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invertedpenguin: replaced the shader of the blood pool behind RA
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2 changed files with 13 additions and 1 deletions
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@ -55,6 +55,8 @@ add: /waitms <milliseconds> to delay command executions by the specified number
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add: r_alphaToCoverageMipBoost <0.0 to 0.5> (default: 0.125) boosts the alpha value of higher mip levels
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with A2C enabled, it prevents alpha-tested surfaces from fading (too much) in the distance
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chg: invertedpenguin's RA blood pool has a new look to help better see the RA against its background
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chg: forcing the nopicmip flag on 2 new texture folders: "textures/npmenv" and "textures/npmpads"
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chg: r_vertexLight 1 no longer collapses shaders but replaces lightmaps with vertex colors
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@ -1617,7 +1617,8 @@ void RE_LoadWorldMap( const char* name )
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tr.worldMapLoaded = qtrue;
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byte* buffer;
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ri.FS_ReadFile( name, (void**)&buffer );
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int pakChecksum = 0;
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ri.FS_ReadFilePak( name, (void**)&buffer, &pakChecksum );
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if ( !buffer )
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ri.Error( ERR_DROP, "RE_LoadWorldMap: %s not found", name );
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@ -1663,6 +1664,15 @@ void RE_LoadWorldMap( const char* name )
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tr.world = &s_worldData;
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ri.FS_FreeFile( buffer );
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// invertedpenguin: replace the blood pool behind the RA because it severely impedes legibility
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// (yes, r_mapGreyscale can be an effective work-around)
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if ( pakChecksum == 1472072794 &&
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s_worldData.numsurfaces == 3064 &&
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!Q_stricmp( R_GetMapName(), "invertedpenguin" ) &&
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!Q_stricmp( s_worldData.surfaces[2859].shader->name, "textures/inpe/m_liq/meat_liquid_bloodpool_A" ) ) {
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s_worldData.surfaces[2859].shader = R_FindShader( "textures/liquids/calm_poollight", LIGHTMAP_NONE, 0 );
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}
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}
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