Aiming mod is now included in Seven's SMC
All info in this thread is outdated, in fact this thread could be locked.
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Ogre and zombie aim mod.
It allows ogres and zombies aim in z-axis, and allow ogres to throw grenades further.
Result is best visible on e1m3: ogre behind the bars at the beginning couldn't throw grenade into corridor it was always bouncing back of the step, no more. Then if you go right way and entered small bridge zombies below would throw meat under the bridge now they hit you on the bridge. And so on...
Credits go to Entar and DrLabman from inside3d. I've used part of their code from the guides section and done only small modifications. Goal was to make behavior of this enemies more believable and fun to play, than both vanilla and Entar/DrLabman versions. Making them more challenging was not the main goal, but of course they are a bit more difficult than vanilla now.
Everyone aware of quake development history knows that John Carmack forced the team to rush the hell out of this game after he managed to finally finish the engine. So It's possible that vanilla aiming code was just a placeholder that stayed in because of rushed development. I consider it just as much a bugfix as a modification and find it more fun to play that way.
All info in this thread is outdated, in fact this thread could be locked.
*******************
Ogre and zombie aim mod.
It allows ogres and zombies aim in z-axis, and allow ogres to throw grenades further.
Result is best visible on e1m3: ogre behind the bars at the beginning couldn't throw grenade into corridor it was always bouncing back of the step, no more. Then if you go right way and entered small bridge zombies below would throw meat under the bridge now they hit you on the bridge. And so on...
Credits go to Entar and DrLabman from inside3d. I've used part of their code from the guides section and done only small modifications. Goal was to make behavior of this enemies more believable and fun to play, than both vanilla and Entar/DrLabman versions. Making them more challenging was not the main goal, but of course they are a bit more difficult than vanilla now.
Everyone aware of quake development history knows that John Carmack forced the team to rush the hell out of this game after he managed to finally finish the engine. So It's possible that vanilla aiming code was just a placeholder that stayed in because of rushed development. I consider it just as much a bugfix as a modification and find it more fun to play that way.
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