
Great screenshot, sock.
On a side note, MFX's CleanCut map fooled me into thinking my engine was buggy.
My engine has individual r_water_blend_alpha, r_slime_blend_alpha, r_lava_blend_alpha and r_portal_blend_alpha cvars for the turbulent surfaces. The old r_wateralpha cvar is ignored on surfaces assigned to those new cvars, and vice-versa.
When playing CleanCut, many surfaces were seemingly displaying grey void, and changing r_maxsurfs and r_maxedges didn't help.
It was only when playing it with Baker's Mark V engine that I saw that those surfaces were supposed to be translucent. And then I saw that the old r_wateralpha in my engine was still set to 1, and realized that those surfaces were actually turbulent surfaces using a flat-colored texture to simulate glass, and the name of that texture didn't match any of the categories of my new cvars, so the value of the old r_wateralpha cvar was used for them instead.
Creating new standards can lead to funny situations...
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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