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 invalid player models causing crashes? - likely caused by corrupt data plats with spawnflag PLAT_LOW_TRIGGER breaking with high lip value set - FIXED by setting tmin[2] differently for this spawnflag no audio in Q2 intermission cinematics - FIXED by better order-of-operations handling in snd_dma.c->S_RawSamples alpha test textures not displaying properly on ATI cards (lightmap blended into alpha channel?) depthhacked model appearing at player origin in Lazarus model test map