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>> No.4942494 [View]
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4942494

>>4942461
Do you know programming?
The benefit of gzdoom is being able to use decorate without really knowing how to do code, the downside is standard idtech1 monster AI.
> graf stopped carrying this torch and de-evolved into making everyone do programming to get any further benefits from the system
> if you can program there's literally no reason to use gzdoom since you could go straight up to some unreal engine, unity or ue4, graf completely misunderstands this

If you know how to program then id suggest going as far up as you can. Quake has a bunch of limitations in it that were okay for just quake but I think you'll find them quite limiting.
> Keep in mind Hexen 2 was pretty awesome and was based on an alteration of q1 much like HL had an altered q1 engine, it was a medieval game and was 3d.

In specific I think you should choose an engine that doesnt default to destroying/gibbing the player if they get squeezed by level architecture. It should also be able to set monsters on patrol and have decent AI instead of "go to point where player is" chase behavior.

Quake 3 is good but ive heard complaints about it being hard to incorporate non-bot AI behavior to it. Also the engine doesnt have additive sprite effects just translucency, which will cause the bright white center of fireballs and lightning effects seem washed out. This issue is averted with the bfg shots but only because multiple sprite overlays are used. You could fix that by just honoring the alpha layer of the TGA format in the programming, and making sure the parts you dont want washed out are at 255 alpha.

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