Originally posted by Seven
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2) What does it contain and why is it here in the first place if it's so useless?
3) Would this work with the SMC .pk3 in \id1? I was under the impression that for multiple gamedir commands to work, mods had to be put in separate folders.
Whooow, finally someone who is using this SMC feature 
It took some coding time to achieve it. I always use it and would not know what to do without it. LOL

It took some coding time to achieve it. I always use it and would not know what to do without it. LOL
Yes sure. Find the download link at the end of this post. Replace the shader with the other one. Sorry to hear that you are using badly positioned realtime lights.
Now I have no idea how RTlights editing is done but I'm learning to map and I know that you don't need to add light entities to a torch because its flame already has built-in light properties, and I would assume you don't need to either when editing RTlights. Which is why I'm surprised that these torches are so badly lit and cast these huge black shadows. I took a few screenshots to show you what I mean:



Note that the last one isn't too dark but its size is still weird. To expand on what I said in my previous post, it seems that I was a bit wrong. Torches aren't always lit from above like this:

Note how the side that faces up is lit but the side that faces down is not, thus creating this large shadow on the floor. Conversely, that one:

has the side facing down lit and the other side not, thus projecting a shadow on the wall behind it. The second picture above even has a shadow cast on the side! It's as if the torches are not emitting light by themselves but instead have extra light entities placed near them.
I do love nice shadows in DP. Emphasis on nice. But in real life, a lit torch has fire all around its top part, therefore it casts little to no shadow unless it is also lit by another nearby light source, which is clearly not the case here. Hence my question.
Oh by the way, in the first pic, if you look closely you can see that the backgrounds of the armor and ammo icons are not completely transparent. How do I fix this considering the HUD alpha is set to 0?
There is a saying in Germany: The customer is king.
While we are at it, here are some features I am currently implementing into SMC v5.53:
- find a way to make flying replacement monsters not replace monsters inside water, and if possible not go in the water at all. Scrags are OK because they apparently have some anti-gravity power and can go anywhere, but seeing an afrit flap its wings underwater is very odd to say the least!
- by extension, not every monster fits in every environment and it would be nice to be able to select where they appear. For example, I'd like spiders to show up only in caves and outdoor areas. I have a feeling it might not be possible without extensive code modifications, though.
- add an option to have blood splatters appear on screen only when you're wearing the biosuit (and clean them when you enter a liquid): unlike the biosuit, Ranger's helmet doesn't have a visor so it's not realistic to have splatters at any time.
- add an extra particle in clean water that would simulate tiny fish or krill, with erratic moves somewhat similar to embers except in all directions (embers tend to float upwards).
Additionally, I use Capnbubs' dog exclusively. I find the SMC's new dog very ugly (sorry) but I like its new animations very much, so here's my question: would it be within the realm of possibilities to add the new animations to Capnbubs' model? I'd love to see it howl and bark. If you're not skilled enough to do that on your own, maybe we can find an animator like Dutch or Madfox willing to undertake that.
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