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? =)

TAKEOVER!!

Log from tonights takeover attempt. Note that Iggy tells everyone about the script 5 seconds before it kicks in, and no, it wasnt him that clicked it… you know who you are :p

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[22:24] *iggy* if halaa\cs pm;s you, its a virus
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[22:35] *Vo0`* [23:37:19] * Q sets mode: -o remOte|oGaD
[22:35] *remOte|oGaD* www.remOte.net.tc
[22:35] *Vo0`* raped.
[22:35] *remOte|oGaD* www.remOte.net.tc
[22:35] *Pred* see there is a RETARD in the channel
[22:35] *W4rh0g* right
[22:35] *TAG|Fuzeon* tag chan got taken over and it was back within 10 minutes.. depends which ops are around
[22:35] *TeeJay* wow
[22:35] *remOte|oGaD* www.remOte.net.tc
[22:35] *deadhead* ban him outs
[22:35] * WD has joined #painkiller.euro
[22:35] * Q sets mode: +o WD
[22:35] * remOte|oGaD was kicked by Outs (Q-banned 12β€Ή3112β€Ί)
[22:35] *Pred* see there is a RETARD in the channel
[22:35] *tau-* cya ya
[22:35] *tau-* bye
[22:35] *si|o* lol
[22:35] *Vo0`* hahaha
[22:35] *Vo0`* hahaha
[22:35] *Vo0`* hahaha
[22:35] * FF|nadar|oFF has joined #painkiller.euro
[22:35] * ghizm00 has left #painkiller.euro
[22:35] *Vo0`* god damn this was fun
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whew!

[PCF]Adrians impromptu visit

For those who are unaware, [PCF]Adrian visited us via our IRC website portal half an hour ago and spent a few minutes answering some Q&A. A big thank you to Adrian for doing this as 200+ people on IRC all hungry for information can be a rowdy bunch at times. Find below a log of the conversation that ensued:
—————————-
[20:13] * PCF|Adrian has joined #painkiller.euro
[20:13] * Maniax sets mode: +v PCF|Adrian
[20:13] *W4rh0g* lo adrian
[20:13] * W4rh0g sets mode: +o PCF|Adrian
[20:14] *PCF|Adrian* hi
[20:14] *Morf* lo
[20:14] *Maniax* hi adrian
[20:14] *cj_* hehwe
[20:14] *cj_* (:
[20:14] *W4rh0g* nice of u to join us
[20:15] *PCF|Adrian* wtf is this applet… I am getting on and off…cant see the channel list.
[20:15] *PCF|Adrian* am I even in the channel now?
[20:15] *|K|RaZa`study* try www.mirc.com
[20:15] *Finn* haha
[20:15] *W4rh0g* yeah
[20:15] *Maniax* yes your in the channel
[20:15] *Maniax* with 247 people
[20:15] *PCF|Adrian* lol… yeah gotta install mIRC one of these days.

[20:15] *PCF|Adrian* I just stopped by pkeuro.com…

[20:15] *dean* lo
[20:15] *ChiZ-* Jeez, PCF Adrian, for real?
[20:15] *W4rh0g* πŸ™‚

[20:15] *PCF|Adrian* when I saw the topic about the ElectroDriver and its autoaiming…

[20:15] *Maniax* πŸ˜€
[20:15] *|K|RaZa`study* cant developpers idle on irc channels,
[20:15] *|K|RaZa`study* :/
[20:16] *Blowfish* they do |K|RaZa`study
[20:16] *W4rh0g* adrian, www.mirc.com,
[20:16] *W4rh0g* πŸ™‚
[20:16] *Blowfish* some evenings in here
[20:16] *W4rh0g* adrian, www.mirc.com
[20:16] *W4rh0g* even
[20:16] *m0erser^dr* is this a feature adrian?
[20:16] *Blowfish* oh
[20:16] *Blowfish* πŸ™‚

[20:16] *PCF|Adrian* so… FYI…

[20:16] *Blowfish* like now ? πŸ™‚

[20:16] *PCF|Adrian* its a freaking bug πŸ™‚

[20:16] *W4rh0g* hahaha
[20:16] *Morf* wii πŸ™‚
[20:16] *ChiZ-* lol
[20:16] *m0erser^dr* thank you πŸ™‚

[20:16] *PCF|Adrian* obviously we dont promote any kind of auto-whatever.

