will callvote maniax to referee status.

Following this you can type \ref commands. Examples of these might be

\ref map dm_sacred
\ref restartmap

A referee password cannot be changed remotely unless the client uses rcon.

========
Commands
========

addbot – Server only. Adds a bot to the server.
addloc – Server only. Adds a location name.
addwaypoint – Server only. Adds a waypoint.
allowbrightskins – Server only. Toggles brightskins on/off.
allowbunnyhopping – Server only. Toggles bunnyhopping on/off
allowforwardrj – Server only. Toggles forward rocket jumping on/off.
allready – Server only. Sets all players to ready.
allunready – Server only. Sets all players to unready.
altscoreboard – Client only. Toggles alternative scoreboard colours (on new scoreboard).
ammolist – Client only. Toggles rendering of HUD ammolist.
ammolisthideweapons – Client only. Toggles rendering of weapons in ammolist.
autorecord – Client only. Toggles the automatic recording of matches.
autoscreenshot – Client only. Toggles the automatic screenshot of final scoreboard.
bankick – Server only. Kicks and bans a player from the server by specified name.
bankickid – Server only. Kicks and bans a player from the server by specified clientID.
benchmark – Client only. Performs a rendering benchmark test.
bind – Client only. Binds a command to a key.
botattack – Server only. Toggles whether bots will attack.
botchat – Server only. Toggles whether bots talk.
botminplayers – Server only. Specifies the number of player below which bots are added.
botskill – Server only. Specifies the aiming skill level of the bot. 1-10.
break – Client only. Indicates you want to stop a match.
breakmatch – Server only. Stops a match.
brightskinenemy – Client only. Sets the brightskin colour of enemy players.
brightskinteam – Client only. Sets the brightskin colour of team players.
callvote – Client only. Calls a vote.
camerainterpolateangle – Client only. Not used.
camerainterpolateposition – Client only. Not used.
camerainterpolation – Client only. Not used.
camerapitch – Client only. Sets the camera pitch in spectator mode.
camerayaw – Client only. Sets the camera yaw in spectator mode.
capturelimit – Server only. Sets the capture limit for CTF.
clientbandwidth – Client only. Sets the maximum upstream bandwidth.
coloredicons – Client only. Toggles the rendering of coloured HUD icons.
colouredicons – Client only. Toggles the rendering of coloured HUD icons.
configuremapview – Client only. Toggles configure mode for mapview.
connect – Client only. Connects to a specified IP.
connectpktv – Client only. Not used.
crosshair – Client only. Toggles the rendering of a crosshair.
crosshairnames – Client only. Toggles the rendering of crosshair names.
crosshairnamesteamonly – Client only. Toggles the whether crosshair names are shown for team only.
deadbodyfix – Server only. Not used.
demolist – Client only. Displays list of demos.
demoplay – Client only. Plays a specified demo.
demoplaybmp – Client only. Plays a specified demo and outputs screenshots for each frame.
demorecord – Client only. Records a demo to a specified file name.
demostop – Client only. Stops recording a demo.
directinput – Client only. Toggles Direct Input.
disablehud – Client only. Toggles rendering of HUD.
disconnect – Client only. Disconnects from a server.
enemyinterpolation – Client only. Toggles player interpolation (smoothing movement).
entityplayer – Both. Debug.
entityplayerstats – Both. Debug.
exec – Both. Loads the settings from a specified config.
exit – Both. Exits the game.
expo – Both. Debug.
fallingdamage – Server only. Toggles falling damage.
fixedcolors – Client only. Toggles whether brightskins swap depending on your team.
fixedcolours – Client only. Toggles whether brightskins swap depending on your team.
forcejoin – Server only. Forces a specified clientID to join the game.
forcespec – Server only. Toggles force spectator mode while game is playing.
forcespectator – Server only. Forces a specified clientID to spectate.
fov – Client only. Sets your Field Of Vision.
fraglimit – Server only. Sets the fraglimit.
freezerfix – Server only. Not used.
gamemode – Server only. Sets the gamemode.
get – Both. Returns the value of a config setting.
hmrecord – Client only. Not used.
hmtest – Client only. Not used.
hudsize – Client only. Sets the size at which the HUD is rendered.
impureclientwarning – Server only. Toggles whether impure clients are warned about in console publically.
kick – Server only. Kicks the specified player by name.
kickallbots – Server only. Kicks all the bots from the server.
kickbot – Server only. Kicks the last bot to join the server.
kickid – Server only Kicks the specified player by clientID.
kill – Client only. Kills yourself.
lmslives – Server only. Sets the LMS gamemode lives.
logging – Both. Toggles whether console is logged to file.
map – Server only. Changes to a specified map.
maplist – Both. Lists the maps currently available.
mapview – Client only. Toggles rendering of mapview overview in spectator mode.
mapviewshowrespawns – Client only. Toggles the rendering of spawn locations in spectator mode (used for configuration).
maxplayers – Server only. Sets the maximum number of players for a match.
maxspectators – Server only. Sets the maximum number of spectators.
motd – Server only. Sets the Message of the Day.
msensitivity – Client only. Sets the mouse sensitivity.
msmooth – Client only. Toggles mouse smoothing.
name – Client only. Sets your player name.
netstats – Client only. Toggles rendering of network statistics on HUD. Debug.
netstatsavgfrom – Client only. Sets the number of frames from which to take the average for statistics.
netstatsupdatedelay – Client only. Sets how often network statistics are updated on HUD.
noblood – Client only. Toggles the rendering of blood effects.
nodecals – Client only. Toggles the rendering of decals/ marks on walls.
noexplosions – Client only. Toggles the rendering of explosions.
noflames – Client only. Toggles the rendering of flames.
nogibs – Client only. Toggles the rendering of gibs
nosmoke – Client only. Toggles the rendering of smoke.
nospawneffects – Client only. Toggles the rendering of spawn effects.
notready – Client only. Indicates you are not ready to start a match.
oldscoreboard – Client only. Toggles the use of the old VPK scoreboard.
overtime – Server only. Sets the amount of overtime in the event of a tied game.
pitabotenabled – Server only. Toggles the use of advanced pitabot scorebot features.
pkalwaysgib – Single player cheat.
pkammo – Single player cheat.
pkcards – Single player cheat.
pkdemon – Single player cheat.
pkgod – Single player cheat.
pkgold – Single player cheat.
pkhaste – Single player cheat.
pkhealth – Single player cheat.
pkkeepbodies – Single player cheat.
pkkeepdecals – Single player cheat.
pkpower – Single player cheat.
pkweakenemies – Single player cheat.
pkweaponmodifier – Single player cheat.
pkweapons – Single player cheat.
playdemo – Client only. Plays a demo from the specified file name.
players – Both. Lists clientIDs against player names.
playersgame – Both. Debug.
playersplayerstats – Both. Debug.
pos – Both. Debug.
powerupdrop – Server only. Toggles whether power ups are dropped on kill.
powerups – Server only. Toggles use of power ups.
print – Both. Prints a message to the console.
printstatsall – Both. Prints all weapon statistics for all players.
proplus – Server only. Toggles proplus settings.
quit – Both. Quits the game.
rcon – Client only. Sends specified command via rcon.
rconpass – Both. Sets the rcon password.
ready – Client only. Indicates you are ready to play a match.
reconnect – Client only. Reconnects to last IP.
recorddemo – Client only. Records a demo to a specified file name.
ref – Client only. Sends a specified command via ref.
referee – Server only. Changes a player to referee by specified clientID
refpass – Both. Sets the referee password.
reloadmap – Server only. Reloads the current map.
reloadwaypoints – Server only. Reloads the bot waypoints for the current map.
restartmap – Server only. Restarts the current map.
rocketexplosionstrength – Server only. Not used.
rocketfactor – Server only. Not used.
rocketfactororder – Server only. Not used.
rocketfix – Server only. Toggles the use of PK++ rocketfix.
rocketlogging – Server only. Not used.
rot – Server only. Debug.
saferespawn – Server only. Toggles spawn telefragging safety.
say – Both. Broadcasts a say to all.
scoreboardfontsize – Client only. Changes the font size for the scoreboard.
scoreboardshowpacketloss – Client only. Toggles the rendering of packetloss in the scoreboard.
server – Client only. Not used.
serverframerate – Client only. Sets the number of frames which the client wishes to receive per second.
serverinfo – Both. Shows the server information.
serverpassword – Server only. Sets server password.
set – Both. Sets a config value to a specified string.
setb – Both. Sets a config value to a specified boolean [1/0]
setmaxfps – Client only. Sets the maximum rendering rate (and upstream packet rate)
setn – Both. Sets a config value to a specified number.
sets – Both. Sets a config value to a specified string.
showfps – Client only. Toggles rendering of frame rate in HUD
showping – Client only. Toggles rendering of client ping in HUD
showpingx – Client only. Sets fraction of screen width for ping to be rendered.
showpingy – Client only. Sets fraction of screen height for ping to be rendered.
showtimer – Client only. Toggles the rendering of timer in HUD.
showtimercountup – Client only. Toggles whether timer should count up/down.
showtimerfontsize – Client only. Sets the font size for the timer.
showtimerx – Client only. Sets the fraction of screen width for timer to be rendering.
showtimery – Client only. Sets the fraction of screen height for timer to be rendering.
showweapon – Client only. Toggles the rendering of the gun.
simplehud – Client only. Toggles whether the simplified HUD should be used.
spectator – Client only. Toggles the desired spectator/non-spectator mode.
speedmeter – Client only. Toggles the rendering of a speedmeter.
startupweapon – Server only. Sets the respawn weapon.
stats – Both. Displays weapon statistics.
statsall – Both. Displays weapon statistics.
statsdump – Both. Displays weapon statistics and writes to file.
stresstest – Client only. Performs stress test.
team – Client only. Indicates a team r/b.
teamdamage – Server only. Toggles whether damage is received from teammates.
teamlock – Server only. Toggles whether a team is locked during a game.
teamoverlay – Client only. Toggles rendering of team overlay in HUD.
teamoverlayfontsize – Client only. Sets the font size for the team overlay.
teamoverlayw – Client only. Sets the width of the team overlay.
teamoverlayx – Client only. Sets the fraction of the screen width for the team overlay to be displayed.
teamoverlayy – Client only. Sets the fraction of the screen height for the team overlay to be displayed.
teamsay – Client only. Says a message to teammates.
teamscores – Client only. Toggles the rendering of teamscores in HUD.
teamscoresfontsize – Client only. Sets the font size for teamscores.
teamscoresshadow – Client only. Toggles the rendering of shadow for teamscores text.
teamscoresx – Client only. Sets the fraction of screen width for teamscores to be rendered.
teamscoresy – Client only. Sets the fraction of screen height for teamscores to be rendered.
time – Client only. Displays the local time.
timedemo – Client only. Plays a demo at timed speed.
timelimit – Server only. Sets the timelimit.
toggleconsole – Client only. Toggles the console open/closed.
tpp – Both. Debug.
version – Both. Displays the current PK++ version.
vote – Client only. Vote for yes or no, as specified.
warmupdamage – Server only. Toggles damage during warmup.
weaponprediction – Client only. Not used.
weaponrespawntime – Server only. Sets the weapon respawn time.
weaponspecular – Client only. Toggles weapon specular.
weaponsstay – Server only. Toggles whether weapons stay after pickup.
where – Client only. Debug.
writeconfig – Both. Writes all settings to a config with the specified name.

