Q3Map 2.5.13 - The World of Tomorrow
This build has lots of little fixes for specific people and maps and stub code to support other games, such as Call of Duty, in the future. Thanks especially to rgoer for testing every busted version of this getting it right (quick someone hire this bloke!), and Swelt for finally convincing me that the One True Way to CPMA is paved with pie (apologies if you don’t get the joke).
On a side note (and I’m not really sure how to ask, as I’ve never done this before), in June I’m cycling from San Francisco to Los Angeles to support the San Francisco AIDS foundation. I’m trying to raise at least $5000 in donations/sponsorships for this cause. If you’ve used Q3Map2 or just wanted to maybe give something back (or just buy me a pint) or have some leftover tax refund cash burning a hole in your pocket, well…donate here. 
Note: like 2.5.12, this version should be installed in a seperate directory from older versions of GtkRadiant, as its DLLs might conflict.
Version history/changes:
2.5.13 (2004-03-03)
- New: -convert -format <game> to convert between different BSP formats.
Example, to convert a Jedi Academy map to Enemy Territory:
-game ja -convert -format et
- New: -game etut support for Urban Terror on Enemy Territory
- New: -analyze mode for reverse engineering a BSP format
- New: -compensate N.N (default 1.0) for descaling lightmap/vertex/grid
data to compensate for ingame overbrighting. 4.0 is a good value for
Quake 3 if used in combination with -gamma 2.2
- New: compensate/gamma per-game setting
- New: -light -cpma argument for "classic" (sic) vertex lighting
- Replaced malloc() with stack allocation in IlluminateRawLightmap for
most small/medium lightmap calculations
- Misc cleanups in q3map2.h
- Support for non-128x128 lightmaps
- The -meta process will now generate surfaces with more than 64
verts that have non-lightmapped shaders
- Extended lightmap size tolerance to 2x for merging meta triangles in
maps with aggressive lightmapscale. Sorry kids!
- Moved surface finish pass (celshading, cloning) to final surface pass.
This should fix a bug involving fog/tesselation/celshading/cloning
- Solid-color lightmaps (within 1/255 in RGB) are detected and replaced
with a single pixel lightmap, saving space
Enjoy!
y


[/sarcasm]