Here is
Gameplay and DP patch V1
Game play and DP Visual Changes
* Added transparent texture support for DP
* Updated breakables for ad_crucial, ad_swampy, ad_test3
* Fixed ad_crucial so that the rune room does not lock
* Fixed bounding boxes for misc/func exploding boxes
* Removed FTE engine detection (simplified to DP/Fitz)
* Changed pixels command to understand default=blurry
* Added DP laser particle effect (TR_LASER)
* Removed EF_DIMLIGHT from plasma/laser for DP
* Added plasma burn explosion for DP (large cloud effect)
* Added altar (red/grey) DP (floating upward dots/smoke)
* Fixed skill pillar directional particles for DP
* changed misc_drip movetype to prevent engine splash sound
* Fixed extra global fog parameters for ad_end in DP
* Changed trigger_heal/hurt bubbles to be noclip instead of fly
* Fixed spiders/voreling dropping from ceiling properly in DP
* Gaunt proj speed - old (600/600/600/600) new (500/650/800/950)
* Gargoyle proj speed - old (500/550/600/650) new (500/650/800/950)
* Minotaur proj speed - old (500/600/700/800) new (500/650/800/950)
Please note that there is extra console commands being set in quake.rc, you cannot run this MOD using the game command!
Always create/use a shortcut!
Bugs: For some reason DP is creating all items with double sized bounding box setups which is causing problems with certain items. Ive got no idea why DP is doing this because every item is specifying an exact size in QC and it works fine in QS. So if anyone has a clue to why, please let me know.
As always any feedback or suggestions post them here.
Please could an admin update the top thread and remove the previous patch and comments about the ad maps and add the patch above. Thanks