3
0
Fork 0

Synched gist at Sat Sep 16 08:42:07 PDT 2023

This commit is contained in:
Marco Cawthorne 2023-09-16 08:42:07 -07:00
parent e8d58b8a02
commit 8612bbd334
Signed by: eukara
GPG key ID: CE2032F0A2882A22

View file

@ -128,7 +128,13 @@ Valve has created some high quality artwork for Half-Life's Steam Community thin
Use Opus over CELT/SPEEX.
## Fluff: Gluon: There's supposed to be a sprite that hits the wall.
## Quality of Life: Extended limits
We'd probably please people by adding hot precaching, extending limits and other niceties from engines like Source to aid modders. There's a format called BSP2 that the Quake community uses - I don't like it very much. It'd probably be better to support Quake II's BSP format (which was the basis for Source BSP anyway) and the new extended version that landed in tyrutils-ericw for the Quake II re-release. Why? Because Hull Sizes suck, that's why. Half-Life can only run tracebox code for specific bounding box sizes, which has bitten modders in the ass plenty of times. A bit of a pipe dream, but I kept saying to myself when making FreeHL:
> If only Valve had used Quake II's BSP format.
## Fluff: Gluon: There's supposed to be a sprite that hits the wall!
It never shows up - except when you're watching another player use it on a func_wall type surface - it's that broken.