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/vr/ - Retro Games

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>> No.10311015 [View]
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10311015

Sorting thru the contents of the various model files of CodeRed made me realize something about an innate feature the Quake(2) engine barely used to any serious extent - you can theoreticly make entities composed of multiple models stitched together (Armagon most famously), and then just force them to jettison with a mid-animation skin change to simulate realistic gibbing a'la how LithTech does it, or "strategic dismemberment" simillar to Chasm's biggest selling point (also I'm pretty sure that's exactly how does the SiN's SMG recoiling slide works in order to not make the v_weap model turn into a jittery mess at lower resolutions), so why does anyone need to use UE4 for their retro FPS project again?
(other than not being autistic enough to use GZdoom for everything?)

>>10310813
Mouselook is a must even if it's a pure placebo, also I wish that more games allowed you to aim your gun independently from what you're looking at (like it is possible in CyClones and Tresspasser)

>>10310803
>There’s no “brushing off” how influential 2’s additions were otherwise.
I only played both Dooms to completion back-to-back on the GBA (in adittion to that one GBA Duke Nukem game and some 2 other FPS games made for it I don't remember the names of) over the span of one lazy summer about 20 years ago, so there's a big chance I have no idea how much Doom2 has expanded upon D1
Whoah, you gave me so many (you)s by relpying to all of my posts

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