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(adding some things from the AE requests page that I think were making it a bit overwhelming, let's keep them here for consideration) |
m (idea about beakable glass) |
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:See, that's a bad bug-fix and feature request. Subjective/ironic (does (a) even look like an argument?), and awfully unspecific for its game-wide scope. Blah. The current approach may be flawed, but it is systematic: lips don't move, body language is limited, so every line of dialogue is considered a voiceover. The only consistent substitute would mean a full-scale change of design (for example, the fly-ins could be elaborate comic/manga panels contributing to the composition of the scene, rather than sketchy miniatures in a corner). Also, using "close camera angles" on Muro or anyone is a bad idea "until he's fixed": as long as the textures are posterized and there's nothing in terms of facial animation, the best bet IMO is to keep the camera far away from the characters or in their backs, and to complement those shots with fly-ins. Anyway, your request struck me as half-baked. --[[User:Geyser|geyser]] 05:22, 22 September 2008 (CEST) | :See, that's a bad bug-fix and feature request. Subjective/ironic (does (a) even look like an argument?), and awfully unspecific for its game-wide scope. Blah. The current approach may be flawed, but it is systematic: lips don't move, body language is limited, so every line of dialogue is considered a voiceover. The only consistent substitute would mean a full-scale change of design (for example, the fly-ins could be elaborate comic/manga panels contributing to the composition of the scene, rather than sketchy miniatures in a corner). Also, using "close camera angles" on Muro or anyone is a bad idea "until he's fixed": as long as the textures are posterized and there's nothing in terms of facial animation, the best bet IMO is to keep the camera far away from the characters or in their backs, and to complement those shots with fly-ins. Anyway, your request struck me as half-baked. --[[User:Geyser|geyser]] 05:22, 22 September 2008 (CEST) | ||
;breakable glass tweak | |||
I don't know whether it would be too much for engine or not. Due to the fact we can import level geometry (incomplete so far, I know, but still...) what about modifying breakable windows, giving them more [[AGQG|GQ]]s. | |||
:Point is that then big glass panel would not be fully shattered because one small bullet from w1_tap hit it in the corner (only corner is shattered), while bigger blasts (w3_phr, w5_sbg) would destroy larger area of glass panel or whole panel. | |||
I can see one bug tough - shooting edges of such a glass panel will make it "float" in the thin air. --[[User:Loser|Loser]] 13:25, 15 November 2008 (CET) |
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