Perro Seco, on 05 February 2020 - 02:43 AM, said:
Utter garbage are all those reviewers that try to be funny instead of descriptive. If you want to know what TekWar is, here's the most
fair review I read about it.
This is literally the end of the first paragraph; "This is a game that kills empires." Civvie's review is spot on.
Perro Seco, on 05 February 2020 - 02:43 AM, said:
So I don't need to listen to a youtuber barking me what should I like and what not, because I played TekWar when I was a kid and it impressed me even more than Duke 3D. Just look at the subway, the hospital, the park or the midtown levels; there's a lot of effort there, and they're by far the most realistic city levels I ever seen before Duke came out.
Yeah and I'm sure people were impressed with Suburbs too. Times change. But TekWar was even pretty bad back then.
Perro Seco, on 05 February 2020 - 02:43 AM, said:
Looking at the game's
promo screenshots and videos you can see how ambitious the project was. Capstone may have failed with TekWar, but at least they tried to do something different than all those unoriginal Doom clones. I think they deserve some credit for that.
Doing something different doesn't create an increase in quality.
Tea Monster, on 05 February 2020 - 02:50 AM, said:
There used to be a thriving modelling community when the HRP was at it's height. That's all gone now. ..... I'll reiterate that I think Polymer had a significant role in driving away the Duke modelling community. There's lots of other stuff going on, but Polymer had a big part in it.
Polymer has it's own issues that it's put upon the community, but I think people just lost interest over time. I was there for the whole development cycle of the HRP. People came and went all the time, eventually everyone just lost interest and dropped off. There was a huge slump in development even before Polymer's first release. I think it slumped because it wasn't a good project, and the more that was added to it, the more obvious this became.
Tea Monster, on 05 February 2020 - 02:50 AM, said:
Yep. When Polymer came along, a lot more could have been done by the maintainers to integrate the older, Polymost stuff with the newer renderer. None of the Polymer models even have specular definitions. Even though no specular maps were ever made for them, they should at least have had a baseline amount of shine defined in the def file so that they didn't appear fully glossy. None of this was done, in fact, Nightfright referred to this as "Nerd stuff". As a result, all the old models built for Polymost look like Christmas tree ornaments under polymer. I personally think that there should have been two HRPs. One for Polymer specifically for the newer models created with next-gen workflow and an entirely separate one for Polymost with all the pre-Polymer stuff in it.
Nothing stopped anyone from doing any of this. Yet no one did it. This is extremely telling.
Tea Monster, on 05 February 2020 - 02:50 AM, said:
Your suggestion for the role of the HRP is an interesting one. Years ago I was considering faking particles using animated MD3 models with alpha planes for the HRP. You could recreate cool fire, lightning and other effects this way. It all comes down to how much do you want to do with the HRP. Do you want a straight asset replacement, or do you want to do more? If you do want to do more, where do you stop? In HHR we tried replacing various sector creations with 3d models. It makes it look more modern, but I don't think that purists will accept that for the HRP. Once you go down that route, at some point you may realise that you want to make something more than the engine can (or even should) support. Then you are looking at using another engine for your mod, which brings me to your later post.
Purists won't play with 3D models anyway.