Very nice work with the effect itself. Just the right amount of shiny. However, brown (stale) blood isn't supposed to be shiny, realistically speaking. Areas like the bloodied corridors just outside the Delta portal room (Delta Labs 4 and 5) which looks like it should be all fresh, wet, red blood, but instead is flat/vanilla blood there.
yeah still playing with it. I did all I found the material files but I need to take it out on some. Should have looked at the textures themselves. Missed a few of the others to I guess, I'll fix that.
Thanks. Its kinda funny when you think about it, up until this point I have not touched or even added material, def, or script files into the mod lol. Now I am.
well since 2.0, before that I had a mess lol. Totally changed direction at 2.0 for running mods and keeping the main game stock with better visuals that translate to the mods.
As it should be. No shoehorning gameplay changes in, no default AI changes... no added monsters. My biggest gripe with nearly ALL of the old graphical mods is that at some point, they all attempted to do more than just make the game *look* or *sound* better. They tried to change the way the game played. That's fine for addons and submods, but as a core "enhancement" mod... you've hit the nail on the ******* head! :D Keep up the good work, dude. I'll help when I can, just message/poke/stalk me. I have Linux builds of your code branch, including the load priority, muzzle flashes, and vertex memory enhancements. Lemme know if you want these included at each release.
I can extract certain .exe's or use Wine to install the files to whatever folder I choose. Would be nice to have just a simple zip, or a Linux executable, though.
I could maintain the Linux version, with your permission, of course.
toned it down a bit in the 2.6d patch, some area's it was a bit over the top.
Nice! Imma test it out, ASAP!
Very nice work with the effect itself. Just the right amount of shiny. However, brown (stale) blood isn't supposed to be shiny, realistically speaking. Areas like the bloodied corridors just outside the Delta portal room (Delta Labs 4 and 5) which looks like it should be all fresh, wet, red blood, but instead is flat/vanilla blood there.
The screenshot is perfect.
yeah still playing with it. I did all I found the material files but I need to take it out on some. Should have looked at the textures themselves. Missed a few of the others to I guess, I'll fix that.
Thanks, man. You're the best! This mod is becoming so ******* good... Maybe 0.15 more shiny?
Thanks. Its kinda funny when you think about it, up until this point I have not touched or even added material, def, or script files into the mod lol. Now I am.
well since 2.0, before that I had a mess lol. Totally changed direction at 2.0 for running mods and keeping the main game stock with better visuals that translate to the mods.
As it should be. No shoehorning gameplay changes in, no default AI changes... no added monsters. My biggest gripe with nearly ALL of the old graphical mods is that at some point, they all attempted to do more than just make the game *look* or *sound* better. They tried to change the way the game played. That's fine for addons and submods, but as a core "enhancement" mod... you've hit the nail on the ******* head! :D Keep up the good work, dude. I'll help when I can, just message/poke/stalk me. I have Linux builds of your code branch, including the load priority, muzzle flashes, and vertex memory enhancements. Lemme know if you want these included at each release.
I do not know linux at all, I am using a exe install (that doesn't work on linux right?) but would put up a separate version for linux for sure.
I can extract certain .exe's or use Wine to install the files to whatever folder I choose. Would be nice to have just a simple zip, or a Linux executable, though.
I could maintain the Linux version, with your permission, of course.
Yeah, which ever you think is best and we'll add it to the download section.