PK++ Progress 15/01/07

NETCODE
========

Interpolation now works, although there is a small glitch I need to resolve which might be a rendering issue. Other than that play is smooth at 1 network frame per second, but much more reasonable at about 10-20. PCFs interpolation appears to be very wrong, and it is worth noting that it screws up servers to have it enabled too. Player pitch/yaw is also being interpolated but needs more work.

Extrapolation was added too, although we will need to play with this. It may be possible to auto-compensate for lag, both on the server and client. Extrapolation of course makes things slightly less smooth, but this can be controlled.

I have yet to play with item/weapon prediction.

I have to look at whether I can reduce the amount of data per player.

I also added all the netcode commands to console.

COOP
=====

Killua-chan provided an excellent map, although I believe PeTjA has some minor alterations.

It is possible to add a lot of the monsters already, but their code requires a listen server. Once I have perfected how to deal with multiple players using one monster, I will duplicate to all (probably via the AI Brain code).

My thoughts for COOP are basically either SP COOP or MP COOP, MP COOP perhaps more like ffa with monsters. I also thought about a COOP Arena gamemode.. where as a group of players you have to make it through progressively more difficult levels. Imagine DM_Boss with Thor to start, you have to kill him without you all dying, then level 2 is the same map, but with Thor and Panzer_Demon, and so on…

CODE
=====

Now is a good time to work on structuring the code better – so this is what I am doing, mainly the game and player code. I wish to use polymorphism rather than conditionals for custom gamemode responses (if you know what I mean). This will make thing a lot easier to make new custom gamemodes without screwing up existing code – an important method

PHYSICS
=======

At a glance it might be possible to try some new movement code, but we can try this later.

PKGUID
======

I am still yet to confirm whether I can obtain the CDKEY to MD5/RSA. Without it, making something unqiue generated from the game might be difficult.

DEMOS
======

Netcode improvements make writing this easier.

Progress on PK++

Guys, I thought it would be sensible to make more visable some of the progress being made on PK++. A small few were aware of the work going on, albeit slow, but there is no harm in making it more public.

My intention is to fix some of the issues as quickly as possible and update via PK++. My motivation is to add to the game as much as fix some of the important remaining issues.

If anyone is willing to help out, any contribution is more than welcome! Please contact me through kerberos99@hotmail.com or add me on msn from that address.

Progress on PK++

Guys, I thought it would be sensible to make more visable some of the progress being made on PK++. A small few were aware of the work going on, albeit slow, but there is no harm in making it more public.

My intention is to fix some of the issues as quickly as possible and update via PK++. My motivation is to add to the game as much as fix some of the important remaining issues.

If anyone is willing to help out, any contribution is more than welcome! Please contact me through kerberos99@hotmail.com or add me on msn from that address.

Running PK on a Laptop!!!

Well, based on a lot of frustrated posts on the DC Forum, a lot of SP and MP gamers have had problems running PK on laptops with integrated graphics cards (namely Intel). The reason for this is that Intel do not support T&L (transform and lighting) required for many DirectX games.

http://www.dreamcatchergames.com/forums/showthread.php?t=24937&highlight=intel

Since what PK requires is T&L hardware support, to get around this, all you need to do is emulate that support in software. Since it doesnt use it much, you do not get much drop in performance.


A tool exists for doing this; namely 3DAnalyze made by TOMMTI Systems. You can download that HERE. Their website is here http://www.tommti-systems.de/start.html

Download it, unzip it (basically run it), then run the App (3DAnalyze.exe) and you should see something like this:

Firstly select the Painkiller.exe, then tick the Emulate HW TnL caps box, then click Run.

There are other options of running in a Window etc. but you can try those out for yourselves.

PK Command Line Options

Since I have never seen this anywhere else, I thought I would post ALL the valid PK commandline options. The most interesting is probably the optional hardware class option (+hwclass). The rest are fairly well known. +speed is your connection speed, 0=modem, etc.

PK COMMAND LINE OPTIONS:

+connect [xx.xx.xx.xx>]
+playrecording [demo name]
+dedicatedserver
+private
+name [player name]
+map [map name]
+interface [xx.xx.xx.xx]
+speed [0,1,2,3]
+port [xxxx]
+maxfps [xx]
+password [xxxxxx]
+hwclass [tnl, nv20, nv25, r200, nv30, nv40]