Here is the latest shot to compare with one provided a few blog posts ago, but this time with the subtle bounce light from the ground lighting (notice the slightly green colour under the plank sticking out of the building).
More generally, having this extra bounce light in all the shaders (both sky and floor colour) is like having two extra lights on everything. It's subtle, but it does not only lift the scene but blends them altogether with a common colour theme, especially with the red, golden and darker skies!
Here are the settings I am using, but as with many things during beta development, if I change the shader levels all this could change again :) Don't worry about the 34 fps, the whole software slows down when all the slider panels are on (something to do with drawing each slider bar bit by bit).
Currently tackling a rather fiendish problem resulting from the terrain system not producing super-accurate LOD0 mesh versions of it's segments, meaning my glass terrain geometry can sometimes be cut by the real terrain. Boo! I have a few ideas along the lines of building my own glass terrain meshes from the height data, but first I am going to tinker with the built-in one first. It only happens when two segments meet, so that's my clue and my way in.
Currently riding high on the SLANT survey for "What are the best game engines for non-coders?". Why not check out the list and vote for your favorite here: http://www.slant.co/topics/1907/~what-are-the-best-game-engines-for-non-coders
A question also came up and worth bouncing out there. We now have different weapons coming in, and they have different 'hand' models. If you are doing a game which uses different weapon sources, do you care about the hands changing from 'gloved' to 'ungloved'? If so, do you have any ideas how we could tackle this without making artists lives hell? Food for thought.