Painkiller SP Map Support

For those that want it, here is a version of Painkiller.exe which supports listing SP maps for MP loading!

Painkiller++.zip

This is not essential for PKBeta testing, but useful if you like doing everything through the dedicated server interface / listen server menu ui. It goes without saying that this also does not require the game cd, and is fully compatible with Vanilla Painkiller.

PK++ Beta On Steamfish Updated

Right, we are now updated with the following changes. If they do not appear correctly, please communicate that HERE (in comments):

FIX: Player models now show correct weapon
FIX: Teleporter prediction turned off, was causing issues
FIX: Ravens/barrel removed
FIX: Loading times fixed
FIX: Local player jump sounds
FIX: Kill/out of level should work in warmup
FIX: Dedicated server now loads monsters
FIX: Clan arena and COOP modes shown in server create menu
FIX: Most monsters (90%) should work now on listen and dedicated
FIX: AI Brain changed for basic handling of multiple players
FIX: Respawnable on SP maps
ADD: Loc files for most maps! THANKS SYS!
ADD: Waypoint files for most maps! THANKS SYS!
ADD: Mapview files for most maps! THANKS SYS!

TODO:

Weapon prediction issues
Interpolation model hovering
Item handling from SP maps for MP

If you get LScript errors, I need the name of the lua file, and the line number! LOOK AT YOUR script_error.log (and paste it here)!

RUN STEAMFISH NOW!

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.