What changed
0 fixes0 additions1 change0 removals
changedThe primary change in this update is the inclusion of an Active Camo powerup: The way it works is pretty simple. When touched, it'll make a player look like this for 45 seconds: For now I've only placed active camo spawns on Symmetry and Longing, but if you'd like to place it on another map you can simply use the map weapon swap menu to do so. For spawning purposes it basically works the same as any weapon, so as soon as it's touched it will be eligible to respawn again. The other major change in this update is that the rendering configuration has been completely overhauled. This may not mean much to the layman, but it fixes some issues that I was previously having with refraction materials such as the one used for active camo. This also makes scenes much easier to light properly, which should not only improve visibility across all maps, but make custom maps easier to light as well.
Hailstorm VR changes
changedThe primary change in this update is the inclusion of an Active Camo powerup: The way it works is pretty simple. When touched, it'll make a player look like this for 45 seconds: For now I've only placed active camo spawns on Symmetry and Longing, but if you'd like to place it on another map you can simply use the map weapon swap menu to do so. For spawning purposes it basically works the same as any weapon, so as soon as it's touched it will be eligible to respawn again. The other major change in this update is that the rendering configuration has been completely overhauled. This may not mean much to the layman, but it fixes some issues that I was previously having with refraction materials such as the one used for active camo. This also makes scenes much easier to light properly, which should not only improve visibility across all maps, but make custom maps easier to light as well.
The primary change in this update is the inclusion of an Active Camo powerup: The way it works is pretty simple. When touched, it'll make a player look like this for 45 seconds: For now I've only placed active camo spawns on Symmetry and Longing, but if you'd like to place it on another map you can simply use the map weapon swap menu to do so. For spawning purposes it basically works the same as any weapon, so as soon as it's touched it will be eligible to respawn again. The other major change in this update is that the rendering configuration has been completely overhauled. This may not mean much to the layman, but it fixes some issues that I was previously having with refraction materials such as the one used for active camo. This also makes scenes much easier to light properly, which should not only improve visibility across all maps, but make custom maps easier to light as well.