State of Play

Just to summarise on details of the code, DCs and PCFs positions etc:

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 havent given any clear indication yet of Painkiller 2, but if they do it will not be developed by PCF.

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 wasnt good about Quake 4 and all the other hopefulls, it is worth looking again at Painkiller with the benefit of hindsight.

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 wrong with Painkiller are simply that the netcode was never finished, and that the stake gun and gameplay isnt great for FFA. If you look at the big games out there, they all have good accessible FFA in common. CS, for example, is all about immediately accessible FFA. In PK meanwhile, the skill level means the game can be frustrating for newcomers.

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 Singapores central business district. The Pandang is surrounded by a variety of landmarks, those in the immediate vicinity include St. Andrews Cathedral, Singapore City Hall, the Singapore Supreme Court and the City Hall MRT Station.

More information on the new CPL World Tour stop in Singapore will be released in the next few days. ”

IndiWEB Finals on TsN!

Tonight on the Team Sportscast Network we have the grand finals of the IndiWEB Painkiller Challenge. Over the last 4 months we have seen six exciting tournaments run by the IndiWEB tournament team.

Tonights games will start at 2pm EST ( 8 pm CET ) with the winners bracket final between Deniz “reptile” Kalkmann from Team-dignitas, the winner of challenge #5 and Stephan “SteLam” Lammert from SK-Gaming, the winner of challenges #2 and #6.
These two top German players will be playing for a spot in the final, earning a guarenteed 350 euros. The winner of the final will take home 700 euros! SteLam is the only player to win two of the six challenges, but can he make it 3?

We will then move onto the consolidation final, between David “Zaccubus” Treacy from 4Kings and the loser of the winner bracket final.

The final match of the night will be the grand final of this tournament, which has been labelled an “online World Tour”. All three matches will be played in a best of 3 format.

Who will take home the gold? Zaccubus? Reptile? or SteLam? . Join TsN’s very own Joe from 20CET as he brings you all the action from all three games!

TsN- We Call the Shots!