Comments (2)
Switchables are handled entirely by the game; there's no way for the tool to do something like this (conditionally making lights darker only on the first launch). Chances are your mods' game DLL is handling them improperly or something.
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Thanks, i found a bug in the KMQuake2 menue.
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Related Issues (20)
- Alpha textures don't cast shadows anymore on Alpha 2 release. HOT 5
- Quake 2: Surface Lights no longer emit light on Alpha 3
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- 31 character texture name length limitation relative to basedir, anything beyond that is silently discarded HOT 6
- q1: Too much light with multi-light-bounce and splitturb (2.0.0alpha4)
- The LMSHIFT lump is not generated in 2.0.0-alpha4 HOT 1
- -bouncedebug doesn't work. Result all black
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- _surface_radiosity missing from docs
- relative lip requirements HOT 2
- Special texture for decompiled output? HOT 3
- Translucency support HOT 2
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- -bouncedebug broken
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