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.
How has "the Archons" progressed since the beta 1.1 release last year?
Reasonably new features for this release:
Archon magic! (yes, it works)
Archon "soul vessels" - limits to Archon powers
Sphere of Annihilation super black hole mode
Many nasty bugs have been eliminated. :-)
More monster enhancements than you dare shake a stick at
PK 3.0 support is pretty much finalized
HUD update, a few new features here
What is left leading to final release?
Finalizing the Archon vs. Archon conflict
Deciding if demi-archons will make it in before the mark III recode
Avoid any more feature creep, if at all possible
Decide if the map-hack tech maps will -
a. be included
b. have some kind of limits
(these are the design spec for the "realms of Chaos" world)
Decisions regarding HD pack integration: Moddb.com
What significant part of the current plan is still missing?
The ability to pick up an Archon "soul vessel" and carry it to a flag altar and sacrifice it for the points and / or build up to the Archon total win...is not even written.
Some approximation may be put in - then again it may not.
What is the main challenge?
I got bit hard by the "new code" has to be written _now_ syndrome.
I've started the qc++ v1.07 recode already. This will be a major
resource hog on my limited free time. It will be some time before
this new code base grows into Chaos mod mark (III).
It is very necessary - some of the mark (II) code simply does not go
forward very well. The recode will fix a few corners I painted myself
into with the mark (II) code base.
What is the current status?
I have just squashed the "floating" zombie bug (I hope - the bots are testing for me right now...)
fig 1. the "floating" zombies
When I am satisfied with the result - I just need to build the release package.
Then boom - you get it. In time for the holiday week.
Gee, arent I a swell guy? Ha ha.
Since 2002 we have explored, played and enjoyed mods of all shapes and sizes just like Painkeep v2.2. We love games like Quake that have opened themselves up to modding. Because of communities like Steam Workshop, Nexus, Curse, RTSL, GameBanana and Mod DB, more games support modding today than ever before.
Bigger and better
Whether it is for fun, for laughs or for the challenge, modding is what sets PC gaming apart from our closed off friends in the console and mobile gaming worlds. And based on the recent outpouring of support for mods after the concept of paid modding was explored, we are not alone in our love for mods and open platforms that embrace them.
Let's celebrate modding
As mods play a bigger role in the future of gaming, we believe it is important to recognize the effort the teams behind the work put in, giving us countless hours of enjoyment while asking nothing in return. We have the power to change our games and that needs to be celebrated to ensure it remains a big part of PC gaming's future.
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