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qbismSuper8 alpha 061410 released

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qbism Joined: 04 Nov 2004 Posts: 82 |

Posted: Tue Jun 15, 2010 3:08 am Post subject: qbismSuper8 alpha 061410 released |

A new software engine release in honor of 8-bit graphics. For that sweet, crunchy pixelated look. qbismSuper8 springs from the Flash Makaqu project, but it is no longer a direct port. The engine packaged with a little demo featuring oqplus content is here:
http://files.qbism.com/8138fc731fb0800f73e8979bd122e8c0.php
It actually includes a compiled swf this time. If you happen to be working on FlashProQuake or other Flash Quake port, the compile how-to doc and project file organization itself may be useful.
New features include:
MOVETYPE_FOLLOW and MOVETYPE_BOUNCEMISSILE implemented (DarkPlaces).
Stainmaps. (Modified from fteqw)
Increased engine limits including edicts, particles, sounds, and map edges/surfaces/spans. Network protocol change was necessary. (joequake)
Autocomplete with the TAB key, including command line completion and map name completion. Enter 'map *' and TAB to list all maps. (qrack/joequake)
Record movies directly to XVID and other AVI formats. (Baker tute/joequake)
Add FOV slider.
...and bots work in Flash!
Go to qbism.com if, for some reason, you need to read a bigger blurb before downloading.
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http://qbism.com
Last edited by qbism on Tue Jun 15, 2010 3:15 am; edited 1 time in total

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Tue Jun 15, 2010 3:12 am Post subject: Re: qbismSuper8 alpha 061410 released |

Quote:
...and bots work in Flash!

Very cool
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Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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qbism Joined: 04 Nov 2004 Posts: 82 |

Posted: Tue Jun 15, 2010 3:20 am Post subject: Re: qbismSuper8 alpha 061410 released |

Baker wrote:

Quote:
...and bots work in Flash!

Very cool

Wish I knew exactly WHY they work. Then could help others, and not accidentally break later....
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http://qbism.com

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Tue Jun 15, 2010 3:25 am Post subject: |

I have a feeling the answer will be coming soon. Since you have working bots, maybe there is something Flash friendly in the implementation. I'll be checking it out. Suggestion: Flash is case sensitive. Please change any files names in the pak to lower case, I had trouble loading up your maps initially because I couldn't determine the case.
Extra note: This must feature leileilol's new OQ stuff as the maps and some of the models and sounds were MUCH nicer than in the past.
Anyways, very nice work. I'm do think it is a little funny seeing my Flash-mouse-aim hack getting use
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Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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qbism Joined: 04 Nov 2004 Posts: 82 |

Posted: Tue Jun 15, 2010 4:51 am Post subject: |

Baker wrote:
Please change any files names in the pak to lower case, I had trouble loading up your maps initially because I couldn't determine the case.

Good point. Also noticed demos missing from swf paks. Just uploaded corrected zip!
The aim code is from Makaqu, but I did use your avi tutorial.
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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Tue Jun 15, 2010 5:16 am Post subject: |

btw, I do single player and then new game and still get nada. I receive a host error saying map not found. The start demos work of course. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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qbism Joined: 04 Nov 2004 Posts: 82 |

Posted: Tue Jun 15, 2010 11:54 am Post subject: |

The only maps included in the package are those from oqplus- oqdm2ish, oqdm4ish, and agrs. The engine is capable of singleplayer and most standard multiplayer maps, but the user will have to provide them at this point. To use the standard Quake paks, replace pak0 but not pak10 or pak11. Pak11 is what I used to store multiplayer maps from Igor9's map/waypoint collection. Those are good for testing.
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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Wed Jun 16, 2010 2:20 pm Post subject: |

any screens? i cant test out any of this new stuff... not till i get home. _________________ QuakeDB - Quake ModDB Group

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qbism Joined: 04 Nov 2004 Posts: 82 |

Posted: Wed Jun 16, 2010 4:25 pm Post subject: |

Just one screen for now, but I will make more when I get time. Here's a 480x600 slice Full screenshot link:http://qbism.com/MGalleryItem.php?id=15 Map is anti clan IV. Native-res software mode thanks to mh tute. Also YouTube HD video of bot coop vs. ELF's Mantrid arms in Daz' Chemical Reaction DM2
http://www.youtube.com/watch?v=UlnO5BSSt18
If you can't see it on gov't computer, sorry, I'll post a couple screens from that also.
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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Wed Jun 16, 2010 5:14 pm Post subject: |

wow, that looks pretty nice. maybe if you dont mind when i get home ill use your engines source as the base for my game and just add on to it. i like the old school look. it is GLbased? _________________ QuakeDB - Quake ModDB Group

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qbism Joined: 04 Nov 2004 Posts: 82 |

Posted: Thu Jun 17, 2010 7:19 am Post subject: |

ceriux wrote:
if you dont mind when i get home ill use your engines source as the base for my game and just add on to it. i like the old school look. it is GLbased?

It is software rendering using just the 8 bits of Quake palette color. The beauty of open source code is that one creation builds on another, go for it!
screenshot detail from baldm8
More screenshots (than anyone is likely to want):
http://qbism.com/index.php?action=media;sa=album;in=2
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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Thu Jun 17, 2010 7:47 am Post subject: |

qbism wrote:
The only maps included in the package are those from oqplus- oqdm2ish, oqdm4ish, and agrs.

When I type "map *" and press tab it shows a few maps that actually don't exist then, like start and e4m2 and such. Any idea why?
Apparently your mechanism to list the maps has a bug because it showed maybe 20 maps when I did "map *" + press tab --- instead of just 3 ... which was why I was confused.
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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Thu Jun 17, 2010 8:06 am Post subject: |

qbism wrote:
http://www.youtube.com/watch?v=UlnO5BSSt18

Assuming that's leileilol's OpenQuartz Plus, I have to say the sounds appear to have come a LONG way.
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Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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qbism Joined: 04 Nov 2004 Posts: 82 |

Posted: Thu Jun 17, 2010 8:13 am Post subject: |

Baker wrote:
Any idea why?

[EDIT] It's finding the bsps in /maps/skies in pak10.
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