The shifting occurs because Paranoia's renderer automatically adjusts the flashlight size based on distance to the nearest wall. This is handled in the code that also sets up the flashlight.
'view.cpp' handles the function 'SetupFlashlight', you're right, it does shift and twist based on distance nearest to a wall.
Paranoia never implemented support for detail textures or decals on anything but the worldspawn, so you won't get that working without modifying the rendering code itself.
I kind of assumed that based on what I'm finding in the code, I think you have to put in a special entity that will change the custom light style.
I fixed this in Trinity, but porting the code would require some effort. This thing actually contains a lot of fixes that could be applied to Paranoia, but the code was changed substantially.
I have used Trinity in the past before, but it is very buggy for me. I decided to have a download of it and I see what you mean by being 'changed substantially'
Can you show an example of transparent objects being messed up? Also the engine you're using won't support switchable texture lights, because Paranoia's renderer overrides that functionality to implement bump maps and such.
It's not really so much as a bug as it is a nuisance, basically in game, say when you pick up your suit, the glass doesn't appear to be shaded in with the rest of the environment, might be a lack of the proper RAD that Paranoia's compilers use.
As for changing the name of opengl32.dll, that will disable the renderer entirely I believe. Paranoia used a lot of hacky methods that needed the stencil buffer, etc, and it was programmed to disable itself if it's missing. The hacky opengl32.dll acts as a bridge between Half-Life and the system's actual dll, overriding certain values sent to the GPU. If you rename it or take it out of that folder, it won't work.
I've talked to some of the developers and people who know the engine very well and your right, Paranoia uses a hell of a lot hack-y methods to display their effects. I think a lot of my bugs come from working around the VAC system. Because when Paranoia loaded the library, they used 'opengl32.dll', since hackers used this upload cheats into Half-Life later on, Valve removed the ability to have it. So, to overcome this, I had to rebuild and rename 'opengl32.dll' to 'opengl32wl.dll' to work around that.
I was having a look, and you don't use a external '.dll', you load your functions through shaders? Am I reading that right?
I know ARRANGEMENT does something similar but still haven't found out how, because all their features work right.
Basically I just want to know how to do that, instead of using that damn '.dll'.
I heard of people playing Paranoia in multiplayer with the hacky dll in place, and VAC didn't ban them, but I wouldn't bet my life on it. Maybe someone else can confirm this?
Same, I haven't tried it because I value my Steam account, but I think not having the hack on you can play some multiplayer. I heard it was a lot of fun to use the snipers, but I'm not so sure.