[20:16] *|K|RaZa`study* thats what i mean
[20:17] *Morf* im glad its a bug πŸ™‚

[20:17] *PCF|Adrian* pure skill baby… so it will be changed. And the weapon will be tweaked anyway.

[20:17] *W4rh0g* nice 1
[20:17] *Maniax* nice
[20:17] *W4rh0g* πŸ™‚
[20:17] *|K|RaZa* PCF|Adrian: will there be a netcode update in the upcoming patch?
[20:17] *W4rh0g* gwan raza¬
[20:17] *W4rh0g* gwan raza!
[20:17] *W4rh0g* πŸ™‚

[20:17] *PCF|Adrian* as for the netcode…

[20:17] *ChiZ-* any clues on whats coming in the patch Adrian? πŸ™‚
[20:18] *W4rh0g* shhhh ChiZ-
[20:18] *W4rh0g* :p
[20:18] *|K|RaZa* yes
[20:18] *W4rh0g* applet is slow
[20:18] *W4rh0g* πŸ™‚
[20:19] *ChiZ-* sorry man, just gagging on getting the game πŸ™‚

[20:19] *PCF|Adrian* the thing is: netcode is pretty good for LAN. But if you have a ping * 80 it sucks donkey balls. Thats because its very hard (read: impossible) to do client prediction with Havok, because Havok works differently on every PC.

[20:19] *|K|EtoS* then why not take havok out for mp

[20:19] *PCF|Adrian* So for now server corrects your movement and with poor ping it causes this unbereable lag feeling.

[20:19] *|K|EtoS* who needs it
[20:19] *Cl1maX* PCF|Adrian : bugs… typyping fraglimit changes the frag limit but the console says timelimit is now x instead of fraglimit
[20:19] *|K|RaZa* so it will take long or it wont be possible to play well with a high ping
[20:19] *Cl1maX* k ? πŸ™‚
[20:19] *|K|RaZa* There are also some bugs in the PCF mode
[20:19] *Blowfish* PCF|Adrian I think a lot might not be setting their connection type also?
[20:20] *vrykos* :(
[20:20] *DeepOS* heya raza
[20:20] *m0erser^dr* well i have that lags with a ping of 50, so i dont know PCF|Adrian
[20:20] *DeepOS* hows pk then?

[20:20] *PCF|Adrian* We will do what we can for the patch 1.1. There WILL be improvement to the Havok-based code, so you should feel it. If its not enough, we have the plan for something more revolutionary, but I cannot reveal anything atm.

[20:20] *|K|RaZa* eg. getting a stake gun in place of rl
[20:21] *|K|RaZa* hi DeepOS
[20:21] *W4rh0g* thanks for the update adrian
[20:21] *|K|RaZa* its quite good
[20:21] *DeepOS* cool πŸ™‚

[20:21] *PCF|Adrian* …and…

[20:21] *DeepOS* thinking about buyin it atm
[20:21] *W4rh0g* nice to know your not ignoring us all
[20:21] *W4rh0g* πŸ™‚
[20:21] *roxsz`gr* what is painkiller ?
[20:21] *fanapathy* pcf mode its annoying you die if ur close to the wall even if its no direct hit..
[20:21] *roxsz`gr* :p
[20:21] *|K|EtoS* adrian, why not take havok out for multiplayer
[20:21] *lazy`pk* …
[20:21] *|K|EtoS* who needs havok for mplayer
[20:21] *|K|RaZa* its very quake alike so i recommend to buy it DeepOS

[20:21] *PCF|Adrian* Patch 1.1 will have shitload of features… not extremely advanced, but demo recording, spectator, voting system, new map and more πŸ™‚

[20:21] *|K|EtoS* what can havok possibly add to mplayer that we need bad netcode
[20:21] *|K|RaZa* PCF|Adrian: sounds great
[20:21] *Blowfish* PCF|Adrian I think a lot of people just want to hear that you are on the case of the netcode and looking to improve it
[20:21] *vrykos* \o_
[20:21] *lazy`pk* PCF|Adrian: do you know when the netcode is going to be worked on?
[20:21] *[wC]Eer0_INT* omg i hate the netcode
[20:21] *cK-bloodshot* i actually did alot of testing with netcode server settings
[20:21] *|K|RaZa* lazy`pk
[20:21] *W4rh0g* k guys
[20:21] *[wC]Eer0_INT* its unplayable

[20:21] *PCF|Adrian* netcode is worked on …all the time.

