It's a bit hard to show in screenshots, but some mirrors seem brighter than the scenes they reflect:
The ambient cubicLights under GLSL use "irradience maps". If you look under the light materials, you will see makeIrradienceMap as a new material
flag (image program). The falloff image is used for specular in this light type too (same place to look at examples). This is the beginning
of a project to incorporate IBL lighting into TDM.
I searched tdm_cubeLights.mtr for makeIrradienceMap and got no results. (None of the lights I named exists without the .pk4 from the cubic lighting thread - there's a cubegrate6 and a cubeSky, but they don't have the same paths - but the cubic lights I can find listed in 2.06 don't look different definition-wise.)
As for the scaling issues?
What scaling issues? If lights illuminating surfaces that were previously dark relates to 'Screen is Oversized in Fullscreen Mode (Image is too large to fit the screen area available)' then it's not at all obvious how.
(I wasn't running TDM in fullscreen mode, by the way.)
Sorry if I come across as ungrateful; it's just that in the context of the thread my mind is in a 'reporting glitches as a tester' frame, not an 'asking for tech support' one.