vertex lights become dark after map transition (vid_restart fixes) - FIXED, caused by allocating 0x800000 max size for md2 models crash on darksun1.bsp when vertexlight/vertexlightbase fields not properly allocated (Hunk_Alloc problem?) - FIXED, caused by allocating same size for each poly in a surface crashes when loading a game that has a target_text box open - FIXED by clearing textdisplay pointer in each client struct during load process skin name the same as player model name duplicated in skin display list - FIXED with better filename checking 2D disappearing when in 3rd person mode w/ projection shadows - FIXED by clearing z coordinate in vertex array drops to console (SV_DemoCompleted, SV_Nextserver called twice) when changing from demo to normal map in a nextserver sequence (Belly of the Beast, SOG) - FIXED by clearing sv.demofile file handle in SV_DemoCompleted models with bad skinnums rendered as invisible (0 alpha?) - FIXED by checking skinnum before assgning renderparms alpha test textures not displaying properly on ATI cards (lightmap blended into alpha channel?) - FIXED by setting alpha in lightmap to 255 memory leak on vid_restart / map change - FIXED by freeing JPG file buffer no audio in Q2 intermission cinematics - FIXED by better order-of-operations handling in snd_dma.c->S_RawSamples plats with spawnflag PLAT_LOW_TRIGGER breaking with high lip value set - FIXED by setting tmin[2] differently for this spawnflag door and plat looped sounds can get stuck on when blocked by a monster - FIXED by clearing looped sound for all cases in door_hit_top()/door_hit_bottom() and plat_hit_top()/plat_hit_bottom() fatal error when loading too many md2 models (VirtualAlloc reserve failure) - FIXED by implementing new ModChunk_ memory allocation system for models game menu text doesn't show when connected to RA2 server - FIXED by allowing CS_STATUSBAR to overflow thru CS_AIRACCEL-1 Crucified insane in jail4 moving downward when player is shot by blaster guard. Causes startsolid error for key_security_pass spawned by target_spawner in air above floor. This is due to insane's earlier death by crusher, spawning key_security_pass when crusher overlaps its bbox. - FIXED by using moreflags edict_t field for internal crucified checks Thirdperson player shadow not drawn correctly at times (start of hangar1) Acebot dead bodies have interpolation glitch on respawn - FIXED by setting oldorigin in ACESP_PutClientInServer() invalid player models causing crashes? - likely caused by corrupt or missing player models Filelists not downloading all pak files (brazen) - FIXED by preventing HTTP download of the first pak in a filelist from aborting other paks Maps.lst on disk override same filename inside pak? - FIXED by adding check against tryExtFirst files in FS_FileInPakBlacklist(), then testing for local file on disk Text color codes not handled properly by Con_Print()? - FIXED by adding formatting tracking for console line feed