(Note: I have absolutely no knowledge of QuakeC)
This really isn't a big matter to most, but I've observed that models can't run and shoot at the same time because of the engine's limitations.
Since the anims are frame based, it's not possible to have the top half of a player model moving separately to the bottom half (like in today's FPS's).
This results in the player "gliding across the ground" if he is shooting and running at the same time, because only one full-model animation at a time can be played.

I thought of maybe a simple way to get around that (although this might be ridiculously stupid): Have a shooting animation AND a running-and-shooting animation. So if player shoots, and is running, instead of the bare shooting animation, the running-and-shooting animation is played.
It's bucketloads of work for something so unnoticeable. But I just like to point out these little observations.
This really isn't a big matter to most, but I've observed that models can't run and shoot at the same time because of the engine's limitations.
Since the anims are frame based, it's not possible to have the top half of a player model moving separately to the bottom half (like in today's FPS's).
This results in the player "gliding across the ground" if he is shooting and running at the same time, because only one full-model animation at a time can be played.

I thought of maybe a simple way to get around that (although this might be ridiculously stupid): Have a shooting animation AND a running-and-shooting animation. So if player shoots, and is running, instead of the bare shooting animation, the running-and-shooting animation is played.
It's bucketloads of work for something so unnoticeable. But I just like to point out these little observations.
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