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InsideQC Forums • View topic - qbismSuper8 builds

qbismSuper8 builds

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Re: qbismSuper8 builds

Postby qbism » Mon May 20, 2013 5:01 pm

Tried spans code from engoo. Quite fast, and the concept of long horizontal runs w/o intensity recalc works with fog. One idea is to diff z with old z, and recalc if the delta is enough. Thereby edges keep sharp.

Regarding 32 levels/ slices of fog, that's all the palette can handle unless intermediate layers are dithered.

Rendering in slices, could be done with another Z-buffer that just tracks slice 0 to 31?

I'm finding pseudo-random dithering to be expensive, even with look-up tables, because it must be applied to each pixel (or very small grouping) to look good.
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Re: qbismSuper8 builds

Postby qbism » Wed May 29, 2013 4:04 am

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Re: qbismSuper8 builds

Postby qbism » Sat Jun 01, 2013 4:45 am

Just moved this to FlipScreen, that maddening burner of clock cycles. Because FlipScreen already loops through every pixel, it is big savings for per-pixel fog to just ride that train. The FPS cost drops to <10%. :D
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Re: qbismSuper8 builds

Postby ceriux » Sat Jun 15, 2013 5:55 am

so i downloaded the latest build and i cant seem to see the entire controls menu o.O also for modders it would be cool to add a text file you can edit or something so that in the options menu you can change the name of the guns.
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Re: qbismSuper8 builds

Postby mankrip » Sat Jun 15, 2013 6:32 am

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

Postby qbism » Sun Jun 16, 2013 4:27 am

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Re: qbismSuper8 builds

Postby qbism » Mon Jul 08, 2013 5:12 pm

New release. Nearly finished with this project. Might even call it a 'beta'.


Image

[edit] Download the newer one below...

Latest changes-
Faster/ better fog.
Bigger/better/ faster underwater warp from Mankrip tutorial.
Easy installer (or still get the zip if preferred).
Multi-threaded waterwarp, fog, and video buffer processing. Possible speed increase depending on the CPU.
Bugfix: video capture now picks up palette color shifts like power-ups and underwater tint.
Various minor fixes – HUD, colored lights, menu, video modes.
Last edited by qbism on Mon Jul 15, 2013 2:24 am, edited 2 times in total.
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Re: qbismSuper8 builds

Postby ceriux » Sun Jul 14, 2013 8:33 am

i have to say your engine is probably my favorite. although i wish it could do a few things fte and dp can do. qbism just makes quake look even more awesome!
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Re: qbismSuper8 builds

Postby qbism » Mon Jul 15, 2013 2:21 am

Thanks for the feedback, especially since the forum is in a slow time... what would you add?
S8 supports a few extra DP extensions, but if it can play maps/mods geared to BJQ or FQ I'm happy. Beyond that I'd play DP or FTE with gl_nearest_mipmap_nearest :D

Another refinement:
zip install and older versions:

> Added ‘status bar scale’ to video setup menu.

> Added help text to cvars. Only a few are done so far. Type “chase_active” in the console for an example.

> Moved super8 files to /super8 mod directory to reduce clutter and reduce screwing-up of other engines that might inadvertently use pak88. The engine will sandwich super8 between id1 and any other mod in precidence. So if you're playing warpspasm, the stack is:
warpspasm
quoth
super8
id1

> Added colored lighting for original ID levels to pak88 for convenience, “THE MH UNOFFICIAL 2009 ID1 LIT FILE PACK”.
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Re: qbismSuper8 builds

Postby ceriux » Mon Jul 15, 2013 4:59 am

things only those engines have mainly just frik_file and csqc. i feel like they should be essential to all engines though. they allow for modders / game makers to do some real custom stuff with quake.
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Re: qbismSuper8 builds

Postby frag.machine » Mon Jul 15, 2013 11:00 pm

I'd also suggest the string manipulation builtins, although I suspect people consider those as part of FRIK_FILE anyway.
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 mankrip » Tue Jul 16, 2013 2:48 am

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

Postby qbism » Tue Jul 16, 2013 4:26 am

Super8 has the LH/QIP string commands inherited from Makaqu, and FRIK_FILE thanks to MH. csqc is not in the scope at this point. If anything, I'd lean toward moderate changes like more qc extensions and scripted menus/ effects.

Most super8 users play it as an alternative to glquake engines for existing mods and maps. One func_msg mapper mentioned using super8 as a preference but within the realm of FQ compatibility.
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Re: qbismSuper8 builds

Postby dreadlorde » Mon Aug 12, 2013 12:23 am

working on a sin-city like palette. this is a wip.

http://imgur.com/a/bnJOU/all
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Re: qbismSuper8 builds

Postby qbism » Tue Aug 13, 2013 3:53 am

Looks good, dread. Maybe try getting a few brighter highlights in there - lighten the top range a little more. I'd also suggest adding some noise to the palette to get some 'grit' into solid color areas, especially solid black.
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