Aerasol wrote:but- everybody else has a "tester" title on their name... mine is just "end user"...
I added you to the testers some time ago but forgot to change your rank. I'll fix it now.

As for declassifying information... most of it already is. The patch implementations were listed on the main site's news some time ago. My map is advertised in the editor section. The new q3map2 will be made available to the public as soon as we make sure nothing is wrong with it. What else is there?
About retexturing the original maps:
I only have 5 of the original beta 2.0 map files. br_durango, br_farm, br_mexico, du_highnoon and wq_canyon. From version 1.2 I have wq_fortsumter, wq_town and wq_silvercity. wq_train was decompiled by me and isn't the original file. (I'm surprized it turned out as good as it did.)
So, we only have a very few files to work with and I don't think it's worth it unless we retexture them as well. But like Lethal said we don't have the manpower for it.
El vAkonD wrote:However if you would like to release a new wq3 before the new engine, why can't we make new maps even with new textures, and everything else?
Um, wq_CoyoteBluff fits that description does it not?

Who will join me in this effort?
El vAkonD wrote:Huh, I forgot to ask you, Neckerson about your phong shaded terrain. Isn't your shadeangle a bit too high? It seems to me it rounds down the planeangles and smooths the edges too strong, perhaps it would look even nicer, if you decreased the angle a littl'bit.
I used the default shadeangle of 60 that was in the sample shader file. Yes, I plan to test the results with a decreased value but simply haven't had time yet.

I also plan to change the textures to better ones.
El vAkonD wrote:I don't know what causes the dark splotches, but also the original q3map2 produce it, so it's maybe a bigger problem. Red, you should try to separate every light source, to find which cause it exactly. Anyway, has the campfire an own light, or you make it with another?
I
have isolated it and it is caused by the fire texture which has a shader that causes it to make it's own light. I suspect the shader may be causing the weird effect. If not, it is a problem with q3map2 and nothing to do with your modifications. Again, I have had no time to experiment with other light producing textures. I hope to find time this weekend for many tests.

Good feedback and discussion here! Keep it coming and don't hesitate to do the same in other threads.