========
Settings
========

Cfg.Admin – Server only. Sets the admin name which is displayed in a server poll.
Cfg.AllowBrightskins – Server only. Sets whether brightskins are used.
Cfg.AllowBunnyhopping – Server only. Sets whether bunnyhopping is allowed.
Cfg.AllowForwardRJ – Server only. Sets whether forward rocket jumping is allowed.
Cfg.AltScoreboard – Client only. Sets whether alternative scoreboard is used.
Cfg.AmbientSounds – Client only. Sets whether ambient sounds are played.
Cfg.AmbientVolume – Client only. Sets sound volume.
Cfg.AmmolistHideWeapons – Client only. Sets whether weapons are displayed in ammolist.
Cfg.AutoChangeWeapon – Client only. Sets whether weapons are switched to on pickup.
Cfg.AutoScreenshot – Client only. Sets whether a screenshot is taken at the end of a game.
Cfg.AutoStatsDump – Both. Sets whether stats are logged to file at match end.
Cfg.AutoTeamLock – Server only. Sets whether teams are locked during games.
Cfg.Autorecord – Client only. Sets whether demos are automatically recorded.
Cfg.BestExplosives – Client only. Sets which weapons are the best for best explosive key.
Cfg.BestNonExplosives – Client only. Sets which weapons are the best for best non-explosive key.
Cfg.BestWeapons1 – Client only. Sets which weapons are the best for bestweapon1 key.
Cfg.BestWeapons2 – Client only. Sets which weapons are the best for bestweapon2 key.
Cfg.BlackEdition – Both. Indicates whether the game is blackedition.
Cfg.Bloom – Client only. Sets whether bloom rendering is used.
Cfg.BotAttack – Server only. Sets whether bots attack.
Cfg.BotChat – Server only. Sets whether bots chat.
Cfg.BotCheckStubNose – Server only. Sets whether bots will stub their noses. Ow!
Cfg.BotEliza – Server only. Sets whether bots respond using Eliza-based code to things you say.
Cfg.BotFakePing – Server only. Sets whether bots have a fake ping.
Cfg.BotFindItems – Server only. Sets whether bots notice items nearby.
Cfg.BotMinPlayers – Server only. Sets the number of players on a server below which bots are added.
Cfg.BotNames – Server only. Sets the array of random bot names.
Cfg.BotQuickRespawn – Server only. Sets whether bots respawn quickly or not.
Cfg.BotSkill – Server only. Sets the aiming skill of the bots.
Cfg.BotTaunts – Server only. Sets the comments the bots make randomly during gameplay.
Cfg.Brightness – Client only. Sets the rendering brightness.
Cfg.BrightskinEnemy – Client only. Sets the enemy brightskin colour. Or red team with fixed colours on.
Cfg.BrightskinTeam – Client only. Sets the team brightskin colour. Or blue team with fixed colours on.
Cfg.CameraInterpolateAngle – Client only. Not used.
Cfg.CameraInterpolatePosition – Client only. Not used.
Cfg.CameraInterpolation – Client only. Not used.
Cfg.CaptureLimit – Server only. Sets the CTF capture limit.
Cfg.CharacterShadow – Client only. Sets whether the player has a shadow or not.
Cfg.ClientConsoleLockdown – Server only. Sets whether clients consoles are locked or not.
Cfg.ClipPlane – Client only. Sets the rendering clip plane.
Cfg.ColouredIcons – Client only. Sets whether coloured icons are used or not.
Cfg.ConfigMapView – Client only. Sets whether mapview is in configure mode.
Cfg.ConnectionSpeed – Client only. Sets the network connection speed settings.
Cfg.Contrast – Client only. Sets the rendering contrast.
Cfg.Coronas – Client only. Sets whether coronas are rendered.
Cfg.Credits – Client only. Sets the credits information.
Cfg.Crosshair – Client only. Sets the crosshair used.
Cfg.CrosshairB – Client only. Sets the blue value of the crosshair colour.
Cfg.CrosshairG – Client only. Sets the green value of the crosshair colour.
Cfg.CrosshairNames – Client only. Sets whether crosshair names are rendered or not.
Cfg.CrosshairNamesDisableInDuel – Client only. Sets whether crosshair names are shown in duel.
Cfg.CrosshairNamesTeamOnly – Client only. Sets whether crosshair names are only shown for teammates.
Cfg.CrosshairR – Client only. Sets the red value of the crosshair colour.
Cfg.CrosshairSize – Client only. Sets the size of the crosshair.
Cfg.CrosshairTrans – Client only. Sets the transparency of the crosshair.
Cfg.CustomCrosshairLocation – Client only. Sets whether the crosshair is rendered at a custom location.
Cfg.CustomCrosshairLocationX – Client only. Sets the fraction of the screen width for the custom crosshair location
Cfg.CustomCrosshairLocationY – Client only. Sets the fraction of the screen height for the custom crosshair location
Cfg.Decals – Client only. Sets the level of decal rendering.
Cfg.DecalsStayTime – Client only. Sets the decal stay time.
Cfg.DedicatedServer – Both. Not used.
Cfg.DetailTextures – Client only. Sets the rendering detail level for textures.
Cfg.DisableHud – Client only. Sets whether HUD is disabled or not.
Cfg.DisableMOTDRendering – Client only. Sets whether MOTD is rendered or not.
Cfg.DisturbSound3DFreq – Client only. Sets the sound frequency for 3D sounds.
Cfg.DuelQueue – Server only. Sets whether duel queue is being used.
Cfg.DynamicLights – Client only. Sets whether dynamic lights are used.
Cfg.EAXAcoustics – Client only. Sets whether acoustics are used.
Cfg.Email – Server only. Sets the email information for server poll.
Cfg.FOV – Client only. Sets the Field of Vision.
Cfg.FPS – Client only. Not used.
Cfg.FallingDamage – Server only. Sets whether falling damage is on or off.
