This is just me:
I like new engines, but at the same time I don't. I think a lot of the features in engines are fine and long needed, but it always seems like 5%-10% of the features in new engines are borderline cheats, if not outright cheats or inherently unfair.
This isn't directed towards any particular engine, EVERY new engine geared towards multiplayer except GLQuake and ProQuake have some questionable features (you could argue that cl_fullpitch in ProQuake is a cheat (the ability to look straight up and down), but almost all servers disable it).
JoeQuake has grey area features like the deadbody filter, the gib filter, and the cl_r2g -- which makes rockets use the grenade model, which has fullbright red on it. Very long ago, JoeQuake had Quads and Pents that glowed thru walls and fullbright skin capability, but those were made non-functional in multiplayer soon after because player's expressed concerns.
My list of things that are cheats:
1. Solid color textures, absolutely a "cheat".
2. Quads and Pents glowing thru walls, no question.
3. Full bright skins, although I can see anyone in ProQuake in any lighting easily so I can't say I care about this.
4. Strong player shadows. Kind of like what you would see in DarkPlaces with real time lighting on.
Stuff I don't think is a cheat, but shouldn't be in multiplayer:
1. Dead body filters
2. Gib filters
3. The JoeQuake cl_r2g; it is trivial and unnecessary.
The main reason I bring this up is that if a new generation of clients are ever to be truly accepted among the more hardcore players, a clear idea of what is ok vs. not should be known.
Otherwise, you end up with players that are put-off by the new clients and think every server should be ProQuake cheat-free and that everyone should have to use ProQuake.
I like new engines, but at the same time I don't. I think a lot of the features in engines are fine and long needed, but it always seems like 5%-10% of the features in new engines are borderline cheats, if not outright cheats or inherently unfair.
This isn't directed towards any particular engine, EVERY new engine geared towards multiplayer except GLQuake and ProQuake have some questionable features (you could argue that cl_fullpitch in ProQuake is a cheat (the ability to look straight up and down), but almost all servers disable it).
JoeQuake has grey area features like the deadbody filter, the gib filter, and the cl_r2g -- which makes rockets use the grenade model, which has fullbright red on it. Very long ago, JoeQuake had Quads and Pents that glowed thru walls and fullbright skin capability, but those were made non-functional in multiplayer soon after because player's expressed concerns.
My list of things that are cheats:
1. Solid color textures, absolutely a "cheat".
2. Quads and Pents glowing thru walls, no question.
3. Full bright skins, although I can see anyone in ProQuake in any lighting easily so I can't say I care about this.
4. Strong player shadows. Kind of like what you would see in DarkPlaces with real time lighting on.
Stuff I don't think is a cheat, but shouldn't be in multiplayer:
1. Dead body filters
2. Gib filters
3. The JoeQuake cl_r2g; it is trivial and unnecessary.
The main reason I bring this up is that if a new generation of clients are ever to be truly accepted among the more hardcore players, a clear idea of what is ok vs. not should be known.
Otherwise, you end up with players that are put-off by the new clients and think every server should be ProQuake cheat-free and that everyone should have to use ProQuake.
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