


Spoiler:
Postal 2, Postal 2, Postal 2, Postal 2. Share The Doom.
Basic NPC AI is already implemented although the reactions to exactly what not so, currently they will either flee or act hostile towards you if you are hanging around with a weapon - or other NPCs if they have a weapon visible; they also react to bumps and are able to "see" - so when there's an unknown non-Friendly monster Actor hanging around they will act accordingly to their hostility statusRedneckerz wrote: Postal 2, Postal 2, Postal 2, Postal 2. Share The Doom.
I love this. And i am lowkey on the fence as to how you are going to translate the ''living world'' ideas that Postal 2 had despite its unique engine (Unreal Warfare, which is actually an unofficial name for an engine that is more advanced than UE1, but predates UE2. Only 3 games AFAIK ever used this, one of them Postal 2.)
Spoiler:
Good spotcomet1337 wrote:wait a minute
the mugshot is different in that image than the rest
You should really consider using polyobject doorsRaveYard wrote:Works both in GZDoom (singleplayer only) and Zandronum.
But with shadowmaps it does look 1000x better.
If you're targeting Zandronum, that is out of the question. While Zandronum technically supports polyobjects, they do not work properly in multiplayer, and they will desync.Tormentor667 wrote:You should really consider using polyobject doors
Even if they did work, I'm not sure how well they would work with monsters going through them since I myself get stucked/pushed by them occasionally.Rachael wrote:If you're targeting Zandronum, that is out of the question. While Zandronum technically supports polyobjects, they do not work properly in multiplayer, and they will desync.Tormentor667 wrote:You should really consider using polyobject doors
Interesting idea, but I haven't seen any good looking examples.zrrion the insect wrote:Animated doors would work and are frankly an underrated way to do doors