Cfg.FixedColors – Client only. Sets whether brightskins are based on teams.
Cfg.ForceModel – Server only. Sets whether client models are forced or not.
Cfg.ForceSpec – Server only. Sets whether new comers are forced to spec on join.
Cfg.FragLimit – Server only. Sets the fraglimit.
Cfg.Fullscreen – Both. Not used.
Cfg.GameMode – Server only. Sets the default gamemode.
Cfg.Gamma – Client only. Sets the gamma level.
Cfg.GraphicsQuality – Client only. Sets the graphics level.
Cfg.HUDSize – Client only. Sets the HUD size.
Cfg.HUDTransparency – Client only. Sets the HUD transparency.
Cfg.HUD_AmmoList – Client only. Sets whether the ammo list is on or not.
Cfg.HUD_CurrentWeapon_Icon – Client only. Sets whether the current weapon icon is rendered.
Cfg.HUD_FragMessage – Client only. Sets whetehr frag messages are shown on the HUD.
Cfg.HeadBob – Client only. Sets the amount of head bobbing.
Cfg.ImpureClientWarning – Server only. Sets whether public warnings of impure clients is used.
Cfg.InvertMouse – Client only. Sets whether the mouse is inverted or not.
Cfg.ItemRespawnFix – Server only. Sets whether PK++ item respawn fix is used or not.
Cfg.KeyAlternativeAlternativeFire – Client only. Key binding
Cfg.KeyAlternativeBulletTime – Client only. Key binding
Cfg.KeyAlternativeFire – Client only. Key binding
Cfg.KeyAlternativeFireBestWeapon1 – Client only. Key binding
Cfg.KeyAlternativeFireBestWeapon2 – Client only. Key binding
Cfg.KeyAlternativeFireSwitch – Client only. Key binding
Cfg.KeyAlternativeFireSwitchToggle – Client only. Key binding
Cfg.KeyAlternativeFlashlight – Client only. Key binding
Cfg.KeyAlternativeForwardRocketJump – Client only. Key binding
Cfg.KeyAlternativeJump – Client only. Key binding
Cfg.KeyAlternativeMenu – Client only. Key binding
Cfg.KeyAlternativeMoveBackward – Client only. Key binding
Cfg.KeyAlternativeMoveForward – Client only. Key binding
Cfg.KeyAlternativeNextWeapon – Client only. Key binding
Cfg.KeyAlternativePause – Client only. Key binding
Cfg.KeyAlternativePreviousWeapon – Client only. Key binding
Cfg.KeyAlternativeQuickLoad – Client only. Key binding
Cfg.KeyAlternativeQuickSave – Client only. Key binding
Cfg.KeyAlternativeRocketJump – Client only. Key binding
Cfg.KeyAlternativeSayToAll – Client only. Key binding
Cfg.KeyAlternativeSayToTeam – Client only. Key binding
Cfg.KeyAlternativeScoreboard – Client only. Key binding
Cfg.KeyAlternativeScreenshot – Client only. Key binding
Cfg.KeyAlternativeSelectBestWeapon1 – Client only. Key binding
Cfg.KeyAlternativeSelectBestWeapon2 – Client only. Key binding
Cfg.KeyAlternativeStrafeLeft – Client only. Key binding
Cfg.KeyAlternativeStrafeRight – Client only. Key binding
Cfg.KeyAlternativeUseCards – Client only. Key binding
Cfg.KeyAlternativeWeapon1 – Client only. Key binding
Cfg.KeyAlternativeWeapon10 – Client only. Key binding
Cfg.KeyAlternativeWeapon11 – Client only. Key binding
Cfg.KeyAlternativeWeapon12 – Client only. Key binding
Cfg.KeyAlternativeWeapon13 – Client only. Key binding
Cfg.KeyAlternativeWeapon14 – Client only. Key binding
Cfg.KeyAlternativeWeapon2 – Client only. Key binding
Cfg.KeyAlternativeWeapon3 – Client only. Key binding
Cfg.KeyAlternativeWeapon4 – Client only. Key binding
Cfg.KeyAlternativeWeapon5 – Client only. Key binding
Cfg.KeyAlternativeWeapon6 – Client only. Key binding
Cfg.KeyAlternativeWeapon7 – Client only. Key binding
Cfg.KeyAlternativeWeapon8 – Client only. Key binding
Cfg.KeyAlternativeWeapon9 – Client only. Key binding
Cfg.KeyAlternativeZoom – Client only. Key binding
Cfg.KeyPrimaryAlternativeFire – Client only. Key binding
Cfg.KeyPrimaryBulletTime – Client only. Key binding
Cfg.KeyPrimaryFire – Client only. Key binding
Cfg.KeyPrimaryFireBestWeapon1 – Client only. Key binding
Cfg.KeyPrimaryFireBestWeapon2 – Client only. Key binding
Cfg.KeyPrimaryFireSwitch – Client only. Key binding
Cfg.KeyPrimaryFireSwitchToggle – Client only. Key binding
Cfg.KeyPrimaryFlashlight – Client only. Key binding
Cfg.KeyPrimaryForwardRocketJump – Client only. Key binding
Cfg.KeyPrimaryJump – Client only. Key binding
Cfg.KeyPrimaryMenu – Client only. Key binding
Cfg.KeyPrimaryMoveBackward – Client only. Key binding
Cfg.KeyPrimaryMoveForward – Client only. Key binding
Cfg.KeyPrimaryNextWeapon – Client only. Key binding
Cfg.KeyPrimaryPause – Client only. Key binding
Cfg.KeyPrimaryPreviousWeapon – Client only. Key binding
Cfg.KeyPrimaryQuickLoad – Client only. Key binding
Cfg.KeyPrimaryQuickSave – Client only. Key binding
Cfg.KeyPrimaryRocketJump – Client only. Key binding
Cfg.KeyPrimarySayToAll – Client only. Key binding
Cfg.KeyPrimarySayToTeam – Client only. Key binding
Cfg.KeyPrimaryScoreboard – Client only. Key binding
Cfg.KeyPrimaryScreenshot – Client only. Key binding
Cfg.KeyPrimarySelectBestWeapon1 – Client only. Key binding
Cfg.KeyPrimarySelectBestWeapon2 – Client only. Key binding
Cfg.KeyPrimaryStrafeLeft – Client only. Key binding
Cfg.KeyPrimaryStrafeRight – Client only. Key binding
Cfg.KeyPrimaryUseCards – Client only. Key binding
Cfg.KeyPrimaryWeapon1 – Client only. Key binding
Cfg.KeyPrimaryWeapon10 – Client only. Key binding
Cfg.KeyPrimaryWeapon11 – Client only. Key binding
Cfg.KeyPrimaryWeapon12 – Client only. Key binding
Cfg.KeyPrimaryWeapon13 – Client only. Key binding
Cfg.KeyPrimaryWeapon14 – Client only. Key binding
Cfg.KeyPrimaryWeapon2 – Client only. Key binding
Cfg.KeyPrimaryWeapon3 – Client only. Key binding
Cfg.KeyPrimaryWeapon4 – Client only. Key binding
