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Re: qbismSuper8 builds

Postby taniwha » Sun Jun 17, 2012 11:31 am

While it might be nasty on load-times, you can re-portalize the world and then check the portals for contents transitions and merge vis tables at load time. That should be fairly robust, if a little "fat" on the vis side. Even that can be worked around at modest load-time expense.
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Re: qbismSuper8 builds

Postby mh » Sun Jun 17, 2012 12:17 pm

Another trick is that each water surface is actually in the BSP twice - once for underwater and once for above water. So if you've got a leaf that has a water surface, just find the other leaf that has it's matching surface and merge the PVS for the two.
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Re: qbismSuper8 builds

Postby gnounc » Sun Jun 17, 2012 4:43 pm

I'm running xp on a laptop with intel gma 945 integrated graphics card, intel core duo t2080 1.8 ghz cpu.
and for the demo

https://www.dropbox.com/s/9ggl67q3j7diztb/e1m1.dem
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Re: qbismSuper8 builds

Postby qbism » Sun Jun 17, 2012 11:23 pm

gnounc wrote:I'm running xp on a laptop with intel gma 945 integrated graphics card, intel core duo t2080 1.8 ghz cpu.
and for the demo

https://www.dropbox.com/s/9ggl67q3j7diztb/e1m1.dem
Based on the other comments implying non-vised water, I played this without the pak that comes with Super8 (pak88.pak) and finally saw what you're seeing. The pak includes .vis files, which override map visibility to create transparent water. With vised water, the bug doesn't occur. Could set r_wateralpha 1 with the vis to have opaque water and no bug... but the monsters will still see you underwater!

The same type of bug occurs with skybox textures in software engines that support it (tochris, Makaqu, and derivatives) when there is map geometry literally behind the sky. In reality, folks, we can't build towers "behind" the sky, so it's really the software renderer's way of interpreting a paradox that glquake ignores. :lol:
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Re: qbismSuper8 builds

Postby leileilol » Mon Jun 18, 2012 12:59 am

Engoo's multiply water blend (At a certain wateralpha setting) is actually effective on masking the grey void to a near seamless blend so I don't even notice a lack of watervis data
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Re: qbismSuper8 builds

Postby gnounc » Mon Jun 18, 2012 3:40 am

i didnt realize i hadnt dropped pak88 into the id folder. done and done.
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Re: qbismSuper8 builds

Postby mankrip » Mon Jun 18, 2012 11:21 pm

qbism wrote:The same type of bug occurs with skybox textures in software engines that support it (tochris, Makaqu, and derivatives) when there is map geometry literally behind the sky. In reality, folks, we can't build towers "behind" the sky, so it's really the software renderer's way of interpreting a paradox that glquake ignores. :lol:

Since Makaqu 1.3 (and maybe 1.2, I can't remember right now) I've modified the skybox renderer to draw on the void, so the engine can render a skybox in non-VISed maps without a regular sky texture, thus saving some RAM. From what I remember, this may also have prevented the sky brushes from occluding regular geometry when a skybox is on. But it's the kind of stuff I never remember to check again.
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Re: qbismSuper8 builds

Postby qbism » Wed Jun 20, 2012 2:31 am

mankrip wrote:I've modified the skybox renderer to draw on the void, so the engine can render a skybox in non-VISed maps without a regular sky texture, thus saving some RAM. From what I remember, this may also have prevented the sky brushes from occluding regular geometry when a skybox is on.
One solution involves mapping the skybox onto sky textures individually for z-sorting. Non-trivial and a big cpu load just to handle a few rare instances, where a mapping quirk creates an open view of sky that would be obscured in reality.
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Re: qbismSuper8 builds

Postby dreadlorde » Mon Jun 25, 2012 3:27 pm

In windowed mode, if the qbism window is moved halfway off screen, it can't be brought back; it's just stuck there. I'm on windows 7.
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Re: qbismSuper8 builds

Postby qbism » Tue Jun 26, 2012 2:31 am

dreadlorde wrote:In windowed mode, if the qbism window is moved halfway off screen, it can't be brought back; it's just stuck there. I'm on windows 7.
OK, I see it. The out-of-bounds check is not being called at the right time. I think this is the fix, in VID_Update
Code: Select all
    VID_CheckWindowXY ();  //qbism- put the check here, and nowhere else
    if (firstupdate)
If no side effects, will be in next build.
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Re: qbismSuper8 builds

