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Super8 test build 267

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  • #16
    hmm, yeah i forgot to give my sys. info. Windows 10. AMD A-8, GeForce 970

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    • #17
      Test build 270. With pixel-double modes. Fixes a potential crash if more than 40 video modes exist, and will attempt a windowed mode in some situations before giving up. Also the status report S8report.txt lists all video modes now.

      qbism super8 v270.zip

      S8report.txt is found in the id1 folder, or the mod folder if playing a mod. This file will be updated on normal exit or system error messages, but unfortunately not on hard crashes. Please paste it into your reply wrapped in [code] tags. An example report:
      Code:
      >>>>>>>>>>> SUPER8 BUILD 270 DIAGNOSTICS REPORT <<<<<<<<<<<<
      Time: 23:10:40 Feb 18 2016
      
      Status: Normal exit.
      
      >>>>> system information: 
        Operating system: Windows 7. Version number 6.1
        Processor architecture: Intel x86
        Processor revision: 5894
        Number of processors: 2
        Page size: 4096
        Processor type: 586
      
      >>>>> graphics: 
        current video mode: 7
        available modes:
        mode: 0   resolution: 640 x 480 windowed
        mode: 1   resolution: 1024 x 768 windowed
        mode: 2   resolution: 1280 x 720 windowed
        mode: 3   resolution: 800 x 600 windowed
        mode: 4   resolution: 640 x 480
        mode: 5   resolution: 800 x 600
        mode: 6   resolution: 400 x 300 stretched
        mode: 7   resolution: 1024 x 768
        mode: 8   resolution: 512 x 384 stretched
        mode: 9   resolution: 1152 x 864
        mode: 10   resolution: 576 x 432 stretched
        mode: 11   resolution: 1280 x 720
        mode: 12   resolution: 640 x 360 stretched
        mode: 13   resolution: 1280 x 768
        mode: 14   resolution: 640 x 384 stretched
        mode: 15   resolution: 1280 x 800
        mode: 16   resolution: 640 x 400 stretched
        mode: 17   resolution: 1360 x 768
        mode: 18   resolution: 680 x 384 stretched
        mode: 19   resolution: 1366 x 768
        mode: 20   resolution: 683 x 384 stretched
        mode: 21   resolution: 1440 x 900
        mode: 22   resolution: 720 x 450 stretched
      
      >>>>> cvars that are different from super8 defaults: 
      sensitivity[value] Sets mouse sensitivity.
      Value: 3   Default: 6   Saved in super8.cfg: yes
      
      vid_fullscreen_mode[value]  Initial fullscreen mode.
      Value: 7   Default: 4   Saved in super8.cfg: yes
      
      vid_mode[value] Video mode.
      Value: 7   Default: 2   Saved in super8.cfg: yes
      
      hostname[name] Name of server.
      Value: Admin-PC   Default: UNNAMED   Saved in super8.cfg: no
      
      cmdline[string] command line read by stuffcmds for dynamic mod loading.
      Value:     Default: 0   Saved in super8.cfg: no
      
      registered[0/1] 0 is shareware, 1 is full game version.
      Value: 1   Default: 0   Saved in super8.cfg: no
      
      gamma [value] Sets the darkness level. Lower values are brighter. Recommended range is 0.7 to 1.3.
      Value: 1.0   Default: 0.95   Saved in super8.cfg: yes

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      • #18
        Tried 270 with a clean id1 dir, works fine. Win7/10. Same for 269.
        Message on 267 was this:

        SZ_GetSpace: overflow without allowoverflow set on cursize %i size %i maxsize...

        Comment


        • #19
          I just tried 270 and got a crash when trying to change resolution again. I was trying to switch to 800x600. I'm on winxp.

          Here is the report file:
          Code:
          >>>>>>>>>>> SUPER8 BUILD 269 DIAGNOSTICS REPORT <<<<<<<<<<<<
          Time: 23:08:12 Feb 15 2016
          
          Status: Normal exit.
          
