by Spike » Tue Oct 28, 2008 2:09 am
Wish lists includes ragdoll.
A game that does not support variable leg directions or torso twisting will take flak from it. I don't see this as unreasonable, but I don't see a nice clean way to implement it into gamecode. A legs animation could be implemented in DP/FTE with relative ease without changing the zym/dpm formats.
It would of course require engine, gamecode, and model changes, and only a team of people can really see that through, which tbh is the main reason we don't have anything like it yet.
Incidentily I did already plan on implementing baseframe/baseframe2/baselerpfrac/baseframe1time/baseframe2time/basebone into fte and controlable via csqc.
I could add support for baseframe/basebone in server-side qc but I'm not sure if that would be as practical. And networking/interpolation are a pain. And I'm lazy.
I just fear that its not enough as this mechanism alone can't match such 'classic' games as halflife.
.