]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
this patch may break things and needs testing
[xonotic/darkplaces.git] / model_brush.c
index 53a1f7cdecad9abfd572fcdccc1545de3659bca4..d7fef5d50ff34b37edeec17b969fc7365b4ca80b 100644 (file)
@@ -614,6 +614,7 @@ RecursiveHullCheckTraceInfo_t;
 #define HULLCHECKSTATE_SOLID 1
 #define HULLCHECKSTATE_DONE 2
 
+extern cvar_t collision_prefernudgedfraction;
 static int Mod_Q1BSP_RecursiveHullCheck(RecursiveHullCheckTraceInfo_t *t, int num, double p1f, double p2f, double p1[3], double p2[3])
 {
        // status variables, these don't need to be saved on the stack when
@@ -768,6 +769,9 @@ loc0:
        midf = (t1 - DIST_EPSILON) / (t1 - t2);
        t->trace->fraction = bound(0, midf, 1);
 
+       if (collision_prefernudgedfraction.integer)
+               t->trace->realfraction = t->trace->fraction;
+
 #if COLLISIONPARANOID >= 3
        Con_Print("D");
 #endif
@@ -903,12 +907,12 @@ void Collision_ClipTrace_Box(trace_t *trace, const vec3_t cmins, const vec3_t cm
        cbox_planes[3].normal[0] =  0;cbox_planes[3].normal[1] = -1;cbox_planes[3].normal[2] =  0;cbox_planes[3].dist = maxs[1] - cmins[1];
        cbox_planes[4].normal[0] =  0;cbox_planes[4].normal[1] =  0;cbox_planes[4].normal[2] =  1;cbox_planes[4].dist = cmaxs[2] - mins[2];
        cbox_planes[5].normal[0] =  0;cbox_planes[5].normal[1] =  0;cbox_planes[5].normal[2] = -1;cbox_planes[5].dist = maxs[2] - cmins[2];
-       cbox_planes[0].supercontents = boxsupercontents;cbox_planes[0].q3surfaceflags = boxq3surfaceflags;cbox_planes[0].texture = boxtexture;
-       cbox_planes[1].supercontents = boxsupercontents;cbox_planes[1].q3surfaceflags = boxq3surfaceflags;cbox_planes[1].texture = boxtexture;
-       cbox_planes[2].supercontents = boxsupercontents;cbox_planes[2].q3surfaceflags = boxq3surfaceflags;cbox_planes[2].texture = boxtexture;
-       cbox_planes[3].supercontents = boxsupercontents;cbox_planes[3].q3surfaceflags = boxq3surfaceflags;cbox_planes[3].texture = boxtexture;
-       cbox_planes[4].supercontents = boxsupercontents;cbox_planes[4].q3surfaceflags = boxq3surfaceflags;cbox_planes[4].texture = boxtexture;
-       cbox_planes[5].supercontents = boxsupercontents;cbox_planes[5].q3surfaceflags = boxq3surfaceflags;cbox_planes[5].texture = boxtexture;
+       cbox_planes[0].q3surfaceflags = boxq3surfaceflags;cbox_planes[0].texture = boxtexture;
+       cbox_planes[1].q3surfaceflags = boxq3surfaceflags;cbox_planes[1].texture = boxtexture;
+       cbox_planes[2].q3surfaceflags = boxq3surfaceflags;cbox_planes[2].texture = boxtexture;
+       cbox_planes[3].q3surfaceflags = boxq3surfaceflags;cbox_planes[3].texture = boxtexture;
+       cbox_planes[4].q3surfaceflags = boxq3surfaceflags;cbox_planes[4].texture = boxtexture;
+       cbox_planes[5].q3surfaceflags = boxq3surfaceflags;cbox_planes[5].texture = boxtexture;
        memset(trace, 0, sizeof(trace_t));
        trace->hitsupercontentsmask = hitsupercontentsmask;
        trace->fraction = 1;
@@ -1118,7 +1122,8 @@ middle sample (the one which was requested)
 void Mod_Q1BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
 {
        Mod_Q1BSP_LightPoint_RecursiveBSPNode(model, ambientcolor, diffusecolor, diffusenormal, model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, p[0], p[1], p[2] + 0.125, p[2] - 65536);
-       VectorSet(diffusenormal, 0, 0, -1);
+       // pretend lighting is coming down from above (due to lack of a lightgrid to know primary lighting direction)
+       VectorSet(diffusenormal, 0, 0, 1);
 }
 
