[PCF]Adrian update

[PCF]Adrian made another visit to #painkiller.euro this evening and passed on the following information:
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[18:45] * [PCF]Adrian has joined #painkiller.euro
[18:46] *[PCF]Adrian* Ok, hit me…
[18:46] * mute hits adrian badly
[18:46] *[PCF]Adrian* Let me feel the pain…
[18:46] * dmnk slaps [PCF]Adrian around a bit with a large trout
[18:46] * x4-rayfood slaps [PCF]Adrian around a bit with a large trout
[18:46] *x4-rayfood* πŸ™‚
[18:46] *dmnk* πŸ™‚
[18:46] * TeeJay stabs [PCF]Adrian in the face
[18:46] *[PCF]Adrian* Yeah we deserve that…

[18:47] *[PCF]Adrian* Anyway, in short… I WILL NOT be giving any dates, we’ve learnt the lesson, *but* we’re finishing 1.15 in about an hour.

[18:47] *[PCF]Adrian* The only good thing about 1.1 released in PL is that we’ve squashed a couple of more bugs and improved prediction code further.
[18:48] *[PCF]Adrian* So anyway, luckily DC has a hard time finding new bugs, so we keep our fingers crossed. Once again, no date, but IMHO it’s ready.

[18:48] *W4rh0g* Adrian
[18:48] *W4rh0g* do we all need to buy 3ghz pcs to play the game?
[18:49] *W4rh0g* I dont have a 3ghz pc for the prediction code
[18:49] *[PCF]Adrian* No you don’t. Average PC in the company is 1.7 GHz Athlon.
[18:49] *W4rh0g* yeah but yaten said it will grind on a 1.8ghz
[18:49] *[PCF]Adrian* Yaten is panicking πŸ˜‰
[18:49] *[PCF]Adrian* For no reason πŸ˜‰

[18:50] *[PCF]Adrian* Yaten just msged me they’re doing the installer. Ok, just dropped by to give your some progress info, gtg send the patch to DC, l8r all.

[18:50] *mute* Adrian, we saw this 1.15 server and the map was “dm6” as far i can remember. what about this map?
[18:50] *[PCF]Adrian* Yeah new map is in the works, DM_Fallen, but that’s for 1.2
[18:50] *[PCF]Adrian* Cheers.
[18:50] * [PCF]Adrian has quit IRC (Read error: EOF from client)
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We’ll see whether DC find any bugs in this patch release. Fingers crossed that they’ve been reduced to an acceptable level.

[PCF]Yaten forum post

Translation to english of the post made recently on the pk.pl forums:
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1st mail. 04.05.04 13:23

Hello

Few words about patch 1.1 (I know, there are lot of bugs but it could help)

1) It’s true that you can’t move the player while on your own server and prediction is on. This is my major bug and I’ve fixed it. Problem will be resolved in 1.15 (which is going to be out within a few days or after 3 AM tonight).

Fix: On a server, prediction must not be turned on. Clients with prediction enabled can connect to the server with prediction disabled without any problems. Just run the server without prediction enabled, turn clients prediction on and it should work. Server is identical with or without prediction in this case.

2) How does prediction work? Like in QW but Havok does great change. How big? It takes as much as 20% CPU power without prediction enabled. 20ms passes, 20ms of simulation ahead, 20% more CPU usage.
If prediction is enabled:
-let’s take a 50 fps server, packet frequency 20ms and ping 100ms. Every time a packet arrives, the game must take back these 100 ms and count physics again 100ms ahead. Each 20ms we count 100ms of physics. Havok takes 5 times normal!!!
And let’s take server 100 fps and ping 200… oho.
Even in QW physics takes 5 times normal, but counting it in QW is CPU cycles we can ignore so there is no lag.

Fix: (it could be, theoretical)
We can not do anything with ping, but update from server…
Even if server sends the information frequently, we have 4 parameters: updateparams_myplayer ‘delay’, analogical updateparams_players, updateparams_physicsitems and updateparams_projectiles. ‘delay’ tells us how frequently the server sends information to the client. Without prediction it should be 0.01, because delays are smaller. With prediction enabled client does not check server so frequently, so it could be that with 0.1 or 0.2 things can run beautiful. And this means that the data from the server reaches the client only 10 times per second, Havok does not ruin our PC and fps does not drop to 2. BTW: stronger PC, better effect of prediction. 3 GHz and up, prediction is acceptable as it is, but after tweaking updateparams it could run even on 800 Mhz.
If you have big fps drops, then turn prediction off. It will not help in this case.

