UPDATE
-Update to MTA 1.5.7
-Fixed a reload animation skip glitch when pressing C+R quickly
-Updated dynamic lighting to use new "areVehicleLightsOn" function when the client meets the requirements
-Removed the need of pressing "W" to enable debugging for staff members, added new setPlayerScriptDebugLevel instead
-Updated Berlin-Mitte to latest version
-Fixed an annoying warning of admin panel
-Fixed fire rate of Remington Mod. 11 and Sjögren Inertia shotguns
Future technical improvements
I am never stopping to learn and in the meantime i managed to improve some shader effects, namely dynamic lighting and the water shader.
While the new dynamic lighting will most likely not be implemented in SAAW-WW2 (it is very demanding for weak PCs), the improved water shader will most likely hit SAAW-WW2 with a coming update. The changes in detail:
Dynamic lighting has been enhanced by a "night-mode" that can actually make nights realistically dark. This effect is demanding and will not be implemented in WW2 but it is a core feature of my next server. Dynamic lighting can also support lightmapping (Textures on objects/vehicles/players that can self-illuminate in the darkness). The follwing picture shows a dark environment at 2:00 AM with a robot that has glowing eyes.
Better implementation of dynamic lighting with normal shading - the current lighting method has some issues because it is not compatible with the sun shader. Sun shader will not be used in my next server project, thats why i can make dynamic lighting fully compatible with everything: OLD STANDARD GTA AT NIGHT
CURRENT DYNAMIC LIGHTING + NEW NIGHT MODE
NEW DYNAMIC LIGHTING + NEW NIGHT MODE COMPATIBLE
And now lets get to the most interesting aspect (at least for me, lol, it was a bunch of work) Shore fading!
Objects in water do now fade out when they sink deeper into the water, the water is no longer a "hard" surface where suddenly everything disappears. The effect is not 100% finished yet but i think it could be done really quick. OLD WATER SHADER:
NEW WATER SHADER: