Bounce works different in VHLT. There is no difference between 8 bounces and 1000 bounces. 8 which is default is enough, but for final 16 or 32 wouldn't hurt. Actually since now it's being calculated in a realistic way, the more bounces the better, but even direct sunlight would lose all it's power in ~10 bounces so it would be just a waste of compile time...
This may sound crazy but would it be possible to implement dynamic radiosity (aka real-time global illumination)? I have seen it done in old games like Quake 2.
The bigger the light source, the blurrier the shadows. On a clear day shadows can be razor sharp because sun only covers about a degree on the sky. But on a cloudy day there can be no shadows at all because the whole sky becomes one huge light source illuminated by the sun...
Edit: Daub, in my opinion free rotation would oppositely allow for better perception of where the sound is coming from. Like in real world, you could move as fast and as slow as you want, gradually etc. Just experiment, I hope it's not that hard to implement...
"Touch" flag should work, try it with or without some other parameters and flags. Try func_button with "Touch activates" flag. Try zhlt_noclip 1 on it, NULL and BEVEL textures to make it non solid...
Yeah, since you only provide one sense - sound, you better make it good. Because even in real world pure sound is hardly enough, since we have other senses like touch/pressure. So, like SpaG mentioned, some basic sound physics (single axis/plane, 2D or whatever, I assume) would add a lot.
I think you need a bit cleaner sounds, especially the wall bump one. The controls are a bit hard to get, I'm still not sure which way you're facing when walking sideways.
Cover half the map in solid sky and compile. If you still get leak it's in the uncovered half. Cover it and cut the sky in half again. Repeat this till it gets very small and you will find it easily.
Woooo, concrete jungle! Very nice, ninja. Add tons of dirt, rust etc everywhere. Add more adverts, wires hanging eveywhere. Look up some Hong Kong for inspiration.
Nice, noSICK. Like the darkness, kinda makes it mysterious and scary, feels almost like an old spaceship.