Painkiller v1.15 Patch
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00:02 May 6th, 2004
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DreamCatcher have unleashed first, mighty patch for Painkiller, offering you fixes and improvements for this FPS. If you wish to acquire more informations about this title, we have two reviews up already: Painkiller Review #2 and Painkiller Review #1. Check full article for patch details. Gamer's Hell Local Download:
  • Painkiller v1.15 Patch (50 MB)
  • A partial list of the updates include (the full list will be in a readme file included with the update): Multiplayer improvements and fixes: NEW: new map, DM_Cursed NEW: full warmup mode for TDM and PCF modes, partial warmup for FFA/TLB/Voosh NEW: demo recording and playback incl. time control (slow down/speed up) NEW: spectator mode with 3 different views: FPS/TPP/Free NEW: voting system, including map change, kickbans, etc. NEW: server info incl. map/mode/fps/etc. NEW: "Disconnect" option in the menu CHANGE: improved respawning logic CHANGE: BrightSkins are On by default now CHANGE: players can now play LAN sessions with no access to the Internet CHANGE: redesigned items/respawns on several maps FIX: teamskins are now correctly displayed for the new players FIX: exploding barrels now correctly remove frags from the dead player instead of adding them to the enemy FIX: SayTeam now works correctly FIX: fake model exploit removed FIX: ElectroDriver autoaim exploit removed Single-Player improvements and fixes: NEW: benchmarking system for both graphic cards and processors NEW: patching system with supporting .dat files CHANGE: Demon Morph frags now more spectacular CHANGE: players can bind all keys now (like numpad Enter etc.) CHANGE: CD start-up dialogues improved FIX: script error when the player kills PsychoElectro on the electric chair FIX: Babel's stones now always hurt the player FIX: numerous smaller bugs Also implemented in the Painkiller 1.15 Update is some experimental forward-looking prediction code. As the name suggests, it's in the early stages of development, but may help some players - especially those with high ping - to achieve smoother game play. There are known issues with this code (eg. ragdolls move too quickly, code starts behaving incorrectly after longer periods of play, etc.) but it's in a state that allows some experimentation. The multiplayer demo expected on May 3 has obviously been delayed, and is expected to incorporate the changes found in the 1.15 Update. A new date for the multiplayer demo will be announced soon.

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