Hogsy: I've never played FAKK2.
jitspoe: Great textures. The buildings looks great on distance, but I recall playing some maps with similar buildings, and they looked boring when I walked near. That architectural style can be tricky to pull off.
![Big Grin :D](./images/smilies/icon_biggrin.gif)
Good luck.
ceriux wrote:Mankrip I really really like those particles. I wish dp and fte had particles like that. Instead they have those neon blob particles... :-[
Thanks. In fact, they're a bit inspired in Darkplaces' particles - the "translucency" fading is linear, instead of being proportional to the sphere density (which would be more accurate). At least, that's how I remember Darkplaces' particles looking like.
This time I've aimed for a more gameplay-focused visual style, instead of the pure mathematical accuracy focus employed in the previous version of my particle drawing code. The more distant the particles are, the more they'll look like the vanilla DOS Quake's particles, making it easier to see where the shots hit. And the closer they are, the more "soft" they become, to not distract the player.
The algorithm has been refined a lot since those screenshots, and the pixel distribution algorithm has been fixed so the individual particles looks less grainy. Even though the code is already fast, it still needs a few important optimizations before reimplementing the translucent particles. I'm really curious to see how the final effect will look.