 static void Mod_Q1BSP_DecompressVis(const unsigned char *in, const unsigned char *inend, unsigned char *out, unsigned char *outend)
@@ -1129,7 +1134,7 @@ static void Mod_Q1BSP_DecompressVis(const unsigned char *in, const unsigned char
        {
                if (in == inend)
                {
-                       Con_Printf("Mod_Q1BSP_DecompressVis: input underrun on model \"%s\" (decompressed %i of %i output bytes)\n", loadmodel->name, out - outstart, outend - outstart);
+                       Con_Printf("Mod_Q1BSP_DecompressVis: input underrun on model \"%s\" (decompressed %i of %i output bytes)\n", loadmodel->name, (int)(out - outstart), (int)(outend - outstart));
                        return;
                }
                c = *in++;
@@ -1139,14 +1144,14 @@ static void Mod_Q1BSP_DecompressVis(const unsigned char *in, const unsigned char
                {
                        if (in == inend)
                        {
-                               Con_Printf("Mod_Q1BSP_DecompressVis: input underrun (during zero-run) on model \"%s\" (decompressed %i of %i output bytes)\n", loadmodel->name, out - outstart, outend - outstart);
+                               Con_Printf("Mod_Q1BSP_DecompressVis: input underrun (during zero-run) on model \"%s\" (decompressed %i of %i output bytes)\n", loadmodel->name, (int)(out - outstart), (int)(outend - outstart));
                                return;
                        }
                        for (c = *in++;c > 0;c--)
                        {
                                if (out == outend)
                                {
-                                       Con_Printf("Mod_Q1BSP_DecompressVis: output overrun on model \"%s\" (decompressed %i of %i output bytes)\n", loadmodel->name, out - outstart, outend - outstart);
+                                       Con_Printf("Mod_Q1BSP_DecompressVis: output overrun on model \"%s\" (decompressed %i of %i output bytes)\n", loadmodel->name, (int)(out - outstart), (int)(outend - outstart));
                                        return;
                                }
                                *out++ = 0;
@@ -1256,14 +1261,18 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
        // fill out all slots with notexture
        for (i = 0, tx = loadmodel->data_textures;i < loadmodel->num_textures;i++, tx++)
        {
-               strcpy(tx->name, "NO TEXTURE FOUND");
+               strlcpy(tx->name, "NO TEXTURE FOUND", sizeof(tx->name));
                tx->width = 16;
                tx->height = 16;
-               tx->skin.base = r_texture_notexture;
+               tx->numskinframes = 1;
+               tx->skinframerate = 1;
+               tx->currentskinframe = tx->skinframes;
+               tx->skinframes[0].base = r_texture_notexture;
+               tx->backgroundcurrentskinframe = tx->backgroundskinframes;
                tx->basematerialflags = 0;
                if (i == loadmodel->num_textures - 1)
                {
-                       tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES;
+                       tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
                        tx->supercontents = mod_q1bsp_texture_water.supercontents;
                        tx->surfaceflags = mod_q1bsp_texture_water.surfaceflags;
                }
@@ -1280,8 +1289,8 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                return;
 
        s = loadmodel->name;
-       if (!strncasecmp(s, "maps/", 4))
-               s += 4;
+       if (!strncasecmp(s, "maps/", 5))
+               s += 5;
        FS_StripExtension(s, mapname, sizeof(mapname));
 
        // just to work around bounds checking when debugging with it (array index out of bounds error thing)
@@ -1323,7 +1332,7 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                                name[j] += 'a' - 'A';
 
                tx = loadmodel->data_textures + i;
-               strcpy(tx->name, name);
+               strlcpy(tx->name, name, sizeof(tx->name));
                tx->width = mtwidth;
                tx->height = mtheight;
 
@@ -1352,8 +1361,8 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        }
                        else
                        {
-                               if (!Mod_LoadSkinFrame(&tx->skin, gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true)
-                                && !Mod_LoadSkinFrame(&tx->skin, gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true))
+                               if (!Mod_LoadSkinFrame(&tx->skinframes[0], gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true)
+                                && !Mod_LoadSkinFrame(&tx->skinframes[0], gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true))
                                {
                                        // did not find external texture, load it from the bsp or wad3
                                        if (loadmodel->brush.ishlbsp)
@@ -1369,21 +1378,21 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                                                {
                                                        tx->width = image_width;
                                                        tx->height = image_height;
-                                                       Mod_LoadSkinFrame_Internal(&tx->skin, tx->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, false, pixels, image_width, image_height, 32, NULL, NULL);
+                                                       Mod_LoadSkinFrame_Internal(&tx->skinframes[0], tx->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, false, pixels, image_width, image_height, 32, NULL, NULL);
                                                }
                                                if (freepixels)
                                                        Mem_Free(freepixels);
                                        }
                                        else if (mtdata) // texture included
-                                               Mod_LoadSkinFrame_Internal(&tx->skin, tx->name, TEXF_MIPMAP | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer, mtdata, tx->width, tx->height, 8, NULL, NULL);
+                                               Mod_LoadSkinFrame_Internal(&tx->skinframes[0], tx->name, TEXF_MIPMAP | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer, mtdata, tx->width, tx->height, 8, NULL, NULL);
                                }
                        }
-                       if (tx->skin.base == NULL)
+                       if (tx->skinframes[0].base == NULL)
                        {
                                // no texture found
                                tx->width = 16;
                                tx->height = 16;
-                               tx->skin.base = r_texture_notexture;
+                               tx->skinframes[0].base = r_texture_notexture;
                        }
                }
 
@@ -1394,7 +1403,7 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        if (strncmp(tx->name,"*lava",5)
                         && strncmp(tx->name,"*teleport",9)
                         && strncmp(tx->name,"*rift",5)) // Scourge of Armagon texture
-                               tx->basematerialflags |= MATERIALFLAG_WATERALPHA;
+                               tx->basematerialflags |= MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
                        if (!strncmp(tx->name, "*lava", 5))
                        {
                                tx->supercontents = mod_q1bsp_texture_lava.supercontents;
@@ -1410,13 +1419,13 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                                tx->supercontents = mod_q1bsp_texture_water.supercontents;
                                tx->surfaceflags = mod_q1bsp_texture_water.surfaceflags;
                        }
-                       tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES;
+                       tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
                }
                else if (tx->name[0] == 's' && tx->name[1] == 'k' && tx->name[2] == 'y')
                {
                        tx->supercontents = mod_q1bsp_texture_sky.supercontents;
                        tx->surfaceflags = mod_q1bsp_texture_sky.surfaceflags;
-                       tx->basematerialflags |= MATERIALFLAG_SKY;
+                       tx->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
                }
                else
                {
@@ -1424,8 +1433,8 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        tx->surfaceflags = mod_q1bsp_texture_solid.surfaceflags;
                        tx->basematerialflags |= MATERIALFLAG_WALL;
                }
-               if (tx->skin.fog)
-                       tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
+               if (tx->skinframes[0].fog)
+                       tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
 
