by qbism » Mon Feb 01, 2016 7:13 am
I never expected the engine would get back to 'faithful' colors, but now it's much closer. The idea converged with a goal to make the exe independent without a special folder or pak. This build does away with the final 'training wheels' supporting the lighting model, including a hacked palette. A custom palette can still be loaded, but the default is the Quake palette.
Advanced lighting features can be turned off in console, and 'restart' map:
r_fog 0
r_coloredlights 0
Existing users will want to change to the default palette (in console: r_palette palette) and move their config file to the id1 folder, or continue to reference the super8 folder with -game, -game2, etc. Originally a super8 folder was distributed and the engine was hardwired to use it as one of the mod dirs.