View Full Version : New Powermad version by Kalme. Wish list.
I have known that Kalme is going to make new version of Powermad 3.xx (for Painkiller 1.64) so i thought that here we can point our wishes, if there are some, to improve Powermad 3.xx and Painkiller 1.64.
My list:
- when slow down/speed up Pk world make on/off on screen text lines (upper left corner of screen). Maby do shortcut (one key) to swich it faster;
- fix Abandoned Factory bug: three indestructible cans in last area;
- fix taro card bug: double time card;
- Abandoned Factory kill+ objects bug - when i kill some monsters in some way i have + one destroyed object. I think it should be fixed;
- fix for Duo Core systems - when run the game run it on one core automaticly. It will be great;
- fix position of 102 ammo pack in Ruins;
- fix golden cross bug (when it flyies away from level) in Stone Pit.
That is so far. Hope there will be more wishes. :)
fleabay
03-16-2008, 12:17 PM
I would like a command to load SP maps with. Somebody created one in creative corner but it would be nice to have in PM.
I would like a command to load SP maps with. Somebody created one in creative corner but it would be nice to have in PM.
Powermad 3.62 has the command already:
pmloadlevel [levelname]
When i need it i use it in combination with command maplist (by Blowfish) from Painkiller 1.64
Mr.Henky
03-17-2008, 04:30 AM
My wish list:
- option to disable souls and gold
- Invisible mod -> enemies can't see you:D
- add secrets to Bonus level in Booh:D
- make Forest accesible also in Nightmare
- hmm, maybe change some leveles a bit (new secrets, different path, etc.)? You know, something like mod to Loony Park.
Shaddy
03-19-2008, 12:35 PM
Just to be clear about it - Powermad for PK, not for Overdose?
Artas1984
03-19-2008, 01:27 PM
K, add CMDs to:
1) disable all slabs and "opening" doors
2) spawn all enemies at once
3) trigger events related to explosives
4) enable multiplayer speed
5) make gold stay forever
6) enable colored ammo items
It would be cool to have a CMD to disable invisible walls, but i doubt it's possible, coz you can't change that in PainEd, and i can not imagine how k could do that..
Just to be clear about it - Powermad for PK, not for Overdose?
for Pk 1.64 (Powermad 3.xx)
kalme
03-19-2008, 02:53 PM
Hi guys,
yes a new Powermad version for Painkiller. PeterX, a nice guy in the Dark's Corner forum, did some hard work to find some monster counter bugs in PK and I promised to include fixes for them in a new Powermad version. Also there have been requests to back-port some Powermad: Overdose features for the original Powermad (like disabling invisible walls etc.). So I'll release an updated Powermad for PK some time around/after Easter.
Thanks for all suggestions. However there's one thing you have to keep in mind. Powermad will not change gameplay. It fixes bugs and it adds new optional features, but it won't do things like altering levels, adding secrets etc. so unfortunately some of your wishes won't make it into Powermad.
Here are some questions/remarks:
when slow down/speed up Pk world make on/off on screen text lines (upper left corner of screen). Maby do shortcut (one key) to swich it faster;
There will be general option to turn on/off Powermad's messages (like in PM:OD). You can add/alter shortcuts already using PMC.
fix Abandoned Factory bug: three indestructible cans in last area;
There's a factory fix already in PM. What else is wrong in that level?
fix taro card bug: double time card;
On my list.
Abandoned Factory kill+ objects bug - when i kill some monsters in some way i have + one destroyed object. I think it should be fixed;
That bug will be fixed (like in PM:OD).
fix for Duo Core systems - when run the game run it on one core automaticly. It will be great;
I'll think about adding my tool ForceCore to do that. It's not possible through the scripts.
fix position of 102 ammo pack in Ruins;
PM already contains a fix for four ammo packs. Which one do you mean? "102" = ?
fix golden cross bug (when it flyies away from level) in Stone Pit.
There's little I can do about that (usually it's a physics engine problem) other than placing it somewhere else. Some of the items already have been moved. Which one exactly do you mean?
I would like a command to load SP maps with.
As pool said: pmloadlevel does that(?). What else is needed?
option to disable souls and gold
Added to my list.