                // start out with no animation
                tx->currentframe = tx;
@@ -1597,7 +1606,7 @@ static void Mod_Q1BSP_LoadLighting(lump_t *l)
                        else if (filesize == 8)
                                Con_Print("Empty .lit file, ignoring\n");
                        else
-                               Con_Printf("Corrupt .lit file (file size %i bytes, should be %i bytes), ignoring\n", filesize, 8 + l->filelen * 3);
+                               Con_Printf("Corrupt .lit file (file size %i bytes, should be %i bytes), ignoring\n", (int) filesize, (int) (8 + l->filelen * 3));
                        if (data)
                        {
                                Mem_Free(data);
@@ -1639,23 +1648,23 @@ static void Mod_Q1BSP_ParseWadsFromEntityLump(const char *data)
        int i, j, k;
        if (!data)
                return;
-       if (!COM_ParseToken(&data, false))
+       if (!COM_ParseTokenConsole(&data))
                return; // error
        if (com_token[0] != '{')
                return; // error
        while (1)
        {
-               if (!COM_ParseToken(&data, false))
+               if (!COM_ParseTokenConsole(&data))
                        return; // error
                if (com_token[0] == '}')
                        break; // end of worldspawn
                if (com_token[0] == '_')
-                       strcpy(key, com_token + 1);
+                       strlcpy(key, com_token + 1, sizeof(key));
                else
-                       strcpy(key, com_token);
+                       strlcpy(key, com_token, sizeof(key));
                while (key[strlen(key)-1] == ' ') // remove trailing spaces
                        key[strlen(key)-1] = 0;
-               if (!COM_ParseToken(&data, false))
+               if (!COM_ParseTokenConsole(&data))
                        return; // error
                dpsnprintf(value, sizeof(value), "%s", com_token);
                if (!strcmp("wad", key)) // for HalfLife maps
@@ -1677,8 +1686,8 @@ static void Mod_Q1BSP_ParseWadsFromEntityLump(const char *data)
                                                {
                                                        k = value[i];
                                                        value[i] = 0;
-                                                       strcpy(wadname, "textures/");
-                                                       strcat(wadname, &value[j]);
+                                                       strlcpy(wadname, "textures/", sizeof(wadname));
+                                                       strlcat(wadname, &value[j], sizeof(wadname));
                                                        W_LoadTextureWadFile(wadname, false);
                                                        j = i+1;
                                                        if (!k)
@@ -2334,7 +2343,7 @@ static void Mod_Q1BSP_LoadLeafs(lump_t *l)
                out->numleafsurfaces = LittleShort(in->nummarksurfaces);
                if (out->firstleafsurface < 0 || LittleShort(in->firstmarksurface) + out->numleafsurfaces > loadmodel->brush.num_leafsurfaces)
                {
-                       Con_Printf("Mod_Q1BSP_LoadLeafs: invalid leafsurface range %i:%i outside range %i:%i\n", out->firstleafsurface, out->firstleafsurface + out->numleafsurfaces, 0, loadmodel->brush.num_leafsurfaces);
+                       Con_Printf("Mod_Q1BSP_LoadLeafs: invalid leafsurface range %i:%i outside range %i:%i\n", (int)(out->firstleafsurface - loadmodel->brush.data_leafsurfaces), (int)(out->firstleafsurface + out->numleafsurfaces - loadmodel->brush.data_leafsurfaces), 0, loadmodel->brush.num_leafsurfaces);
                        out->firstleafsurface = NULL;
                        out->numleafsurfaces = 0;
                }
@@ -2360,6 +2369,26 @@ static void Mod_Q1BSP_LoadLeafs(lump_t *l)
        }
 }
 
+qboolean Mod_Q1BSP_CheckWaterAlphaSupport(void)
+{
+       int i, j;
+       mleaf_t *leaf;
+       const unsigned char *pvs;
+       // check all liquid leafs to see if they can see into empty leafs, if any
+       // can we can assume this map supports r_wateralpha
+       for (i = 0, leaf = loadmodel->brush.data_leafs;i < loadmodel->brush.num_leafs;i++, leaf++)
+       {
+               if ((leaf->contents == CONTENTS_WATER || leaf->contents == CONTENTS_SLIME) && (leaf->clusterindex >= 0 && loadmodel->brush.data_pvsclusters))
+               {
+                       pvs = loadmodel->brush.data_pvsclusters + leaf->clusterindex * loadmodel->brush.num_pvsclusterbytes;
+                       for (j = 0;j < loadmodel->brush.num_leafs;j++)
+                               if (CHECKPVSBIT(pvs, loadmodel->brush.data_leafs[j].clusterindex) && loadmodel->brush.data_leafs[j].contents == CONTENTS_EMPTY)
+                                       return true;
+               }
+       }
+       return false;
+}
+
 static void Mod_Q1BSP_LoadClipnodes(lump_t *l, hullinfo_t *hullinfo)
 {
        dclipnode_t *in, *out;
@@ -2503,12 +2532,12 @@ static void Mod_Q1BSP_LoadMapBrushes(void)
        if (!maptext)
                return;
        text = maptext;
-       if (!COM_ParseToken(&data, false))
+       if (!COM_ParseTokenConsole(&data))
                return; // error
        submodel = 0;
        for (;;)
        {
-               if (!COM_ParseToken(&data, false))
+               if (!COM_ParseTokenConsole(&data))
                        break;
                if (com_token[0] != '{')
                        return; // error
@@ -2519,7 +2548,7 @@ static void Mod_Q1BSP_LoadMapBrushes(void)
                brushes = Mem_Alloc(loadmodel->mempool, maxbrushes * sizeof(mbrush_t));
                for (;;)
                {
-                       if (!COM_ParseToken(&data, false))
+                       if (!COM_ParseTokenConsole(&data))
                                return; // error
                        if (com_token[0] == '}')
                                break; // end of entity
@@ -2543,7 +2572,7 @@ static void Mod_Q1BSP_LoadMapBrushes(void)
                                }
                                for (;;)
                                {
-                                       if (!COM_ParseToken(&data, false))
+                                       if (!COM_ParseTokenConsole(&data))
                                                return; // error
                                        if (com_token[0] == '}')
                                                break; // end of brush
@@ -2552,25 +2581,25 @@ static void Mod_Q1BSP_LoadMapBrushes(void)
                                        // FIXME: support hl .map format
                                        for (pointnum = 0;pointnum < 3;pointnum++)
                                        {
-                                               COM_ParseToken(&data, false);
+                                               COM_ParseTokenConsole(&data);
                                                for (componentnum = 0;componentnum < 3;componentnum++)
                                                {
-                                                       COM_ParseToken(&data, false);
+                                                       COM_ParseTokenConsole(&data);
                                                        point[pointnum][componentnum] = atof(com_token);
                                                }
-                                               COM_ParseToken(&data, false);
+                                               COM_ParseTokenConsole(&data);
                                        }
-                                       COM_ParseToken(&data, false);
+                                       COM_ParseTokenConsole(&data);
                                        strlcpy(facetexture, com_token, sizeof(facetexture));
-                                       COM_ParseToken(&data, false);
+                                       COM_ParseTokenConsole(&data);
                                        //scroll_s = atof(com_token);
-                                       COM_ParseToken(&data, false);
+                                       COM_ParseTokenConsole(&data);
                                        //scroll_t = atof(com_token);
-                                       COM_ParseToken(&data, false);
+                                       COM_ParseTokenConsole(&data);
                                        //rotate = atof(com_token);
-                                       COM_ParseToken(&data, false);
+                                       COM_ParseTokenConsole(&data);
                                        //scale_s = atof(com_token);
-                                       COM_ParseToken(&data, false);
+                                       COM_ParseTokenConsole(&data);
                                        //scale_t = atof(com_token);
                                        TriangleNormal(point[0], point[1], point[2], planenormal);
                                        VectorNormalizeDouble(planenormal);
@@ -2832,6 +2861,7 @@ static void RemovePortalFromNodes(portal_t *portal)
        }
 }
 
