C++ programmer, Half-Life 1 modding enthusiast. Developer of GoldSrc Monitor, PrimeXT, and other related things. One of Xash3D FWGS engine contributors.
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
Finished decompiling animated logo from HL25, might not be very accurate, but I tried. The code: github.com/FWGS/mainui_cpp/pull/β¦
Of course, now I'm having fun drawing custom strings...