Invisible mod -> enemies can't see you
What do you mean? A feature that acts like pmconfuseenemies but without having the enemies attach each other?
disable all slabs and "opening" doors
Is on my list (pmopenalldoors command just like in PM:OD)
spawn all enemies at once
Added to my list.
trigger events related to explosives
What exactly do you mean? :confused:
enable multiplayer speed
Added to my list (as more generic command to alter speed in general)
make gold stay forever
Added to my list.
enable colored ammo items
This may be hard to do, and I don't see the benefit at the moment. What do you need that for?
a CMD to disable invisible walls
Already on my list (pmfreedom command like in PM:OD).
Feel free to add any comments and suggestions. All things posted or e-mailed until Easter Monday will be taken into consideration... ;)
Mr.Henky
03-19-2008, 03:03 PM
Invisible mod -> enemies can't see you
What do you mean? A feature that acts like pmconfuseenemies but without having the enemies attach each other?
Exactly.
P.S.: And how about Forest accesible also in Nightmare? That will not change the gameplay.
Artas1984
03-19-2008, 04:48 PM
Colored ammo boxes are for speedruning and time attacks. It might bring new depth and challenge to some levels, especialy Ruins and Enclave.
Enabling gold to stay forever would ressurect Frag Maniac's gold challenge + gibbing.
Invisible walls speak for themselves, 5 stars will have new depth.
Shaddy
03-19-2008, 04:49 PM
trigger events related to explosives
What exactly do you mean? :confused:
I think he means stuff like the Cemetery secrets with the barrels or perhaps the radio towers blowing up on Snowy Bridge and such?
Kalme
My fault, i ve read carelessly the description of Powermad 3.xx :o
Other features
* Startup videos are disabled
* Integrated Colloseum tarot card fix -- fixed in 1.61/1.62 => removed in Powermad 3.62+
* Integrated Ruins ammo box fix (thanks dooguesgoober4)
* Integrated Abandonded factory destroyable objects fix (thanks dooguesgoober4)
* Integrated Loony Park hidden fireworks sack fix
* Integrated Stone Pit missing two chest at the beginning fix
* Integrated Stone Pit out of level holy item fix (thanks Crazy)
* Integrated Stone Pit holy item (statue) placement improvement
* Integrated HUD showing only three digits of health fix (thanks Dayve)
* Integrated Level statistics fix
* Integrated language fix (switching languages through the config file works)
I ve never played Pk with Powermad. Only with patches. But i will definitely.
Fix:
General fix for objects falling out of the level/into water not being counted as destroyed - like in Overdose.
It is just suggestion to think about:
- inscription "Powermad 3.xx" in left upper corner of menu. It is green and other font than original ('version 1.64' as example). Maby it is better do it like in original, same font, same color? And place it under the version inscription...
fleabay
03-20-2008, 09:57 PM
Here is a challenge...
Make a command to show the invisible walls so it would be easier to see how to get around them during normal game play.
...a voice from the darkness.....
Kalme, this is great news. One thing came into my mind: don't forget to include Varus' spawnpoint-fix for "Train Station". Five monsters were placed out of the level, so He fixed it. Please contact Him for the fix or I can upload it too, or maybe it's included in that old and already outdated AllInOneBugFix, so You can get it from there... Maybe You already have it and You know about it, just thought of mentioning it for being sure... Thanks! :)
Heh, I've mirrored it (http://tombraider.central-game.net/sys/painkiller/TrainStationSpawnFix015_016Data.zip) quickly... :D
kalme
03-22-2008, 02:20 PM
Ok, more points:
how about Forest accesible also in Nightmare? That will not change the gameplay.
It doesn't? You're forced to play through forest then when you're in nightmare. Btw. I have a mod (http://www.kalme.de/painkiller/index.php/content/view/20/43/) for that, it works fine together with Powermad. ;)
General fix for objects falling out of the level/into water not being counted as destroyed
Added to my list (as in PK:OD)
inscription "Powermad 3.xx" in left upper corner of menu. It is green and other font than original ('version 1.64' as example). Maby it is better do it like in original, same font, same color?
Will be done as in PK:OD.
Make a command to show the invisible walls so it would be easier to see how to get around them during normal game play.
Hehe. I've played around with this for some time (it has been requested by others too) but I'm neither able to change the color of these wall nor can I bind effects or similar to them. If you have another idea how it might be done, tell me :).
Varus' spawnpoint-fix for "Train Station".
Downloaded and added to the list. I'll take a look into it.
