So I see all of the current servers using projectile outlines yoinked from valor source, I used it myself too until couple weeks ago when I figured out the "correct" way to do it.
Worth to say the only reason I was able to figure this out is because I knew it could be done, since RotF did the outlines correctly.
-Go to Parameters.as (com.assembleegameclient.parameters).
Add this line if you haven't:
Code:
setDefault("projOutline", false);
-Go to Options.as (com.assembleegameclient.ui.options)
go to addGraphicOptions, or in some other function where you add options, your choice.
and add this line
So I see all of the current servers using projectile outlines yoinked from valor source, I used it myself too until couple weeks ago when I figured out the "correct" way to do it.
Worth to say the only reason I was able to figure this out is because I knew it could be done, since RotF did the outlines correctly.
-Go to Parameters.as (com.assembleegameclient.parameters).
Add this line if you haven't:
Code:
setDefault("projOutline", false);
-Go to Options.as (com.assembleegameclient.ui.options)
go to addGraphicOptions, or in some other function where you add options, your choice.
and add this line
care to explain what you meant by 'the correct way'? this is just as convoluted if not more than valor's solution, literally just call p3d's (this.p_) size in draw() and work off that. also, the scaling outline width was omitted, meaning large projectiles will look less outlined in comparison to small ones (small ones could go as far as 50% black, meanwhile large ones can go as low as 5% black, it makes them look disproportionate together)
care to explain what you meant by 'the correct way'? this is just as convoluted if not more than valor's solution, literally just call p3d's (this.p_) size in draw() and work off that. also, the scaling outline width was omitted, meaning large projectiles will look less outlined in comparison to small ones (small ones could go as far as 50% black, meanwhile large ones can go as low as 5% black, it makes them look disproportionate together)
probably shouldn't have called it the "correct way", but this way you get outlines with the glow/shadow around it, like on "regular sprites" that go through GlowRedrawer.outlineGlow. Which is what I was looking for.
as to scaling the outline width, if that happens, I haven't noticed it or anything like it in the 3 weeks I've used this.