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/vr/ - Retro Games

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>> No.10787936 [View]
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10787936

>>10783810
I can't explain it coherently after so long time has passed, but shortly before IGN deleted all of PlanetQuake's project hosting subsites around 2012 there was once an attempt by Paril to further improve the Lazarus mod with further extra options after the original creators have long abandonned it without bringing everything they promised to their mod - like letting misc_actor entities use the Q2 addon weapons, drivable models, variable-girth hazard lasers and 'negative value hurt triggers' that healed you like in HL1 Xen healing pools - but one of the most interresting features IMO that never got anywhere in time (there's not even any snapshots on WBM announcing that future update preserved before the plug was pulled on PQ, that's how recent it was) by him was allegedly an ability to define custom monster entities in the mapping editor itself without any need to compile their behaviour into any propiretary mod .DLLs that would be impossible to reverse-engineer without their authors approoval (as long as they were based on the vanilla Q2 bestiary though).
I keep wondering if anybody else that browses this place even cares enough to even remember this kind of old irrellevant shit thar went nowhere, just to prove I am not rambling like a lunatic about this...

>random autistic timewaster trivia: did you know that there is exactly 1 machinegun turret in the entirety of GZ, but the devs forgot to toggle it's Style spawnflag to the proper value - so it behaves like an ordinary blaster turret instead?

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