+#define PORTAL_DIST_EPSILON (1.0 / 32.0)
 static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node)
 {
        int i, side;
@@ -2857,6 +2887,7 @@ static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node)
        nodeportal = AllocPortal();
        nodeportal->plane = *plane;
 
+       // TODO: calculate node bounding boxes during recursion and calculate a maximum plane size accordingly to improve precision (as most maps do not need 1 billion unit plane polygons)
        PolygonD_QuadForPlane(nodeportal->points, nodeportal->plane.normal[0], nodeportal->plane.normal[1], nodeportal->plane.normal[2], nodeportal->plane.dist, 1024.0*1024.0*1024.0);
        nodeportal->numpoints = 4;
        side = 0;       // shut up compiler warning
@@ -2878,7 +2909,7 @@ static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node)
 
                for (i = 0;i < nodeportal->numpoints*3;i++)
                        frontpoints[i] = nodeportal->points[i];
-               PolygonD_Divide(nodeportal->numpoints, frontpoints, clipplane.normal[0], clipplane.normal[1], clipplane.normal[2], clipplane.dist, 1.0/32.0, MAX_PORTALPOINTS, nodeportal->points, &nodeportal->numpoints, 0, NULL, NULL, NULL);
+               PolygonD_Divide(nodeportal->numpoints, frontpoints, clipplane.normal[0], clipplane.normal[1], clipplane.normal[2], clipplane.dist, PORTAL_DIST_EPSILON, MAX_PORTALPOINTS, nodeportal->points, &nodeportal->numpoints, 0, NULL, NULL, NULL);
                if (nodeportal->numpoints <= 0 || nodeportal->numpoints >= MAX_PORTALPOINTS)
                        break;
        }
@@ -2916,7 +2947,7 @@ static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node)
                RemovePortalFromNodes(portal);
 
                // cut the portal into two portals, one on each side of the node plane
-               PolygonD_Divide(portal->numpoints, portal->points, plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, 1.0/32.0, MAX_PORTALPOINTS, frontpoints, &numfrontpoints, MAX_PORTALPOINTS, backpoints, &numbackpoints, NULL);
+               PolygonD_Divide(portal->numpoints, portal->points, plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, PORTAL_DIST_EPSILON, MAX_PORTALPOINTS, frontpoints, &numfrontpoints, MAX_PORTALPOINTS, backpoints, &numbackpoints, NULL);
 
                if (!numfrontpoints)
                {
@@ -3274,6 +3305,9 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend)
        Mod_Q1BSP_LoadNodes(&header->lumps[LUMP_NODES]);
        Mod_Q1BSP_LoadClipnodes(&header->lumps[LUMP_CLIPNODES], &hullinfo);
 
+       // check if the map supports transparent water rendering
+       loadmodel->brush.supportwateralpha = Mod_Q1BSP_CheckWaterAlphaSupport();
+
        if (!mod->brushq1.lightdata)
                mod->brush.LightPoint = NULL;
 
@@ -3347,7 +3381,7 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend)
                        // copy the base model to this one
                        *mod = *loadmodel;
                        // rename the clone back to its proper name
-                       strcpy(mod->name, name);
+                       strlcpy(mod->name, name, sizeof(mod->name));
                        // textures and memory belong to the main model
                        mod->texturepool = NULL;
                        mod->mempool = NULL;
@@ -3908,23 +3942,23 @@ static void Mod_Q3BSP_LoadEntities(lump_t *l)
        memcpy(loadmodel->brush.entities, mod_base + l->fileofs, l->filelen);
        data = loadmodel->brush.entities;
        // some Q3 maps override the lightgrid_cellsize with a worldspawn key
-       if (data && COM_ParseToken(&data, false) && com_token[0] == '{')
+       if (data && COM_ParseTokenConsole(&data) && com_token[0] == '{')
        {
                while (1)
                {
-                       if (!COM_ParseToken(&data, false))
+                       if (!COM_ParseTokenConsole(&data))
                                break; // error
                        if (com_token[0] == '}')
                                break; // end of worldspawn
                        if (com_token[0] == '_')
-                               strcpy(key, com_token + 1);
+                               strlcpy(key, com_token + 1, sizeof(key));
                        else
-                               strcpy(key, com_token);
+                               strlcpy(key, com_token, sizeof(key));
                        while (key[strlen(key)-1] == ' ') // remove trailing spaces
                                key[strlen(key)-1] = 0;
-                       if (!COM_ParseToken(&data, false))
+                       if (!COM_ParseTokenConsole(&data))
                                break; // error
-                       strcpy(value, com_token);
+                       strlcpy(value, com_token, sizeof(value));
                        if (!strcmp("gridsize", key))
                        {
                                if (sscanf(value, "%f %f %f", &v[0], &v[1], &v[2]) == 3 && v[0] != 0 && v[1] != 0 && v[2] != 0)
@@ -3940,7 +3974,11 @@ static void Mod_Q3BSP_LoadEntities(lump_t *l)
 
