qbismSuper8 builds

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qbism
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qbismSuper8 builds

Post by qbism »

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.
Nahuel
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Re: qbismSuper8 builds

Post by Nahuel »

Awesome! :)
thanks for your work!
hi, I am nahuel, I love quake and qc.
mh
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Post by mh »

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
qbism
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Re: qbismSuper8 builds

Post by qbism »

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
qbism
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Post by qbism »

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

1. Get the latest release.
2. Play this http://necros.slipgateconstruct.com/dow ... _ruins.zip
3. :D :?: Happiness?
Last edited by qbism on Tue Aug 23, 2011 4:38 pm, edited 1 time in total.
qbism
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Post by qbism »

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.
JasonX
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Post by JasonX »

Does that run on Flash? Amazing!
qbism
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Post by qbism »

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.
revelator
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Post by revelator »

that looks super awsome :)
mrmmaclean
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Post by mrmmaclean »

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
mh
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Post by mh »

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
mrmmaclean
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Post by mrmmaclean »

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
leileilol
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Post by leileilol »

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
revelator
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Post by revelator »

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 :).
Spike
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Post by Spike »

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.
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