You are welcome popcornjake, trying to maintain other's interest in this game helps keep it alive longer! Plus I like seeing the level of expertise you've attained, for this game as well.
Vast improvement in the lighting scheme. Just a few more tweaks here and there in that dept I'd say.
Again I'm going to nag you about propfades and collisions ( I noticed you did not specify a startfade distance, which causes the engine to do just that much extra work fading over a long distance. Ive gotten in the habit of making the startfade just a few units from the end, unless it becomes really obvious that way ). Some candidates I found very quickly:
[URL=http://s546.photobucket.com/albums/hh409/bc_haymaker/?action=view¤t=dm_kowloon_b40003.jpg][IMG]http://i546.photobucket.com/albums/hh409/bc_haymaker/th_dm_kowloon_b40003.jpg[/IMG][/URL] [URL=http://s546.photobucket.com/albums/hh409/bc_haymaker/?action=view¤t=dm_kowloon_b40004.jpg][IMG]http://i546.photobucket.com/albums/hh409/bc_haymaker/th_dm_kowloon_b40004.jpg[/IMG][/URL]
[URL=http://s546.photobucket.com/albums/hh409/bc_haymaker/?action=view¤t=dm_kowloon_b40005.jpg][IMG]http://i546.photobucket.com/albums/hh409/bc_haymaker/th_dm_kowloon_b40005.jpg[/IMG][/URL]
There are more I'm sure. One thing easy to cheat on is wherever there's a light sprite, get more aggressive with the fade because the sprite flare is more distracting anyway.
More seriously, make sure you double-check all clips, there are ways of getting around in this game that might surprise you:
[URL=http://s546.photobucket.com/albums/hh409/bc_haymaker/?action=view¤t=dm_kowloon_b40000.jpg][IMG]http://i546.photobucket.com/albums/hh409/bc_haymaker/th_dm_kowloon_b40000.jpg[/IMG][/URL]
^Took very little effort to get there.
One thing that is causing frame loss at ground level is the extended sightlines. It's a big geometry change but if you're serious about cranking that up, here's one solution:
[IMG]http://i546.photobucket.com/albums/hh409/bc_haymaker/dm_kowloon_b40008.jpg[/IMG]
[IMG]http://i546.photobucket.com/albums/hh409/bc_haymaker/dm_kowloon_b40006b.jpg[/IMG]
Note this only works with a horizontal hint at the top of the wall, map_wide. Player and engine will lose sight of the railway and everything beyond. Above the hint line performance will stay the same. There does not even need to be a ceiling on the new walls ( I screwed up the artwork in the second shot, it doesnt amtter as long as the vertical hint works out to terminate at a 45 deg angle ).
It's just an idea, and one that has big effect on the aesthetics, but it will definitely improve performance, and possibly gameplay too, as it traps the rpg a little better. Don't think I'm insisting you do it