to bad he abandoned it to do more streamlined quake engines alltho nice for the mapper who likes an unpolluted engine i tried the other way so much of the work that went into his last source has made it to this "far from done so dont shoot me

it provides bumpmapping fair and square but without the speed hit from ppl due to rotating lights at the player position with a cubemap
to get the bump effect "gl_dot3bump 3 gives a nice example"
it also provides a simple way to use colored lighting as specular highlights. Missiles etc now have directional colored light.
bloom was planned in this engine but the functions where empty i took a quantum leap and fixed the bloom code from fte so theres no lines stripes or any other oddity but the bloom effect in fact its even better than dp's atm.
as much as i like mh's way of doing things he allmost allways goofs up the texture loaders


qc well i noticed mh was planning to do realtime compilations of qc unfortunatly my main work area is opengl + quirks i dont have a load of experience with the qc code but ahhh hmm all the wm code from bengt jardrups nehquake have been added "scary stuff since i found out he actually made an error xD trying to run a dynamic progs loader through a built in debugger with a fixed size is prone to errors i think thats why he keept the old GetEdictFieldValue to avoid a massive rewrite since doing it with dynamic edicts makes every mod go boom with an error.
plays marcher pretty fine btw

looks totally awsome with cutscene mods like zerstoerer

there are some quirks tho and i hope he would like to atleast take a look at it.
like crashing to desktop on some mods "no errors ? i cant even tell what makes it do it the debugger plays fancy on me with empty data"
sometimes it just stalls "endless loop again no error"
i suspect it to be the old 3dhud code new version doesnt need a hack for cutscenes and runs flawlessly removing the hack in the old one crashes it on load on any game even id1.
the truely nice thing is you dont need any external stuff all things like water warp, particles, etc. are are hardcoded into the engine with a resource loader. ofc if you want nicer textures you can allways externals like lits / models / map textures etc.
i even added arb & nvidia fragment shaders for use with heathaze warp effects etc. atm only heathaze is enabled since it uses a dual layer liquid shade effect for water slime etc and it doesnt play nice with the fragment shaders due to state changes "tmu0 tmu1 fragments are on tmu1 but the state change to tmu0 for the second layer goofs it up".
loads more work comming up but job keeps me from keeping a fast pace

so if anyone wants a to give it a spin and or can host source + engine let me know i think you might find it real nice loooking
