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It might not simply be a lack of care, GLQuake didn't originally support fullbright colours at all, as the software renderer does.
Second last row is for muzzleflashes/fire. Last row is for fluoro lights, lightning bolts, medpack/slipgate lights, one more thing I'm probably forgetting and alpha. When none of those things are fullbright in GL though and you forget what software looked like it's all too tempting to use those oranges, light blues, etc. :>
Yeah, I wanted to show negative consequences as well.
I don't like sloppy fullbrights on textures, either, but I'm pretty sure that those on shots 1 and 5 (using your numeration) are intentional.
It's probably a common knowledge that you need a modified colormap for that. I'm pretty sure it was attempted before, but since I made one for myself, I thought I'd share it somewhere.
https://drive.google.com/file/d/0B9DxOf … sp=sharing
Why would someone want to get rid of such a good special effect? Because people responsible for custom content rarely care to palettize their textures and skins properly, which leads to out-of-place glowing pixels.
Comparison shots:
Original colormap is on the left.