DM_Sacred Bot Waypoints

Mortal has kindly emailed pkeuro with a new waypoint file for PK++ bots for the DM_Sacred map. As you may be aware, along with PK++ came a new bot system allowing offline play vs computer controlled players. This system requires the use of waypoint files to lead the bot around the map. The PK++ team have not had the time to optimise the waypoint files for many of the maps we all love to play and appreciate any help provided by the public.

You can download the file (rard) provided by Mortal HERE. Let us know in the comments if you think this is an improvement on the current setup for DM_sacred.

Again, lots of thanks to Mortal for his efforts.

2v2 league info

After announcing in the IRC channel a little while back that I was thinking of running a 2v2 league, we now have DCs support in terms of servers which means we can kick things off a little more. I’ve posted some musings on our forums HERE. Feel free to add your thoughts. I foresee sign ups kicking off in a few weeks time (once the dust has settled on CPL Spain), with the league starting shortly afterwards.

In order to gauge interest, please reply here if you have a 2v2 team interested in participating. Bear in mind this isnt a sign up 😉

I’ll check out the servers (Jolt) once they roll to PK++, and trial them once ready for use. Only then will I open up sign ups.

DM_1v1_meatless Version 1.0

Courtesy of Tectonic in Minor News:

Days after the announcement of meatless being added to the CPL World Tour maplist, we bring you the final release of DM_1v1_meatless! For those of you who never looked at the map in its beta stages, here are some screenshots of the final product and a list some of the map’s features:

-Thoroughly tested and largely approved 1 versus 1 gameplay
-Amazingly fun for 2 versus 2 gameplay as well
-Varying artistic theme which allows spectators and players to easily distinguish between different areas on the map
-Fast-paced gameplay which still manages to make for close, intense matches
-Allows for effective utilization of both firing modes on every original Painkiller weapon
-Enough space to show off your movement during fights without degrading the importance of aim
-Unique double-jumppad setup in the Silver Armor/Mega Health room allowing for varying combinations and ways to trick your opponent
-The only custom map thus far to utilize the original Painkiller teleport effect
-Fun for all skill levels

Changelog:
Version: 1.0 (4/12/2005)

Updates:

-Lightmaps added to the entire map
-Changed and tweaked some textures
-Added real-time lighting for pickup items and first-person gun models
-Fixed sticky wall bugs
-Fixed exploitable geometry
-Added original Painkiller teleport shader
-Added other visual effects

pha3z and I hope you enjoy the map! We look forward to seeing it played in the World Tour! Our thanks to everyone who helped provide suggestions, supplied bug reports, and helped further the map in the community!

Download the map on steamfish or from:

http://tectonic.wgohosting.com/downloads/DM_1v1_meatless.zip

If you catch this news early enough, you won’t be able to update via steamfish. Blowfish still has to update steamfish to recognize the new release.

*UPDATE* He has now. 🙂

PK++ hits v1.0!!

v1.0 of PK++ is now available for download via your friendly SteamFish Updater tool. If you dont have a previous version of PK++, download Steamfish installer first and run it.

Version 1.0 has only the following change:

CHANGE: Minor alteration to rocketfix based on mass public testing. Tweaking now locked.

Hopefully this locking of the rocketfix variables will allow a standard to be set for all play in the future.

If you have questions/suggestions, contact us at mods@pkeuro.com.. Also take note of a very handy shell script created by i365-klaude for updating Linux servers with PK++. You can find the thread where Klaude releases the shell HERE, and the actual shell for download HERE.

*UPDATE*

ADD: \MOTD – sets the server MOTD from the console (intended for use with rcon)
ADD: \PitabotEnabled [1/0] | Cfg.PitabotEnabled – sets pitabot server component active/inactive.

Sujoy Interview

Doing some browsing, I came across an interview today between Sujoy Roy and Hexus.net. For those old skool players out there that remember the classic Quakeworld battles between the US and EU, I’m sure you’ll remeber ole Sujoy. Check it out HERE.

N: Why is it that some games go on to the pro gaming “scene” despite being naff? (Painkiller being an example)
S: It’s all about money at the end of the day. Who’s got the money? The publishers have… they’re the ones who can invest in the gaming market as that’s what they do. It’s down to them which games will be played in tournaments as they’ll pay for the prizes to be won playing their game. Painkiller is CPL’s game of choice as CPL wanted an exclusive license, so Painkiller is what they got. DreamCatcher are willing to put money behind it and push it as the CPL official game, which in turn makes people buy it to then be able to compete… That’s how it’s going to be in the future. The hardware sponsors will provide the kit to play on, but the actual prize money is going to come more and more from publishers. Look at how huge EA are, they can afford to spend money purely on prize pots for competitions.