Painkiller v1.2 Patch

SheepCow

Bringer of Code
Joined
Dec 22, 2003
Messages
1,365
The painkiller v1.2 patch is now available on Freddys Downloads (86MB):
https://forums.freddyshouse.com/local_links.php?action=jump&id=72

Changelog:

Painkiller 1.2 Update Features:

NEW: redesigned and much improved prediction code (better prediction + less
processor power required)

- NEW: two new maps: DM_FALLEN1 (for 2x2 and FFA) and DM_FALLEN2 (for 1x1)

- NEW: fully customizable weapon setup (each weapon module can have separate
key)

- NEW: added better mod support (e.g. for Chains.Mod), e.g. pak file format
fixes, free key binding (commands/messages), etc.

- NEW: option to switch the weapon along with primary/secondary fire switch

- NEW: added info about specs not being able to vote

- NEW: forced break added (e.g. when 1 player leaves during 1x1 fight)

- NEW: added various server start-up and configuration options for easier
server maintenance

- NEW: added optional, variable weapon respawn timing
('Cfg.WeaponRespawnTime')

- NEW: players list now includes special player id (useful for kicking
players with weird names)

- NEW: stats music added

- CHANGE: Chaingun does slightly less damage/knockback and no longer shocks
the enemy

- CHANGE: Electro does more damage/knockback and shocks the enemy

- CHANGE: Shotgun now has 24 pellets (previously 12), increased total damage

- CHANGE: Driver now shoots shurikens two times faster

- CHANGE: teleport now reduces the player's extra speed by 50%

- FIX: clients should no longer crash at the end of the game

- FIX: client no longer crashes in rare instances when dying of Electro
shocks

- FIX: exiting the game no longer alters reverb setting on SB Audigy

- FIX: "Disconnect" during demo playback now works correctly

- FIX: fx of electro-disk are now displayed correctly

- FIX: telefrag during warm-up no longer gives the player max ammo

- FIX: spectators now can see the score at the end of the game

- FIX: quad fx in now properly precached

- FIX: weapon pickup after respawn now works correctly

- FIX: deleting saves from autosaves tab now works correctly

- FIX: "Fire Best Custom" function now works correctly

- FIX: changing player name while in a game no longer resets player's
connected time on scoreboard

- FIX: Callvote map change: voting no longer carries over after new map
loads

- FIX: game no longer binds to the first IP on multiple IP machines for
listen servers ('+interface' in the command line now works properly).

- FIX: player name no longer can exceed character limit

- FIX: specs no longer count as players in the browser info

- FIX: no more rare instances of map double-loading

- FIX: sometimes a player could see an item already taken by someone else

- FIX: dozens of smaller additions/bugfixes for both multi and singleplayer

- FIX: Copy Protection no longer causes game loading failures
 

Wij

I am a FH squatter
Joined
Dec 23, 2003
Messages
18,215
Tried this last night online. It kinda rocks tbh :D

Netcode seemed pretty good. I pinged about 30 and it certainly felt like I was an LPB :) The game is fun. Maybe needs a bit more balancing, I went on a huuuge killing spree with the shaft. Rockets could be a tad more bouncy too. Overal though, great. Unrealism4tehwin \o/
 

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