Yes, that is the correct level! The windows i am meaning are to the far right - go past the reception, and through the main doors into the corridor with the guest rooms. The windows are in here. You can also go to the end of the corridor, and in peoples rooms themselves too to see the effect.
Here is the location: img163.imageshack.us/img163/4601/maplocation.png
Here is the clipping issue (in d3d and ogl): img585.imageshack.us/img585/2513/clippingc.jpg
When you move the view, it changes dynamically.
Here is how it should be, with nglide: img13.imageshack.us/img13/3877/properclipping.png
Just for clarification, here is the rainbow lighting i was refering to:
And text resize corruption using nglide and forcing a higher resolution:
Text corruption can also be seen on the hud of the other nglide shots! It also effects icons and the map too.
You are correct that in opengl and d3d you can run 1280*1024. (strangely there is no 1280*960 choice, which would be actual 4:3 instead of 5:4). The problem with this is that the interface does not scale. Therefore everything is very small and hard to read.
With nglide, if you tell the game it is running at 640*480 and then run at 1280*960 (or any other resolution apart from the one specified in-game) then the text corrupts like shown above. The fact that 1280*960 is exactly double means it should scale fine, and result in a much more readable interface. So something with the scaling is not so good. I assumed it was because nglide is a d3d based glide wrapper, and thought maybe an opengl one would do it better (considering font scaling with ms libraries seems rather awful on non-directwrite applications).
Another solution would be an opengl wrapper for opengl that the only thing it wraps is the resolution so that you can "force" resolutions outside of the game, simply providing a way to kind of "fake" interface scaling support.
Or does what i say sound mad?
Sorry some of the pictures are rather big.... ms paint on xp is not the best for saving images!
Thanks for your time!