plus de stuff
Speaking of which I made a per-pixel lighting shader for the vehicles and structures too, looks quite a bit nicer than the fixed pipe per-vertex stuff.
The alpha loading gained by DevIL gives me more scope to allow nice effects in the shader like encoding shininess (specular), reflectance etc. into different parts of a texture to be processed by the shader.
I'd take a pic but prtScrn has stopped working recently for some reason so I'll have to install Fraps or something...