Search found 1239 matches

by qbism
Sat Feb 13, 2016 7:41 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 116958

Re: qbismSuper8 builds

From the top of my head, YPOD has a custom palette. I'd never heard of this so I found it and started playing. Like many mods from back then, it has a great sense of humor! Another test build of recent color and transparency rendering improvements/ experiments: qbism super8 build 267 Unfortunately ...
by qbism
Sat Feb 06, 2016 4:53 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 116958

Re: qbismSuper8 builds

Sometime during the summer on a "dead-day", I think I'll take your engine and put it on top of the Mark V WinQuake/Open GL chassis and then upload the source for you to do as you please. Is there a specific reason you use the Watcom compiler? Is it for bounds checking or something? Grafti...
by qbism
Fri Feb 05, 2016 2:49 pm
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 116958

Re: qbismSuper8 builds

Actually that is indeed an issue because super8 defaults to a nonstandard palette. The test build goes back to standard.

Currently working on correct rendring of overlapping transparent surfaces. Might need some help. Then a new test build.
by qbism
Fri Feb 05, 2016 1:41 pm
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 116958

Re: qbismSuper8 builds

re: palettes - Custom palettes can be loaded at will to change the mood of a map. The engine will automatically remap colors. Here's a strong example to show what it's doing, but it can be more subtle: http://super8.qbism.com/wp-content/uploads/2014/07/qbs8_002.gif Amon26 did a great set of palettes...
by qbism
Tue Feb 02, 2016 12:46 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 116958

Re: qbismSuper8 builds

toneddu2000 wrote:Clearly it's an awesome work qbism. Just downloaded, tried it and it recalls to me same look and feel of the original. Very very good work!
Thanks for the feedback! :biggrin: Some will be happy with the more accurate default, but it will still load crazy color palettes.
by qbism
Mon Feb 01, 2016 7:13 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 116958

Re: qbismSuper8 builds

I never expected the engine would get back to 'faithful' colors, but now it's much closer. The idea converged with a goal to make the exe independent without a special folder or pak. This build does away with the final 'training wheels' supporting the lighting model, including a hacked palette. A cu...
by qbism
Wed Jan 27, 2016 5:13 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 116958

Re: qbismSuper8 builds

mankrip wrote:But the best way is to normalize the value upon model loading.
Yes, that would be more elegant. This seems to work in Mod_LoadAliasModel:

Code: Select all

pstverts[i].onseam = ALIAS_ONSEAM * ( LittleLong (pinstverts[i].onseam)!= 0);
by qbism
Mon Jan 25, 2016 3:11 am
Forum: General Discussion
Topic: uHexen2 (Hammer of Thyrion) v1.5.7
Replies: 1
Views: 3517

Re: uHexen2 (Hammer of Thyrion) v1.5.7

Cool, I happened to be playing a recent dev build earlier today! Over time, I've played this on FreeDOS, DosBox and a few versions of Linux and Windows. The consistency and stability across platforms is a great achievement.
by qbism
Mon Jan 25, 2016 3:03 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 116958

Re: qbismSuper8 builds

@qbism: they indeed could, but they should ? I find worrying you considering to inject an ugly hack in perfectly running code just to deal with malformed data, specially because we are not talking about models from the original game, but artwork sock just released. It's easier and also the Right Th...
by qbism
Mon Jan 25, 2016 12:46 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 116958

Re: qbismSuper8 builds

The problem turned out to be onseam set to 1 instead of 32. This clobbers some internal flags in software quake, messing up the clipping. http://www.celephais.net/board/view_thread.php?id=60335&start=755 Bingo! Confirmed. Original SW engine functions properly if onseam is either 0 or 32. 1 = le...
by qbism
Sun Jan 10, 2016 7:05 pm
Forum: Programming Tutorials
Topic: Proper lit water on TyrUtils' light.exe
Replies: 3
Views: 5670

Re: Proper lit water on TyrUtils' light.exe

Holy smokes! This has been on wish-lists forever. Surfaces must be lit from both sides because lighting will stop at the surface?
by qbism
Thu Jan 07, 2016 4:51 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 116958

Re: qbismSuper8 builds

have you tried validating the per-pose bounding boxes that are used for trivial accept/reject checks? you could always just calculate them yourself if you don't trust the exporter, or just set them to their min+max values at load. these and degenerate triangles are the only two things I can think o...
by qbism
Wed Jan 06, 2016 5:02 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 116958

Re: qbismSuper8 builds

The old WinQuake client might be expecting the skin/verts to be setup in a certain order. Yes, and there is only minimal error-checking. The goal is to jam the file into memory representation with minimal processing for our 1996 DOS P60 computer. The exporter program has a large burden. This is rea...
by qbism
Wed Jan 06, 2016 2:00 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 116958

Re: qbismSuper8 builds

The results below are from re-saving ALL the mdls in Quark 6.6.0 beta 7. The tearing may not come directly from the model in view, although it is a common factor in DM4 and the AD start map. Duplication of ericw's DM4 screenshot, AD start with rocket ammo centered in far distance, and demonstration ...
by qbism
Tue Jan 05, 2016 1:47 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 116958

Re: qbismSuper8 builds

MarkV Winquake: Glad someone made this. I haven't looked at it yet, but I expect many players will enjoy it, and the original MarkV thoroughly commented source has been a great reference. Progs mdls: Problematic files seem to be 'fixed' for winquake derivitives, with all skins intact, by open/save i...