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InsideQC Forums • View topic - qbismSuper8 builds

qbismSuper8 builds

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Re: qbismSuper8 builds

Postby leileilol » Sun Dec 16, 2012 12:49 pm

You know how sometimes a lightmap would appear jagged?

What if one of those popular scaler algorithms (i.e. HQ2X) worked in SurfMipBlock, creating straight lines of shadows and other curved smoothness? It would make updating dynamic lights very expensive though :P

btw qbism, any strange reason why you didn't use GrabColormap2 from qlumpy instead? Despite the "not used in quake" comment, that function actually is used to generate the colormap for Quake 1.0x.
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Re: qbismSuper8 builds

Postby qbism » Sun Dec 16, 2012 10:31 pm

I never paid attention the difference between GrabColormap2 and GrabColormap before:

GrabColormap
frac = 1.0 - (float)l/(levels-1);

GrabColormap2
frac = range - range*(float)l/(levels-1);

Super8
frac = 1.05 - (frac * frac);

Squaring frac gives a gamma boost to brightness component, which improves blending with the hue component in some places. The "1.05" was eyeballed at some point. It would be a good place for a cvar. (Super8 converts .lit RGB to indexed hues. )

Scaling algorithm would either be a speed hit or memory hit. Devote 4x memory to lightmap and hqx2 entire thing at time of upload.
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Re: qbismSuper8 builds

Postby mankrip » Mon Dec 17, 2012 10:36 pm

Lightmaps are actually smaller than the textures; the engine scales them up when caching surfaces, so leileilol's suggestion makes sense. This wouldn't require more memory, but would make the lightmaps much slower to cache.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
/ /
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Re: qbismSuper8 builds

Postby qbism » Mon Dec 17, 2012 11:59 pm

I'm talking about reducing the block size to 8x8.
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Re: qbismSuper8 builds

Postby qbism » Mon Dec 31, 2012 9:12 pm

Image

Massively annoying "windowed mode stuck off-screen" bug fixed.
Hope it works for everyone. Thanks to Mankrip and Baker discussion and improvement

new vid, Tormentarium map with custom palette (torment.lmp included in distro .pak)

I don't know if it's a ddraw thing or just super8, but super8 requires entire draw window to be onscreen to avoid getting stuck, so it checks every frame.

One user reported a bug I can't duplicate... anyone had this problem: "It’s looking really good but for some strange reason I’m still getting that weird timing error when I mess with max framerate. I’ve cleared out all configs and settings between events but it seems once it’s stuck in ‘benny hill’ mode it just stays that way for a long time, then goes back to normal for a bit, then fast again. intel p6100 2.0ghz notebook processor, the computer is an Asus Notebook K52f running Windows 7 x64"
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Re: qbismSuper8 builds

Postby qbism » Mon Feb 04, 2013 6:02 am

Build 123 released. Fixed pixel aspect, shading in dark areas, and view direction on spawn. Added r_nolerp_list (torch animation doesn't lerp). The pak features bent palettes created by Amon26. Do "r_palette amon26_pal01" and "restart" for example.

Current super8 build:
https://sourceforge.net/projects/qbism/ ... urce=files
Image
ne_ruins with amon26_pal14
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Re: qbismSuper8 builds

Postby qbism » Mon Feb 11, 2013 6:41 am

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Re: qbismSuper8 builds

Postby leileilol » Mon Feb 11, 2013 3:29 pm

Why are you getting a cvar value within a loop


I would put the cvar check in R_DrawSurface then check appropriately for the pblockdrawer that would house the colored lighting mips, it's faster that way.

I would also turn that into a global int and have that int changed on the model.c loading functions for sanity checking
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Re: qbismSuper8 builds

Postby qbism » Mon Feb 11, 2013 5:57 pm

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Re: qbismSuper8 builds

Postby dreadlorde » Tue Mar 19, 2013 8:36 pm

Any chance of support for resolutions such as 1920x1080?
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Re: qbismSuper8 builds

Postby leileilol » Tue Mar 19, 2013 10:15 pm

type vid_describemodes. 1920x1080 should be like, vid_mode 21
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Re: qbismSuper8 builds

Postby taniwha » Wed Mar 20, 2013 2:09 am

Leave others their otherness.
http://quakeforge.net/
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Re: qbismSuper8 builds

Postby qbism » Wed Mar 20, 2013 5:05 pm

Duplicating code indeed means faster execution here by pulling out the if-statement. In the case of colored lighting, a sanity check (locked cvar, global int, or boolean) is still required before selecting the function. Super8 doesn't have cvar callbacks but it would be handy in several areas.
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Re: qbismSuper8 builds

Postby qbism » Thu Mar 21, 2013 4:44 am

Another incremental change to colored light dithering and rendering.
Build 134:
Image
map: tuhnu2 by zaka
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Re: qbismSuper8 builds

Postby r00k » Thu Mar 21, 2013 5:18 am

:O looks NICE!
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