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InsideQC Forums • View topic - qbismSuper8 builds

qbismSuper8 builds

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Re: qbismSuper8 builds

Postby qbism » Mon Jan 25, 2016 12:46 am

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Re: qbismSuper8 builds

Postby frag.machine » Mon Jan 25, 2016 1:21 am

@qbism: they indeed could, but they should ?
I find worrying you considering to inject an ugly hack in perfectly running code just to deal with malformed data, specially because we are not talking about models from the original game, but artwork sock just released. It's easier and also the Right Thing(tm) to do just give him the required feedback (and obviously to anyone who wrote the defective export plugin) to fix and re-release his models.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: qbismSuper8 builds

Postby qbism » Mon Jan 25, 2016 3:03 am

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Re: qbismSuper8 builds

Postby ericw » Mon Jan 25, 2016 3:52 am

The mdl's in the next AD patch release will have the onseam values fixed, and also the frame mins/maxs (which were all set to 0 0 0, which messes up mdl culling a bit.)

AFAIK, the invalid onseam value (1) were written by Preach's fbx2mdl tool, I think he's aware of the problem though.

Anyway, sorry for hijacking the thread :)
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Re: qbismSuper8 builds

Postby mankrip » Tue Jan 26, 2016 3:27 am

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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/ /
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Re: qbismSuper8 builds

Postby Baker » Tue Jan 26, 2016 3:36 am

@ericw -- awesome and thorough job like usual!
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Re: qbismSuper8 builds

Postby qbism » Wed Jan 27, 2016 5:13 am

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Re: qbismSuper8 builds

Postby qbism » Mon Feb 01, 2016 7:13 am

I never expected the engine would get back to 'faithful' colors, but now it's much closer. The idea converged with a goal to make the exe independent without a special folder or pak. This build does away with the final 'training wheels' supporting the lighting model, including a hacked palette. A custom palette can still be loaded, but the default is the Quake palette.



Advanced lighting features can be turned off in console, and 'restart' map:
r_fog 0
r_coloredlights 0

Existing users will want to change to the default palette (in console: r_palette palette) and move their config file to the id1 folder, or continue to reference the super8 folder with -game, -game2, etc. Originally a super8 folder was distributed and the engine was hardwired to use it as one of the mod dirs.
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Re: qbismSuper8 builds

Postby toneddu2000 » Mon Feb 01, 2016 3:01 pm

Clearly it's an awesome work qbism. Just downloaded, tried it and it recalls to me same look and feel of the original. Very very good work!
- my first commercial game, made with FTEQW game engine
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Re: qbismSuper8 builds

Postby qbism » Tue Feb 02, 2016 12:46 am

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Re: qbismSuper8 builds

Postby Johnny Law » Tue Feb 02, 2016 5:05 pm

That's pretty slick, I'm looking forward to trying it out. A software-renderer engine that rolls pretty close to WinQuake feel but with options for the "modern conveniences" (bsp2 support, soundtrack file support, colored lighting) is a great thing to have available.

(I liked Super8 a lot already, but more as a crazy variant to whip out occasionally rather than as a main choice for playing stuff.)
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Re: qbismSuper8 builds

Postby Baker » Fri Feb 05, 2016 11:52 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: qbismSuper8 builds

Postby qbism » Fri Feb 05, 2016 1:41 pm

re: palettes -
Custom palettes can be loaded at will to change the mood of a map. The engine will automatically remap colors. Here's a strong example to show what it's doing, but it can be more subtle: Image

Amon26 did a great set of palettes a while ago including this NPR-inspired beauty: ImageThese are included in pak88.pak of last official release.
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Re: qbismSuper8 builds

Postby Baker » Fri Feb 05, 2016 2:00 pm

Ah, I see your angle. I thought you were limiting a super8 feature to accommodate mods that use a non-Quake palette.
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Re: qbismSuper8 builds

Postby qbism » Fri Feb 05, 2016 2:49 pm

Actually that is indeed an issue because super8 defaults to a nonstandard palette. The test build goes back to standard.

Currently working on correct rendring of overlapping transparent surfaces. Might need some help. Then a new test build.
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