Painkeep v3 - Blast your opponents with 3 times the Pain. Deathmatch mod - make other players "die." Disclaimer - this is a free product with no warranty - see disclaimer.txt for details. Number Six - welcome to the village.

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Update 017.3.18 (Games : Quake : Mods : Painkeep v3.0 : Forum : discuss() : Update 017.3.18) Locked
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Mar 19 2017 Anchor

.plan - daily details posted

Package build is done, all testing happening from there.
There are a few minor details such as crate contents.
Testing is in progress.

Going to check the hidden .plan notes.
If nothing is discovered amiss in testing or .plan notes
I'm marking the Quake-C for release 1 of PK3 gold.

Full test has to be done with the win client!

PainKeep 3.0 will have two releases.
The initial 3.0 release and a 3.1 update.
What gets in the update depends on how far I want to run
with expanding PainKeep.

After the update, barring the unknown, I have no plans
to ever do a major PainKeep release again.

Tests:

tested - cl_bob - on hook pull -- it bobs - been fixed
tested - hub load sets def PK -- it does
tested - swap wep eject - some weps seem to not eject -- x_wep do not eject
tested - sfx again - hub just tested -- pk_sfx turns back on, but needs a manual reload
tested - fakeload & level transit -- this is now the best its been
tested - maploop, mapload, mapi, amap1, loop1 -- seems legit
tested - every case of a slot having more than 1 pk_currentitem store -- cycles & single impulse tests - all seem good
testing - verify runes work as intended + admin controls -- on & off cfg works
testing - bots & pki -- bots are throwing pki
test - impulse list
test - pk xtreme -- have a revision of the cm2 version
everything new that goes in packs
x obituaries that will be used in pk3 (all need done eventually)
runes & power ups & cary weps
check all HUD ops - mcode, weps, items, etc (orig runes seem not encoded)
test ClearSpawnPoint in dm 2
check all items crates, cubes & x_weps will use for missing models

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