qbismSuper8 builds
Re: qbismSuper8 builds
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?
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?
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 ..
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: qbismSuper8 builds
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!
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!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: qbismSuper8 builds
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.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?
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.
I think it is amon26_pal13. 300 was aiming for the look of the movie.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!
-
- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
Re: qbismSuper8 builds
From the top of my head, YPOD has a custom palette.Baker wrote:Other than X-Men Ravages of Apocalypse, which has a palette that only very slightly deviates from the Quake palette ...qbism wrote:A custom palette can still be loaded, but the default is the Quake palette.
Is there even another mod in existence that uses a non-Quake palette?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: qbismSuper8 builds
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:I think it is amon26_pal13.
Cool! Infact it's a superb palette!qbism wrote:300 was aiming for the look of the movie.
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: qbismSuper8 builds
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!frag.machine wrote:From the top of my head, YPOD has a custom palette.
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:
Re: qbismSuper8 builds
That screenshot looks great.
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 ..
Re: qbismSuper8 builds
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
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
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 ..
Re: qbismSuper8 builds
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 ...
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 ...
So I'm just offering that thought there. Always know why!!!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?
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 ..
Re: qbismSuper8 builds
1. Do you have a start.ent file in id1 folder? I haven't had any ent files installed in a while.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
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
Probably an external .ent file or external .lit file named start.ent or start.lit.
Works now!
Works now!
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 ..
Re: qbismSuper8 builds
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.
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.
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: qbismSuper8 builds
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!
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!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: qbismSuper8 builds
Thanks toneddu2000. I try to keep the engine running, but this thread is going on 5 years
Also keep an eye on Mark V winquake. Many cool features, especially in the console.
Also keep an eye on Mark V winquake. Many cool features, especially in the console.
Exactly. r_nolerplist cvar, originally from FitzQuake I recall.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?