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Re: qbismSuper8 builds

Posted: Fri Feb 05, 2016 8:28 pm
by Baker
Sometime during the summer on a "dead-day", I think I'll take your engine and put it on top of the Mark V WinQuake/Open GL chassis and then upload the source for you to do as you please.

You'll gain a Mac and Linux build, both have the same niceties that the Windows build has.

When I was working on the Mark V chassis, the idea was to have a super-refined, zero compromises foundation for engine modification.

Is there a specific reason you use the Watcom compiler? Is it for bounds checking or something?

Re: qbismSuper8 builds

Posted: Fri Feb 05, 2016 10:07 pm
by toneddu2000
I must say: your engine is awesome. I tried r_palette with Amon26's palettes and some of them make really look and feel of old game engines!
btw: second picture on the bottom you posted(the npr one), which palette is it? I tried palnpr but it's not like that. But pal300 is soo good! :)

Re: qbismSuper8 builds

Posted: Sat Feb 06, 2016 4:53 am
by qbism
Baker wrote:Sometime during the summer on a "dead-day", I think I'll take your engine and put it on top of the Mark V WinQuake/Open GL chassis and then upload the source for you to do as you please.

Is there a specific reason you use the Watcom compiler? Is it for bounds checking or something?
Grafting should be fairly doable. I wouldn't expect crazy structural differences, and a few familiar waypoints exist in code from FQ, JoeQuake, QS, and MarkV.

The Watcom project and various typecast fixes and cleanups were contributed by a coder named Levent using OpenWatcom. He was targeting Win98se. I've not built with it in over a year, so I'm not sure if it's still OK. The legendary Watcom is a compiler that is strict but with helpful build messages.

I typically use Revelator's Codeblocks Advanced and the included mingw gcc. A couple years ago I used TDM-GCC due to mingw issues with certain CPU optimizations, but have since switched back.
toneddu2000 wrote:btw: second picture on the bottom you posted(the npr one), which palette is it? I tried palnpr but it's not like that. But pal300 is soo good! :)
I think it is amon26_pal13. 300 was aiming for the look of the movie. :biggrin:

Re: qbismSuper8 builds

Posted: Sat Feb 06, 2016 1:46 pm
by frag.machine
Baker wrote:
qbism wrote:A custom palette can still be loaded, but the default is the Quake palette.
Other than X-Men Ravages of Apocalypse, which has a palette that only very slightly deviates from the Quake palette ...

Is there even another mod in existence that uses a non-Quake palette?
From the top of my head, YPOD has a custom palette.

Re: qbismSuper8 builds

Posted: Sun Feb 07, 2016 9:36 am
by toneddu2000
qbism wrote:I think it is amon26_pal13.
ok thanks. It's not like the one on your screenshot but it's the one that's more similar. (The one in the screenshot it's darker and shadow contrast is higher, probably there are some console commands to activate, I dunno)
qbism wrote:300 was aiming for the look of the movie. :biggrin:
Cool! Infact it's a superb palette!

Re: qbismSuper8 builds

Posted: Sat Feb 13, 2016 7:41 am
by qbism
frag.machine wrote:From the top of my head, YPOD has a custom palette.
I'd never heard of this so I found it and started playing. Like many mods from back then, it has a great sense of humor!

Another test build of recent color and transparency rendering improvements/ experiments:
qbism super8 build 267

Unfortunately the change in coloring will affect how the old custom palettes look.

The most effort was layered transparency based on the concept set out in Makaqu 1.6 of restarting the renderer for each transparent brush model. Otherwise they clip against each other in draw spans (the way super8 used to be). Transparent faces in the world model (or within any model really) will still clip each other if overlapped.

Classic example of Back2Forward:
Image

Re: qbismSuper8 builds

Posted: Sat Feb 13, 2016 2:33 pm
by Baker
That screenshot looks great.

Re: qbismSuper8 builds

Posted: Sat Feb 13, 2016 6:59 pm
by Baker
Dumb question.

