Ed wrote:A common thing is that weapon models are incorrectly lit.
Hmm i never had that problem.. this really looks strange but i'm sure its not DPs fault..
Maybe you have fullbright items active??
Ed wrote:The new grey explosion mark (not decal as decals are in plane with the surface) stand out perpendicularly from surfaces which looks a bit odd
Yes those aren't decals its smoke from the explosion.. it is supposed to stand out

. But you should ALSO get real decals from the explosion. Guess its hard to see because its SOOO dark in your screenshots. Hope your normal display is more visible..
Ed wrote:Bullet ammo seems to be floating slightly. May have been there before.
Also did not notice this here..
Ed wrote:Is this bit in nexdm04 meant to be so shiny?
It looks very strange in your screenshots but the right part is with shadow from the ceiling above you and the left part has normal light..
Though the contrast seems to be very wrong.. and this makes the light from above look so strange.
Ed wrote:Also, what does it say on the side of the laser? AT [something]?
AT Corp (Alientrap Corporation)

Ed wrote:I've been playing with the updating bump mapping options and wonder whether they are all compatible with each other. If you have deluxe, offset and offset_relief all enabled there often seems to be a certain fuzzyness on surfaces. If you disable deluxe it fixes it. Would it be sensible to have them each as levels of one CVAR if they are not all compatible?
Yes those options should be compatible.. deluxemapping uses some information from the simple lightmaps to enable bump/gloss mapping in the whole map and not just in areas where RT lights are (and it even works without RT settings enabled) That the big bonus.
If you use relief mapping you need a graphics card with good shader support. My old ati9800 was not able to load the whole shader with relief on.
In general your screen shots look indeed slightly wrong and i never noticed those problems when trying those new things. What graphic card/drivers do you have?