
GenX Tech Testing
Testing some newer features and playing around with the monsters.
To answer questions I imagine I'd get; 3D models are all dynamically rendered as 2D crispy images if you're playing as either Duke or Doom, to give it that authentic feel. No, these are not sprites stored as images somewhere, the game is doing it all on the fly (hence why lighting effects are dynamic, too).
There's a couple of weapon-related bugs, like a phantom weapon that you can't put away (Duke, Doom and Q1 have these), or weapons that can't currently be used (Q2 handgrenades are a bit broken). All weapons are implemented, except for Duke's Shrinker and Expander.
The pickups are randomized to allow DM to work properly. Most maps don't have enough spots for all weapons, so instead, weapons randomly spawn and change every respawn.
Ammo is entirely random (and you see all ammo counts go up) because ammo is pooled as a single value. Different weapons use different amounts of this value. Originally this wasn't the case, but this was decided to make adding more games easier and to allow maps to randomize weapons without fearing of running out of ammo. The main downside here is that there's no way for a mapper to limit a specific weapon's usage. The way we'd handle an OP weapon (such as the Doom Chaingun, which is currently extremely powerful) would be to increase the amount of ammo used per shot, or dynamically adjust weapon power to be less effective the more you use a certain weapon, to encourage switching.
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