I was wondering if maybe I was a little unfair in my previous comments about Nehahra, but I've decided in the end to let them stand. For a mod that is viewed as groundbreaking, it's certainly a strange and clunky beast. OK, it achieves a lot, and that's good, but the grief is with the way it achieves it.
I believe that it leans a little too much towards being a slave to the Great God of QC. There are so many situations where alternative solutions should have been pursued, but the designers instead chose a QC solution, with the inevitable hackery and fooling around required to support it. Examples: instead of using proper coloured light and LIT files in the engine, it spawns persistent dynamic light entities; instead of setting a new cl.intermission state and selectively showing/hiding on-screen content based on that, it stomps over user cvars to get the result.
Full credit is deserved for an imaginative approach to a problem, but there is a limit. In the days before the engine source was available this kind of thing might be acceptable, but these guys released an engine too. There really is no excuse.
Monday, August 31, 2009
More Nehahra Thoughts
Posted by
mhquake
at
11:17 AM
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