Fixed the dlight bug
Fixed the model interpolation unable to turn off bug
Fixed the fogged particles
Fixed the lit particles
Fixed the sticky particles (and made them sort of dissipate in the water, drip off ceilings (with SOUND), and run down walls)
Now i'm down to three annoying bugs:
- Numbers in notify area screw up in DOS
- Waterwarp crash in Windows
- Window stretch no work in Windows
also, I tried to recreate the lesser-known high-pressure blood spurt effect from Half-Life. Also in this screenshot is an additive blended muzzleflash hack.

This mess really calls for stainparticles, like stainmaps but writing particles to surfacecache instead of lightmap, probably before the lightmap to have lit particles, or after it to skip lightmap updates and use a multiply blend. Think the snow in Midtown Madness. Does anybody get this idea?
also, . Since this works in DOS now, it's safe to make QSB map limits (not protocol limits) build by default.
Also I think R_MarkLights can be made much faster.
There's a rare crash in Quake where a sprite gets too close to the screen. That's been dealt with now. It can be triggered by turning waterwarp off, playing in hi-res and trying to swim into your bubbles.