jehar
Light Guard
Gee Gee or Whatnot.
Posts: 28
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Post by jehar on Jan 6, 2007 1:14:53 GMT -5
It seems to me that an understood problem in the Quake 2 sp is the fact that the monsters simply react too slowly, or have low pain thresholds a la the spiderdemon in Doom that keep them from attacking the player. Some of this has been dealt with by frame skipping for some monsters, such as the Maiden.
However, I would think it would hugely affect gameplay if there was a simply cl_fastmonsters cvar that multiplied monster reaction time and movespeed by a factor of 1.5 or thereabouts. Perhaps even make it a scalable variable.
Does this pose a problem, and is there something I'm not seeing? Otherwise it would seem to be a fairly straightfoward operation.
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Post by Paril on Jan 6, 2007 3:35:58 GMT -5
I could try it with New Lazarus. I know where this stuff is held (ai_*). the cl_fastmonsters could be the multiplier.
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