D2X-XL Worklog
Notes on features and problems from the development of D2X-XL, newest first.
Smoke Grenades | |
|
As I was thinking about new, innovative uses of D2X-XL's smoke rendering facility As proximity mines imvho are just good for nothing in multiplayer games, turning on this feature will simply turn all available prox mines into smoke grenades. To avoid players spamming the place with smoke grenades, you cannot drop more than two of them at any given time and have to wait until one or both of them stop to emit smoke before being able to drop another one. In order to give every player a chance to actually get smoke grenades, you can also only carry four of them. Smoke is pretty fillrate intensive. Therefore enabling this setting can slow the game down for players having a weaker graphics card, particularly if a lot of smoke grenades are used at once. Therefore, this feature is not available in competition mode. Of course, it is also disabled if the game host does not use D2X-XL. In order to avoid imbalances, smoke works with fixed settings that cannot be changed by any player or the game host, and if enabled will work even if a player has generally turned smoke effects off locally. | |



,
it came to my mind that having smoke grenades might actually be a useful addition to multiplayer games. Just think of when being about to lose a dogfight,
quickly slipping into a tunnel, deploying a smoke screen and disappearing to nowhere, leaving a puzzled opponent behind, wondering whether
you got behind some door just closing again, or maybe rather around that corner to the left ... and suddenly facing smart missile plasma
blobs he just hadn't seen coming ... 