Cfg.KeyPrimaryWeapon5 – Client only. Key binding
Cfg.KeyPrimaryWeapon6 – Client only. Key binding
Cfg.KeyPrimaryWeapon7 – Client only. Key binding
Cfg.KeyPrimaryWeapon8 – Client only. Key binding
Cfg.KeyPrimaryWeapon9 – Client only. Key binding
Cfg.KeyPrimaryZoom – Client only. Key binding
Cfg.LMSLives – Server only. Sets the LMS lives.
Cfg.Language – Both. Sets the language being used.
Cfg.LimitServerFPS – Server only. Sets whether the server FPS is limited or not. Not used.
Cfg.Location – Server only. Sets the server location for server poll.
Cfg.Logfile – Both. Sets the console logging file name.
Cfg.LogfileDaily – Both. Sets whether logging is by day or not.
Cfg.Logging – Both. Sets whether console logging is on or not.
Cfg.LowQualityMultiplayerSFX – Client only. Sets whether low mp gfx is used or not.
Cfg.MOTD – Server only. Sets Message of the Day.
Cfg.ManualIP – Client only. Sets the default connect to IP.
Cfg.MapView – Client only. Sets whether mapview is on or not
Cfg.MapViewShowRespawns – Client only. Sets whether mapview shows respawns or not.
Cfg.MasterVolume – Client only. Sets the master sound volume.
Cfg.MaxFpsMP – Client only. Sets the maximum framerate.
Cfg.MaxPlayers – Server only. Sets the maximum number of players.
Cfg.MaxSpectators – Server only. Sets the maximum number of spectators.
Cfg.MessagesKeys – Client only. Sets pre-defined messages.
Cfg.MessagesSayAll – Client only. Sets pre-defined messages.
Cfg.MessagesTexts – Client only. Sets pre-defined messages.
Cfg.ModName – Server only. Sets the mod name being used. For server poll.
Cfg.MouseSensitivity – Client only. Sets the mouse sensitivity.
Cfg.Multisample – Client only. Sets whether textures are aliased or not.
Cfg.MusicVolume – Client only. Sets the music volume.
Cfg.NetcodeClientMaxBytesPerSecond – Client only. Sets the maximum upstream bandwidth
Cfg.NetcodeEnemyPredictionInterpolation – Client only. Sets player interpolation (movement smoothing).
Cfg.NetcodeEnemyPredictionInterpolationFactor – Client only. Sets the amount of interpolation.
Cfg.NetcodeLocalPlayerSynchroEveryNFrames – Client only. Sets the degree of synchronousness
Cfg.NetcodeMaxPlayerActionsPassed – Client only. Sets the queue size before reliable data is sent.
Cfg.NetcodeMinUpstreamFrameSize – Client only. Sets the minimum upstream packet size.
Cfg.NetcodeServerFramerate – Client only. Sets the maximum number of frames to be received.
Cfg.NetcodeStatsNumberToAverageFrom – Client only. Debug.
Cfg.NetcodeStatsUpdateDelay – Client only. Debug.
Cfg.NetworkInterface – Both. Sets the network interface IP.
Cfg.Newhitsound – Client only. Sets whether the newer PK++ hitsound is used or not.
Cfg.NoAmmoSwitch – Client only. Sets whether weapons are changed to with no ammo.
Cfg.NoBlood – Client only. Sets whether blood is rendered.
Cfg.NoExplosions – Client only. Sets whether explosions rendered.
Cfg.NoFlames – Client only. Sets whether flames are rendered.
Cfg.NoGibs – Client only. Sets whether gibs are rendered.
Cfg.NoSmoke – Client only. Sets whether smoke is rendered.
Cfg.NoSpawnEffects – Client only. Sets whether spawn effects are rendered.
Cfg.NoWarmup – Server only. Sets whether there is a warmup mode.
Cfg.OldScoreboard – Client only. Sets whether the old VPK scoreboard is used.
Cfg.Overtime – Server only. Sets the amount of overtime for a tied match.
Cfg.PKTV – Server only. Not used.
Cfg.PKTVDelay – Server only. Not used.
Cfg.PKTVFps – Server only. Not used.
Cfg.PKTVPassword – Server only. Not used.
Cfg.ParticlesDetail – Client only. Sets the amount of particle detail.
Cfg.PiTaBOT – Server only. Sets whether advanced pitabot is loaded or not.
Cfg.PitabotEnabled – Server only. Sets whether to load advanced pitabot.
Cfg.PlayerModel – Both. Sets the player model to be used.
Cfg.PlayerName – Client only. Sets the name.
Cfg.PowerupDrop – Server only. Sets whether power ups are dropped.
Cfg.Powerups – Server only. Sets whether power ups are used.
Cfg.PrecacheData – Both. Sets whether data is precached.
Cfg.ProPlus – Server only. Sets whether proplus settings are used.
Cfg.Projectors – Client only. Sets whether projector rendering is used.
Cfg.PublicServer – Server only. Sets whether it is public or not.
Cfg.PureScripts – Server only. Sets whether only paks are used.
Cfg.RconPass – Both. Sets the rcon password.
Cfg.RefPass – Both. Sets the ref password.
Cfg.RenderSky – Client only. Sets rendering of the sky.
Cfg.Resolution – Client only. Sets the rendering resolution.
Cfg.RestartMaps – Server only. Sets whether maps are restarted or not.
Cfg.ReverseStereo – Client only. Sets whether stereo is reversed.
Cfg.RocketFix – Server only. Sets whether PK++ rocketfix is on or not.
Cfg.RocketLogging – Both. Not used.
Cfg.RocketsFromGun – Client only. Not used.
Cfg.SafeRespawn – Server only. Sets whether telefragginf from spawns is on safe or not.
Cfg.ScoreboardFontSize – Client only. Sets scoreboard font size.
Cfg.ScoreboardShowPacketLoss – Client only. Sets whether packet loss is shown on scoreboard.
Cfg.ServerFPS – Server only. Sets server FPS. Not used?
Cfg.ServerMaps – Server only. Sets default maps.
Cfg.ServerMapsCLA – Server only. Sets default maps.
Cfg.ServerMapsCTF – Server only. Sets default maps.
Cfg.ServerMapsDUE – Server only. Sets default maps.
Cfg.ServerMapsFFA – Server only. Sets default maps.
Cfg.ServerMapsLMS – Server only. Sets default maps.
