Hi m8s, i reopened [b]#pk.2on2[/b] just for fun cause pk 2on2 is very funny 🙂 I will organized echbot to create a 2on2 pickup for everyone. I hope some people join to have some fun ! And don
Category Archives: News
State of Play
Just to summarise on details of the code, DC
1. Since the code developed includes licenced copies of the Havok engine, it cannot be re-distributed without breaking the licensing agreement.
2. Most of the modding has taken place by hacking changes to the LUA, and in some places guessing/probing the structure of the EXE/DLL code. Within the LUA, you are unable to change the core of the code, such as network code.
3. Editing the code to create playback demos *should* be the equivalent of allowing the client to connect in a passive mode to a virtual server (i.e. netdemo). Ideally this is done at the network level (within the core). A work-around might be to run a server and have bot-actors move around based on logged position/velocity data from the LUA only. Basically for such a process you would have to log every event and all the entity positions and states often enough for a smooth playback. During PK++ development this was started, but delayed since it looked as though PCF might finish their work.
4. PCF do not own the code, DC do (both the code and the branding). PCF were contracted lastly to work on the XBox version, but are now working on new projects along with their new publisher THQ. DC were recently ACQUIRED by JoWooD. DC haven
5. Multiplayer within PK was only ever thought of at a late stage for something that could be done with the SP game. The amount of time and effort put in was minimised on the MP part. This was also true for any commitments to the CPL, most of which were not even a real concern of PCF. The CPL were driven to use PK mainly because of the opportunity to have CPL branding on a retail game (regardless of whether it was popular in the MP community or not).
6. Neither DC nor PCF had sufficient testing facilities for MP testing. Most of the MP code had minimal one-off testing which explains the vast number of bad bugs seen.
7. Netcode after version 1.35 was an attempt to improve the number of players on the server, as well as allowing more configuration for different types of connection. Following a beta test (run by pkeuro), no more work took place on the netcode, and it was left. Further improvements could have been made, particularly either if PCF had continued the work, or had the netcode code been made available to mod developers. If the latter had been the case, we might have seen something compariable in terms of netcode to Quakeworld or similar by now.
8. Rocket jumping in 1.62 was broken due to some false testing. This issue was only resolved in PK++. Additionally many of the other bugs still exist in VPK, such as mis-timing on items, random telefrag kills, no spectator HUD, and so on.
JM wants PETJA’s HEAD
just want to see whos better….thats all
and shut ur dirty mouth 4ever….hater
555 2 D’666
Best part of Painkiller?
Okay this is not strictly news, but in the absence of news, it is worth strengthening the community by sharing views and discussing… so here goes:
As we take a retrospective look back on Painkiller, the CPL, what was and what wasn
I would suggest if Painkiller had come out after Doom3 and after Quake4, it would have been much more successful.
I would also suggest that the two things
But what does everyone else think? What is good about Painkiller, and what is bad about it? In playing for money, did most players forget to play it for fun?
CPL Singapore
Shortly after the confirmed cancellation of the WT stop in China, the CPL have just announced that the replacement stop will take place in Singapore.
“The Singapore World Tour stop will take place Thursday, October 13 through Sunday, October 16 at The Pandang located at the heart of Singapore
More information on the new CPL World Tour stop in Singapore will be released in the next few days. ”