As some of you may have noticed, 1.3.5 introduced a new format for font files. This was a requirement for supporting more languages, but unfortunately made it difficult for others to generate their own custom fonts.
However, I'm happy to announce that we'll be releasing our XNA content pipeline...
This is actually something I tried out extensively, but unfortunately due to the smooth look of waterfalls and the generally calm water underground it just looked weird.
It's possible that some combination of ripples and splashes would make it look natural, but as of right now there's no...
As of right now we have:
Off - Water as it is right now.
Low - You just get the passive water distortion, and things don't actually interact with it.
Medium - Players and most NPCs create ripples as they pass through water. (Along with other things like the drops of water from the...
It seems you've figured most of this out. However, you should simply be able to run the server in the provided mono with:
My original goal was to include the newest version of mono, however there ended up being several comparability issues with it and the utility that allows...
Unfortunately it seems that while improving the network code I broke it for Mono (OS X / Linux) users. I know where the issue is, and I'm working on a fix right now. We will have something out as soon as possible.
It's a bit different than you might expect. There really aren't any particles so to speak. It's just a single image of noise that's sampled in different ways to produce the illusion of particles. So whether there's a few or many, it's the same level of performance.
Well, all the white sand flakes in the background aren't individual particles, but rather a screen-wide shader. So there isn't much there to hurt performance.
That being said, there's always retro lighting. :)