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Post by knightmare on Dec 11, 2021 22:12:50 GMT -5
Kinda late, but it would be possible to add yamagi's Aimfix into KMQ? the widescreen gun clipping is making me insane with all ports. Can you please elaborate? I've never noticed any difference in aiming in widescreen vs. standard aspect ratios. BTW, Q2's crosshair has never been exact at anything but extreme range. The crosshair has always been an approximation, and I don't intend to change how it works. From Q2's release notes:
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Post by pelinalcrusader on Dec 14, 2021 10:18:23 GMT -5
Yamagi aimfix is pretty much that you can change the position of your guns with Gun_ console commands and the animations and particles will be fixed at the gun's position and barrel. Widescreen issues as i said, are pretty much guns with large models like the Railgun, the Phalanx, the BFG, sometimes the SSG, where in widescreen the right lower part of the screen in wide resolutions keeps clipping all time during some animations its an issue that affects Q2 til this day imgur.com/a/LEYEln5
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Post by Guggenheim on Dec 14, 2021 11:16:58 GMT -5
Yamagi aimfix is pretty much that you can change the position of your guns with Gun_ console commands and the animations and particles will be fixed at the gun's position and barrel. Widescreen issues as i said, are pretty much guns with large models like the Railgun, the Phalanx, the BFG, sometimes the SSG, where in widescreen the right lower part of the screen in wide resolutions keeps clipping all time during some animations its an issue that affects Q2 til this day imgur.com/a/LEYEln5Just switch off the visible model.
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Post by knightmare on Dec 14, 2021 18:21:35 GMT -5
The gun_x, gun_y, and gun_z cvars are already in all Q2 engines, including KMQ2.
Fixing the near clipping plane minor issire with weapons will likely require remodels.
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Post by Guggenheim on Jan 11, 2022 17:42:08 GMT -5
Did you know that new tactical gunner can easily take down a sentien? Just checked it while testing my map. Such a tough strogg!
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Post by knightmare on Jan 11, 2022 20:33:55 GMT -5
Yeah, the Tactician Gunner is a badass. Dishes out 4x the damage and has 4x the total hit points as the regular Gunner.
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Post by Guggenheim on Jan 12, 2022 2:11:19 GMT -5
I wanna use him in my SP project. Is this still a test release?
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Post by knightmare on Jan 12, 2022 12:20:56 GMT -5
It's still a test release, and I have another one on the way. So it's not ready for a publishable map project yet.
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Post by Guggenheim on Jan 12, 2022 13:59:17 GMT -5
OK, my project is still in progress. I'm looking forward for new engine release to use new features.
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Post by Guggenheim on Jan 12, 2022 14:45:32 GMT -5
I've studied the source code. It turns out, he got 400 HP and 300 powerarmor! It's pretty much, but can you explain, how monster powerarmor works? Does it absorb some percent of damage?
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Post by knightmare on Jan 12, 2022 15:07:55 GMT -5
Power armor absorbs 2/3 of damage from all directions until it runs out. The power screen absorbs 1/3 of damage from the front only until it runs out.
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Post by Guggenheim on Jan 12, 2022 15:21:11 GMT -5
Is it correct, power shield protects only the front part (like brain in original Q2), and power field protects the whole body? So I must shoot at enemy's back to cause the maximum damage, but if enemy got a power screen, there's no way?
BTW, Quake wiki says that ETF rifle flechettes ignore any armor, is it right?
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Post by Guggenheim on Jan 12, 2022 15:26:26 GMT -5
Is source code written in C++? Is it right that edict_t is a class for a generic entity?
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Post by Guggenheim on Jan 12, 2022 15:39:04 GMT -5
Ah, I figured out, that's pure C? There's only structures, no classes.
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Post by knightmare on Jan 12, 2022 17:56:29 GMT -5
It's power screen and power shield, and you got them reversed.
The ETF rifle does bypass armor, and power armor is only 50% effective with twice the cell drain. In KMQ2 I also added some splash damage to it that doesn't bypass armor.
The disintegrator totally bypasses all power armor.
BTW, id never used C++ for anything except map editors until Doom3.
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