R_WATERALPHA 0.3 (from 0.0 to 1.0) This sets the opacity of water textures, so you can see through it in
properly processed maps. 0.3 is very faint, almost like fog. 1 is completely solid (the default). Unfortunately, the
standard quake maps don't contain any visibility information for seeing past water surfaces, so you can't just
play quake with this turned on. If you just want to see what it looks like, you must set "R_NOVIS 1" also, but that
will make things go very slow (half speed)
This is just one of many commnads that can be used in gl-quake. What they
do is make parts of the map easier to see. Now evryone says gl-commands
are not a cheat because they are incorperated in your 3dfx card(a cammand not a pak).
This I agree with 100%, but one problem is what about the few that cannot
use a 3dfx card, how do they even the playing field?
Texurless DM3 was first created so as to be equal to gl commands.
You do not see anything different you cannot see in gl-quake (clear water, but nothing is shown beyond the surface).
So I ask this...
If water_alpha and other commands are not a cheat why would texturless dm3 be one?
To me that makes no sense. If you say the player with gl-quake uses his commands (not a cheat)
and his oponent can only use win or dos quake and cant use these commands, it will give the gl player the advantage.
So that would make the one with gl-quake a cheat because he is adding what the other cannot.
Therefore if gl-commands are to be aloud we have to alow texturless dm3.
Here's a snippet from an interview (http://www.mpog.com/elite/dr5.html) when thresh was at his best after they had played cK:
(BIG12) ocor0ner:
Death Row - Do any of you use the Un textured Maps/Water-hacked Maps?
(D8) Reptle:
I use it, only because GLQuake has the same options of the water transparency.
Im not saying cause DeathRow used it it makes it right, but as reptile says;
it evens the playing field.