Wanted to test the outline effect again but this time it's done in the engine so I can change it on the fly!
Paper Life.
We reworked the throwable flares recently!
Follow up of the rain with a added splash effect in action
Adjusted the auto aim to account for where the camera is looking when focusing, also here's the aim indicator in motion.
(this is old news, I know, I'm just reposting stuff from my idtech.space account) One of the highly requested features in Xash3D FWGS was player decals. The GoldSrc implementation, to be honest, sucks ass. For some reason, they generate a WAD file, then pack it into a special file format archive that acts like a cache called HPAK (that custom.hpk file!). File limit size was a pathetic 16 kilobytes, but understandable for it's time. Step by step, we got rid of this mess. Unkle Mike implementedβ¦
fog is cool
hm, it's almost as if some of these maps were intended to have lit water... ...no, of course, they mostly weren't, but soon level designers would be able to easily configure it through worldspawn's key/value settings in a new feature coming to xash3d-fwgs
Rain with the Arrangement dust effect
No point having a rifle with a scope if you cant use it!