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Gotta save something for the next release! Seriously though, I did remove the options as things were changing at such a fast rate that what I had was pretty irrelevant. Also, the quality of how it turns out is heavily dependent on the textures used in the map. Brushmodels with a spawnflags of "Deathmatch Only" can cause some phantom colour spots in SP games (you'll see them around map exits in ID1); nothing much I can do about that without seriously breaking compatibility.
This release was really focussed on getting ID1 looking good. Aside from the trial runs mentioned above I haven't even touched on any mods or mission packs.
ahh, that's probably what it is with rogue. hip comes out ok. I can't wait till the next release then! having more customization
Depending on how much GUI real estate I have available I'd also like to provide a range scale slider for each of these (so we can have "let's have torches that colour to a long distance but scale lava back a little" scenarios). I may also add "Sky" as an option, but I don't really see it as being as important as the others. More of a "nice to have" feature than a "must have" one.
I'm also going to bear in mind the request for a list of textures to explicitly not have casting colour.
But right now though I'm busy on a much-delayed update of my Quake engine, so I won't be looking at any of this until that gets released.
Just to let people know that I'm quite unlikely to have time to work on this for a while yet. I'd actually forgotten all about it, but aside from that I'm up to my proverbials with RMQ right now. We'll see how things go as soon as I get the current part of the code I'm working on done though.
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