3) There are bugs with voting too. Game drops to desktop. We’re chasing this bug as we searching this one with final table. I cannot guarantee what will be with these bugs. One of them has been harassing us for 2 months and we cannot track it. πŸ™

4) English and Polish patches were completed at the same time. Polish was put on the web and English was stopped by Dreamcatcher after additional testing. Maybe if we are not in a hurry at 3 AM because β€žwe must release”, next patches will be free of bugs.

2nd mail. (2 minutes later)

Aha, I think that Adrian will murder me for public statements. Why in this thread? Why on this webpage? Why not on other sites? Who is going to take offence? etc. It’s why I am giving hints here. Well. I don’t have time , I’m writing code, fixing bugs and I’ve read this thread by accident. It could be any other place where people talks about PK bugs.
All.
3rd mail 04.05.04 18:17

I think you’ll not be worried if I tell you that we test here on 1.8 GHz machine. It was high end machine when we were starting project. πŸ™‚
Probably bug with desynchronization of server and client after 10 minutes of gaming on same map has been removed. With a large amount of effort but its effective. We see this while testing. πŸ™‚ Unfortunately QW solution is now not possible. Too much to change. I’ll think about it later.

If it works on 3 GHz I am glad. Here we test it on LAN and it works great so far.
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Patch Info from Adrian

[PCF]Adrian dropped by #painkiller.euro just a short time ago and provided us with some information on the upcoming patch. I’ve tried to split the IRC log into some kind of meaningful Q&A format. Hope its readable for you. Here goes:

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[22:49] *[PCF]Adrian* so listen, here’s the scoop
[22:50] *[PCF]Adrian* quite sadly, we did find one bloody bug that we’ve been tracking for a whole day
[22:50] *[PCF]Adrian* with no luck… but we’re closing in on the bastard.
[22:50] *[PCF]Adrian* it’s just this one thing that holds the release
[22:50] *[PCF]Adrian* on a bright side
[22:51] *[PCF]Adrian* Krystian wrote the prediction code that now I cannot play without. It’s really good.

[22:51] *Hutchy* are u allowed to release what the bug is out of curiosity?
[22:51] *[PCF]Adrian* yeah
[22:51] *[PCF]Adrian* I can describe the bug
[22:51] *[PCF]Adrian* tell me if you have it in 1.00
[22:51] *[PCF]Adrian* it’s crash to desktop when the final scoretable is displayed

[22:51] *W4rh0g* we get crash to desktop everynow and again anyhow
[22:52] *W4rh0g* I think thats a known bug in 1.0 tho
[22:52] *[PCF]Adrian* does anyone experience that in 1.00?
[22:52] *Blowfish* yes, I had that a few times
[22:52] *Hutchy* i do recall others having occasional crash to desktop
[22:52] *[PCF]Adrian* yeah it happens at the end of the match
[22:52] *W4rh0g* we get when joining server
[22:52] *[PCF]Adrian* it’s annoying and a bitch to find
[22:52] *W4rh0g* as well
[22:52] *Hutchy* yeh ive had a joining one on occasion πŸ™‚
[22:52] *Blowfish* I’ve had it once when I didn’t even play, just left it in ‘spec’ mode on the scoreboard
[22:52] *Hutchy* will be good to fix that one at least
[22:53] *W4rh0g* apparently the crash to desktop happens when SP is played too
[22:56] *cK-blood|wrk* Adrian, one main CTD that ive found is upon joining that map with the Mansion
[22:56] *cK-blood|wrk* i think its DM_Psycho
[22:56] *cK-blood|wrk* when joining server, right when scoreboard is displayed u get CTD
[22:57] *cK-blood|wrk* thats the only map its happened to me
[22:57] *cK-blood|wrk* and ONLY when im connecting to server with that map
[22:57] *cK-blood|wrk* but if im already in the game and it loads that map im fine
[22:57] *cK-blood|wrk* but if i leave game and connect back i get ctd
[22:57] *[PCF]Adrian* weird, but I assume that is fixed, we play that map a lot… though I must admit

DM_Cursed is my fav map atm

[22:52] *[PCF]Adrian* all other bugs seem to be fixed
[22:52] *[PCF]Adrian* the bugfix log is 2 gigs long πŸ˜‰

