DIRECTQ 1.8.2 UPDATE ==================== I've been somewhat remiss in keeping my change log up to date for this so what you see below is a fraction of the full thing. Visit http://mhquake.blogspot.com for the whole story of what's happened over the past two months since 1.8.1 Credit is due to everyone who received and tested a build of this for me; there were quite a few of you and I don't want to single out anyone here so I'll just say that you know who you are and the help was appreciated. This build would have been a lesser thing without you. Yes I know that the executable is quite large at ~2MB compared to GLQuake. It's not bloatware; there is a *lot* of code in DirectQ. It still uses less memory than GLQuake ever did while actually running. - Optimized water warp shader (possibly quite significantly, hardware dependent). - Fixed "Current Stats" display for new save games. - Fine-tuned occlusion queries for better correctness. - Added Shader Model 3 profile support on appropriate hardware (automatic). - Resolved several issues with level names (server messages) > 128 chars. - Added Maps and Demos submenus to Options menu. - Reworked external texture loader for better flexibility and faster loading (especially where the external texture doesn't exist). - Fixed view weirdness with cl_bobcycle 0. - Fixed Sys_Error on MD5 operations in some versions of Windows. - Fixed cursor in console is broken. - Fixed maps that do not have a server message prematurely terminating the map list in the multiplayer menus. - Added elapsed time to multiplayer scoreboard. - Lots of other stuff.