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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- Mon Jan 04, 2016 12:29 am
- Forum: Engine Programming
- Topic: qbismSuper8 builds
- Replies: 413
- Views: 116931
- Sun Jan 03, 2016 10:52 pm
- Forum: Engine Programming
- Topic: qbismSuper8 builds
- Replies: 413
- Views: 116931
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)....
- Sun Jan 03, 2016 6:46 pm
- Forum: Engine Programming
- Topic: qbismSuper8 builds
- Replies: 413
- Views: 116931
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.
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.
- Sat Jan 02, 2016 7:01 pm
- Forum: Engine Programming
- Topic: qbismSuper8 builds
- Replies: 413
- Views: 116931
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. Engines ...
- Sat Jan 02, 2016 3:36 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6124650
Re: What are you working on?
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.
- Fri Jan 01, 2016 4:21 am
- Forum: Engine Programming
- Topic: qbismSuper8 builds
- Replies: 413
- Views: 116931
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 Qu...
- Fri Jan 01, 2016 3:15 am
- Forum: General Discussion
- Topic: Formatted wrong drive :S
- Replies: 17
- Views: 8785
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.
- Fri Jan 01, 2016 3:00 am
- Forum: Engine Programming
- Topic: qbismSuper8 builds
- Replies: 413
- Views: 116931
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 nowadays...
- Fri Jan 01, 2016 2:28 am
- Forum: General Discussion
- Topic: Id Software bundle sale on GOG
- Replies: 10
- Views: 5011
Re: Id Software bundle sale on GOG
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.toneddu2000 wrote:curious..how was the effect?
- Thu Dec 31, 2015 4:20 am
- Forum: Engine Programming
- Topic: qbismSuper8 builds
- Replies: 413
- Views: 116931
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?) woul...
- Thu Dec 31, 2015 2:02 am
- Forum: Engine Programming
- Topic: qbismSuper8 builds
- Replies: 413
- Views: 116931
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: http...
- Wed Dec 30, 2015 5:32 am
- Forum: General Discussion
- Topic: Id Software bundle sale on GOG
- Replies: 10
- Views: 5011
Re: Id Software bundle sale on GOG
At one point I was playing Doomsday with red/cyan 3D glasses
- Wed Dec 30, 2015 3:45 am
- Forum: Engine Programming
- Topic: qbismSuper8 builds
- Replies: 413
- Views: 116931
Re: qbismSuper8 builds
The Medusa bug! manifestation: overflow into video memory and eventual crash when rotating view toward a specific direction... weird.
- Wed Dec 30, 2015 3:30 am
- Forum: Engine Programming
- Topic: qbismSuper8 builds
- Replies: 413
- Views: 116931
Re: qbismSuper8 builds
Thanks. There's an overflow affecting the vid buffer. No crash when the mod's progs.dat is removed, and maps load fine. So guessing progs.dat or a limit-breaking custom asset is the issue.
- Tue Dec 29, 2015 5:53 pm
- Forum: General Discussion
- Topic: Formatted wrong drive :S
- Replies: 17
- Views: 8785
Re: Formatted wrong drive :S
My machine is a 2009 Gateway 17" gaming laptop with core2 duo, 9800, and an SSD upgrade. Fast enough for almost anything in the Quake world. I upgrade the core2 to the fastest available for the motherboard for $15 :smile: I like the keyboards on those big honking laptops from Gateway and Dell.