The script format is the same as the console command-line, so no new
format :). The scripts are compiled to byte code and cached. They are
referenced by name (eg, "pt_fire"), though the names are likely to change.
It seems to work quite well and should prove to be a good basis for
scripting particle effects in general.
This fixes the status bar refresh issues in sw. The problem was that with
two viddef's hanging around, things got a little confused and recalc_refdef
wasn't getting into the renderer.
This allows the vid module to load the render module and access render
specific functions before the renderer initializes, which happens to need
an initialized vid module...
The renderer now gets initialized and things sort of work (qw-client will
idle, though nothing is displayed). However, as the viddef stuff is broken,
it segs on trying to run the overkill demo.