Brazillian PK community ;)

we are trying to start something like pk.euro…
with homepage and stuff

we have a channel in quakenet – #painkiller.br

me and biel plays for GOODFELLAS multi-gamming team

you can find us in #gF.br

we are from Brazil.. help us.. thnx 🙂

DreamCatcher feedback

PKEURO have had the opportunity to put questions to the producer of Painkiller and BooH, Robert Stevenson. Robert has been at the forefront of Painkiller since the start of its development. He continues to be the “head man” at DreamCatcher paving the way for this years ongoing activities and enhancements.

When thinking about the questions we should ask, the obvious questions voiced by many online players were considered. The details of the CPL agreement and the timescales for when we shall see functionality delivered. The issues we have heard the US community voice on the quality of the DC official servers over the pond. And finally, the ongoing activities in DC and PCF working towards the creation of the next patch. Here’s what Robert had to say:

CPL agreement & MP Extensions:

Q: Please could you let us know your “to do” list on Painkiller Multiplayer and the time scales you have in mind for each? The the list published on the CPL forums is below:

Painkiller TV
Improved Netcode
Disable client console
CPL GUI
LINUX SERVER BY DECEMBER 2004
Rcon
New duel maps
Further development of tourney mod
Improved server distribution

With regards to the CPL commitments here is the breakdown:

CPL Statement:

The statement above (not issued by PCF or DC specifically) and the actual contracted items we are working on are not exactly the same in every last detail. Simply put, some items are be handled by each party – PCF, DC, and the CPL. The spirit of the agreement is that we are all working together to make sure the 2005 World Tour goes extremely well and that is what is happening.

Painkiller TV

This of course the most challenging enhancement and is being worked on currently. We are putting together a short list of the items to include, beyond the obvious stuff (numerous spectators, camera controls, spectation modes, demo recording). Some more elaborate stuff we may get to, some we may not – but if we can open it up to the community we will.

Improved Netcode

This is available in the Battle Out of Hell Game and will be made available in the planned 1.61 update (see below).

Disable client console

This is available in the Black Edition/1.6 build of Painkiller

CPL GUI

Also available in the Black Edition/1.6 build of Painkiller

LINUX SERVER BY DECEMBER 2004

This was not achievable by December 2004 because it required a specialized build of the physics libraries from Havok (for the changes to the netcode released in 1.5). This was completed in December and the Linux server is about to enter testing, we are literally just a few days away. The community will definitely be involved in testing, as well as the in house team at Dreamcatcher.

Rcon

This was not originally a CPL item and we will likely not spend much time with it. However the request is known.

New duel maps

New maps are just about finalized. The team at CPL/Ritual has done a bang up job putting together 3 new maps: Absinthe, Ballistic, and 5quid01. We may do another map or two at PCF, but at this time it not definitively planned.

Further development of tourney mod

We wont be doing this directly, but we have no fundamental problems including it with our distributions.

Improved server distribution

Some of this is addressed now – some not totally, as it is hard to please everyone. We will not (DC) be providing any additional hosting, but hopefully with the Linux release servers will pop up in new spots.

Q: Are you looking into another development team completing the agreed extensions to Painkiller for the CPL, and hence not PCF? if so, which teams have been approached?

No, it is not necessary. Most of the items above have been completed or are in progress to completion.

Q: What are the expected features above and beyond BooH that are expected in “Black Edition”?

Black Edition features a few of the CPL items above, notably the netcode advances, client console changes, server GUI. Linux was originally intended to go in the box, but it did not make it for the reasons stated above.

Q: Will DC release a standalone v1.5 patch?

We will likely just jump to a 1.61 patch. It is actually in early testing right now. This update will be fairly comprehensive and make available some things currently not for users of the base game (+ 1.35).

Q: What will be included in v1.6 patch and when do you see it being available?

Well it is in testing currently. Many smaller SP and MP issues have been addressed in it and it bring all Painkiller versions up to synch with one another. It also includes the Battle Out of Hell and Black Edition items.

Servers:

Q: Will DC be providing a dedicated server for BooH that does not require the disc? If so, please indicate timescales.

We will release a 1.61 standalone dedicated server. This is aimed to be released at the same time as the 1.61 client

Q: Please explain the reasoning behind not allowing Voting for all possible options on the American Servers

This has been fixed. There was a period (I realize a long period) where the servers were not configured correctly because of an unfortunate miscommunication between DC and the hosting company. Believe me; I almost exploded when I heard the problem. It should be fixed going forward and we will be providing more supporting as we have a better handle on why things were confused before.

Q: Would DC mind a third party such as pkeuro looking after the setup of the US servers? Note, We already advise on the EU official servers.

This is not necessary. Any change requests on the hosting side can come just directly to myself or to the Product Manager and it will be fixed. Jolt, our main European partner, did not have the same miscommunication as Netfire, our main North American partner, noted above and have been pretty proactive about changes requested. We do have the community suggested list of changes and will continue to make some modifications, especially providing more Dueling servers.