One more bug (i have it):
When i install Pk1.00 i have four difficulty levels (you know it well), last one opens when you have got all cards on Nighmare difficulty level. But when i install Booh i have all difficulty levels opend in Pk Heaven's got a hitman even if i did not play the game.
I do not know if i only have the bug, but if i don't it should to fixed i think.
kalme
03-23-2008, 01:04 PM
Hi pool,
that's not a bug. Trauma mode is unlocked in the following cases:
Game is Painkiller and 23 cards are unlocked
Game is Painkiller and BOOH is installed
Game is BOOH and 9 cards are unlocked
The second check has been explicitly added in the BOOH scripts, it's clearly intended.
Hi, Kalme.
I understand the point, but disagree. As i get it, it's been intended that one who installs booh have has 23 cards already and has trauma mode opened in Painkiller. But if someone buyes Pk+Booh edition and he's never played the game before...
Anyway it is not so big problem. I thought that it is a bug, but if it isnt there is not reason to worry. :)
kalme
03-23-2008, 02:51 PM
See, the point is: if PCF hadn't changed anything, it would have worked the way you want (which is the same way that seems logical to me too by the way). But they actively changed the conditions to unlock Trauma in PK when BOOH is installed, wether you have or have not played through the lower difficulties and unlocked the tarot cards. That shows that they have thought about this. I don't know what the reasons were to change that, but usually I hesitate to "fix" something that's clearly not a bug... even if I'd prefer to see it made in a different way myself :-/.
Kalme, but how about HellKing secret model? It is unable to get at any conditions at all!
I ve made some searches about all bonus system in the game (you helped me large by your PM) and found rather strange facts. I post here some quotes of SYS and Artas back from 2005 year to clear the problem:
Number One Bug
Artas
As you know i have recently 5 starred the BooH on nightmare and have got my unlimited card use, so today i thought i could do it on trauma.
But after the first 5 starred level i have got this message:
http://img389.imageshack.us/img389/2685/card9rm.jpg (http://imageshack.us/)
Why? I mean i already have that thing from nightmare and why does it repeat after the first level in trauma mode?
SYS
Artas, You'll surely find it after some trial and errors...
Yes, that "again-message" is a known thing. You already got Your reward during Your previous Nightmare-completion, that's OK. But when You start a new game, then even if You carry Your score and cards, the game won't remember that You already have the 5-Star reward. I think it's a bug. If You try to use the Golden cards unlimitedly in the "Orphanage", You'll be able to use them only once or twice or three times, it depends on the certain Silver cards... But right when You earn even 1 Star into Your Statistic, the reward will be enabled again, at the end of the level! And it's easy in "Orphanage", since You always get Your Star for the Holy Items for example. Original PK is more interesting: if You don't earn at least 1 Star into Your Statistics on "Cemetery", then the reward won't be re-enabled, and it won't be re-enabled till You don't earn at least one Star, during the later levels...
OK, it was a bit overexplained, but I hope You'll understand how it goes. You know, PK is just buggy...
Link to check:
http://www.dreamcatchergames.com/forums/showthread.php?t=25314&highlight=hell+king&page=10
Number Two Big Bug
PeTjA
I played PK first in Insomnia, Nightmare ,Trauma & have to play the 5 Stars.
And played BOOH in Nightmare & then in Trauma the 5 Stars but not unlocked the H*ll Beast.
SYS
Congrats PeTjA, but BOOH is buggy like h3ll, and it never gives You the HellBeast-model... You can only select it from the config-file, as You already know. Maybe the next patch...?
Link to check:
http://www.dreamcatchergames.com/forums/showthread.php?t=25314&highlight=hell+king&page=3
kalme
03-23-2008, 10:00 PM
Kalme, but how about HellKing secret model? It is unable to get at any conditions at all!
AAHAHAH omg, that piece of code is really... stupid :D. It has like three chained errors in it which all prevent the model from being given. A fix should be easy though, but needs thorough testing of course (see below).
unlimited card use
Sometimes I don't understand PCF's "logic". I have looked at the scripts for approximately two minutes and it's so obvious why this cannot work. Again a fix is very easy.
Here's a thing: for testing, I need some savegames. With Powermad I can do them in half an hour, but if someone already has something, I'd be glad if they could send them to me or upload them somewhere (I had to re-install PK lately and at the moment I have no savegames at all).
