qbismSuper8 builds
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Re: qbismSuper8 builds
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.
Leave others their otherness.
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- taniwha
- Posts: 399
- Joined: Thu Jan 14, 2010 7:11 am
Re: qbismSuper8 builds
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.
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
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Re: qbismSuper8 builds
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
and for the demo
https://www.dropbox.com/s/9ggl67q3j7diztb/e1m1.dem
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gnounc - Posts: 424
- Joined: Mon Apr 06, 2009 6:26 am
Re: qbismSuper8 builds
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!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
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.
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: qbismSuper8 builds
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
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: qbismSuper8 builds
i didnt realize i hadnt dropped pak88 into the id folder. done and done.
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gnounc - Posts: 424
- Joined: Mon Apr 06, 2009 6:26 am
Re: qbismSuper8 builds
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.
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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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
Re: qbismSuper8 builds
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.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.
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: qbismSuper8 builds
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.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
Re: qbismSuper8 builds
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_Updatedreadlorde 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.
- Code: Select all
VID_CheckWindowXY (); //qbism- put the check here, and nowhere else
if (firstupdate)
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: qbismSuper8 builds
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.
Yes, it’s build 88 and the exe is 688 kb in size. Pure coincidence but I'm truly sorry.
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: qbismSuper8 builds
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.
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
);
}
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Re: qbismSuper8 builds
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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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: qbismSuper8 builds
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.
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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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: qbismSuper8 builds
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)?
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
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