Ex-CPL Players comments

Thats what former CPL player think about the announced Painkiller: Overdose MOD:

Vo0:”wtb”(want to buy); Ztrider:”Im so gonna play this game!”; gellehsak:”Its a small world afterall… though on the flip side i am interested to see what theyve done with the game :P”
I assume CLains would like to play Overdose too.

Tomas Pluharik answering

Tomas “sep” Pluharik (the Boss of MindwareStudios) took some time and answered various questions he was asked by the community throu the forums:

– About the distribution of character development tools:[q]”These things has to be decided yet … I would like to say yes, but I am not sure if some tech issues will emerge …”[/q]

– About Demo:[q]”These things are being discussed now … what when how. We are now still thinking that some of Overdose stuf will be free for everyone/comunity … but that is part of further dealings.”[/q]

– About improving the game engine:[q]”Some small pieces, but the engine is slightly messy.”[/q]

– About the storyline and redoing stuff:[q]”There will be some content bump which will describe the cover story too … Some pieces, but we were ahead of schedule.”[/q]

PK++ Beta On Steamfish

I have put the PK++ beta version (1.41.1.64) onto Steamfish and will maintain it from there. NOTE: This is in addition to PK++ 1.31.1.64, so that I can do more testing without spoiling PK++ for the non-testers.

Simply run the updater twice and answer yes to adding desktop icons. You will find a new shortcut on the desktop to run PK++ BETA TEST.

PK++ 1.31.1.64

PK++ 1.31.1.64
=============

ADD: Console now bound to F1 (may make key configurable later)
CHANGE: Console now completes on settings as well as commands
ADD: DeferLoadingPlayers and DeferLoadingRest for faster load times
FIX: Teleporters and Jumppads now work based on client, rather than server
CHANGE: Converted PK++ over to easier-to-maintain format

Have fun 🙂

About Demos

Demos were the original reason I started looking at PK, but in fixing demos a lot of other things need to be in place first. But before I explain that let me give an overview of demos as they are now.

Firstly when existing demos are played, they are simply rendering the few entities that you can see and nothing else. There is no game running, the player objects arent real, items/models are only there when you can see them, local player has no model. Also names are left out, comments, there is NO health or armour information. When you do not see the opponent, there is no way of telling where he is (I believe – need to check that).

This is slightly annoying, since I had planned to at least write a converter into any new/improved format. The fact a lot of the information I want is not there stored, or cannot be determined from the gameplay, is frustrating.

However, in order to create a new demo format – one where, say, you can run it at any speed, switch POVS, go spec, make movies from it. Effectively what I need is to write the netcode to file, and replay it. Obviously I would not want to store it at rendering fps, or even at netcode fps. To play it back, everything needs to be smooth, being played from any framerate. Of course this is where interpolation comes into play, and why it is so very important. With smooth interpolation I can replay demos and fill in the missing information.

The only thin I have yet to do is to tie up some loose ends of an initial snapshot of the level (item respawn times, etc), although in truth, this can just be captured from the netcode.