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With its high-value team objectives, limited range projectiles, and intense maneuvering, Paintball 2 offers a very unique experience that will appeal to both hardcore and novice players.  It only takes one shot to eliminate somebody, but the fast-paced, arcade-style movement from Quake 2 allows for quick dodging, insane jumps, and breakneck speeds.  Best of all, the game is completely free, and it's a small download, so just try it out!

August 1st, 2024Paintball 2 Turns 26 Years Old!July 31st 1998 was the release of the first public version of Digital Paint: Paintball 2.  Back then, it was a Quake 2 mod.

To celebrate, I did a bit of work on it to (try to) fix a couple points of frustration: spawning and map voting.  The spawn logic is a lot more advanced now and will attempt to avoid spawning players near where enemy players are looking as well as not too close to teammates, either.  I'm also testing prioritizing maps that players have voted for this match, rather than just an accumulation of all votes, as some people thought the voting system simply didn't work in its current implementation.  It would take the top map that matched the min/max players regardless of what people just voted for.  Votes previously just pushed maps up in rotation, so if you weren't voting on the top 5 maps, it probably wouldn't get played next.

Also, we'll be playing this Saturday starting at 2PM EDT / 6PM UTC, so jump on discord to hang out on voice and play, or if you can't play and just want to watch, I'll be streaming at twitch.tv/jitspoe.



Happy birthday, Paintball 2!
March 2nd, 2024Paintball 2 Devlog VideoI've put together a devlog showing what I've been working on lately.  It includes some info about bots, latency compensation, the item hunt game mode, new maps, and some other things.

Check it out here:

Latency Compensation Devlog Video

January 6th, 20242024 Paintball 2 Social Saturday ScheduleWe're still doing Paintball 2 Social Saturdays every other Saturday if you're looking for a good time to jump in the game and play when lots of people are on.  It's a super casual event just to provide a date and time to join in since a lot of us don't have the free time to play games as much as we used to.

The event starts at 2:00 PM Eastern time, that's 6-7PM UTC (depending on daylight savings) on every other Saturday starting today, Jan 6.  To play, simply jump on the Social Saturday East server!  You can also jump on the discord lobby if you want to join voice chat.  Jitspoe usually live streams the event on twitch if you want to watch as well.

Neat to see the scoreboard still filling up in 2024!



Here's the full list of dates:
Jan 6
Jan 20
Feb 3
Feb 17
Mar 2
Mar 16
Mar 30
Apr 13
Apr 27
May 11
May 25
Jun 8
Jun 22
Jul 6
Jul 20
Aug 3
Aug 17
Aug 31
Sep 14
Sep 28
Oct 12
Oct 26
Nov 9
Nov 23
Dec 7
Dec 21
December 16th, 2023Paintball 2 Build 46 Released!Merry Christmas!  It's been a while since I've put out a new build, but here you go!

The main focus on this build was to improve both the behavior and accessibility of the bots.  Now you can simply add bots from the admin menu or specify a number of bots when starting a server.



Here's a full list of the things that have changed in the build 46 client:

- Media: Added bot options to menu to make it easier for players to create servers with bots.
- Bugfix: Executable is now "DPI aware" in windows, so it doesn't get scaled weird and go off-center if you have your scaling set to something other than 100% (ex: 4k monitor).
- Cvar: Maximized status of the window is now remembered (stored in "vid_maximized" cvar).
- Tweak: Disabled launching the tutorial every time you play the game until it's completed (can still launch it from the menu).
- Bots: Cvar: "bot_use_player_input" - if set, bots will mimic player input from a spawn point, resulting in realistic human round-start behavior.

And here's what changed in the game DLL, version 1.935 build 193-204:

- "bot_min_players" cvar specifies how many "players" will be on the server.  Will fill in AI players if there are not enough human players to reach the specified number.  Only spawns bots if there are players on the server. 4:05 PM 12/1/2021
- "bot_min_bots" cvar specifies the minimum number of bots that will be on the server when players are present. 6:59 AM 4/27/2022
- "bots_vs_humans" cvar determines how many bots to spawn for each human in the server (ex 2 will spawn 2 bots per player).
- Made bots aware of game modes and go after or defend objectives appropriately.
- Added item hunt mode.  Will attempt to work on existing maps by randomly spawning items at bot waypoints or other equipment spawns and allowing players to cap at base or the king of the hill zone.
- "itemhunt_elim" sets elim time in item hunt mode
- "itemhunt_model" sets the model to be shown.
- "itemhunt_itemname" sets the name displayed in messages when players pick up / capture the item.
- "itemhunt_numitems" sets the number of items that will be simultaneously active in the match.
- Hopefully fixed the occasional issue where you'd spawn facing the ground. 10:03 PM 1/14/2023
- "g_spawnprotect" sets the time, in seconds, that players are invulnerable after spawning.  Default 0.5. 10:46 PM 1/14/2023
- "autojoin" cvar now updates the autojoin setting when set mid-game (before you had to use the autojoin command). 7:42 PM 6/17/2023

December 9th, 2022Paintball 2 Engine, Quake 2 Anniversary Edition!Today, December 9th, 2022 is the 25th anniversary of the Quake2 release.  As a bit of a celebration, I thought I'd take all the engine changes I made for Paintball2 and make them compatible with vanilla Quake 2.  I thought it was going to be a quick thing, but a lot of stuff had been removed and/or broken as they weren't needed for Paintball 2.  For example, it took hours for me to figure out how to get single player saves working again.

Here's a comparison of Vanilla Quake 2 OpenGL vs PB2Q2.





Note how the textures look sharper, the lighting is more defined, and the model lighting better matches the world, and, of course, there's reflective water with wave distortions!

In addition to visual improvements, the engine includes a number of other features such as:
- Fast file downloads over UDP (requires both client and server to be running this engine).
- Non-QWERTY keyboard support.
- Smoother physics (only applies in multiplayer if the server is also running this engine).
- Scriptable menu files with mouse support.
- In-game server browser.
- 4x high resolution texture support (textures must be in a hr4 subdirectory and will be scaled to 4x the resolution).
- vid_resolution cvar to easily set any screen resolution (ex: "1920x1080").
- m_rawinput for raw mouse input.
- s_nojump to disable the jump grunts if you find them annoying.
- cl_hudscale to change the hud scale (default 2).
- Surface specific footstep sounds.
- Lots of stability and security fixes.
- A whole bunch of other stuff.  See pb2q2_readme.txt for the full list.


To use the engine simply head over to the downloads page, scroll down to the Quake2-compatible version, download the zip file, extract it into your Quake2 installation directory (you can also use the Quake2 demo if you don't have the full version and just want to take a look at it).


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