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InsideQC Forums • View topic - qbismSuper8 builds

qbismSuper8 builds

Discuss programming topics for the various GPL'd game engine sources.

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Re: qbismSuper8 builds

Postby taniwha » Sun Jun 17, 2012 11:31 am

While it might be nasty on load-times, you can re-portalize the world and then check the portals for contents transitions and merge vis tables at load time. That should be fairly robust, if a little "fat" on the vis side. Even that can be worked around at modest load-time expense.
Leave others their otherness.
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Re: qbismSuper8 builds

Postby mh » Sun Jun 17, 2012 12:17 pm

Another trick is that each water surface is actually in the BSP twice - once for underwater and once for above water. So if you've got a leaf that has a water surface, just find the other leaf that has it's matching surface and merge the PVS for the two.
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Re: qbismSuper8 builds

Postby gnounc » Sun Jun 17, 2012 4:43 pm

I'm running xp on a laptop with intel gma 945 integrated graphics card, intel core duo t2080 1.8 ghz cpu.
and for the demo

https://www.dropbox.com/s/9ggl67q3j7diztb/e1m1.dem
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Re: qbismSuper8 builds

Postby qbism » Sun Jun 17, 2012 11:23 pm

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Re: qbismSuper8 builds

Postby leileilol » Mon Jun 18, 2012 12:59 am

Engoo's multiply water blend (At a certain wateralpha setting) is actually effective on masking the grey void to a near seamless blend so I don't even notice a lack of watervis data
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Re: qbismSuper8 builds

Postby gnounc » Mon Jun 18, 2012 3:40 am

i didnt realize i hadnt dropped pak88 into the id folder. done and done.
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Re: qbismSuper8 builds

Postby mankrip » Mon Jun 18, 2012 11:21 pm

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

Postby qbism » Wed Jun 20, 2012 2:31 am

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Re: qbismSuper8 builds

Postby dreadlorde » Mon Jun 25, 2012 3:27 pm

In windowed mode, if the qbism window is moved halfway off screen, it can't be brought back; it's just stuck there. I'm on windows 7.
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Re: qbismSuper8 builds

Postby qbism » Tue Jun 26, 2012 2:31 am

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Re: qbismSuper8 builds

Postby qbism » Fri Jul 20, 2012 6:12 am

Get . Fixes windowed-mode bug, no longer gets stuck. Fixes a map load bug, now ‘Unforgiven’ will run again (I was attempting to scan for more worldspawn besides "fog" but need to be more careful with names). Rendition of colored lighting is improved -color is added without destroying grays as much with a change to the formula. And thanks to Baker's tute and Proquake, record a demo anytime during gameplay, rather than only from the beginning. This is a nice “forgotten” feature brought back to light.

Yes, it’s build 88 and the exe is 688 kb in size. Pure coincidence but I'm truly sorry.
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Re: qbismSuper8 builds

Postby Baker » Fri Jul 20, 2012 7:05 pm

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 Jul 20, 2012 7:26 pm

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Re: qbismSuper8 builds

Postby qbism » Fri Sep 07, 2012 2:38 am

From an alternate steam-punk reality where would-be GPU inventors designed elaborate corsets instead, comes the next iteration:


Listing of console commands is here with changes from vanilla noted:

Video can be captured any time during gameplay or demo playback, including fastforward and rewind. Added these binds to make it handy:
bind F7 capture_start
bind F8 capture_stop

Glass and func_water are here in an alpha state. Glass appears to be working (transparent, solid, non-turbulent) with func_wall skip texture helpers. At some point I'll do a demo map.
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Re: qbismSuper8 builds

Postby dreadlorde » Sun Sep 16, 2012 4:24 pm

I tried using capture_start today, and got the error "video stream could not be created," or something of that sort. capture_codec was set to xvid (I don't know the abbreviations of any of the other codecs). Do I need to install a codec pack (klite, cccp)?
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