Sorry, it took a little longer.
I had some issues with OpenGL:
To use the translucent objects (sparks, lighting effect, etc.), I had to make sure they dont write into the depth buffer, since that would make objects behind it invisible. Howerver, since I drew the translucent surfaces last, the function to deny writing to the depth buffer (glDepthMask) was called last. For some reason, OpenGL wont let you clear the depth buffer, if you have the depth masking disabled. So everything just disappeared after some moving around.
Besides the issues with OpenGL, I had to prepare a bit for the impending moving of me to the city, where I will study next month. I will not stop this project, since I started it knowing, that I will be studying. However, for the next 1-2 weeks, progress might be a bit slower.
Results:
Also: Some things still seem odd. I will look into those. Such as the "Z"s with the monsters seem to be bottles. I am probably not planar mapping them properly I guess. Linear image resizing will be done in the shader, since elsewise, the alpha color for the textures: "A###_texname.bmp" will not be applied properly.
In regards to the concern with the WAD files:
I would probably make a tool, so that you can export your modding as WAD, and then can share them easily in the forums. WADs are just faster to copy than a huge tree of files.
You can suggest some tools, that would make the use of the WADs for sharing way easier, I have some ideas, but more wouldnt hurt