 typedef struct q3shaderinfo_layer_s
 {
-       char texturename[Q3PATHLENGTH];
+       int alphatest;
+       int clampmap;
+       float framerate;
+       int numframes;
+       char texturename[TEXTURE_MAXFRAMES][Q3PATHLENGTH];
        int blendfunc[2];
        qboolean rgbgenvertex;
        qboolean alphagenvertex;
@@ -3975,7 +4013,7 @@ static void Mod_Q3BSP_LoadShaders(void)
        q3shaderinfo_t *shader;
        q3shaderinfo_layer_t *layer;
        int numparameters;
-       char parameter[4][Q3PATHLENGTH];
+       char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
        search = FS_Search("scripts/*.shader", true, false);
        if (!search)
                return;
@@ -4027,7 +4065,7 @@ static void Mod_Q3BSP_LoadShaders(void)
                                                numparameters = 0;
                                                for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
                                                {
-                                                       if (j < 4)
+                                                       if (j < TEXTURE_MAXFRAMES + 4)
                                                        {
                                                                strlcpy(parameter[j], com_token, sizeof(parameter[j]));
                                                                numparameters = j + 1;
@@ -4092,19 +4130,26 @@ static void Mod_Q3BSP_LoadShaders(void)
                                                                }
                                                        }
                                                }
-                                               if (layer == shader->layers + 0)
-                                               {
-                                                       if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
-                                                               shader->textureflags |= Q3TEXTUREFLAG_ALPHATEST;
-                                               }
+                                               if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
+                                                       layer->alphatest = true;
                                                if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
                                                {
-                                                       strlcpy(layer->texturename, parameter[1], sizeof(layer->texturename));
+                                                       if (!strcasecmp(parameter[0], "clampmap"))
+                                                               layer->clampmap = true;
+                                                       layer->numframes = 1;
+                                                       layer->framerate = 1;
+                                                       strlcpy(layer->texturename[0], parameter[1], sizeof(layer->texturename));
                                                        if (!strcasecmp(parameter[1], "$lightmap"))
                                                                shader->lighting = true;
                                                }
-                                               else if (numparameters >= 3 && !strcasecmp(parameter[0], "animmap"))
-                                                       strlcpy(layer->texturename, parameter[2], sizeof(layer->texturename));
+                                               else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
+                                               {
+                                                       int i;
+                                                       layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
+                                                       layer->framerate = atof(parameter[1]);
+                                                       for (i = 0;i < layer->numframes;i++)
+                                                               strlcpy(layer->texturename[i], parameter[i + 2], sizeof(layer->texturename));
+                                               }
                                                else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen") && !strcasecmp(parameter[1], "vertex"))
                                                        layer->rgbgenvertex = true;
                                                else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen") && !strcasecmp(parameter[1], "vertex"))
@@ -4133,7 +4178,7 @@ static void Mod_Q3BSP_LoadShaders(void)
                                numparameters = 0;
                                for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
                                {
-                                       if (j < 4)
+                                       if (j < TEXTURE_MAXFRAMES + 4)
                                        {
                                                strlcpy(parameter[j], com_token, sizeof(parameter[j]));
                                                numparameters = j + 1;
@@ -4158,18 +4203,26 @@ static void Mod_Q3BSP_LoadShaders(void)
                                                shader->surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
                                        else if (!strcasecmp(parameter[1], "areaportal"))
                                                shader->surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
+                                       else if (!strcasecmp(parameter[1], "botclip"))
+                                               shader->surfaceparms |= Q3SURFACEPARM_BOTCLIP;
                                        else if (!strcasecmp(parameter[1], "clusterportal"))
                                                shader->surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
                                        else if (!strcasecmp(parameter[1], "detail"))
                                                shader->surfaceparms |= Q3SURFACEPARM_DETAIL;
                                        else if (!strcasecmp(parameter[1], "donotenter"))
                                                shader->surfaceparms |= Q3SURFACEPARM_DONOTENTER;
+                                       else if (!strcasecmp(parameter[1], "dust"))
+                                               shader->surfaceparms |= Q3SURFACEPARM_DUST;
+                                       else if (!strcasecmp(parameter[1], "hint"))
+                                               shader->surfaceparms |= Q3SURFACEPARM_HINT;
                                        else if (!strcasecmp(parameter[1], "fog"))
                                                shader->surfaceparms |= Q3SURFACEPARM_FOG;
                                        else if (!strcasecmp(parameter[1], "lava"))
                                                shader->surfaceparms |= Q3SURFACEPARM_LAVA;
                                        else if (!strcasecmp(parameter[1], "lightfilter"))
                                                shader->surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
+                                       else if (!strcasecmp(parameter[1], "lightgrid"))
+                                               shader->surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
                                        else if (!strcasecmp(parameter[1], "metalsteps"))
                                                shader->surfaceparms |= Q3SURFACEPARM_METALSTEPS;
                                        else if (!strcasecmp(parameter[1], "nodamage"))
@@ -4245,14 +4298,14 @@ static void Mod_Q3BSP_LoadShaders(void)
                        if (shader->numlayers)
                        {
                                shader->primarylayer = shader->layers + 0;
-                               if (shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
+                               if ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA) || shader->layers[1].alphatest)
                                {
                                        // terrain blending or other effects
                                        shader->backgroundlayer = shader->layers + 0;
                                        shader->primarylayer = shader->layers + 1;
                                }
                                // now see if the lightmap came first, and if so choose the second texture instead
-                               if (!strcasecmp(shader->primarylayer->texturename, "$lightmap"))
+                               if (!strcasecmp(shader->primarylayer->texturename[0], "$lightmap"))
                                        shader->primarylayer = shader->layers + 1;
                        }
                }
@@ -4302,25 +4355,27 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
                        out->basematerialflags = 0;
                        if (shader->surfaceparms & Q3SURFACEPARM_SKY)
                        {
-                               out->basematerialflags |= MATERIALFLAG_SKY;
+                               out->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
                                if (shader->skyboxname[0])