Cfg.ServerMapsPCF – Server only. Sets default maps.
Cfg.ServerMapsTDM – Server only. Sets default maps.
Cfg.ServerMapsTLB – Server only. Sets default maps.
Cfg.ServerMapsVSH – Server only. Sets default maps.
Cfg.ServerName – Server only. Sets server name for server poll.
Cfg.ServerPassword – Server only. Sets server password.
Cfg.ServerPort – Server only. Sets server port.
Cfg.SfxVolume – Client only. Sets sound effects volume.
Cfg.Shadows – Client only. Sets rendering of shadows.
Cfg.ShowDaydreamWarning – Client only. Not used.
Cfg.ShowFPSShadow – Client only. Sets shadow on showfps.
Cfg.ShowPing – Client only. Sets showping rendering.
Cfg.ShowPingShadow – Client only. Sets showping shadow.
Cfg.ShowPingX – Client only. Sets showping fraction of screen width
Cfg.ShowPingY – Client only. Sets showping fraction of screen height
Cfg.ShowTimer – Client only. Sets timer rendering.
Cfg.ShowTimerCountUp – Client only. Sets timer count up/down.
Cfg.ShowTimerFontSize – Client only. Sets timer font size.
Cfg.ShowTimerShadow – Client only. Sets timer shadow.
Cfg.ShowTimerX – Client only. Sets timer fraction of screen width
Cfg.ShowTimerY – Client only. Sets timer fraction of screen height
Cfg.Simplehud – Client only. Sets whether simple HUD is used.
Cfg.SmoothMouse – Client only. Sets whether mouse input is smoothed.
Cfg.SoundFalloffSpeed – Client only. Sets amount of sound degradation.
Cfg.SoundPan – Client only. Sets sound panning
Cfg.SoundProvider3D – Client only. Sets sound driver.
Cfg.SoundQuality – Client only. Sets sound quality.
Cfg.SpeakersSetup – Client only. Sets speaker set up.
Cfg.StartupWeapon – Server only. Sets respawn weapon.
Cfg.StopMatchOnTeamQuit – Server only Sets whether a match should stop when one team leaves.
Cfg.SwitchFire – Client only. Sets whether firing modes 1/2 are switched.
Cfg.Team – Client only. Sets team.
Cfg.TeamDamage – Server only. Sets whether team damage is on.
Cfg.TeamOverlay – Client only. Sets whether teamoverlay is on.
Cfg.TeamOverlayFontSize – Client only. Sets font size for teamoverlay.
Cfg.TeamOverlayW – Client only. Sets width fraction for teamoverlay
Cfg.TeamOverlayX – Client only. Sets fraction of screen width for teamoverlay.
Cfg.TeamOverlayY – Client only. Sets fraction of screen height for teamoverlay.
Cfg.TeamScores – Client only. Sets whether teamscores is rendered.
Cfg.TeamScoresFontSize – Client only. Sets font size for teamscores.
Cfg.TeamScoresShadow – Client only Sets whether font shadow is on for teamscores.
Cfg.TeamScoresX – Client only. Sets fraction of screen width for teamscores
Cfg.TeamScoresY – Client only. Sets fraction of screen height for teamscores
Cfg.TextureFiltering – Client only. Sets whether textures are filtered.
Cfg.TextureQuality – Client only. Sets texture quality.
Cfg.TextureQualityArchitecture – Client only. Sets texture quality.
Cfg.TextureQualityCharacters – Client only. Sets texture quality.
Cfg.TextureQualitySkies – Client only. Sets texture quality.
Cfg.TextureQualityWeapons – Client only. Sets texture quality.
Cfg.TimeLimit – Server only. Sets timelimit.
Cfg.TournamentSettings – Client only. Sets whether console is disabled.
Cfg.URL – Server only. Sets URL for server poll.
Cfg.UserAllowBrightskins – Server only. Callvote enable flag.
Cfg.UserAllowBunnyhopping – Server only. Callvote enable flag.
Cfg.UserAllowForwardRJ – Server only. Callvote enable flag.
Cfg.UserBankick – Server only. Callvote enable flag.
Cfg.UserCaptureLimit – Server only. Callvote enable flag.
Cfg.UserFragLimit – Server only. Callvote enable flag.
Cfg.UserGameMode – Server only. Callvote enable flag.
Cfg.UserKick – Server only. Callvote enable flag.
Cfg.UserLMSLives – Server only. Callvote enable flag.
Cfg.UserMapChange – Server only. Callvote enable flag.
Cfg.UserMaxPlayers – Server only. Callvote enable flag.
Cfg.UserMaxSpectators – Server only. Callvote enable flag.
Cfg.UserPowerupDrop – Server only. Callvote enable flag.
Cfg.UserPowerups – Server only. Callvote enable flag.
Cfg.UserReloadMap – Server only. Callvote enable flag.
Cfg.UserStartupWeapon – Server only. Callvote enable flag.
Cfg.UserTeamDamage – Server only. Callvote enable flag.
Cfg.UserTimeLimit – Server only. Callvote enable flag.
Cfg.UserWeaponRespawnTime – Server only. Callvote enable flag.
Cfg.UserWeaponsStay – Server only. Callvote enable flag.
Cfg.ViewWeaponModel – Client only. Sets whether the gun model is shown.
Cfg.WarmUpTime – Server only. Sets the amount of warmup time.
Cfg.WarmupDamage – Server only. Sets whether there is damage in warmup.
Cfg.WarpEffects – Client only. Sets whether warp effects are rendered.
Cfg.WaterFX – Client only. Sets how water effects are rendered.
Cfg.WeaponBob – Client only. Sets whether the gun bobs as you walk.
Cfg.WeaponNormalMap – Client only. Sets whether the gun uses a normal map.
Cfg.WeaponPrediction – Client only. Sets whether weapon prediction is on.
Cfg.WeaponPriority – Client only. Sets how guns are selected.
Cfg.WeaponRespawnTime – Server only. Sets the respawn time for weapons.
Cfg.WeaponSpecular – Client only. Sets specular rendering.
Cfg.WeaponsStay – Server only. Sets whether weapons remain after pickup.
Cfg.WeatherEffects – Client only. Sets whether weather effects are on.
Cfg.WheelSensitivity – Client only. Sets the sensitivity of the mouse wheel.
Cfg.ZoomFOV – Client only. Sets the zoom fov for bolt gun.
Cfg.overtime – Server only. Not used.

