Been busy, so I haven't had a chance to get the Linux version of build 28 out for testing. Fixed a potential crash in the game server code. That seemed to be the only major problem. Since there were complaints about the metal sounds, I recorded some new ones, but I haven't had a chance to edit them yet. They'll probably go in build 29 if they sound decent. I'm going to a scenario in Myrtle Beach this weekend, so I might be able to record some better sand sounds as well.
The xmapcom inspired me to work on a 3DS to map converter so I could build some complex rock geometry. I got it far enough to work on my cave map idea, then promptly gave qbsp an aneurysm when it tried to compile it. After much simplification, I was disappointed to discover that my < 2000 total triangle mesh had r_speeds of over 4000 with half of the geometry hidden. This really makes me want to work on a new map format and/or better compilers. Also, trying to make a map in a mesh editor is a lot more cumbersome than using BSP. I want to make new tools, too.
*sigh* If only I had the time for all of that.