Search found 1241 matches

by qbism
Wed Jan 06, 2016 2:00 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 148632

Re: qbismSuper8 builds

The results below are from re-saving ALL the mdls in Quark 6.6.0 beta 7. The tearing may not come directly from the model in view, although it is a common factor in DM4 and the AD start map. Duplication of ericw's DM4 screenshot, AD start with rocket ammo centered in far distance, and demonstration ...
by qbism
Tue Jan 05, 2016 1:47 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 148632

Re: qbismSuper8 builds

MarkV Winquake: Glad someone made this. I haven't looked at it yet, but I expect many players will enjoy it, and the original MarkV thoroughly commented source has been a great reference.

Progs mdls: Problematic files seem to be 'fixed' for winquake derivitives, with all skins intact, by open/save ...
by qbism
Mon Jan 04, 2016 12:29 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 148632

Re: qbismSuper8 builds

OK, I've just removed the newer link with fixed frames as well. All the 'fix' is, though, is to open and resave each mdl in Quark. That's it! Screenshots from MFX's ad_crucial with a custom palette:
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by qbism
Sun Jan 03, 2016 10:52 pm
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 148632

Re: qbismSuper8 builds

That file was deleted two days ago. Sorry that I did not mention it on this board. I was sidetracked by a different discussion. From qbism.com
func_qbism » Fri Jan 01, 2016 10:09 pm
EDIT: link fixed above. Just realized these mdls do not include multiple skins of the originals (like misc_digit.mdl ...
by qbism
Sun Jan 03, 2016 6:46 pm
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 148632

Re: qbismSuper8 builds

super8 supports alphamask, or more specifically colorkey textures, but no overdraw.

mankrip: that explains the 'bolt2.mdl' bloody hack! I expect there is a dp extension or similar. Beams look smooth in the Quake 1.5 project as shown in Seven's video. There's a thread at quakeone.com.
by qbism
Sat Jan 02, 2016 7:01 pm
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 148632

Re: qbismSuper8 builds

The deviations from standard have been catching up recently. I haven't thought about it, but looking back, this is represented in most of the few super8 commits in 2015. -sndspeed and entity alpha come to mind.

I've fussed occasionally about map/mod deviations which should not be supported ...
by qbism
Sat Jan 02, 2016 3:36 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511182

Re: What are you working on?

Barnes wrote:Specular phong lighting for hud digits

http://www.youtube.com/watch?v=8TOPsXrSFpY
That's an awesome effect. Would be cool if digits reacted to world lighting in some way. Dimmer in dark areas, brighter and higher reflectance outside.
by qbism
Fri Jan 01, 2016 4:21 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 148632

Re: qbismSuper8 builds

Good point, but what IS the expected retro behavior here 20 years out? DP defaults cl_beams_quakepositionhack to 1. cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
by qbism
Fri Jan 01, 2016 3:15 am
Forum: General Discussion
Topic: Formatted wrong drive :S
Replies: 17
Views: 10917

Re: Formatted wrong drive :S

Much appreciated, Spirit. Each year a few IDtech sites and original code references go 'poof' forever. Recently I could not find Blinky's Q2 tutorials or the Afterwards Q3 source files. As a civilization we are making little use of the distributed/redundant capabilities of electronic data.
by qbism
Fri Jan 01, 2016 3:00 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 148632

Re: qbismSuper8 builds

Looks like Joequake hacks all the beams, not just bolt2.mdl. And why not? I also take Spike's point on cvar creep. Besides the quantity of cvars, this is an example of different engines with slightly different behaviour (and cvar names) for the same general function.

Yet to stay in-the-game ...
by qbism
Fri Jan 01, 2016 2:28 am
Forum: General Discussion
Topic: Id Software bundle sale on GOG
Replies: 10
Views: 6251

Re: Id Software bundle sale on GOG

toneddu2000 wrote:curious..how was the effect?
Basic angular 3D spaces work better than complex shapes or curves to get a sense of 3D, so Doom maps work well. I played some newer stuff (which can get complex) but also Oblige maps. Takes about 10 minutes to get into it, and headache after about an hour. :lol:
by qbism
Thu Dec 31, 2015 4:20 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 148632

Re: qbismSuper8 builds

AD runs but maybe it's getting too late for tonight... I think I saw a ghost in the Firetop Mountain start map...

There's a hack, from quakeworld I guess, that locks beam origins to client view. Lightning looks smoother in multiplayer but it's not moddable. cl_beams_quakepositionhack (from DP ...
by qbism
Thu Dec 31, 2015 2:02 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 148632

Re: qbismSuper8 builds

Mankrip, it did not crash after that. And ericw, you nailed it. There must be something funky with the mdls. They look OK in Noesis but saved as a smaller file. After batch re-saving the whole set the crash and vid overflow is gone.

Also the files are smaller after this.

Updated progs mdls zip ...
by qbism
Wed Dec 30, 2015 5:32 am
Forum: General Discussion
Topic: Id Software bundle sale on GOG
Replies: 10
Views: 6251

Re: Id Software bundle sale on GOG

At one point I was playing Doomsday with red/cyan 3D glasses :cool:
by qbism
Wed Dec 30, 2015 3:45 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 148632

Re: qbismSuper8 builds

The Medusa bug! manifestation: overflow into video memory and eventual crash when rotating view toward a specific direction... weird.
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