[22:53] *W4rh0g* could u give us a short resume on weapon damage changes adrian?
[22:53] *W4rh0g* RL splash?
[22:53] *W4rh0g* stake power?
[22:53] *W4rh0g* we all want to hear the stake power at spawn
[22:53] *[PCF]Adrian* we fixed ElectroDriver, so now it’s actually useful πŸ˜‰

[22:54] *W4rh0g* what value for stake did u end up at?
[22:54] *[PCF]Adrian* we didn’t change the stake so far, why?
[22:54] *W4rh0g* well
[22:54] *W4rh0g* one of the main critiscms of the current weapons
[22:55] *W4rh0g* is the ability to kill a fully loaded player
[22:55] *W4rh0g* v quick with the spawn weapon
[22:55] *W4rh0g* we understodd u may be lowering the damage
[22:55] *W4rh0g* from 200

[22:55] *[PCF]Adrian* stakes cannot kill someone 100/150…
[22:55] *[PCF]Adrian* …but…
[22:55] *[PCF]Adrian* what we did is we added more items on maps, so now it’s a little easier to get armored

etc.
[22:56] *W4rh0g* so the stake damage will stay the same
[22:56] *W4rh0g* well
[22:56] *W4rh0g* is there a chance this could be changed per server settings?
[22:56] *[PCF]Adrian* just a little πŸ˜‰

[22:56] *[PCF]Adrian* we have really done A LOT of work on this patch, it’s like a new game now

[22:58] *W4rh0g* any chance you could tell us what kind of voting will be allowed adrian?
[22:58] *W4rh0g* referee/rcon
[22:58] *W4rh0g* ?
[22:58] *[PCF]Adrian* like what?
[22:58] *W4rh0g* like a server admin can modify server settings thru the console
[22:58] *W4rh0g* or a referee can change match settings
[22:59] *[PCF]Adrian* no, we don’t want zillions of servers with different settings… it happened to MoHAA

and killed the scene slowly. But wait, lemme give some info on CALLVOTE
[22:59] *cK-blood|wrk* there wont be a zillion settings, tournaments will get a standard
[22:59] *cK-blood|wrk* for instance, CPL usually sets the standards

[22:59] *[PCF]Adrian* Server (commands available on server and for voting):
[23:00] *[PCF]Adrian* sec it’s a long list πŸ˜‰
[23:01] *[PCF]Adrian* here goes:
[23:01] *[PCF]Adrian* map *map_name*, timelimit *value*, fraglimit *value*, kick *name*
[23:01] *[PCF]Adrian* ankick *name*, maxplayers *value*, maxspectators *value*
[23:01] *[PCF]Adrian* powerupdrop *0/1*
[23:01] *[PCF]Adrian* powerups *0/1*, weaponsstay *0/1*, teamdamage *0/1*
[23:01] *[PCF]Adrian* allowbunnyhopping *0/1*, allowbrightskins *0/1*, allowforwardrj *0/1*
[23:02] *[PCF]Adrian* gamemode *ffa/tdm/pcf/tlb/voosh*
[23:02] *[PCF]Adrian* reloadmap
[23:02] *[PCF]Adrian* that’s it

[23:00] *esc\Sui* is their anychance that u can add map name to the loading screens?
[23:02] *[PCF]Adrian* it’s added
[23:02] *[PCF]Adrian* map name shows now

[23:02] *esc\Sui* can it be made possible
[23:02] *esc\Sui* to connect ctrl+v in console
[23:02] *esc\Sui* with ips
[23:08] *W4rh0g* is copy pasting ips into the console when in a multiplayer game now possible?
[23:08] *[PCF]Adrian* don’t know, write me email about it so I can double check tomorrow

[23:03] *W4rh0g* when is the linux server due for release?
[23:03] *[PCF]Adrian* yeah I know… everyone wants that… we plan on that as well, but it won’t be that soon

:/
[23:03] *W4rh0g* is it tough to implement adrian?
[23:04] *[PCF]Adrian* yes, because we’re still working A LOT on the code
[23:04] *W4rh0g* ok
[23:04] *W4rh0g* will be a while then
[23:04] *Blowfish* is the Havok licence the problem for linux build? (aside from directx)
[23:05] *[PCF]Adrian* license is not a problem (but it does cost ;))

[23:04] *[K]EtoS* adrian, how bout client side brightskin settings and not server side?
[23:04] *[PCF]Adrian* client side is unfair
[23:04] *[PCF]Adrian* but
[23:04] *[PCF]Adrian* you can CALLVOTE that πŸ™‚