Postby qbism » Fri Jul 20, 2012 6:12 am

Get Super8 build 0088. Fixes windowed-mode bug, no longer gets stuck. Fixes a map load bug, now ‘Unforgiven’ will run again (I was attempting to scan for more worldspawn besides "fog" but need to be more careful with names). Rendition of colored lighting is improved -color is added without destroying grays as much with a change to the formula. And thanks to Baker's tute and Proquake, record a demo anytime during gameplay, rather than only from the beginning. This is a nice “forgotten” feature brought back to light.

Yes, it’s build 88 and the exe is 688 kb in size. Pure coincidence but I'm truly sorry.
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Re: qbismSuper8 builds

Postby Baker » Fri Jul 20, 2012 7:05 pm

How do I try out the fog or load a sky box?

I want to see these in action and I don't see the command names in the readme.

The lighting in this is great. I know no one likes to touch the vid_win.c file, but one thing that annoys me is that the window doesn't center.

If interested, this derived from information MH supplied, centers the window in the primary monitor window even taking into account the taskbar and other items.

Code: Select all
/*
================
CenterWindow
================
*/
void CenterWindow (HWND hWndCenter)
{
   // get the size of the desktop working area and the window
   RECT workarea, rect;
   int out_left, out_top;
   
   // Baker: MSDN says SPI_GETWORKAREA is for the primary monitor so we are ok!
   if (!SystemParametersInfo (SPI_GETWORKAREA, 0, &workarea, 0) || !GetWindowRect (hWndCenter, &rect))
   {
      Sys_Error ("CenterWindow: SystemParametersInfo failed\n");
      return;
   }

   // center it properly in the working area (don't assume that top and left are 0!!!)

   out_left = workarea.left + ((workarea.right - workarea.left) - (rect.right - rect.left)) / 2;
   out_top  = workarea.top + ((workarea.bottom - workarea.top) - (rect.bottom - rect.top)) / 2;
   
   if (out_left < 0) out_left = 0;
   if (out_top < 0) out_top = 0;

   SetWindowPos
   (
      hWndCenter,
      NULL,
      out_left,
      out_top,
      0,
      0,
      SWP_NOSIZE | SWP_NOZORDER | SWP_SHOWWINDOW | SWP_DRAWFRAME
   );

}
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Re: qbismSuper8 builds

Postby qbism » Fri Jul 20, 2012 7:26 pm

Baker wrote:How do I try out the fog or load a sky box?

I want to see these in action and I don't see the command names in the readme.

The lighting in this is great. I know no one likes to touch the vid_win.c file, but one thing that annoys me is that the window doesn't center.

The readme is indeed getting stale...

For fog, try running CZG's "Honey" maps as an example. Or use the command line, it works like FitzQuake:
fog <density>
fog <red> <green> <blue>
fog <density> <red> <green> <blue>

For sky, Madfox's Venividifuzi has a nice one. Or loadsky <filename>. To be compatible, I should probably rename that to just "sky".
Supported skybox formats: 256, 512, or 1024 resolution tga or pcx.

Now that the window won't snag off the edge of the screen, I wouldn't mind trying centering it.
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Re: qbismSuper8 builds

Postby qbism » Fri Sep 07, 2012 2:38 am

From an alternate steam-punk reality where would-be GPU inventors designed elaborate corsets instead, comes the next iteration:
super8 build 97

Listing of console commands is here with changes from vanilla noted: http://super8.qbism.com/qbismsuper8-console-commands/

Video can be captured any time during gameplay or demo playback, including fastforward and rewind. Added these binds to make it handy:
bind F7 capture_start
bind F8 capture_stop

Glass and func_water are here in an alpha state. Glass appears to be working (transparent, solid, non-turbulent) with func_wall skip texture helpers. At some point I'll do a demo map.
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Re: qbismSuper8 builds

Postby dreadlorde » Sun Sep 16, 2012 4:24 pm

I tried using capture_start today, and got the error "video stream could not be created," or something of that sort. capture_codec was set to xvid (I don't know the abbreviations of any of the other codecs). Do I need to install a codec pack (klite, cccp)?
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