[20:21] *|K|RaZa* i just asked ..
[20:21] *cK-bloodshot* got 4v4 playable
[20:21] *cK-bloodshot* netcode is good
[20:21] *W4rh0g* since we have adrian here
[20:21] *lazy`pk* ok, thanks
[20:21] *ChiZ-* fanapathy aint that splash damage*?
[20:21] *[wC]Eer0_INT* netcode sux imho
[20:22] *lazy`pk* bloodshot netcode is only OK with 30-50 ping…
[20:22] *fanapathy* yea, but that splash damage seems to be 300+
[20:22] *cK-bloodshot* thats because most servers have wrong serverfps setting

[20:22] *PCF|Adrian* read Netcode Tweaks topic on pkeuro and try the setting someone came up with.

[20:22] *[wC]Eer0_INT* i played with 60 in ping
[20:22] *[wC]Eer0_INT* and it sucked big time
[20:22] *cK-bloodshot* EVERY server should use Cfg.ServerFPS = 45

[20:22] *PCF|Adrian* splash for the rocket will be reduced in 1.1

[20:22] *cK-bloodshot* 45 is the optimal setting
[20:22] *Blowfish* someone kick eurobot πŸ™‚
[20:22] *cK-bloodshot* 60-90 is bad
[20:22] *lazy`pk* thanks..
[20:22] *cK-bloodshot* causes lag movement
[20:22] *fanapathy* roger that
[20:22] *DeepOS* cze adrian o/
[20:22] *cK-bloodshot* when 7+ clients connect
[20:22] *|K|EtoS* PCF|Adrian what can havok possibly add to mplayer that the netcode must suffer for it
[20:22] *W4rh0g* while adrian is here
[20:23] *W4rh0g* plz send Q thru op
[20:23] *W4rh0g* else the applet goes mad
[20:23] *tm-InFeRn0^* W4rh0g can I have auto voice? 😑
[20:23] *lazy`pk* kick eurobot ;o
[20:23] *tm-InFeRn0^* I am always sweet
[20:23] *tm-InFeRn0^* 😑
[[20:23] *DeepOS* czesc still.
[20:23] *SLAyRe* lo

[20:23] *PCF|Adrian* People… I get the message, I know you want Havok off, just give us some time πŸ˜‰ And hush πŸ˜‰

[20:23] *lazy`pk* hehe.
[20:23] *lazy`pk* PCF|Adrian: perhaps you can change the steakgun aswell? maybe less damage?
[20:23] *lazy`pk* or something… ;o
[20:23] *|K|RaZa* some people do not seem to understand that it takes time to code something πŸ™‚

[20:23] *PCF|Adrian* Yes, were also thinking of tweaking stakes damage, you people are becoming too good with it πŸ™‚

[20:23] *Hutchy* πŸ™‚
[20:23] *vrykos* :U stakegun is fine
[20:24] *tm-InFeRn0^* y is this shit
[20:24] *tm-InFeRn0^* ?
[20:24] *tm-InFeRn0^* :*
[20:24] *W4rh0g* send ops questions
[20:24] *W4rh0g* plz
[20:24] *W4rh0g* else major spammage
[20:24] *Maniax* lol
[20:24] *Maniax* there
[20:24] *Blowfish* weeeee
[20:24] *Blowfish* πŸ™‚
[20:24] *Blowfish* much better
[20:24] *W4rh0g* ask any op the question
[20:24] *W4rh0g* they will relaye it
[20:24] *W4rh0g* -e
[20:24] *Blowfish* questions to ops

[20:25] *PCF|Adrian* There will be lots and lots of very small tweaks in 1.1… Apart from the big features I already listed.

[20:25] *W4rh0g* *PCF|Adrian* Yes, were also thinking of tweaking stakes damage, you people are becoming too good with it πŸ™‚
[20:25] *W4rh0g* any idea when the patch will be released adrian?

[20:26] *PCF|Adrian* Fire away, I got 10 mins, then I need to go back to answering 9078938475897 e-mails I got today πŸ˜‰

[20:26] *W4rh0g* *kijoAWAY* will there be a new armour system ?