[23:05] *W4rh0g* we understand that client prediction has been added
[23:05] *W4rh0g* does it REALLY help netplay?
[23:05] *W4rh0g* in your opinion
[23:06] *[PCF]Adrian* yes it does, BUT this code is experimental… 2 things:
[23:07] *[PCF]Adrian* a) it uses more processor power, so unless you have a good PC remember to set gfx to low

to have as much free computing power for Havok prediction
[23:07] *[PCF]Adrian* b) er… I forgot what was that… sec…

[23:07] *Blowfish* any chance of a female player model for female gamers?
[23:07] *[PCF]Adrian* we hope to have a fat slut in 1.2
[23:08] *[PCF]Adrian* because all models need to use the same ragdoll for collision

[23:08] *W4rh0g* have you managed to tweak havoc right down to help netplay
[23:09] *Maniax* yes, everyones main concern is more or less netcode, is it majorly tweaked in 1.1 or just

minor?
[23:09] *[PCF]Adrian* yes, hence the prediction code. As I said, you need more processor power now, because we

predict Havok or shit, no idea, programmers tried to explain that to me with no luck πŸ™‚

[23:09] *[PCF]Adrian* so
[23:09] *[PCF]Adrian* guys
[23:09] *[PCF]Adrian* bottom line is
[23:10] *[PCF]Adrian* I bet there will be 1.2, and 1.1 has its faults, it’s still not perfect game, BUT it’s

HELL OF a lot better than 1.0 and you should like it.

[23:10] *[K]EtoS* will you be at QuakeCon this year Adrian? anyone else from PCF/dc going?
[23:11] *[PCF]Adrian* no idea atm
[23:11] *[PCF]Adrian* I would like to see PK gimps in action, but I just don’t know atm

[23:11] *hp|47* will the bug with the scores be fixed ? when a player is scoring points for the team and he

leaves the server the team loses those points (frags), that is a big problem if we would have a situatuion

like that in a league mach
[23:11] *hp|47* ?
[23:11] *[PCF]Adrian* ok, so just a little patience plz, one last bug and we’re done. Can’t wait to hear your

opinion. Yes this team bug is fixed as well.

[23:12] *[PCF]Adrian* Ok thanks for your support ppl and ttyl
[23:12] * [PCF]Adrian has quit IRC (Read error: EOF from client)
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Multiplayer Thoughts

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// Concerning peoples suggestions about changes to weapon balance in particular that shotgun should be the spawn weapon:
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I think the shotgun is probably more powerful than the stakegun 7 times out of 10 except in the hands of the best players who could likely do about equal damage with either in the same period of time (i.e. hit 1 stake shot or hit 3 SG shots with a good spread in the same time space).

I think rather than just the shotgun as the default spawn weapon, an idea might be a shotgun with a reduced damage stakegun as the secondary fire:

The stake would have to have reduced damage <150, and a slow reload time, even slower than the current stake (something up to 3s reload, rather than 1.5s how it currently is). However, it should operate similar to how the current shotgun/freeze whereby you can fire the freeze, then fire the SG a few times while the freeze reloads - i.e. you could fire a couple shots of SG, switch to stake and fire one shot, then switch back to SG while it reloads. Some will remember this concept from the earliest betas of CPM which had TRUE instant weapon switching, and one could fire a rail, switch to RL fire a rocket, switch to SG and fire then switch back to RL which had by then reloaded and fire it and then switch to rail which had by then reloaded and repeat the cycle again. This would minimize the current lucky stake kills off the spawn, while providing the opportunity for skill with the spawnweapon (i.e. divine stake aim can still do serious damage). Perhaps even the shotgun could have a slightly reduced damage & increased rate of fire making it more like a boomstick. Importantly, the secondary fire (reduced stake), should not be fireable in the first 3 seconds (or however long the reload time is set out - would need testing) after spawn (i.e. as if it were reloading), to prevent those annoying times when someone spawns directly behind you and is tapping fire and gibs you before you can turn around - pure luck and no skill. However, it means that when the freshly spawned player is fighting a dominating player (RL/CG + Armour) with good aim they can still do some degree of damage (with the SG/Stakegun spawn weapon that is) and with great aim can kill them (i.e. connecting with 2 or 3 good SG shots and then immediately a stake - anything more is NEVER going to happen against a good player with RL/CG). I think then, that the stakegun as it is now (200 dmg / 1.5s reload), should be a pickup weapon only (maybe super-stakegun or some shit). And the Shotgun should be as it is now (i.e. a pickup weapon), but with a tigher spread (i.e. the spread that you get when you have the weapon modifier powerup) – the spawn shotgun could have the random spread (like the current shotgun) or be reduced to a single barrel with tight spread.

