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qbismSuper8 alpha 061410 released

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qbismSuper8 alpha 061410 released

Postby qbism » Tue Jun 15, 2010 3:08 am

A new software engine release in honor of 8-bit graphics. For that sweet, crunchy pixelated look.

qbismSuper8 springs from the Flash Makaqu project, but it is no longer a direct port.

The engine packaged with a little demo featuring oqplus content is here:
http://files.qbism.com/8138fc731fb0800f73e8979bd122e8c0.php

It actually includes a compiled swf this time. If you happen to be working on FlashProQuake or other Flash Quake port, the compile how-to doc and project file organization itself may be useful.

New features include:

MOVETYPE_FOLLOW and MOVETYPE_BOUNCEMISSILE implemented (DarkPlaces).

Stainmaps. (Modified from fteqw)

Increased engine limits including edicts, particles, sounds, and map edges/surfaces/spans. Network protocol change was necessary. (joequake)

Autocomplete with the TAB key, including command line completion and map name completion. Enter 'map *' and TAB to list all maps. (qrack/joequake)

Record movies directly to XVID and other AVI formats. (Baker tute/joequake)

Add FOV slider.

...and bots work in Flash!

Go to qbism.com if, for some reason, you need to read a bigger blurb before downloading.
Last edited by qbism on Tue Jun 15, 2010 3:15 am, edited 1 time in total.
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Re: qbismSuper8 alpha 061410 released

Postby Baker » Tue Jun 15, 2010 3:12 am

...and bots work in Flash!


Very cool :D
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Re: qbismSuper8 alpha 061410 released

Postby qbism » Tue Jun 15, 2010 3:20 am

Baker wrote:
...and bots work in Flash!


Very cool :D


Wish I knew exactly WHY they work. Then could help others, and not accidentally break later.... :)
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Postby Baker » Tue Jun 15, 2010 3:25 am

I have a feeling the answer will be coming soon. Since you have working bots, maybe there is something Flash friendly in the implementation. I'll be checking it out.

Suggestion: Flash is case sensitive. Please change any files names in the pak to lower case, I had trouble loading up your maps initially because I couldn't determine the case.

Extra note: This must feature leileilol's new OQ stuff as the maps and some of the models and sounds were MUCH nicer than in the past.

Anyways, very nice work. I'm do think it is a little funny seeing my Flash-mouse-aim hack getting use :D :D
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Postby qbism » Tue Jun 15, 2010 4:51 am

Baker wrote:Please change any files names in the pak to lower case, I had trouble loading up your maps initially because I couldn't determine the case.

Good point. Also noticed demos missing from swf paks. Just uploaded corrected zip!

The aim code is from Makaqu, but I did use your avi tutorial.
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Postby Baker » Tue Jun 15, 2010 5:16 am

btw, I do single player and then new game and still get nada.

I receive a host error saying map not found. The start demos work of course.
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Postby qbism » Tue Jun 15, 2010 11:54 am

The only maps included in the package are those from oqplus- oqdm2ish, oqdm4ish, and agrs. The engine is capable of singleplayer and most standard multiplayer maps, but the user will have to provide them at this point.

To use the standard Quake paks, replace pak0 but not pak10 or pak11. Pak11 is what I used to store multiplayer maps from Igor9's map/waypoint collection. Those are good for testing.
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Postby ceriux » Wed Jun 16, 2010 2:20 pm

any screens? i cant test out any of this new stuff... not till i get home.
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Postby qbism » Wed Jun 16, 2010 4:25 pm

Just one screen for now, but I will make more when I get time.
Here's a 480x600 slice
Image

Full screenshot link:http://qbism.com/MGalleryItem.php?id=15
Map is anti clan IV. Native-res software mode thanks to mh tute.

Also YouTube HD video of bot coop vs. ELF's Mantrid arms in Daz' Chemical Reaction DM2
http://www.youtube.com/watch?v=UlnO5BSSt18

If you can't see it on gov't computer, sorry, I'll post a couple screens from that also.
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Postby ceriux » Wed Jun 16, 2010 5:14 pm

wow, that looks pretty nice. maybe if you dont mind when i get home ill use your engines source as the base for my game and just add on to it. i like the old school look. it is GLbased?
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Postby qbism » Thu Jun 17, 2010 7:19 am

ceriux wrote: if you dont mind when i get home ill use your engines source as the base for my game and just add on to it. i like the old school look. it is GLbased?

It is software rendering using just the 8 bits of Quake palette color. The beauty of open source code is that one creation builds on another, go for it!

Image
screenshot detail from baldm8

More screenshots (than anyone is likely to want):
http://qbism.com/index.php?action=media;sa=album;in=2
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Postby Baker » Thu Jun 17, 2010 7:47 am

qbism wrote:The only maps included in the package are those from oqplus- oqdm2ish, oqdm4ish, and agrs.


When I type "map *" and press tab it shows a few maps that actually don't exist then, like start and e4m2 and such. Any idea why?

Apparently your mechanism to list the maps has a bug because it showed maybe 20 maps when I did "map *" + press tab --- instead of just 3 ... which was why I was confused.
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Postby Baker » Thu Jun 17, 2010 8:06 am



Assuming that's leileilol's OpenQuartz Plus, I have to say the sounds appear to have come a LONG way.
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Postby qbism » Thu Jun 17, 2010 8:13 am

Baker wrote: Any idea why?

[EDIT] It's finding the bsps in /maps/skies in pak10.
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Postby mrmmaclean » Sun Sep 05, 2010 10:24 pm

This seriously rules :D

EDIT: Oops! Sorry for the inconsequential bump on a kinda old thread...
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