I have recently set out to fix quake 3's dynamic lighting. I have found a way to get dynamic lights to be properly additive. Which is done by a small and easy hack. Though it does break some multiplicative shader stages against lightmaps very slightly, they simply won't get lit right by the dlights.
I've had theories on how to fix that, but haven't really tried.
The main problem is getting these dynamic lights to orientate properly on walls and slopes...
This altered code seems to be heading in the right direction, but it does not work proberly.
texCoords[0] = 0.5f + (dist[0]*scale) - (normal[0]*(dist[2]*scale - dist[0]*scale));
texCoords[1] = 0.5f + (dist[1]*scale) - (normal[1]*(dist[2]*scale - dist[1]*scale));
It gives some mixed results... the dynamic lights appear on some walls correctly whilist sliding up some other walls depending on how far away it is, slopes end up being pretty weird... If anyone would like to help me that would be great!

