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  (10 - 20 of 37)
numbersix Oct 5 2012, 10:21pm says:

The big question:
Will the painkeep v3.0 code in the Chaos Archon code base be back ported here?
Concentrate and ask again

+1 vote     reply to comment
numbersix Sep 7 2011, 12:58am says:

Trying to track down a bug in the 3.0 code set with the weapon that gets stuffed in the back pack that gets thrown in DM when you die. PK3 has the option to throw all the weapons you carry scattered around your death point.

I tracked this all the way back to the earliest source I could find:

item.pk_items = 0;

So, if you are holding a Chain Thunderbolt, Air cannon, or Harpoon and you die - the pack does not contain the weapon. Trying to find the original pk1.1 to verify this, but my install has gotten muddy.
More on this later.

+1 vote     reply to comment
numbersix Aug 23 2011, 1:04pm says:

Just to let followers of the mod know - there is a new update in the works.
This will be a backport from the generations 3.0 alpha code - link:
The painkeep parts are not alpha status (far as I know) so this will be Painkeep 3.0!
Look for a feature set soonish...
Expect: painkeep extreme mode

+1 vote     reply to comment
numbersix Apr 8 2011, 3:57am says:

After nearly a year all the bug fixes added to the pk 2.x codebase via the generations mod are ported back into pk 2.x, tested and RELEASED!
Whew. Available here:

Up next, generations alpha code.

+1 vote     reply to comment
numbersix Feb 2 2011, 4:10am says:

Back in the saddle...working on the final bug fix update to pk 2.x. after a bit of testing (and waiting for feedback) this will likely become the final release.
these are all the bugs that have been fixed in the newer (and incompatible) code base tentatively titled chaos mod mk II. so it involves lots of perusing code bases with meld.
did I say saddle? I meant code base.
and thnx for all the comments. keep it coming.
if you have a specific request that will improve the mod, I will try to implement it somewhere and somehow.

+1 vote     reply to comment
Magitek Sep 1 2010, 12:41pm says:

Pretty awesome update of a professional mod. Loved the old painkeep, but it always taunted me because back then I had no real way to play multiplayer thanks to quakes terrible netcode.

It feels a bit .. featureless compared to most stuff these days, but it's a solid deathmatch you can't get anywhere else :)

+1 vote     reply to comment
numbersix Jul 30 2010, 4:36am says:

I'll be on vacation for 10 days - don't expect posts, updates or replies, etc. Have fun and ta-ta.

+1 vote     reply to comment
Mv.c9 Jun 23 2010, 2:47pm says:

I love that Gravity Effect, the one that pulls everyone to itself and cuts them to bits.

I think im gonna dream abt it tonight :) . . . :0

+1 vote     reply to comment
numbersix Jul 21 2010, 12:48pm replied:

Heh heh...I dream about the code too. So matrix-y sometimes its almost scary.
What is real? Just electrical impulses interpreted by your brain...

I gave a (longish) reply to an old comment I've been giving some thought.
I have an idea for a commercial release and sadly I wont be able to include any of iD's proprietary materials, or even most of the cool quake 1 stuff from various mods - this stuff is all based off the artistic license iD made for creating quake 1 mods and it forbids commercial releases.

Unrelated to that - when the final release for painkeep 2.0 beta (2.2 now?) comes it will include a fix for single player - the original painkeep code causes stuff to respawn in single player and I just fixed that up.

+1 vote     reply to comment
numbersix Jun 13 2010, 3:53pm says:

Things go slowly now with 1 hand.
On the plus side there isnt a whole lot I can do so I can do lots of coding.

Figured out a long standing Qe-radiant bug where it couldnt load q2 map texs - they were indexed tga (made that way by wally from .wal files - which radiant doesnt see) and they need to be RGB tga. Fixed that with a tricky little convert script that piped them through 100 quality jpg and back to tga using colorspace RGB. Woo-Hoo.

This goes along way towards supporting the chaos mod which is supposed to run all quake maps up to q3 and converted doom / wolf maps.

Check the .plan for daily(s) -
And starts some threads in the discuss and bug tracker forums -

+1 vote     reply to comment
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Released May 17, 2010
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