and dun worry, i dont mind at all if we have to wait longer, seeing waiting longer means more awesome features <3
id gladly wait for another year even if it would mean we'd get a ton more awesome new features
ill try to keep a balance between amount of rain and fps. but other people would have to help on that a bit by lettting me know if its to much, i myself have an uber-powerfull pc and thus even with gigantic amounts of rain i get little to no fps drop at all.
and thanx, i surely will, totally excited to add rain and rising ash and rising steam for ROGUE
EDIT: btw i had an idea.... couldnt the rain code be changed somehow so that instead of calculating the amount of raindrops based on 'blocksize divided by the specified value' that it instead bases the amount of raindrops based on 'drops per unit/meter'? so that no matter how big or small you'd make a rainblock that the amoujnt of rain per meter would always be the same, and thus you wont get that tiny rainblocks would have to much rain compared to bigger ones
and that would also allow for specifying the amount of rain a person likes through a cvar, cuz the 'drops per units/meter' could easily be increased&decreased. and then people who'd like more rain could have more while people who like less can have less, without the need to use a different ent file
wouldnt this be possible? to make the engine calculate amount of raindrops per second based on 'drops per meter' instead of 'blocksize divided by specified value' ?
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