                                {
                                        // quake3 seems to append a _ to the skybox name, so this must do so as well
                                        dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
                                }
                        }
-                       else if ((shader->surfaceparms & Q3SURFACEPARM_NODRAW) || shader->numlayers == 0)
-                               out->basematerialflags |= MATERIALFLAG_NODRAW;
+                       else if ((out->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
+                               out->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
                        else if (shader->surfaceparms & Q3SURFACEPARM_LAVA)
-                               out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_FULLBRIGHT;
+                               out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOSHADOW;
                        else if (shader->surfaceparms & Q3SURFACEPARM_SLIME)
-                               out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_WATERALPHA;
+                               out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
                        else if (shader->surfaceparms & Q3SURFACEPARM_WATER)
-                               out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_WATERALPHA;
+                               out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
                        else
                                out->basematerialflags |= MATERIALFLAG_WALL;
-                       if (shader->textureflags & Q3TEXTUREFLAG_ALPHATEST)
-                               out->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_TRANSPARENT;
+                       if (shader->layers[0].alphatest)
+                               out->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+                       if (shader->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+                               out->basematerialflags |= MATERIALFLAG_NOSHADOW;
                        out->customblendfunc[0] = GL_ONE;
                        out->customblendfunc[1] = GL_ZERO;
                        if (shader->numlayers > 0)
@@ -4351,20 +4406,35 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                                if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
                                {
                                        if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
-                                               out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
+                                               out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
                                        else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
-                                               out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
+                                               out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
                                        else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
-                                               out->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
+                                               out->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
                                        else
-                                               out->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
+                                               out->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
                                }
                        }
                        if (!shader->lighting)
                                out->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
-                       if (cls.state != ca_dedicated)
-                               if (shader->primarylayer && !Mod_LoadSkinFrame(&out->skin, shader->primarylayer->texturename, ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP), false, true))
-                                       Con_Printf("%s: could not load texture \"%s\" for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename, out->name);
+                       if (shader->primarylayer && cls.state != ca_dedicated)
+                       {
+                               int j;
+                               out->numskinframes = shader->primarylayer->numframes;
+                               out->skinframerate = shader->primarylayer->framerate;
+                               for (j = 0;j < shader->primarylayer->numframes;j++)
+                                       if (!Mod_LoadSkinFrame(&out->skinframes[j], shader->primarylayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->primarylayer->clampmap ? TEXF_CLAMP : 0), false, true))
+                                               Con_Printf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, out->name);
+                       }
+                       if (shader->backgroundlayer && cls.state != ca_dedicated)
+                       {
+                               int j;
+                               out->backgroundnumskinframes = shader->backgroundlayer->numframes;
+                               out->backgroundskinframerate = shader->backgroundlayer->framerate;
+                               for (j = 0;j < shader->backgroundlayer->numframes;j++)
+                                       if (!Mod_LoadSkinFrame(&out->backgroundskinframes[j], shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false, true))
+                                               Con_Printf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, out->name);
+                       }
                }
                else
                {
@@ -4372,9 +4442,9 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                        Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, out->name);
                        out->surfaceparms = 0;
                        if (out->surfaceflags & Q3SURFACEFLAG_NODRAW)
-                               out->basematerialflags |= MATERIALFLAG_NODRAW;
+                               out->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
                        else if (out->surfaceflags & Q3SURFACEFLAG_SKY)
-                               out->basematerialflags |= MATERIALFLAG_SKY;
+                               out->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
                        else
                                out->basematerialflags |= MATERIALFLAG_WALL;
                        // these are defaults
@@ -4383,14 +4453,16 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                        //if (!strcmp(out->name, "caulk") || !strcmp(out->name, "common/caulk") || !strcmp(out->name, "textures/common/caulk")
                        // || !strcmp(out->name, "nodraw") || !strcmp(out->name, "common/nodraw") || !strcmp(out->name, "textures/common/nodraw"))
                        //      out->surfaceparms |= Q3SURFACEPARM_NODRAW;
-                       //if (R_TextureHasAlpha(out->skin.base))
+                       //if (R_TextureHasAlpha(out->skinframes[0].base))
                        //      out->surfaceparms |= Q3SURFACEPARM_TRANS;
                        if (cls.state != ca_dedicated)
-                               if (!Mod_LoadSkinFrame(&out->skin, out->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true))
+                               if (!Mod_LoadSkinFrame(&out->skinframes[0], out->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true))
                                        Con_Printf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, out->name);
                }
-               // no animation
+               // init the animation variables
                out->currentframe = out;
+               out->currentskinframe = &out->skinframes[0];
+               out->backgroundcurrentskinframe = &out->backgroundskinframes[0];
        }
        if (c)
                Con_DPrintf("%s: %i textures missing shaders\n", loadmodel->name, c);
@@ -4493,12 +4565,11 @@ static void Mod_Q3BSP_LoadBrushes(lump_t *l)
                {
                        VectorCopy(out->firstbrushside[j].plane->normal, planes[j].normal);
                        planes[j].dist = out->firstbrushside[j].plane->dist;
-                       planes[j].supercontents = out->firstbrushside[j].texture->supercontents;
                        planes[j].q3surfaceflags = out->firstbrushside[j].texture->surfaceflags;
                        planes[j].texture = out->firstbrushside[j].texture;
                }
                // make the colbrush from the planes
-               out->colbrushf = Collision_NewBrushFromPlanes(loadmodel->mempool, out->numbrushsides, planes);
+               out->colbrushf = Collision_NewBrushFromPlanes(loadmodel->mempool, out->numbrushsides, planes, out->texture->supercontents);
        }
        if (planes)
                Mem_Free(planes);
@@ -4599,6 +4670,7 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l)
        q3dlightmap_t *in;
        rtexture_t **out;
        int i, count;
+       unsigned char *c;
 