[20:26] *PCF|Adrian* Monday. It will be ready Friday and then tested a lot… So hopefully Monday.

[20:26] *W4rh0g* *kijoAWAY* the timings etc.
[20:26] *outsafk* coz ;x
[20:26] *W4rh0g* any idea when mod tools will be out adrian?
[20:26] *W4rh0g* *cow|impulse* Question: When u die and respawn u dont immediately move forward, u have to let go of your keys before u can move again. Will this be fixed?
[20:27] *Blowfish* [20:30] *u`am1R* will u change eny thing bout the movement in mp?
[20:27] *W4rh0g* ill just put the questions up
[20:27] *W4rh0g* πŸ™‚
[20:27] *W4rh0g* asnwer if u can adrian
[20:27] *W4rh0g* πŸ™‚
[20:27] *W4rh0g* *MrFunky* how do you switch smoke off from shotgun for eg, cos it really kills my gfx card, even with all other setting on low.

[20:28] *PCF|Adrian* New armor system? Whats wrong with the current one? As for the modtools, as soon as we finish 1.1, we will start working on map making tool.
[20:28] *PCF|Adrian* impulse: just another bug, will be killed in 1.1

[20:28] *W4rh0g* *tm-InFeRn0^* will the shotgun power increase?
[20:28] *Maniax* lol
[20:28] *Maniax* useless
[20:29] *PCF|Adrian* W4rh0g: I have a task for you πŸ˜‰ If you want… Please gather ALL issues in one big phat mail and send it to me (stuff like shotung cloud causing low FPS etc.) – this way we can track/fix it easier…
[20:29] *W4rh0g* ok adrian
[20:29] *W4rh0g* i will do so

[20:29] *PCF|Adrian* Shotgun power doesn t need increasing, but it needs to work better, its too random atm.

[20:29] *W4rh0g* ok guys
[20:29] *W4rh0g* -m gone in a mo
[20:29] *W4rh0g* questions pm them to me
[20:30] *W4rh0g* for the email
[20:30] *W4rh0g* u can ask now if u want
[20:30] *Maniax* will the enemy colors will be different than just red and white in 1.1?
[20:30] *Morf* 13:4) 13:4] 13:4D 13:4P 13:4* 13:4X 13:4O
[20:30] *Hugin* lol
[20:30] *tm-InFeRn0^* adrian PK OWNT ;p
[20:30] *Hutchy* thx for ur time adrian πŸ™‚
[20:30] *W4rh0g* yeah good to see u adrian
[20:30] *W4rh0g* bet your glad u dont come on irc now
[20:30] *W4rh0g* πŸ™‚

[20:30] *PCF|Adrian* as for brightsking, I guess we will release these textures OUTSIDE of the pak file, so you can tweak them to your likening.

[20:31] *W4rh0g* \o/
[20:31] *JAALI* how long before gamespy3d and ase work for it?

[20:31] *PCF|Adrian* heh
[20:31] *PCF|Adrian* one important explanation…

[20:32] *Maniax* Have you thought about adding new gametypes like CTF or do you want the communnity to mod such things?

[20:32] *PCF|Adrian* We could open a forum topic called “PK issues” of course, but then it will be spammed in no time… Thats why I prefer everything goes through warhog and his minions πŸ™‚ This makes out life way easier.

[20:32] *izzential\steph* πŸ˜€
[20:33] *dean* πŸ™‚
[20:33] *PCF|Adrian* out=our
[20:33] * u`am1R has joined #painkiller.euro

[20:33] *PCF|Adrian* its easier to keep track if you have one big mail with all the issues. I would need it for tomorrow though…

[20:33] *W4rh0g* np adrian
[20:33] *W4rh0g* i send it in one hour
[20:33] *Maniax* yeah alot easier

[20:34] *PCF|Adrian* And some surprises are coming in the forthcoming weeks. Dont want to spoilt it all. Go play some SP ffs πŸ˜‰ Anyway, thanks for your support guys, well do our best for 1.1.

[20:34] *dean* cheers adrian
[20:34] *W4rh0g* πŸ™‚
[20:35] *PCF|Adrian* Cheerio and l8r all.
[20:35] * PCF|Adrian has quit IRC (Read error: EOF from client)
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Cant wait for the patch πŸ™‚