I need:
=> a savegame of PK where all secrets have been found except for one level (e.g. the last state before unlocking the bonus model 1).
=> a savegame of BOOH where all secrets have been found except for one level (e.g. the last state before unlocking the bonus model 2).
=> a savegame where all levels have been "5-stared" except one (e.g. the last state before unlocking unlimited card use).
Thanks in advance...
Edit: pool, if you have more bugs, keep 'em coming... thanks for pointing all these out to me.
...a voice from the darkness.....
Man, You're investing so much time into this! *respect* So I decided NOT to be lazy this time and found out which of my older completion-packs should I upload for You to have all variations...
I restarted PK+BOOH in 2006's May in the following order (I always carry my scores)...
1. PK-Nightmare: all cards are unlocked and all levels are 5-Starred during completion, but "Forest" is still "empty" because it's on Trauma... (So You don't this first one.)
2. BOOH-Nightmare: all cards are unlocked and all levels are 5-Starred during completion ("Stone Pit" and "Shadowland" are interesting)... (This is included.)
3. BOOH-Trauma: same as on Nightmare... (You don't need this because no important changes in summerized statistics.)
4. PK-Trauma: same as on Nightmare, here "Forest" was the last level what I had to 5-Star and to find the 2 Secrets on it... (This is included also.)
And so on, and so on...
So, You only need the 2nd and the 4th completion to get savegames what meet with Your criterias: ZIP-file (21.3 MiB) (http://tombraider.central-game.net/sys/painkiller/SYS_2ndGen-Completions.zip) - I was lazy to search for exact saves (it's 4am and I've just read Your post here), sorry about that but hey..have fun anyways! (and feel free to think that I'm sick - I am) :)
Edit: oopsie, I forgot about my 106kbit/sec ownz0r-upload, so it will be ready in about 20 minutes from now...
Edit again: maybe You know about it, so just for being sure (hmm, being a bit paranoid now), please don't forget that "maps"-hack thing too to include in the newest/final version of PM for PK+BOOH... :D
kalme
03-24-2008, 12:04 PM
Hi SYS,
thank you, I'm downloading the package at the moment.
Edit again: maybe You know about it, so just for being sure (hmm, being a bit paranoid now), please don't forget that "maps"-hack thing too to include in the newest/final version of PM for PK+BOOH... :D
Maps-hack? You mean the one that speeds up loading times in Overdose? I'm afraid I have to disappoint you - it doesn't work in PK/BOOH.
...a voice from the darkness.....
Yeah, I meant that. Why it doesn't work? :( I thought it should work in PK+BOOH too, so I created the folder, but I haven't played any SP since that time. Now I've checked the folder and there are empty folders with MP-mapnames there ("dm_1v1_meatless.mpk", etc.)...
About new ideas, I thought of something, though it's not a big deal, You will see... In original PK, there are 2 levels for sure where You can't backtrack at least partly or it causes problems...
- "Military Base": You can't go back into the silo where You came out earlier because it remains closed, it would be great to be opened again as the level is finished. You can access the silo however from another entrance, but then it's a bit problemous to return from there: Artas showed it's possible by using a PK-Jump, but it didn't seem to be too easy...
- "Docks": When the level is finished, You can't backtrack to the beginning. It works only till the small rusty ship, but then all the other doors are closed and You can't progress anymore. So those doors should be opened and maybe 1 or 2 teleports should be placed at the beginning to make easy to return to the starting point...
Oh, and in BOOH, the "Orphanage": would be great to be able to return to the swamp (outside area) when the level is finished (teleport inside is required)...
I can't remember of any other level what have such "backtracking-problems" in PK & BOOH. But I thought of one more thing: You know that "tunnel" in "Prison", where You can "escape" from the start to one of the cells later on the level. But in 1.64 it doesn't work, You can't get out of the tunnel into the cell and You can't get into the tunnel from there. Maybe there's an invisible wall? It would be great if that wasn't there by default...
These are not important things as I said, I can live without them, so You will see they worth the work or not... :)
...a voice from the darkness.....
These are not important things as I said, I can live without them, so You will see they worth the work or not... :)
Why not important?! Usefull tips, i think.