=============
SPECIAL NOTES
=============

Cfg.BotMinPlayers

Sets the minimum number of players
before which bots are added.

If botminplayers equals the maximum
number of players allowed on a server,
then a space will be kept for players
joining.

If botminplayers is one greater than the
maximum number of players allowed on a
server, then a space will be kept for
spectators to join the game.

If botminplayers is more than one
greater than the maximum number of players
allowed on a server, then the bots
will be added until the maximum number
of players allowed on a server is
reached.

=====================================
Rockets and Rocket Jumping in ProPlus
=====================================

TO NOTE: Rocket jumping, rocket behaviour, movement and other core gameplay features have not been touched outside of ProPlus mode. ProPlus constitutes a purely community-driven adaption of PK gameplay.

Firstly please read the enclosed pdf, PainkillerRockets.pdf, titled A Rough Guide to Rocket Behaviour in Painkiller. If you have questions, or wish to know more information other than that documented here, contact mods@pkeuro.com

In this document, the reasons and details of what was changed and why is discussed. It is clear that both 1.5 and 1.62 are against the design intents or ideals of PCF in this respect. And after a period of play-testing, it is clear the changes are detrimental to the game[1].

The solution proposed for play-testing in ProPlus is to adjust the rocket blast based on rocket direction. Intuitively this is the most sound solution. Even though the defaults were selected after a large amount of play-testing and experimentation; the same variables used to tweak the solution have been left available for further experimentation, but will be locked at some point in the near future.

