Progress for Painkeep 2.0:
The coding has went much better than I expected. When you are inspired the code just flys off the fingertips.
Whats done?
Visible weapon support (excluding pkplus artifacts, which are not even modeled yet)
Projectile launch point correction (so it looks like nails, rockets, grenades & lightning come from the business end of the gun - kind of need this with a good visible weapon support)
v_* model changes to go with projectile launch point
Bots use pain keep items! Bots can now collect and throw bear traps, gravity bombs & sentries and use pork & beans.
Visible armor code - a correctly colored armor vest shows over your shirt color - darkplaces ( Icculus.org ) required for proper coloring
Fixed various and sundry bugs (like not being able to jump out of water with code chasecam active!) and took some liberties - the throwable items use axe frames because it made the most sense.
The code is almost where I want it for a beta release. Just got to track down one viswep bug and look into building a package. I must admit though that the viswep might have to be driven from the engine. I've been trying to avoid this since I found a way to support a ton of weapons with minimized modeling - But on a fully loaded server (I've been testing with 3v3 bots, 3 frikbot, 3 pk*bot) things might get a little sloppy. Testing will tell. Look for the beta this month.
The viswep bug is eliminated. Solved more than a couple problems too.
Apparently the slop is only on the pk*bots. Either they aren't updating every frame like they should or they cheat on their movement. Will try to fix this before the beta release.