Forgot to note a major visual glitch; Maps that are using the static, "box" style skybox tends to visually bug out at certain angles. I think it's because the game is hitting its hardcoded poly-limit(since in order to achieve the black lineworks on models, it has to draw another copy of that model), and the game is opting to "draw" out the skybox first.
vanilla quake 3 maps, and maps that uses the typical, animated, "cloudy" sky are pretty much unaffected. One's mostly affected are those custom maps.
Forgot to note a major visual glitch; Maps that are using the static, "box" style skybox tends to visually bug out at certain angles. I think it's because the game is hitting its hardcoded poly-limit(since in order to achieve the black lineworks on models, it has to draw another copy of that model), and the game is opting to "draw" out the skybox first.
vanilla quake 3 maps, and maps that uses the typical, animated, "cloudy" sky are pretty much unaffected. One's mostly affected are those custom maps.