We got more lighting code implemented and merged and more is to come.
Once the next release is published, the game engine will be considered 100% backward compatible with the various lighting modes used in idTech3 legacy assets such as Quake 3 and RTCW/Wolf:ET game and mods. There was also improvements on light styles support and this task is now considered completed as well.
To check for compatibility, I tested the engine against a very large corpus of maps from many games, not only from Tremulous and Unvanquished.
I thought it was a good time to see how maps from those other games now render in the Dæmon engine!
So, here are some examples with plenty of screenshots!
Due to the dynamic nature of light styles, I can't show them in action in static screenshots so those screenshots are from maps not making use of light styles. This is a good enough showcase anyway.
All those screenshots are considered correct on the lighting side. It's possible that some game-specific features unrelated to lighting are not rendered.
True Combat: Elite (Wolf:ET mod)
The lightmaps were not rendered properly before (wrong overBrightBits).
Shown: railhouse, snow
Close Quarter Battle (Wolf:ET mod)
The lightmaps were not rendered properly before (wrong overBrightBits).
Shown: sample
Urban Terror (Quake 3 derivative)
The lightmaps were not rendered properly before (wrong overBrightBits).
Shown: abbey, mandolin
Wolfenstein: Enemy Territory
Some surfaces were wrong because of grid lighting used instead of vertex lighting on map surfaces without lightmaps
Shown: oasis, goldrush
Return to Castle Wolfenstein
Shown: church, village1
Return to Castle Wolfenstein (multiplayer maps)
Shown: beach, assault
Quake Ⅲ Arena
Shown: dm7, tourney3
Quake Live
Shown: fuse, ragnarok (×2), qzpractice1
Open Arena (Quake 3 derivative)
Shown: spirit3, dm5
World of Padman (Quake 3 derivative)
Shown: padkitchen, padgarden
Smokin' Guns (Quake 3 derivative)
Shown: alamo2, coyotebluff
Wild West (RTCW mod)
Shown: canyon