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Decals flickering can be caused by various reasons, I think.
Badly aligned map geometry (brushes/patches), running out/exceed max marks, etc.
If you have a reproducable place of flickering decals (e.g.: impact decals on walls) you can play with r_offsetFactor/r_offsetUnits cvars. Don't go too far, some maps won't display correct if the values are too high (example Q3 maps: rustgrad, 13head).
Anyways, those cvars will lift off the decals a bit, which might help.
2015 I opened a ticket here: ioquake/ioq3#119
Decals frequently flicker on many surfaces and I'm not entirely sure the cause.
Also would like to make the decal fading/time use differential integer time instead of floats in the engine as it uses integer time in mod<>engine.
See etfdevs/ETe/tree/decal-changes-wip branch for current progress
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