<br>Blood splats could be easely implemented.<br><br>-Blood splats and bulletholes(blue blood for cacodemons, and green for barons/hell knights)
<br>No, that's too much.<br> <br>-Microphone communication(counter-strike stlye...think of it as a radio communication system)
<br>It's because the animation script has entries only for first frames of animation but many Doom, Doom2 and Strife levels are using other frame textures. It's not a problem to fix it.<br> <br>-animated textures: nukage, lava, water, skies, and computer textures such as COMPSTA1
<br>I don't think so.<br> <br>-same as above but glowing textures
<br>Monsters walking around a map like in Quake can be easely implemented, but it should work only in maps that has path points placed in it. In all old maps they should behave like in original games.-an option to make ALL monsters pre-aware of your presence (so they arn't in the same exact spot when you get into the room they are in)
Janis Legzdinsh wrote:They could be. But the main problem with Doom engine is that the shape of the level model is changing (moving floors and ceilings, polyobjs), unlike Quake, where it's static. Most likely this part needs a different approach. Some parts definately needs to be changed, at least to allow light sources to be animated.
Users browsing this forum: No registered users and 0 guests