Marcel

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Ok, I'll try that. Will probably just take a little more time to redo this cleanly and thoroughly tested.

Technically, I found a solution for most of the things so far. Anyway, there is something interesting I'm stuck at for now. Look at: ![shader](https://user-images.githubusercontent.com/238558/156936118-890e9e21-50c3-452b-8a4a-f73115080c89.jpg) With fog, everything looks good...

Hm, maybe also the exception case mentioned here? https://github.com/gemrb/gemrb/blob/9122d29f65406a24ba2044dbbd58bfdd20a7f2f1/gemrb/core/CharAnimations.cpp#L290-L294

Interesting, I observed that in IWD2 there is this behaviour already for snow. Even more, there was a very local snowing (Targos), that was easily outlined as it was on...

I had an idea and did some sketching on Processing. Instead of painting lots of particles, we procedurally create a rain (and also snow) texture sequence that is seamless horizontally...

Yeah, would need a sync with the audio and screen flashing (not sure if we do this already), but here with brightening up and reduced transparency at the slopes of...

+1 for NSIS, you can do a lot of things and make it look nice.

Any example? I don't remember something like this in ages, but not sure if people started to do all this signature stuff with MS or something.

In PST, I frequently hear beeps on Windows, mostly after loading. Why that: Some bytes of the names are apparently in an encoding that mismatches what the Windows command line...

It mostly works, yet there are incompatibilities between savegames when it comes to umlauts, and the inputs always appends garbage when typing such glyphs, i.e. I press `ü` and get...