Leaving a mark
Blast marks that match the surface, consistent shot origins and better attack poses.
Leaving a mark
Blast marks
Projectiles with an impact effect now leave a blast mark, and as in the original the mark depends only on the surface it hit: stone, wood, metal, dirt and so on, read from the original surface data. Marks last until the end of the round, and past a limit the oldest one is reused, as most shooters do.
Where shots start
Each weapon type now has its own starting point for its projectiles, shared by every character. Move it once and every character with that weapon type follows.
Better attack poses
- Upper-body attacks no longer twist the hips. Attacks play on the upper body only, over whatever the legs are doing. The original attacks turn the hips and counter-twist the spine, which looked wrong when only the upper half played. The converted attacks now hold the hips still and let the spine do the turning.
- Idles faced the wrong way. Every idle stance came out turned left in game. Fixed at conversion.
- Weapons stay in stance while moving. The character now holds its weapon stance on the upper body while walking, running, crouching or jumping, instead of falling back to a generic run.
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