As for other balance issues: I think the chaingun needs the knockback removed (to make it easier to get away from when youre being hit from the other side of the map), and it should be added to the LG (and increased to QW levels, i.e. pinning people in the air). Perhaps reducing the damage of the chaingun, but this might reduce the dominance of the RL too much changing the whole gameplay so perhaps not (testing required). Perhaps something like decreased damage over distance, so when chaingunning someone who is across the other side of the map is just like a machinegun (placing more emphasis on close combat), but up close the chaingun stays as it is and really rips people apart.

Thinking about it some more, I think there should maybe still be some degree of knockback up close with the chaingun or it just wouldnt be quite the same, but from the other side of the map it shouldnt have any (with the reduced damage).

I think that,and the knock-back changes would create reasons to use both the CG and LG in certain situations e.g. close range chaingun does more damage in skillfull hands, mid-range LG does same damage as chaingun but has significant knock-back and at long range CG can be used as a weak finishing off weapon.

Introducing more reasons to use different weapons in specific situations means increasing combos etc which is not only skillfull but alot more fun. As it currently is, there is never any need to switch from RL/Chain, you always have the weapon(s) for EVERY situation.

With the suggestions Ive put forward, youd see things like rocket fights up close then switching to shaft as the distance increases to close/mid level then switching to RL to fire 1 rocket as the other player is pushed back then switching to CG as they are now at the other side of the room then switching to LG as youve now closed the distance towards them etc…

And with the pickup version of the stakegun (identical to the current spawn weapon), you could see things like the player whos trying to fight his way back into the match bouncing the dominating player (stacked with 100+/200) into the air with RL then gibbing them with a mid-air stake – difficult to do and justly rewarding. Obviously there are endless combinations… bounce them with RL shaft them upwards then stake them or whatever….as it is now though, the game becomes fairly repetitive, because you just use the RL/CG for everything and never have a reason to switch, so the game is just an effort to get all the quads and a bunnyhopping (which doesnt even require much mastery) exercise around the map to try and hoover up RLs/armour.

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// Concerning suggested item placement changes (e.g. those in zr0/zafs PK review on ESR) :
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Its too early to determine whether maps need changing or not, I mean noone has probably even played a proper 4v4 yet? Or maybe a few, but theres definitely not been enough play to determine whether or not the maps are suitable for TP. I mean, give some credit to the designers, I mean after all, thye didnt just randomly drump items wherever they felt like, they must have put thought into it, so if theyve designed the map(s) with TP in mind then they will probably work (to an extent at least). I mean look at the maps in iD games, some worked straight out of the box and turned out great for tp (DM3/q2dm1/q3dm7). Also others, not designed for TP worked great for TP (e1m2 in QW), and then of course, others needed totally changing (q3dm14), while others needed moderate changes which only came about after playing the original for a significant length of time (q3dm6).

Basically: its not even possible to PROPERLY determine how maps will play when the gameplay in PK has not even been finalised yet. I think a little time is needed… the more pressing issues need to be dealt with first, i.e. netcode/bug issues and weapon balance so people can actually play the game properly.

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// About the suggestion for an ingame timer and the suggestion that it would make PK more tactical:
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Thats debatable – it could be argued either way. Game timers are a relatively recent thing remember, and yes they do add an extra element to it, definitely a good thing in TP with timing items, but in 1v1 its more questionable and has a significant impact on changing the game. If you watch good players in games without timers, they still manage to be there when the armour/weaps spawn – why? Because they have a good instinctive timer in their brain, its another part of their talent/skill, and requires more in-game awareness than looking at a timer on your screen whenever you pickup an item and doing some quick mental arithmetic to determine when you need to be back. Like I said though its debateable, I can definitely see a place for it in TDM games, but in 1v1 perhaps it could end up reducing strategy rather than increasing it…

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// Concerning the movement:
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A lot of people have issues with the movement, and I would say that this is one of, if not the biggest things preventing more people from switching from their current game to PK.

In the period leading up to the release of the game, PCF/DC made claims as to the nature of the multiplayer gameplay being similar to the advanced nature of QW. This caused significant interest in a LOT of people. Some examples:

quote:
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(03:09:44) [ @EventServices ] there is alot of controversay on the bunnyhopping in the single player demo, what will be changed if anything in multiplayer bunny hopping ?

