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Forcing Linear Filtering In Some Quake Mods (AD Etc)
Several of old Sock mods are using bright pixels and low resolution on purpose, instead of the default pixels blurring when the player is close to the wall or of objects. I want to restore the default behavior. I know it's possible (Sock gave the trick on the forum, a long time ago), but I'm unable to find it back.

So how do we remove the bright pixelization in mods, like "ivory", "mstalk", "xendar" mods?

Also, how can we unpack pack files, on a Mac (OS X)?
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mankrip, for my comments about precedence in #24 I was looking at the vanilla Quake source code. I don't use DarkPlaces.

In Cmd_ExecuteString() in cmd.c, the first word of the command line is checked first against function commands, then aliases, then cvars. So it looks like aliases would override cvars even in vanilla Quake. They certainly do in QuakeSpasm 0.93.1, in which Cmd_ExecuteString() looks essentially unchanged. Unless I'm overlooking something? 
 
You're right, I just verified it.

I still remember it working in that other way, maybe it's a QuakeDC quirk. 
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