Kalme
Other one:
Dead Sity. Secret in last area. There is a ladder to crowl to the secret. Somewhere i ve heard an idea that the ladder should to fall down (spin 90 degree angle to earth) to allow a player to reach the secret after the spider is done. Maby you can arrange this?
kalme
03-29-2008, 01:55 PM
Hi again,
things like the backtracking and also discussions of the solution to certain monster counter bugs (over at Dark's Corner) may delay the release a week or so, until everything is clarified, implemented, tested and packaged...
...a voice from the darkness.....
Hey Kalme, this is good news, take Your time, it's always worth waiting for a good stuff! :)
SOULTAKER
04-07-2008, 09:40 PM
Hi Kalme I have 2 questions about Powermad's Right shift + F = Noclip mode...
Question 1:
When you use it in a level that has a rain or mist weather effect (e.g. Field Ambulance) the weather effects turn "off" as you navigate. Is there a way to leave the weather effects "on" while we use Noclip mode?
Question 2:
The amount of distance we move using (the directional keys) is set to a certain size, correct? Is there a special key combo (like holding down ALT or SHIFT as you tap the directional keys) to move a "shorter" distance? (in smaller increments)
My problem is that I can't get to the closeness of an object as I'd like because either I move too far away from it or straight through and inside it.
Question 2:
The amount of distance we move using (the directional keys) is set to a certain size, correct? Is there a special key combo (like holding down ALT or SHIFT as you tap the directional keys) to move a "shorter" distance? (in smaller increments)
To control the speed of moving using directional keys, as i understand. It will be great!
kalme
04-08-2008, 03:48 PM
Hi Kalme I have 2 questions about Powermad's Right shift + F = Noclip mode...
Question 1:
When you use it in a level that has a rain or mist weather effect (e.g. Field Ambulance) the weather effects turn "off" as you navigate. Is there a way to leave the weather effects "on" while we use Noclip mode?
Not really. Right shift + F just re-uses some features of the editor, so I have no control of what's done internally (like deactivating these things).
Question 2:
The amount of distance we move using (the directional keys) is set to a certain size, correct? Is there a special key combo (like holding down ALT or SHIFT as you tap the directional keys) to move a "shorter" distance? (in smaller increments)
My problem is that I can't get to the closeness of an object as I'd like because either I move too far away from it or straight through and inside it.
I know exactly what you're talking about, I've been there too. I don't know of a way to control that, but I have to admit I haven't look into this.
My problem at the moment is: 12+ hours of work a day... and when I have to choose between $$$ and improving PM, I have to decide for the money... but things are coming well. Only have to finish the level work/bugfixing, testing and packaging everything. "Only"...
Artas1984
04-08-2008, 04:08 PM
SYS actualy told very important things!:)
I know PM has shortcut keys, but could it be possible to limit the time of the console message appearing to like 1 second?
I mean, when you activate some CMD, the message about it appears and you have to wait till it's gone, that annoys me and i believe all video makers...
SOULTAKER
04-09-2008, 04:00 AM
I think I may've asked you once before but I'd forgotten the answer? Sorry about that.
PM's great Kalme. Don't feel pressured to work on it. $$$ and the pursuit of happiness is much more important. ;)
...a voice from the darkness.....
Hmm, maybe I'm a little bit too late, but a few things just came into my mind..again. Again, because I noticed these issues a long time ago, however I forgot about them Some things changed with BOOH and should be fixed again... What are these? Here You are...
- "Tower" (PK, C04E05): When I start the level, there is NO Ambient music, it's silent. Earlier (before BOOH) the game was playing the "C4L4_Alastor_Ambient_Flying.mp3" file here. This is an Ambient with spooky winds and the later (on deeper floors) listenable music's "filtered" version. This Ambient should be back...
- "Hell" (PK, C05E04): Same problem as with "Tower". When I start the level, there is NO music. The game earlier started playing the "C5L4_Hell.mp3" file here. When the player is fighting with Lucifer, the other music is playing ("C5L4_Hell_Lucifer.mp3"), that is ok..and when the player is back from the fight without killing him, then the game starts playing the earlier mentioned "C5L4_Hell.mp3" file for the first time. When the player kills Lucifer, the game stops playing any music, I think that's OK, that always worked like that. So, I hope I haven't overexplained this. :D The music at the start should be back again, just like how it worked before BOOH...