        if (!l->filelen)
                return;
@@ -4611,6 +4683,36 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l)
        loadmodel->brushq3.data_lightmaps = out;
        loadmodel->brushq3.num_lightmaps = count;
 
+       // deluxemapped q3bsp files have an even number of lightmaps, and surfaces
+       // always index even numbered ones (0, 2, 4, ...), the odd numbered
+       // lightmaps are the deluxemaps (light direction textures), so if we
+       // encounter any odd numbered lightmaps it is not a deluxemapped bsp, it
+       // is also not a deluxemapped bsp if it has an odd number of lightmaps or
+       // less than 2
+       loadmodel->brushq3.deluxemapping = true;
+       loadmodel->brushq3.deluxemapping_modelspace = true;
+       if (count < 2 || (count & 1))
+               loadmodel->brushq3.deluxemapping = false;
+
+       // q3map2 sometimes (or always?) makes a second blank lightmap for no
+       // reason when only one lightmap is used, which can throw off the
+       // deluxemapping detection method, so check 2-lightmap bsp's specifically
+       // to see if the second lightmap is blank, if so it is not deluxemapped.
+       if (count == 2)
+       {
+               c = in[count - 1].rgb;
+               for (i = 0;i < 128*128*3;i++)
+                       if (c[i])
+                               break;
+               if (i == 128*128*3)
+               {
+                       // all pixels in the unused lightmap were black...
+                       loadmodel->brushq3.deluxemapping = false;
+               }
+       }
+
+       // further deluxemapping detection is done in Mod_Q3BSP_LoadFaces
+
        for (i = 0;i < count;i++, in++, out++)
                *out = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", i), 128, 128, in->rgb, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
 }
@@ -4640,15 +4742,8 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
        loadmodel->data_surfaces = out;
        loadmodel->num_surfaces = count;
 
-       // deluxemapped q3bsp files have an even number of lightmaps, and surfaces
-       // always index even numbered ones (0, 2, 4, ...), the odd numbered
-       // lightmaps are the deluxemaps (light direction textures), so if we
-       // encounter any odd numbered lightmaps it is not a deluxemapped bsp, it
-       // is also not a deluxemapped bsp if it has an odd number of lightmaps or
-       // less than 2
-       loadmodel->brushq3.deluxemapping = true;
-       loadmodel->brushq3.deluxemapping_modelspace = true;
-       if (loadmodel->brushq3.num_lightmaps >= 2 && !(loadmodel->brushq3.num_lightmaps & 1))
+       // now that we have surfaces to look at, see if any of them index an odd numbered lightmap, if so this is not a deluxemapped bsp file
+       if (loadmodel->brushq3.deluxemapping)
        {
                for (i = 0;i < count;i++)
                {
@@ -4660,8 +4755,6 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                        }
                }
        }
-       else
-               loadmodel->brushq3.deluxemapping = false;
        Con_DPrintf("%s is %sdeluxemapped\n", loadmodel->name, loadmodel->brushq3.deluxemapping ? "" : "not ");
 
        i = 0;
@@ -4971,7 +5064,8 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
 
        // free the no longer needed vertex data
        loadmodel->brushq3.num_vertices = 0;
-       Mem_Free(loadmodel->brushq3.data_vertex3f);
+       if (loadmodel->brushq3.data_vertex3f)
+               Mem_Free(loadmodel->brushq3.data_vertex3f);
        loadmodel->brushq3.data_vertex3f = NULL;
        loadmodel->brushq3.data_normal3f = NULL;
        loadmodel->brushq3.data_texcoordtexture2f = NULL;
@@ -4979,7 +5073,8 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
        loadmodel->brushq3.data_color4f = NULL;
        // free the no longer needed triangle data
        loadmodel->brushq3.num_triangles = 0;
-       Mem_Free(loadmodel->brushq3.data_element3i);
+       if (loadmodel->brushq3.data_element3i)
+               Mem_Free(loadmodel->brushq3.data_element3i);
        loadmodel->brushq3.data_element3i = NULL;
 }
 