How to start up super8 and run Arcane Dimensions?

If I do this:

c:\quake\qbismS8.exe -heapsize 256000 -zone 8192 -game ad_v1_42final

I get:

"Quake Error"
"SZ_GetSpace: overflow without allowoverflow set on cursize 3687 size 4609 maxsize 8192"

This is using the latest binary you posted in the thread you started at quakeone

Re: qbismSuper8 builds

Posted: Sat Feb 13, 2016 7:08 pm
by Baker
Also: A general critique of something ...

I spent a little time meandering about back2forwards looking around to check out your current build.

I noticed that sv_cheats is disabled by default, like the default setting in DarkPlaces.

Now ... if I want to use godmode or noclip or notarget, why should I have to type sv_cheats 1 in the console and restart the map?

I mean, I'm the user. If I type "god" in the console in single player, it's probably pretty obvious exactly what I want.

Why do I, the user, need to jump through hoops for the engine to do as I say?

If you see where I'm going with that. DarkPlaces defaulting cheats off in single player has always been a nuisance, it's main effect result is just to annoy people.

/One opinion ...
Baker thought of the day wrote:I'm not telling you what to you in your engine ... rather... I'm pointing out that in engine design when you decide to do something, it is important to know why you are doing something ...

Do you know why you did it?
So I'm just offering that thought there. :lol: Always know why!!! :beer:

Re: qbismSuper8 builds

Posted: Sat Feb 13, 2016 9:56 pm
by qbism
Baker wrote:c:\quake\qbismS8.exe -heapsize 256000 -zone 8192 -game ad_v1_42final

I get:

"Quake Error"
"SZ_GetSpace: overflow without allowoverflow set on cursize 3687 size 4609 maxsize 8192"

This is using the latest binary you posted in the thread you started at quakeone
1. Do you have a start.ent file in id1 folder? I haven't had any ent files installed in a while.

2. Have you installed patch 2? That's what I've got.

I re-downloaded the binary and even renamed the folder to match but was not able to duplicate the error. BTW, super8 has removed the useless hassle of zone structure but safely ignores 'zone' on the console/ cvar. See http://forums.insideqc.com/viewtopic.php?t=1925

Regarding sv_cheats, I'd agree if there's a reliable way to ignore it in case of max players 1 on a local server.

Re: qbismSuper8 builds

Posted: Sat Feb 13, 2016 11:47 pm
by Baker
Probably an external .ent file or external .lit file named start.ent or start.lit.

Works now!

Re: qbismSuper8 builds

Posted: Sat Apr 02, 2016 10:16 pm
by qbism

Re: qbismSuper8 builds

Posted: Mon Jun 06, 2016 5:55 am
by qbism
Ahh, this tired old thread...

New release
Download here: https://github.com/qbism/super8/releases/

New in build 282
——————————————————
Changes in this release: FIXES!
Fix EF_ROTATE in demos (rotating pickup items)
Fix nolerp list
Fix crosshair location in menu
Set nativeaspect for all modes (including windowed modes now)
and...
Let lava be transparent? Heck yes.

Re: qbismSuper8 builds

Posted: Mon Jun 06, 2016 7:20 am
by toneddu2000
great qbism! I love your engine! Probably it must be called "the last of quake engines"! :)
I don't think it's a tired old thread, it's alive and vibrant! :)
tested it and on my Windows 10 works great! EF_ROTATE works on my demo too! :)

Just a question: what is no lerp list? Is it a list of models (like torch) that doesn't have to do linear interpolation between frames?

Congrats!

Re: qbismSuper8 builds

Posted: Mon Jun 06, 2016 10:54 am
by qbism
Thanks toneddu2000. I try to keep the engine running, but this thread is going on 5 years :lol:
Also keep an eye on Mark V winquake. Many cool features, especially in the console.
Just a question: what is no lerp list? Is it a list of models (like torch) that doesn't have to do linear interpolation between frames?
Exactly. r_nolerplist cvar, originally from FitzQuake I recall.