- The "menu.mp3" (PK+BOOH): There's this menu-music in the "Musics"-folder. I think it would be great to listen this music while we're in the menu after starting the game..maybe we should be able to turn it off/on just by clicking on a short "Music OFF/ON" text on the main page of the game. I think this music fits very well to PK, I don't really understand why it's unused and wasting our HDD-space only with no purpose... Should be activated at last... :)
- The "getting into the ground error" in the end of the boss-levels (PK+BOOH): This is also a known problem, we can check any boss-level in PK and BOOH. Let's say in "Tower", when killing Alastor, the demon-mode activates, and when back, the player appears in the ground. This really can be a problem in "Hell", where the player has to go into the final portal. There if the player appears in the ground then he finds himself in mid-air and it's hard to navigate in the jungle of untextured objects. Earlier Frag Maniac recorded this, surely many of us still remember and have experienced these issues. This should be fixed again, since before BOOH it never happened...
- Finally an idea what is not important and maybe not possible to fix. On "Prison": we should be able to get out of the tunnel at its end, that would be fun... :) I don't know if this is fixable from the scripts at all...
Again, sorry about mentioning these just now, but I really forgot about them. I just thought that it will be great to replay PK on Trauma and to revisit those places again after PM's new/final(?) version, and then..then all these came into my mind again... :D
Anyway, anyone remembers this old funny video (http://tombraider.central-game.net/sys/painkiller/gabigaming.avi)...? :)
Shaddy
04-18-2008, 10:44 AM
Also, if it's not too much trouble, i'd like to request an option to toggle the intro sound on/off (when you launch the game, normally it would say "Paiinnkilleeerr.." right before you see the menu), i liked it..
There's probably a workaround for this that can be done even on the current version by slightly modifying the codes, or whatever, but still..
Oh and also the music issues SYS pointed out are right on point, it would be nice if they could be fixed..
kalme
04-20-2008, 11:43 AM
Hi all. Here's what has been finished and tested so far.
pmfinish (ported from PM:OD)
pmverbose (turn on/off PM's messages)
pmopenalldoors (does what it says)
pmfreedom (you know that one)
pmdifficulty (sets difficulty in-game)
pmgoldstaysforever (does what it says)
Demon morph cheat is now (almost) real toggle.
Haste cheat is now (almost) real toggle.
Greed works as expected
Double Time Bonus works (also stackable with single time bonus)
Health Stealer works correctly (does not reset to 250)
Bonus model in BOOH given (HellKing) when you found all secrets
Unlimited cards use bug fixed (unlimited cards bonus is carried over, but still needs more testing)
Print PM version in normal font/color
Fixed destroyed objects bug for stake and boltstick
Generic fix for objects fallen out of a level not counting as destroyed
Included Varus' Train Station spawnpoint fix
These are things that won't make it into PM (no comprehensive list, I may have forgotten stuff)
Any default modification of gameplay (additional secrets, prison level etc.)
pkalwaysgib problem in Orphanage - there's no possible solution through the scripts
Invisible mod (too much effort because there's a lot of modifications necessary all over the scripts that may break other stuff)
Spawn all enemies at once (seems to cause a lot of trigger problems especially when enemies are killed unexpectedly, so I removed it again)
Here are the things not yet finished
Monster counter bug fixes (as discussed on Dark's Corner) => this is more difficult than I thought it was due to different reasons.
Forest spawnpoint fix
Backtracking (started but not finished)
Ambient music (confirmend, no idea what might be the cause, haven't looked into it)
Fix for X2 systems (basically done but needs packaging)
Option to adjust speed (multiplayer speed etc., not started yet)
"In ground" bug
Disable souls and gold
Shaddy, I'm not sure what you mean. I get that "Paiinnkilleeerr.." sound when I start the game.
If I have forgotten something, tell me.
...a voice from the darkness.....
Kalme, this sounds cool, thanks for the news! :)
Well, I can't hear that "painkilleeeeeeer" sound either with Gold Edition or Black Limited Edition. Earlier and on HeGe's PC with PK+BOOH installed, it worked/works. If I change a line in my config.ini: "Cfg.BlackEdition = true" to false, then I can hear the sound ONCE, then the game changes it back to true value of course. So maybe it's due to Gold/Black Editions, but I'm not sure (maybe You have Black Edition installed as well)..it can be due to the 1.64 patch too I think...