(03:11:00) [ @PCF-Adrian ] Yes, we do realize b.h. should require “m@d skillz”, not just pressing the Jump button like a drunken monkey. SP b.h. will stay as it is, simple version, MP b.h. will be more advanced. Were working on that issue atm.
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As well as:

quote:
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How much will the speed of the Mutilplayer mode change as compared with the Single Player demo, and then finally compared with the Quake series of games.

Thanks.

PCF-Adrian: We want to have a very fast MP, insanity, carnage, mayhem, ownage, you name it. Comparable to QuakeWorld, one of the fastest and most adrenaline rushing games ever. Its hard to compare that to the Single Player part, both things are really different. generally everything in MP, incl. running speed etc., is faster than in SP.This can most definitely be seen as a positive thing. Many players were complaining about the bunny hopping in the SP demo being too easy, and it is good to hear straight from the developer that the MP movement will be different and even faster (SP demo movement was quite fast already when bunny hopping).
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Now, (for totally understandable reasons) the multi-player gameplay hasnt turned out completely as described (particularly in the minds of a lot of people who were interested in the game) – they are particularly dissapointed with the movement, which, while slightly more advanced than any other game out there bar QW/CPM, still isnt what it could/should be.

I love PK, I think its a good multiplayer game with a lot more potential, to be a GREAT multiplayer game, better than I ever imagined would come out for a long time, and I think this is how a lot of other people feel as well. I think for once in the whole history of gaming the developers and the players are on the same page and something truly special could potentially happen (i.e. the “second coming” of hardcore DM).

However, no matter how good everything else is, the game will never be fully embraced by the hardcore community without SOME kind of change. Not necessarily a direct copy of QWs movement (although there was a QW physics variable in the demo/beta), afterall what would be the point – PK has some nice innovations which should be capitalised on.

For instance, the sideways bunnyhop is a great innovation, taking a mediocre element from UT (the dodge) and incorporating it into the quake-series style bunnyhopping to create something unique, and most of all, both useful AND skillfull. Having identical movement physics to QW I imagine would mean getting rid of that, and I dont see that as being the ideal situation. Thus I would propose the following movement system:

Most importantly, strafe jumping (holding forward+strafe) should be added, however, it should be limited to the initial jump only (i.e. starting off the bunnyhop or just single jumps) – this would mean that the sideways bunnyhopping could be kept as is, while enabling an initial skill-based jump (and shorter acceleration time into the bunnyhop).

On top of this, Standard air control (directional keys while in mid-air) should be added. As well as adding significant more options and skill to the movement, this would fix the problem when getting stuck on a jumppad.

To clarify:

The directional keys being pressed in mid-air would offer additional air control, but are not required to steer in mid-air (like you currently can using the mouse).

E.G:

– If you are moving in one direction and you press the opposite direction you will stop dead (which is what currently happens).
– If you are moving forwards and press strafe right while in the air you will jeer to the right slightly in the air while still looking forwards.
– If you are moving forwards and do a 180 and then press backwards (which would now be forwards in terms of your momentum) while still in midair you would continue moving forwards (and bunnyhopping) at the same speed.
– If you were moving forwards and then curving to the right (less than 45 degrees) in mid air and you pressed the left directional key you would continue moving more-or-less forward (and possibly gain a tiny bit of speed – it seems that currently curving in the air increases speed/acceleration slightly – so being able to constantly curve & counter the change of direction with direction key could mean skillfull players could maintain an increased speed from normal).
– If you were curving more sharply than 45 degrees to the right and you pressed your left directional key, you would inhibit your momentum.

If however you still had a directional key pressed when you landed and then jumped, you would veer off in that direction (provided it was not counter to your momentum), as is what happens right now in PK (the sideways bunnyhop / dodge-type thing).

Dont know if thats all explained well enough, I know what I mean in my head though.
Apologies for the incoherence of this post, Id been up all night working.

Clan Arena for PK?! :\

It has recently been brought to my attention that some people want a Clan Arena style mode a’la RA3 built into Painkiller. Not only do I think this would be a mistake, I think it would degrade the gameplay in this game.

Painkiller is a game with so much depth, focusing on armor, health, and ammo control. Each map has limited supply of these items, which in turn makes them a very crucial part of the gameplay. This promotes a very defensive game with offensive aspects.

A Clan Arena mode would remove all of this depth from the game and add nothing. Sometimes people just want to jump around and senselessly frag, not having to pay in mind this depth, but that’s what we have CS for, right? =)