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InsideQC Forums • View topic - qbismSuper8 builds

qbismSuper8 builds

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Re: qbismSuper8 builds

Postby qbism » Mon Jul 14, 2014 12:47 am

Build 194 is up.

This fixes a save game bug related to filenames. Code was recently added to restrict file names and locations to prevent accidental or malicious code from server overwriting files. Savegames are restricted to “.sav” extension. Unfortunately I forgot that savegames were enumerated .S01, .S02, etc.

To preserve existing save games created by super8, rename them like this example:
QBS8____.S03 becomes QBS8_S03.sav

Thanks to 1path0gen1 for reporting the bug, and quakespasm file safety code via JoeQuake. Also thanks to Spirit for raising the issue in the "save pak0.pak" post.
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Re: qbismSuper8 builds

Postby cubanraul » Mon Jul 14, 2014 1:51 pm

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Re: qbismSuper8 builds

Postby qbism » Mon Jul 14, 2014 5:18 pm

I assume it's crashing with the default cvar value vid_ddraw 0. Does it crash with vid_ddraw 1? Must restart super8 for this setting to take effect.

Another bug was reported- models drawn behind skyboxes. Away from dev box at the moment. Possibly replaced one drawspan function too many with asm replacement (drawspans?)
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Re: qbismSuper8 builds

Postby mankrip » Mon Jul 14, 2014 5:49 pm

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

Postby cubanraul » Mon Jul 14, 2014 9:17 pm

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Re: qbismSuper8 builds

Postby qbism » Tue Jul 15, 2014 3:37 am

This may fix the skybox bug. Just the exe is in this 'beta':


At some point yes, it will be good to look at an older build pre-crash and pre-threading. Sometimes so much has changed that it is still a needle in a haystack.

Cause of bug: in a zeal for type correctness of variables, depth buffer pointers were set to ‘unsigned’. However the depth buffer can be negative such as for skyboxes to simulate infinite distance.
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Re: qbismSuper8 builds

Postby cubanraul » Tue Jul 15, 2014 2:08 pm

With 'vid_ddraw 0' I am experiencing the crash as far back as build 166. I don't think I noticed it until more recent builds because I wasn't deleting my config between upgrades. So, I was left with the old default of "vid_ddraw 1".

Earlier builds from 140 through 162, with 'vid_ddraw 0', all crash upon load with the message "Insufficient free memory for Q_malloc"

With the current build and the beta I see a line in the water where the water isn't drawn. I see it both above and under the water: http://diphenhydra.mine.pt/line.png
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Re: qbismSuper8 builds

Postby qbism » Wed Jul 16, 2014 2:23 am

This line is big clue. I notice it now on a resolution that crashes. If I change r_wateralpha it disappears and the crash does not occur, even if it's switched back to the original value. It also does not appear when vid_ddraw 1.
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Re: qbismSuper8 builds

Postby qbism » Wed Jul 16, 2014 4:24 am

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Re: qbismSuper8 builds

Postby cubanraul » Wed Jul 16, 2014 1:26 pm

Wonderful! No issues at all on any resolution. With or without the stipple alpha option enabled the earlier builds had a strange distortion while under water. It looked like semi transparent rectangles scrolling horizontally. Almost resembles noise on an analog video signal. Didn't really think anything of it until it was suddenly gone. Anyway, all gone now and no more crashes.
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Re: qbismSuper8 builds

Postby qbism » Fri Jul 18, 2014 3:37 am

so-called release build 197 is up. Fixed vid_nativeaspect cvar behavior, a manual override to auto-detect screen aspect ratio.
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Re: qbismSuper8 builds

Postby Baker » Sat Jul 19, 2014 10:18 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 » Sun Jul 20, 2014 7:54 pm

Stipple was used for 50% wateralpha, but it was replaced with a true 50% alpha lookup table. It was also used for 25%, which now just kicks up to the 33% lookup table. If is is fixed and anyone actually prefers this look it could be added back. I wonder if it is even a noticable FPS increase except for DOS and Dreamcast.

The problem is that it has a strange artifact line + crashes with vid_ddraw 0 for some undiscovered reason.

Stipple remains in truth5678's DOS fork on Vogons. Might be interested in a faster version.

Start a new thread --> posting continues in both threads --> even more confusing :D
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Re: qbismSuper8 builds

Postby qbism » Sat Aug 30, 2014 10:16 pm

Image
Image
Image
Map Jam 1 shots with build 212. New palette, honey.lmp
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Re: qbismSuper8 builds

Postby goldenboy » Sat Aug 30, 2014 10:19 pm

I really like the palette thing.
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