@@ -5190,9 +5285,9 @@ static void Mod_Q3BSP_LoadLightGrid(lump_t *l)
        if (l->filelen)
        {
                if (l->filelen < count * (int)sizeof(*in))
-                       Host_Error("Mod_Q3BSP_LoadLightGrid: invalid lightgrid lump size %i bytes, should be %i bytes (%ix%ix%i)", l->filelen, count * sizeof(*in), loadmodel->brushq3.num_lightgrid_dimensions[0], loadmodel->brushq3.num_lightgrid_dimensions[1], loadmodel->brushq3.num_lightgrid_dimensions[2]);
+                       Host_Error("Mod_Q3BSP_LoadLightGrid: invalid lightgrid lump size %i bytes, should be %i bytes (%ix%ix%i)", l->filelen, (int)(count * sizeof(*in)), loadmodel->brushq3.num_lightgrid_dimensions[0], loadmodel->brushq3.num_lightgrid_dimensions[1], loadmodel->brushq3.num_lightgrid_dimensions[2]);
                if (l->filelen != count * (int)sizeof(*in))
-                       Con_Printf("Mod_Q3BSP_LoadLightGrid: Warning: calculated lightgrid size %i bytes does not match lump size %i", count * sizeof(*in), l->filelen);
+                       Con_Printf("Mod_Q3BSP_LoadLightGrid: Warning: calculated lightgrid size %i bytes does not match lump size %i\n", (int)(count * sizeof(*in)), l->filelen);
                out = (q3dlightgrid_t *)Mem_Alloc(loadmodel->mempool, count * sizeof(*out));
                loadmodel->brushq3.data_lightgrid = out;
                loadmodel->brushq3.num_lightgrid = count;
@@ -5233,7 +5328,7 @@ static void Mod_Q3BSP_LoadPVS(lump_t *l)
                Host_Error("Mod_Q3BSP_LoadPVS: (chainlength = %i) < ((numclusters = %i) + 7) / 8", loadmodel->brush.num_pvsclusterbytes, loadmodel->brush.num_pvsclusters);
        totalchains = loadmodel->brush.num_pvsclusterbytes * loadmodel->brush.num_pvsclusters;
        if (l->filelen < totalchains + (int)sizeof(*in))
-               Host_Error("Mod_Q3BSP_LoadPVS: lump too small ((numclusters = %i) * (chainlength = %i) + sizeof(q3dpvs_t) == %i bytes, lump is %i bytes)", loadmodel->brush.num_pvsclusters, loadmodel->brush.num_pvsclusterbytes, totalchains + sizeof(*in), l->filelen);
+               Host_Error("Mod_Q3BSP_LoadPVS: lump too small ((numclusters = %i) * (chainlength = %i) + sizeof(q3dpvs_t) == %i bytes, lump is %i bytes)", loadmodel->brush.num_pvsclusters, loadmodel->brush.num_pvsclusterbytes, (int)(totalchains + sizeof(*in)), l->filelen);
 
        loadmodel->brush.data_pvsclusters = (unsigned char *)Mem_Alloc(loadmodel->mempool, totalchains);
        memcpy(loadmodel->brush.data_pvsclusters, (unsigned char *)(in + 1), totalchains);
@@ -5242,15 +5337,20 @@ static void Mod_Q3BSP_LoadPVS(lump_t *l)
 static void Mod_Q3BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
 {
        int i, j, k, index[3];
-       float transformed[3], blend1, blend2, blend, yaw, pitch, sinpitch;
+       float transformed[3], blend1, blend2, blend, yaw, pitch, sinpitch, stylescale;
        q3dlightgrid_t *a, *s;
+
+       // scale lighting by lightstyle[0] so that darkmode in dpmod works properly
+       stylescale = r_refdef.lightstylevalue[0] * (1.0f / 264.0f);
+
        if (!model->brushq3.num_lightgrid)
        {
-               ambientcolor[0] = 1;
-               ambientcolor[1] = 1;
-               ambientcolor[2] = 1;
+               ambientcolor[0] = stylescale;
+               ambientcolor[1] = stylescale;
+               ambientcolor[2] = stylescale;
                return;
        }
+
        Matrix4x4_Transform(&model->brushq3.num_lightgrid_indexfromworld, p, transformed);
        //Matrix4x4_Print(&model->brushq3.num_lightgrid_indexfromworld);
        //Con_Printf("%f %f %f transformed %f %f %f clamped ", p[0], p[1], p[2], transformed[0], transformed[1], transformed[2]);
@@ -5261,6 +5361,7 @@ static void Mod_Q3BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientc
        index[1] = (int)floor(transformed[1]);
        index[2] = (int)floor(transformed[2]);
        //Con_Printf("%f %f %f index %i %i %i:\n", transformed[0], transformed[1], transformed[2], index[0], index[1], index[2]);
+
        // now lerp the values
        VectorClear(diffusenormal);
        a = &model->brushq3.data_lightgrid[(index[2] * model->brushq3.num_lightgrid_isize[1] + index[1]) * model->brushq3.num_lightgrid_isize[0] + index[0]];
@@ -5276,7 +5377,7 @@ static void Mod_Q3BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientc
                                continue;
                        for (i = 0;i < 2;i++)
                        {
-                               blend = blend2 * (i ? (transformed[0] - index[0]) : (1 - (transformed[0] - index[0])));
+                               blend = blend2 * (i ? (transformed[0] - index[0]) : (1 - (transformed[0] - index[0]))) * stylescale;
                                if (blend < 0.001f || index[0] + i >= model->brushq3.num_lightgrid_isize[0])
                                        continue;
                                s = a + (k * model->brushq3.num_lightgrid_isize[1] + j) * model->brushq3.num_lightgrid_isize[0] + i;
@@ -5292,6 +5393,8 @@ static void Mod_Q3BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientc
                        }
                }
        }
+
+       // normalize the light direction before turning
        VectorNormalize(diffusenormal);
        //Con_Printf("result: ambient %f %f %f diffuse %f %f %f diffusenormal %f %f %f\n", ambientcolor[0], ambientcolor[1], ambientcolor[2], diffusecolor[0], diffusecolor[1], diffusecolor[2], diffusenormal[0], diffusenormal[1], diffusenormal[2]);
 }
@@ -5707,6 +5810,9 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend)
        // the MakePortals code works fine on the q3bsp data as well
        Mod_Q1BSP_MakePortals();
 
+       // FIXME: shader alpha should replace r_wateralpha support in q3bsp
+       loadmodel->brush.supportwateralpha = true;
+
        // make a single combined shadow mesh to allow optimized shadow volume creation
        numshadowmeshtriangles = 0;
        for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++)
@@ -5747,7 +5853,7 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend)
                        sprintf(name, "*%i", i);
                        mod = Mod_FindName(name);
                        *mod = *loadmodel;
-                       strcpy(mod->name, name);
+                       strlcpy(mod->name, name, sizeof(mod->name));
                        // textures and memory belong to the main model
                        mod->texturepool = NULL;
                        mod->mempool = NULL;
@@ -5792,6 +5898,8 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend)
                                break;
                if (j < mod->nummodelsurfaces)
                        mod->DrawSky = R_Q1BSP_DrawSky;
+               else
+                       mod->DrawSky = NULL;
        }
 }