Added skidmark decals — like many things they needed some reworking to take account of ‘darkwind time’. Added lots of vehicles purchased from the ‘web: we will be working on these to ‘post-apocalyse’ them. (Hey, is that even a real word?) Coded up dynamic integration rates, so that faster moving vehicles get better granularity in their simulation. This fixes some funny stuff at high speeds. Made an object viewer application.
Improved the automatic script patching & engine versioning system. Implemented graphical media file encryption (bitmaps, meshes), and some other security improvements… but exactly what is a secret, innit?. Got some custom paintjobs from some of my friends…
And made another track…
[This is an historical blog post which used to live on my Darkwind website]