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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 mh » Thu Oct 11, 2012 1:21 am

Just looked at gcc syntax - yuck. :evil:

It's not worth the hassle for 1%.
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Re: qbismSuper8 builds

Postby qbism » Thu Oct 11, 2012 1:57 am

Last edited by qbism on Thu Oct 11, 2012 1:59 am, edited 1 time in total.
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Re: qbismSuper8 builds

Postby mh » Thu Oct 11, 2012 1:58 am

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Re: qbismSuper8 builds

Postby qbism » Thu Oct 11, 2012 2:10 am

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Re: qbismSuper8 builds

Postby mankrip » Thu Oct 11, 2012 2:23 am

Any luck porting features from Makaqu 1.5 to Super8?
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Re: qbismSuper8 builds

Postby qbism » Thu Oct 11, 2012 5:09 pm

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Re: qbismSuper8 builds

Postby qbism » Fri Oct 12, 2012 2:27 am

Pox made customized mapping tools for custents, which I've adapted to hmap2 (unreleased for now but see code in svn). Relatively minor changes. Seems to work so far. I couldn't find a good shot of it, but one drawback is that multiple layers of glass (transparent brushes) are not supported at the moment. A window behind a window just looks like a hole in the wall. Although, transparent entities and particles are still layered.

This first shot is confusing but it is a window looking out onto a rather ugly skybox.
Image

Image
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Re: qbismSuper8 builds

Postby mankrip » Sat Oct 13, 2012 9:46 pm

func_glass sounds like something that isn't supported in Makaqu 1.5. A test map would be useful indeed.

Porting all of Super8's improvements to Makaqu shouldn't be easy either, you've done a lot. Congrats.
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Re: qbismSuper8 builds

Postby qbism » Sat Oct 13, 2012 11:57 pm

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Re: qbismSuper8 builds

Postby mankrip » Sun Oct 14, 2012 5:18 pm

Yes, Makaqu supports any BSP entities with .alpha translucency. But also supporting other methods to trigger BSP translucency would make the engine more compatible with already released maps.

For creating new maps, the current BSP translucency support in Makaqu seems good enough.

PocketQuake's source maybe could be useful for making a Dingoo A320 port, but my Dingoo got broken several months ago.
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Re: qbismSuper8 builds

Postby qbism » Sun Oct 14, 2012 8:19 pm

I was looking at PocketQuake because it ran at playable speeds on old pocketpc phones. These bricks are cheap on ebay and many have wifi, play youtube, and have nice slide-out keyboards. But the optimizing compiler was proprietary and at a certain point wasn't available online (or I guess for a price...) Another issue was that max memory is 64Mb on the model I had and the OS took a big chunk, so no big maps or that sort of thing.
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Re: qbismSuper8 builds

Postby dreadlorde » Wed Dec 12, 2012 3:56 pm

I've found some bugs with qbismS8 0109 (I'm on windows 7 sp1 x64). The bug where if the window is moved partially off screen it becomes stuck is back, in windowed mode I can't bind mouse buttons in 'customize controls' menu, my tv's native resolution (1300x768) also isn't listed in the video modes menu. I'll edit this post if I find anymore.
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Re: qbismSuper8 builds

Postby qbism » Wed Dec 12, 2012 4:20 pm

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Re: qbismSuper8 builds

Postby dreadlorde » Wed Dec 12, 2012 4:49 pm

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Re: qbismSuper8 builds

Postby qbism » Wed Dec 12, 2012 6:43 pm

sourgeforge svn has some issues after their site upgrade. Try this:
EDIT: https://code.google.com/p/super8/
Last edited by qbism on Mon Dec 17, 2012 3:28 am, edited 1 time in total.
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