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Kazashi
Kazashi - - 1 comments @ Transfusion

I disagree with the comment about Q2 being harder to work with. On the contrary I have found it much easier to work with - as mentioned before the overall gameplay and movement is a much closer match, and I have found that the tools available to work with are more efficient. The models have turned out much cleaner for example (and I've remade all the models in practically a third of the time it initially took, with all the converting required for mdl), and although some Q1 engines supported other model formats such as md2, it would've broken compatability with everything else.

If someone had wanted to make and maintain a dedicated binary, there would've been a good chance of the project remaining in the realm of Q1. Unfortunately no-one wanted to break Q1 compatability and add some necessities, such as use, duck, rotating brushes, optional software rendering *insert big list here*. So we had to move on to something that had more to offer. In the end, I'm very happy with the move, and work is progressing quite quickly. AFAIK, no-one on the team is finding it harder with the change.

So, CheapAlert, do you want to tackle the gargoyle models? ;)

Good karma+1 vote