Sorry
Ronboy I've not seen before your message! I changed colours of Rtcw because default framebuffer is extremely grey, I corrected the most of faces but not these of cutscenes, that looks good to me. It depends also by gamma setting of your monitor. However, you can decrease the value of r_intensity 1.8 to 1.6 (default 1.0, this the cvar for better color, better luminance but also minor details in white textures like this).
Or, better thing to do is use the other autoexec without detail textures (max instead extreme quality), included in the download, that respects default framebuffer.
I'm updating the mod to avoid the problem of dynamic fog, making simple shaders and improving lot of effects.
I discover that Rtcw fog can render correctly only 2 shader stages for textures. It's means that one effect for texture. If I add reflections to a textures in a foggy level, I must delete lightmaps stage etc.. in this case sounds good that mapobjects, instead of brushes, without that stage works very well with lightmaps just making the textures "lightmap ready" (rgbGen vertex). This explains the lack of reflective surfaces in outdoor places of Rtcw.
The way of John Carmack with reflections in Quake 3 it's also the only way to work properly in presence of nvidia chipset ( I don't know why these cards looses compatibility with advanced effects of id tech 3).
Details of first bunker in Norway level with fixes on metallic stairs and halftracks. All of these fixes works also with nvidia cards, new details in SP and MP. (
updated on moddb 26/02/18)