I usually check this few sequences beside the Scud's one on which you worked.
IMPORTANT: Forgot to say that i took those images with the quad's edge flipped for every counter-clockwise winding poly, just for testing. In the official build there could be more errors...
Well my changes worked for that car in scud.. but unfortunately introduced bugs on other cars Maybe i'll disable textures and draw the vert positions as individual colours. Like vert1 = red vert2 = green very4 = blue very4 = black
Might be able to get a better grip on how the h/w decides to swap the split..
Harry, can you find any bad quads that are the first ones in the list? (Ie no shared verts). If they are, then the gpu is deciding to split them somehow. If not perhaps they are just related to how they are coming out of memory .. Lost world doesn't use any shared vertices, so every quad would be a first quad :p