>it's an outdated way of rendering
I think you completely miss the point. The goal to use this is to make 'the easiest to percept picture'. Not beautiful, not modern.
As texreduce (know also as picmip) is now not about a memory/bandwidth problems, but about a more comfortable picture to percept.
>You can also set these values more specific by using the commands
Again, it is not about post processing, it is all about perception. So player model get one brightness and a map gets another one.
> This can all be adjusted by changing the configuration file of the hudguns itself (usual inside the hudguns folder within the specified playermodel, called md2.cfg, md3.cfg, md5.cfg or iqm.cfg, as the format of the playermodel might be different from other playermodels). All commands (and nearly all their options) can be found on the node right here.
Are you an engine developer? As far as i know, hudguns in fps have a special render, so the problem is setting fov and a model matrix. Much easier than editing files.
Default weapons are good, well designed and so on. But they are not about 'the easiest to percept picture', they are just eating lots of a screen space.
And almost all online fps have settings, similar to those i've describe above.
>Tweaking particles
>Tweaking animations
Maybe i express myself a bit incorrectly. I meant only an explosion effect with annoying particles, which itself is large and animated.
And again, despite of a good looking, it creates a lot of distraction. So options, that make it more simple, smaller and less animated would be nice.
>The perfect hitscan can't be reached in theory as the server still controls when you hit or not
As it was mentioned in this thread, it is client side. And unreachable perfection is not an unreachable improvement.