Thread:Deathstalker666/@comment-1496755-20171111143841/@comment-1496755-20180316124749

Good thing about games from this era is that sometimes there is an alternative to D3D - Glide. PCem is capable of emulating a Voodoo 2, and I've read that Glide stuff runs pretty nice. In fact, a number of games from this time period were better optimized for Glide than for D3D/OpenGL.

About the new enemies... yes, it's pretty hard to decide. The difficulty comes from the large variety of things. And even worse - there are several categories that can be changed in an enemy:


 * Graphics - new sprites (if 2D), new skin (but the same 3D model), or even an entirely new model.
 * Sounds - could use original sounds or new custom ones.
 * Properties - could have altered HP, speed, damage, etc.
 * Behavior - some games even allow you to alter enemies' AI and make them act in a new way.
 * Obituary - You could get the original death message or a new one.

The real complication here is that we can encounter any combination of these. Theoretically, we could have an enemy with a new model and altered properties, but an unchanged death message, but we could also see something with very minor changes (e.g. a Grunt with custom sounds) but an original death message (e.g. "Player was executed by a Quake Fanatic").

Maybe it depends on the complexity of the game. For something as simple as a Spear of Destiny mission pack, changing the graphics and sounds may be enough for something to be considered a new enemy (this is exactly what they did), but is this valid for a more advanced thing like Quake? Also, as you said, it could depend on whether or not something can be changed - is it possible to make custom death messages or are they hardcoded?

I have a feeling it will take us a while to figure this one out...