Promode:

Q: Would DC be agreeable to incorporate a community developed selection of settings as a promode? ie to be votable promode 0/1

This should work. I would need a bit more details, but in concept there is no issue of course. Please just let me know.

Maps:

Q: Will DC be subsidising the creation of any more Multiplayer maps?

We may do another set of maps. Right now it is not planned, but in discussion. There, as I am sure people are aware, now numerous maps available from other sources coming available – some which totally rock.

Tools:

Q: Weve discussed with PCF the option of developing PKTV open with the public. This in our view would help create a better tool in the long run. Would DC support this?

We may do this. It was proposed internally a long ways back as a good possibility and both PCF and DC feel like it might be a good thing. We will finalize this detail in the new year, once everyone is back from the holidays, but keep in mind there are some legal issues to consider under the hood – specifically in regards to code ownership from the middleware licenses (for things like Havok, i.e. we can’t give out portions of their code) and the game code.

Next we have a small update on some information provided by People Can Fly. Movement has been a topic of discussion since BooH came out, and we wanted to know why BooH differs so much from v1.35 in its movement. Here is a summary of what PCF kindly told us:

Movement

-The movement cant be the same simply because the 1.35 movement used precise Havok physics, unfortunately unpredictable, and 1.5 uses simplified physics. It’s what enabled the netcode to work.

-It was made as close as possible to the feeling of Havok movement. It changed because it was written from scratch, not using Havok.

-Havok cant be made reliable over the network (at least it couldnt last year). So it had to be dropped. Physics simulation is now similar to QuakeWorld in movement algorithm. PCF tried to make it as close to the Havok movement as possible.

-PK still uses Havok scene access speeding-up tools, but not physics simulation. PCF were unable to remove all differences because the whole thing is based on different principles

-As an example, the player collision body was a set of vertical spheres in 1.35, and is now a bounding box in 1.5. Much of the code written for 1.5 was inside of Havok for 1.35 – and its their secret, they didnt give the source away on that. So PCF had the physics textbook rather than Havok source to base the physics on.

Many thanks to Robert for his time to feed back to us on these questions. We appreciate the time you have taken to update us all.

The state of play

Well theres just over a month left until CPL turkey, am i excited? hmm well i would be…

But sadly, no one knows what game we will be playing ,what mod we will be using, what maps will be rotated. hell the only thing i know about this event is its in Turkey, or a country sounding just like it.

This raises a question… due to the poor implentation of Booh, is the choice (between VPK 1.x and Booh) not as obvious as once thought?

Booh seems to be some sort of dumbed down or buggy version of pk, slow, unresponsive and even more random. Maybe this is what the cpl wants, some sort of skill cap in the game so different people can win the game, i mean who can deny (apart from the man himself) that if voo won every world tour stop it would get boring? Does booh represent a, hell i will say it, a noobie friendly version of the game?

Does any1 remember promode? The skill level was extremly high, new players or those who started late had no chance of competing, so out came promode 2. Well those in the scene at the time know what im talking about.

Maybe booh (if minor things are fixed) with its new (read: crap) movement, is good for the scene in general? Hell would it hurt if we had to play a slower more tedious version of the game if the community thrived?

But then we have the flip side, the (relative) beauty that is 1.35. Fast, fluid and entertaining without a doubt. But is it the right game to be in a WORLD TOUR. Surley this game has to be open to all gamers not just a select, highly skilled few? Hell for me and other players who have been here since day 1, i want 1.35 movement and general style to stay, but then again i would say that. I would say im half descent at pk, i’ve just got used to the movement and am beginin to play well.

Anyway, theres some food for thought =)

ooh then theres the stakegun….actually dont get me started 😀

The summer of discontent?

Ligarena, the organisers of the ESWC have released a statement clarifying their stance on the dates for this years tournament. As you may have guessed by now, the CPL Summer Championship dates clash directly with those of the ESWC. Here is the release:

Paris, December 10, 2004

We wish to confirm that the ESWC 2005 Grand Final will be held as planned from 5 to 10 July, 2005, just as in previous years and as announced to several partners and media organisations worldwide.

We were very disappointed to hear CPL’s announcement concerning the dates of its own forthcoming summer event: the most expensive e-sports event in the world� for gamers.

This decision by Mr. Munoz sounds to us like an admission of weakness or at least as a deliberate attempt to divide players, teams, sponsors and the media.

We wish to express our deepest regret to all involved for this situation, which appears to be yet another attempt to hijack the communities for personal interests.

Matthieu DALLON
President & CEO
Ligarena / ESWC
www.esworldcup.com

Recruiting HUD scripter!

If you havent heard the gossip yet, me, worre and sh1ny are making the competition mod for the upcoming Winter CPL event.

Were currently looking for a person who knows a bit of this and that about HUD scripting in Painkiller. This news is very urgent, as you probably knows that the CPL Winter event is only 7 days away.

So if you know a bit of LUA scripting language and a bit about HUD coding, send me (cubik) a message on Quakenet IRC. You can find me and the other members of our modding team from #painkiller.euro in Quakenet.

Be quick 🙂