Testing should be done on dedicated servers. Use of rcon to adjust values while testing is recommended. Make sure that proplus is enabled. As always, features in PK++ are open for discussion. PLEASE ENSURE YOU RETURN THE VALUES TO DEFAULTS FOR PUBLIC SERVERS – this will be locked after 0.8.1.62.

These settings are:

rocketfactor [number] Multiplied by the vertical velocity fraction, becomes one less than base of the rocket factor used.

rocketfactororder [number] Sets the exponent of the rocket factor used.

…and should be set, serverside.

Rocketfactor linearly affects the base of the overall factor which is related to rocket direction, whereas rocketfactororder affects the exponent and therefore order of magnitude of the overall factor; again, as related to rocket direction.

Physics for the equivalent of 1.5 rockets (for rj) would be rocketfactor 0, rocketfactororder 1

Physics for the equivalent of 1.62 rockets (for rj) would be rocketfactor 10, rocketfactororder 10 or so. This is not exactly the same, but

These indicate the two extremes of what has been done in PK.

By qualitative analogy only, 1.35 and/or the ideal is somewhere between, where the balance of sensible effects from rocket jumping and rocket fights are matched. The defaults as set as close as possible to match this.

NOTES:
——

Lowering rocketfactor will increase the amount of knockback an opponent occurs from a hit in fights.

Increasing rocketfactor and/or rocketfactororder will decrease the amount of horizontal knockback you recieve from a rocket jump.

A higher rocketfactororder will increase the rate of reduction of the amount of horizontal knockback you recieve from a rocket jump, as the rocket angle approaches vertically down.

If you adjust the values remember that what feels good is not necessarily good for gameplay and rocket fights. The temptation is always to increase both values, letting rocket jumps improve and overall rocket fight gameplay deteriorate. Rocket jumping is a skill, and values should not make it *too* easy.

NOTES ON DEFAULTS:
——————

Selected defaults are set to:

rocketfactor 0.6
rocketfactororder 1

The low rocketfactor keeps rocket fights sensible, with players getting horizontal knockback from rockets, as well as retaining the possibility for off-the-wall pushes. The high rocketfactororder leads to less horizontal knockback in true rocket jumps.

———————-

[1] http://forums.thecpl.com/ubb/ultimatebb.php?ubb=get_topic;f=27;t=000272

Thanks to lioNR at al., TsN and various others for articulating the exact issues.

==================
Notes on Loc Files
==================

Loc files are the means by which team player locations are generated for the
teamoverlay. A loc files consists of a large array of named points. From these
named points, the current position of the player is determined. You can find
these files in \data\locs, and the defaults are stored in locs.pak, and are
named after tha map itself with extension .loc. You can open these using any
text editor, but you edit at your own risk.

If you wish to generate your own loc files for a new map, or one currently
unsupported by PK++, the process is simple. All that is required is to wander
around the map, typing \addloc and the loc file will
automatically be generated and reloaded.

The recommended approach is firstly to place location points at the main
locations on the map. Following this more points should be added when incorrect
location names are found. Intuitively, you should add these points in the centre
of the misnamed section.

Finally you will find it useful to walk along the walls finding misnamed points
until finally all possible locations are named correctly.

Remember: Less is more. The fewer points you use to define the map the better,
since it will require less processing.

If you generate loc files and are pleased with the results, please consider
contributing them to the PK++ project by emailing them to mods@pkeuro.com

REMEMBER TO BACK UP YOUR FILES BEFORE UPGRADING PK++

===========================
Notes on Bot Waypoint Files
===========================

Bot waypoint files are to be found in \data\waypoints, and determine how the
bots understand to move around the map. A waypoint file consists of an array of
points (which in the waypoint files are named using the loc-file location.

Waypoint files heavily affect how well the bot plays, and the defaults supplied
with PK++ can always be improved on.

If you wish to add waypoints yourself to the map, to teach the bot to play and
experiment yourself, the process is relatively straightforward, although you may
wish to try a few times before to see what works and what doesnt.

Firstly start by removing (if it exists), the waypoint file for the map you wish
to regenerate. You will find these in \data\waypoints, with file extension
.bwp.

Next start PK++ in tdm mode, add a bot using \addbot ensuring \maxplayers is 2
or greater and \botminplayers is 1. After your bot has joined, join the same
team as it.

Now find your bot on the map, once you have located him, you can add the first
waypoint using the \addwaypoint command. You will see the bot come towards you
and stand at the point you just created. By adding more points you will guide
the routes available ot the bot.

Observe the following, that:

1. If a large number of points are used in a given area, the bot will spend a
long time in that area, and its movement may be erratic as it moves between
them.

2. For a detailed run between two points, more points should be used in a
line. By using these you will find you can make the bot do a large number of
difficult manovers.

3. Less is more, the fewer total points which are used, the less processing PK
requires.

4. The bot will ignore waypoints it can see when their evelation is much higher
than the bot. If you wish, for instance to guide a bot up stairs, you will
require some points midway up.

5. Waypoints should be included towards and on top of key items.

Again, if you generate files and are pleased with the results, please consider
contributing them to the PK++ project by emailing them to mods@pkeuro.com

REMEMBER TO BACK UP YOUR FILES BEFORE UPGRADING PK++

======================
Notes on Mapview Files
======================

Mapview files are to be found in \data\mapview and consist of an overhead map
image, and a config file which scales/aligns the image to the screen, and
scales/aligns the players to the image.

If you wish to add your own mapviews, or adjust the position and scale of the
mapview, you may do so.

Notes on creating new mapview images
————————————

Mapview images are created using Painkillers Editor. Start the editor and load
the map, then press f to enter fly mode. Move yourself using the W,A,S,D keys
to a long way above the map. If you find the map vanishes or goes misty increase
the FarClipDist under properties on the right panel, and/or set Fog to No Fog.

Once you are a long way above the map, set the FOV to 10 to remove perspective
effects. You may find with this new FOV you need to move even higher above the
map.

Once you have a complete view of the map, hit F10 which will put you in
fullscreen mode, then F12 to take a screenshot. The final required resolution is
320×240, but it is highly recommended that you take the screenshot at 800×600 or
more.

Once you have a good screenshot, open it up in a picture editor; Adobe Photoshop
is recommended, and is the example used here.

Crop the image as required, and resize to 320×240, Save As .tga into
\data\mapview\ with the file name the same as the required map name.

