Improved 64-bit lightmap fix due to Hemebond observation at DarkPlaces Beta github. "pak_this_map" outputs the archive as "my_map.pk3" instead of "my_map.zip". PRId64 properly implemented in a way that works with GCC, MinGW (GCC for Windows) and Visual Studio. In the past, the wrong macro was used and also improperly. Dungeon API implemented fully (in theory) although not multi-threaded yet. r_replacemaptexture now ignores _glow textures and real-time replaces during autocompletion. More in readme.
Improved 64-bit lightmap fix due to Hemebond observation at DarkPlaces Beta github. "pak_this_map" outputs the archive as "my_map.pk3" instead of "my_map.zip". PRId64 properly implemented in a way that works with GCC, MinGW (GCC for Windows) and Visual Studio. In the past, the wrong macro was used and also improperly. Dungeon API implemented fully (in theory) although not multi-threaded yet. r_replacemaptexture now ignores _glow textures and real-time replaces during autocompletion. More in readme.
looks familiar
Maps with Christmas lights and also released on Christmas always add to the holidays!
Great news here
Bugged/inconsistent shading is gone. I have tested several levels and everything looks fine.
Thanks for verification. Hemebond's 2x lookover was the key.
just a thought... I have been using your compass radar flashlight mod for secret hunting. The problem is that secret find/undiscovered status resets after each load or quickload and all secret markers are visible again as undiscovered. It is hard to keep track what secret areas have been already visited. Could that information be part of save file so that the secret area radar shows after reload only undiscovered secrets?
CSQC can't save and it doesn't actually know what secrets you have found at all so it just removes the marker if it thinks you walked in the area.
Eventually I might come up with something, though.