Shaddy
04-20-2008, 06:00 PM
Well, yes, i have a 1.64 Black Edition, and it isn't just from now, this is something that has always been like this, after countless Windows and Painkiller reinstalls, if i install PM i lose the intro sound :) It's not SUCH a big deal, but i really want it back :P
Artas1984
05-09-2008, 05:06 AM
When to expect?
fleabay
05-25-2008, 08:36 PM
Did I have a command in PM to execute raw LUA from the console and if so, is it still there?
kalme
05-26-2008, 12:08 PM
No, only from files.
Artas1984
08-06-2008, 01:01 PM
Can you release a fix for AMD dual core processors separately kalme? Is it possible?
Spieler
08-06-2008, 01:03 PM
Already done, right Kalme?
Varus77
08-06-2008, 04:36 PM
Are you talking about this?
Kalme's ForceCore patch (http://www.kalme.de/index.php?option=com_content&task=view&id=44&Itemid=)
Artas1984
08-06-2008, 04:59 PM
Yes, thank's Varus.
BTW, took a look at kalme from his blog entries. He sure looks great if he's over 30. Would have never guess anyway.
Yes, thank's Varus.
BTW, took a look at kalme from his blog entries. He sure looks great if he's over 30. Would have never guess anyway.
As for me he looks normal.
But i will soon look old while awaiting new version of PowerMad! :D
Artas1984
08-07-2008, 04:44 AM
http://www.darkscorner.de/forums/viewtopic.php?t=929
Time to wake up..
lemmeseethat
08-25-2008, 10:34 PM
i was thinking how much i use the painkiller weapon over everything else in situations that are not deemed sane. i was just thinking that when the secondary weapon shot out and stuck hard into something all the gnarlies are getting fried a bit it would be great to double click or somehow pull myself to the other end of the weapon rather than having it come back to me. now that would be a real treat. any ideas for that 1 guys
Greybeard
08-26-2008, 08:55 AM
... somehow pull myself to the other end of the weapon rather than having it come back to me...
I know that kalme has no plans to further develop PM after the many, many hours he has put in, to date.
However, you are not the only one to have this idea. Here's a screenshot (http://uk.geocities.com/greybeard.pk@btinternet.com/PKExt.jpg) of part of a movie script I wrote, many months ago, based on the game. Not so much fan boy literature as fan old git literature :D. It doesn't display too well as HTML, so download and use Picture Viewer, if you can't read it.
So, we both think it's a good idea but it's not going to happen.
Cheers
Greybeard
Woutsie
08-26-2008, 03:18 PM
http://www.gametrailers.com/player/usermovies/257563.html
http://www.gametrailers.com/player/usermovies/257535.html
http://www.gametrailers.com/player/usermovies/255998.html
http://www.gametrailers.com/player/usermovies/255474.html
http://www.gametrailers.com/player/usermovies/244416.html
http://www.gametrailers.com/player/usermovies/241718.html
http://www.gametrailers.com/player/usermovies/241717.html
http://www.gametrailers.com/player/usermovies/241703.html
lemmeseethat
08-28-2008, 11:23 PM
thanx greybeard yes thats what im talking about right there to a teeeeeee.
im on overdose playing now and there is a similar weapon here as well and i take it not for this 1 as well .
my big ????? is why does the game load up so $$%^%&^ slow on overdose.
my other ?? is whats the deal with the dual core processor problems. ive got the amd dual core . didnt know if it might be the loading prob. thanx guys
oh and the head kills me in overdose ill be standing there and it turns and looks at me like well are ya gonna get going or just limp around man it cracks me up.
Greybeard
08-29-2008, 09:42 AM
...my big ????? is why does the game load up so $$%^%&^ slow on overdose...my other ?? is whats the deal with the dual core processor problems...
I believe the load problems are caused by a mixture of the original PK code plus the additional textures and such introduced by Mindware. Varus had a similar problem with his map, "Hills" and gave an excellent explanation why it happens but I can't find the post. Anyway, here's (http://www.darkscorner.de/index.php?option=com_content&task=view&id=766&Itemid=408) a hack to speed up load times a bit.
This (http://www.projectoverdose.com/phpbb/viewtopic.php?t=1624) and this (http://www.projectoverdose.com/phpbb/viewtopic.php?t=1627) may help with the dual core problem.
Cheers
Greybeard