Next you will need to create an alpha channel for the map. The alpha channel is
a black and white (technically greycsale) image which masks out transparency
within PK.

When you have the map image open in Photoshop, enable viewing of the channels
from Window->Channels.

If the alpha channel does not exist you will need to create it, you can do so
using the small icon at the bottom of the Channels panel. Within the Channels
panel you should now see RGB, R, G, B, and Alpha 1 channels. The default Alpha
channel is just a plain black image.

Next is to construct the alpha mask from a greyscale copy of the map itself. To
do this make a copy of the map image using Image->Duplicate.

Firstly if your background from your screenshot is the default blue used in the
editor, you can replace the colour using Photoshops replace colour option. You
can find this in Image->Adjustments->Replace Colour.. select the colour and
replace with black.

Ensuring you are working on your duplicate image, turn it into greyscale mode..
Image->Mode->Greyscale.

You wish to have the areas you wish to see on the screen completely white.
However, you will find from direct greyscale conversion, you will have a large
number of grey artifacts. You can remove these by adjusting the contrast of the
image. Image->Adjustments->Brightness and Contrast, and set the Contrast slider
between +50 and +100. This will remove the majority of the grey in the map area.
Select a brush, with ink set to white to remove the rest by hand. Additionally
you can apply some blurring to the edges to soften the transparency edges.

When completed, copy and paste the greyscale mask into the alpha channel of your
original image. Save changes.

You may need to rotate the image using Photoshop, but you will not be able to
determine this until youve loaded it into PK.

Notes on Config Files
———————

Start by making a copy of an existing .cfg file and rename to match the map name
for which you are making a mapview. This will fix the screen location and image
scale (the tool previously used for this in-game was removed from the release
version since it was considered obfuscate the process, and allow too many
configuration errors).

The config format is in the form:

,,,,,,

In the above list, the prefix of global refers to mapping the player coordinates onto the screen.
globaltranslaterot is however, currently disabled.

The prefix image refers purely to the mapview image and where it is located on the screen.

In your config for Painkiller, in \Painkiller\Bin\config.ini, set the values:

Cfg.ConfigMapView = true,
Cfg.MapView = true,
Cfg.MapViewShowRespawns = true,

Respawns are used to quickly align player positions to images, although you can
rely on player locations alone.

Spectate a game, probably a bot game is easiest, and ensure mapview is on.

Weapon keys 1-6 will you to configure the player positions, and configs are
saved in real time. Weapon keys 1-2 are to scale the player positions. 3-4 and
5-6 are for horizontal and verical translations.

Use these keys to position the respawns to your image. If your image is
incorrect and needs rotation you may need to do this.

Again, if you generate files and are pleased with the results, please consider
contributing them to the PK++ project by emailing them to mods@pkeuro.com

REMEMBER TO BACK UP YOUR FILES BEFORE UPGRADING PK++

TsN’s coverage of CPL Summer2005

TsN to provide coverage of CPL Extreme Summer Championships 2005

The Team Sportscast Network is extremely proud to announce coverage of the Cyberathlete Professional League’s 2005 Extreme Summer Championships taking place in Dallas, Texas from Wednesday, July 6th to Sunday, July 10th. Comprised of more than 7,300 gamers from all across the globe, this CPL event features six competitive tournaments with a combined prize total of more than $210,000 USD. It also represents the fifth stop on the $1,000,000 CPL World Tour, a worldwide Painkiller competition taking place in nine different countries throughout the course of this year.

TsN is poised once again to raise the bar for competitive gaming media, utilizing new technology to provide continuous video coverage. This year will be unlike anything we have ever done before. Hunter Luisi, TsN’s CEO said. The difference between this year’s coverage and anything done previously is our transition from a ‘sports-like’ broadcast to a truly professional quality sports production. The Team Sportscast Network will again redefine the how to on live event coverage of competitive multiplayer gaming.

As a part of TsN’s transformation, TsN is excited to add a whole new dimension to our unparalleled commentary and analysis by bringing you comprehensive coverage of all aspects of the Summer Championship. Featuring live interviews from the Intel sky bridge, as well as full coverage of the activities taking place during the event, TsN hopes to elevate its established reputation as the leader in competitive game broadcasting, in addition to helping advance gaming into traditional sports arenas.

The Team Sportscast Network would like to thank Intel, NVIDIA, and Insomnia 365 for their continued support of competitive gaming and for assisting TsN’s efforts to bring the most complete gaming experience to gamers all around the world. TsN would also like to extend its gratitude to TypeFrag and Art of War Central for their ongoing commitment to the success of TsN and the CPL.

About TsN

The Team Sportscast Network, L.L.C., is an online broadcast and media organization. Since its inception in 1999, TsN has pioneered the use of online media to deliver programming specifically targeted at the competitive gaming community. Utilizing both video and audio, TsN continues to lead the market through technical innovation and unparalleled quality.

About the CPL

The Cyberathlete Extreme Summer Championships is bigger than ever with over 7,300 gamers expected to compete in the game tournament and LAN party at the new Gaylord Texan Resort in Grapevine, Texas on Wednesday, July 6 through Sunday, July 10, 2005. The $1,000,000 CPL World Tour, which will conclude with a giant showdown in November in New York City, is the largest, year-long competitive tour in the growing sport of videogame competitions.

For More Information

http://www.tsncentral.com

http://worldtour.tsncentral.com

http://www.thecpl.com

Contact

Brian Kennedy, CIO, Team Sportscast Network, L.L.C.

corp@tsncentral.com

www.tsncentral.com

Dignitas Painkiller Spotlight 16

Another painkiller interview has been made by dignitas and this time it was Deatz from check-six who was the lucky one to be interviewed. So far Dignitas have made 16 spotlight interviews and you can be sure that more interesting interviews are coming up. If you missed any of the previous interviews you could find them all under the painkiller spotlight archive on their site.

Here is a snippet of the interview:

Team Dignitas:
First of all, for how long have you been playing Painkiller?

x6|Deatz:
I started playing from the very first beginning, I guess it was the first alpha I played, “moerser” an I practiced directly after the release on LAN together, and we liked the game :). I think it is 1 Year ago or something like that :).

Team Dignitas:
The upcoming event is in Dallas (CPL’s hometown), what are your expectations there and who do you predict to be in the top 3?

x6|Deatz:
Like most of the events, Vo0, fatal1ty, Zyz :), but…maybe me this time ? 🙂 no just kidding :), ye I guess it will be like that.

The whole Dignitas PK Spotlight interview could be found here.