Forum

qbismSuper8 builds

Discuss programming topics for the various GPL'd game engine sources.

Moderator: InsideQC Admins

qbismSuper8 builds

Postby qbism » Thu Aug 11, 2011 4:39 am

Download the latest qbismSuper8: https://github.com/qbism/super8/releases[edited]
Docs, blog, and release news at http://qbism.com and archive http://super8.qbism.com[edited]

Just a few quick notes for now-

Fixed cvarlist crash bug.
Added statusbar change mode bound to + and - keys by default.
Generate colormaps internally rather than external files.
Increased size of built-in windowed modes.
Fixed colorshift carry-over on respawn.
Turned off dramatic model light style by default.
Increased baseline gamma.
Last edited by qbism on Wed Jan 27, 2016 4:34 am, edited 6 times in total.
User avatar
qbism
 
Posts: 1235
Joined: Thu Nov 04, 2004 5:51 am

Re: qbismSuper8 builds

Postby Nahuel » Thu Aug 11, 2011 2:35 pm

Awesome! :)
thanks for your work!
hi, I am nahuel, I love quake and qc.
User avatar
Nahuel
 
Posts: 484
Joined: Wed Jan 12, 2011 8:42 pm
Location: mar del plata

Postby mh » Sat Aug 13, 2011 3:17 pm

Check your PMs. ;)
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
User avatar
mh
 
Posts: 2286
Joined: Sat Jan 12, 2008 1:38 am

Re: qbismSuper8 builds

Postby qbism » Sat Aug 13, 2011 5:32 pm

Nahuel wrote:Awesome! :)
thanks for your work!
You're welcome, hope you enjoy it! Upcoming release will support Necros maps/mod "Altar of Storms" (ne_ruins). Stay tuned!

mh wrote:Check your PMs. ;)
:D
User avatar
qbism
 
Posts: 1235
Joined: Thu Nov 04, 2004 5:51 am

Postby qbism » Sun Aug 14, 2011 5:43 am

[edited, get current build from link at top.]

1. Get the latest release.
2. Play this http://necros.slipgateconstruct.com/downloads/ne_ruins.zip
3. :D :?: Happiness?
Last edited by qbism on Tue Aug 23, 2011 4:38 pm, edited 1 time in total.
User avatar
qbism
 
Posts: 1235
Joined: Thu Nov 04, 2004 5:51 am

Postby qbism » Sun Aug 21, 2011 4:08 am

Upcoming build- tweaking palette and colormapping:

Marcher:
Image[edited links]

Marcher 300:
Image

Marcher Matrix:
Image
Last edited by qbism on Tue Apr 22, 2014 11:39 pm, edited 1 time in total.
User avatar
qbism
 
Posts: 1235
Joined: Thu Nov 04, 2004 5:51 am

Postby JasonX » Sun Aug 21, 2011 2:00 pm

Does that run on Flash? Amazing!
JasonX
 
Posts: 407
Joined: Tue Apr 21, 2009 2:08 pm

Postby qbism » Mon Aug 22, 2011 4:13 pm

JasonX wrote:Does that run on Flash? Amazing!
Well, it should run in Flash. Haven't tested it. But it's about time to do a new Flash demo.
User avatar
qbism
 
Posts: 1235
Joined: Thu Nov 04, 2004 5:51 am

Postby revelator » Mon Aug 22, 2011 4:44 pm

that looks super awsome :)
User avatar
revelator
 
Posts: 2518
Joined: Thu Jan 24, 2008 12:04 pm
Location: inside tha debugger

Postby mrmmaclean » Thu Aug 25, 2011 12:39 am

When compiling for Flash with Adobe Alchemy and cygwin, and using the SVN of version 0020 I get a few errors:

host.c:913: error: implicit declaration of function 'BuildGammaTable'

common.c:1822: error: implicit declaration of function 'CRC_Init'

common.c:1824: error: implicit declaration of function 'CRC_ProcessByte'

edit: also similar errors when it gets to pr_edict
User avatar
mrmmaclean
 
Posts: 33
Joined: Sun Aug 22, 2010 2:49 am

Postby mh » Thu Aug 25, 2011 1:24 am

You just need to declare function prototypes for these. The Q1 source is stuffed full of functions like this.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
User avatar
mh
 
Posts: 2286
Joined: Sat Jan 12, 2008 1:38 am

Postby mrmmaclean » Thu Aug 25, 2011 1:58 am

mh wrote:You just need to declare function prototypes for these. The Q1 source is stuffed full of functions like this.


I will do that for my own purposes, yes, but I thought qbism would want to know that his code doesn't compile :D
User avatar
mrmmaclean
 
Posts: 33
Joined: Sun Aug 22, 2010 2:49 am

Postby leileilol » Thu Aug 25, 2011 2:23 am

qbism wrote:Upcoming build- tweaking palette and colormapping:

I had this same feature half-assed in Engoo (GRATE MINDS THINK ALIKE I THINK), though I was intending it to remap colormap to EGA colors only to support EGA native video modes via excessive lookup

I got it to load the remap palette, but the stuff that gets loaded I accidentally remapped stuff to black and red
i should not be here
leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Postby revelator » Thu Aug 25, 2011 9:52 am

I will do that for my own purposes, yes, but I thought qbism would want to know that his code doesn't compile


depends a bit which compiler and which flags you passed the compiler :)
old msvc6 mostly does not care if things are not properly typedeffed and newer msvc can be made to ignore it just the same.
but for all purposes and intents it should be fixed so im sure he will :).
User avatar
revelator
 
Posts: 2518
Joined: Thu Jan 24, 2008 12:04 pm
Location: inside tha debugger

Postby Spike » Thu Aug 25, 2011 4:41 pm

implicit declarations are bad, and vanilla glquake has lots of them. They break FPU stacks and corrupt 64bit pointers.
however, they're generally expected in K&R C, so few compilers generate errors by default, even though in this day and age they really really should.
Spike
 
Posts: 2878
Joined: Fri Nov 05, 2004 3:12 am
Location: UK

Next

Return to Engine Programming

Who is online

Users browsing this forum: No registered users and 1 guest