Painkeep v2 - Smash your opponents with all the Pain you can dish out. Deathmatch mod - make other players "die." Disclaimer - this is a free product with no warranty - see disclaimer.txt for details. Codename - Cataboligne - programmer and proud shovel owner.

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0 comments by numbersix on Jul 15th, 2013

We are all programmers and creators. Even if you never touch a computer (quite a feat in much of todays world!)

fig 1 - inspired to develop a new weapon

The basis of this article is a piece of advice I posted to another moddb member a couple years back. I recently read it and decided to spread this message - to encourage more members to expand their skills! This does not apply to one specific game or task, but to all.

The moddb community exists for many reasons, but I feel one event of the past in particular is responsible (more so than others) for its genesis.

Some developers working at a (now) well known company released a (now) very popular game 20 years back. And it was an awesome game. So awesome many were not satisfied - they had to have more.
These enterprising individuals, this fledgling fan base - they started hacking, creating tools, adding art, making levels, and whole new game worlds.

The developers had a decision to make - squash the nascent hacker community...or give it the official stamp of approval. Fortunate for us - the devs were all hackers and gamers themselves. They gave approval and released an official dev kit. Likewise for evey game they have ever released since.

For this one attitude - "the games we create, you can modify..." - we should always be thankful. (More so even than for the games themselves.)

fig 2 - examining bounding boxes in darkplaces

Any game that is worth releasing - is worth modding. And thus we are.

This piece is specific to Quake (one) and Quake-c programming. However, it could just as easily be applied to any code or development task. Modeling is my personal nemesis.

You should definitely keep at it with quake-c. It is an easy language to get into - with a bit of research you can do an easy mod in an afternoon. Just starting out, it is probably best to try and keep things simple.

This "ease of entry" is also one of the drawbacks - quake-c is just as complex (if not more so having the engine back end running it) as other high level languages and debugging any code can be a very complex and time consuming task. Stay on the positive and keep going - difficult challenge will be the case with any complex programming or technology. When you have surmounted the challenges you will be smarter and stronger!

To learn the code you have to work with it, and learn its operation and logic. Many of the early mods duplicated parts of the existing code and did something new with it.

>fear ... programming being that I suck at mental arithmetic

Nothing to fear...programming is always in the details. Many times you have to look at the logic of a piece of code step by step to make sure it is doing the right thing. Maybe work out the math on paper, or in a spread sheet. The best programming tool is always your mind.

When I'm developing I use a lot of bprint() calls to show me what the code is doing by showing function entry/exit, logic decisions and critical variables. And I try not to throw developer code in willy-nilly. I like to wrap it in control variables to turn it on and off, preferably from the console.

For me, one of the best ways to succeed with a programming task is to have a clear goal. Know exactly what you want the code to do and figure out how to do that. Moving targets are also a good project fault to avoid. Finish the goals of the task at hand before modding your own work, adding new features or changing game engines. Moving target is my biggest weakness in coding.

>age of ...

Wow. I've been programming for longer than that. Like Yoda said, age doenst matter - keep your mind sharp, exercise it. I dont ever use a calculator for basic math. I have some other advice but it takes on a more personal narrative - I have never used recreational drugs (ever!) and I dont consume alcohol. Take care of the body, take care of the mind... Programming wise, my mind feels as quick as ever. Learn how to solve problems - *any* problem. Stay frosty.

The best general advice I probably have though is to make it fun. Modding for me is at least as much fun as playing the games. And take the occasional coding break to actually play games.

fig 3 - editing a complex map in GTK Radiant

And never, ever give up...dreams come true!

fig 4 - a rare sight - a Quake (one!!) mod in the top 10!

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Post comment Comments  (0 - 10 of 39)
numbersix Creator
numbersix Oct 31 2014, 11:30pm says:

There is a coming upgrade - likely to be called PK 3.0.
It will add some awesome.

There is just this slight difficulty in extracting the pk code from the chaos mod mark II, where it is hiding out. A few bugs have been fixed, so it will be pretty cool.

HD pack support is also very likely.

+1 vote   reply to comment
QrackerJackQuake Nov 11 2013, 4:54am says:


Following a suggestion by Monty (aka Mr. Burns) I made a video about your mod... it was a nice experience to "re"discover this mod ;)


Q -Mark [0!0]

Qracker Jack Quake

Gather Quake Archives

+2 votes     reply to comment
numbersix Creator
numbersix Oct 31 2014, 11:29pm replied:

I will check this out, thanks!

+1 vote   reply to comment
argonator Oct 1 2013, 2:49pm says:

Absolutely the best DM mod ever made when it came out. It was like, this is hyper active, oh my god, make you twitch in your seat fast and furious of gunplay. O-O I might have even played you online a few times since 1997.

Numbersix, are you related to Shithead or Niborevoli ?? Doc? They still update the code an make further mods like zany and burrito mode. Open Source updated recently and available at:
The last standing Painkeep server Weenieville Painkeep is at

My current project is to add the Painkeep weapons to a customized Mega Team Fortress and be able to switch between coop teams mode and play just plain DM mode. Monsters in the coop mode will be optional.

Kudos to the site for the original TF source since the current posessor of United Mega Team Fortress is being reluctant to release his current source, and not some pieces here and there.

Looking forward to make a contribution to the mod community.

+2 votes     reply to comment
numbersix Creator
numbersix Aug 6 2013, 5:16pm says:

Trying to decide if PK3.0 will have HD pack support. HD pack looks awesome, really shows of the engine. But that will mean a release delay. Time will tell.

+1 vote   reply to comment
numbersix Creator
numbersix Jul 19 2013, 8:09pm says:

Looking through the images, I noted that at one point I was highlighting painkeep weapons and items tutorial style. I think I'll finish that and provide a linked set of videos. When all the images are ready, I'll polish the whole thing into a painkeep feature list. I'll include the 3.0 features with that, even though you technically need a different mod, its mostly painkeep at this point anyway.

+1 vote   reply to comment
Guest Feb 27 2013, 5:41am says:

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numbersix Creator
numbersix May 11 2013, 1:11pm replied:

Yes, an update has to be installed on clients as well as servers. Even with an engine like darkplaces set to download content from a server weirdness could occur without a proper update.

I try to keep updates simple - you need the 2.0 beta code and the 2.2 update for the latest release. I'm working on 3.0, but it needs back ported from the Chaos mod alpha. Not an easy task even with meld.

+1 vote   reply to comment
numbersix Creator
numbersix Dec 21 2012, 2:41am says:

How close is a release of an update to Painkeep v3.0?
Gave this some thought. Maybe after Archon goes beta.

What will v3.0 feature?

Mostly more cvar that control server options.
Painkeep item time limits, stats (Auto sentry has a big update.)
Some other features (probably include the basic rune server)
Possibly some new(ish) maps.

+1 vote   reply to comment
numbersix Creator
numbersix Nov 6 2012, 3:00pm says:

History lesson - (mostly release schedule for all versions)
Read it here:

+1 vote   reply to comment
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Released May 17, 2010
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