          >>>>> system information: 
            Operating system: Windows XP. Version number 5.1
            Processor architecture: Intel x86
            Processor revision: 3592
            Number of processors: 2
            Page size: 4096
            Processor type: 586
          
          >>>>> graphics: 
            video mode: 1
            resolution: 1024 x 768 
          
          >>>>> cvars that are different from super8 defaults: 
          joyyawsensitivity[value] Advanced joystick setting.
          Value: -1.8   Default: -1.0   Saved in super8.cfg: no
          
          joypitchsensitivity[value] Advanced joystick setting.
          Value: 1.2   Default: 1.0   Saved in super8.cfg: no
          
          joysidesensitivity[value] Advanced joystick setting.
          Value: 1.8   Default: -1.0   Saved in super8.cfg: no
          
          joyforwardsensitivity[value] Advanced joystick setting.
          Value: -1.8   Default: -1.0   Saved in super8.cfg: no
          
          joypitchthreshold[value] Advanced joystick setting.
          Value: 0.10   Default: 0.15   Saved in super8.cfg: no
          
          joyadvaxisr[0/1] Advanced joystick toggle.
          Value: 2   Default: 0   Saved in super8.cfg: no
          
          joyadvaxisz[0/1] Advanced joystick toggle.
          Value: 4   Default: 0   Saved in super8.cfg: no
          
          joyadvaxisy[0/1] Advanced joystick toggle.
          Value: 1   Default: 0   Saved in super8.cfg: no
          
          joyadvaxisx[0/1] Advanced joystick toggle.
          Value: 3   Default: 0   Saved in super8.cfg: no
          
          joyadvanced[0/1] Toggle advanced joystick use.
          Value: 1   Default: 0   Saved in super8.cfg: no
          
          joystick[0/1] Toggle use joystick.
          Value: 1   Default: 0   Saved in super8.cfg: yes
          
          sensitivity[value] Sets mouse sensitivity.
          Value: 3   Default: 6   Saved in super8.cfg: yes
          
          sbar_scale[0.0 - 1.0] Status bar and menu scale.
          Value: 1   Default: 0.8   Saved in super8.cfg: yes
          
          r_part_scale[value] Particle scale.
          Value: 0.8   Default: 1.0   Saved in super8.cfg: yes
          
          fov[30.0 to 140.0] Field-of-view angle.
          Value: 100   Default: 90.00   Saved in super8.cfg: no
          
          vid_fullscreen_mode[value]  Initial fullscreen mode.
          Value: 6   Default: 4   Saved in super8.cfg: yes
          
          vid_config_y[value] Custom windowed mode height.
          Value: 600   Default: 720   Saved in super8.cfg: yes
          
          vid_config_x[value] Custom windowed mode width.
          Value: 800   Default: 1280   Saved in super8.cfg: yes
          
          vid_mode[value] Video mode.
          Value: 1   Default: 4   Saved in super8.cfg: yes
          
          sv_aim[0.0 to 1.0] Vertical aim, 0 is full automatic 1 is full player control.
          Value: 0.75   Default: 1   Saved in super8.cfg: yes
          
          sv_aim_h[0.0 to 1.0] Horizontal aim, 0 is full automatic 1 is full player control.
          Value: 0.75   Default: 1   Saved in super8.cfg: yes
          
          sv_cheats[0/1] Toggles allow server cheats.
          Value: 1   Default: 0   Saved in super8.cfg: no
          
          hostname[name] Name of server.
          Value: owner-41da6b0dd   Default: UNNAMED   Saved in super8.cfg: no
          
          pr_checkextension[0/1] Warning- set internally by the engine. Enable qc check for extensions.
          Value: 99   Default: 0   Saved in super8.cfg: no
          
          skill [0-3] – Set the skill level of the game.
          Value: 0   Default: 1   Saved in super8.cfg: no
          
          cmdline[string] command line read by stuffcmds for dynamic mod loading.
          Value:     Default: 0   Saved in super8.cfg: no
          
          registered[0/1] 0 is shareware, 1 is full game version.
          Value: 1   Default: 0   Saved in super8.cfg: no
          
          gamma [value] Sets the darkness level. Lower values are brighter. Recommended range is 0.7 to 1.3.
          Value: 1.0   Default: 0.95   Saved in super8.cfg: yes
          The way it crashes is kinda odd. I get a crash/error pop up stating that qbism stopped working/needs to close. But qbism actually continues to run until I alt-tab out of it. When I restart it, it is still in the default settings.

          Comment


          • #20
            (Nevermind didn't see bottom description)
            Last edited by Baker; 02-19-2016, 09:59 PM.
            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

            Comment


            • #21
              tried it again and instead of trying to switch to 800x600, I switched to 640x480 and it seems to work fine without any crashes.

              It doesn't seem to save my hud configuration though.

              On a related note, the hud doesn't really scale well to different resolutions. If I change the scale, the side info appears towards the center of the screen instead of along the sides for the custom hud when I scale it down.

              It would be really nice if there was documentation included with the download package for all the settings. I know there is the old site, but It would appear that it is a bit outdated. Is there a way to change the light color saturation again?
              Last edited by Legend; 02-19-2016, 10:44 PM.

              Comment


              • #22
                Originally posted by Legend View Post
                I just tried 270 and got a crash when trying to change resolution again. I was trying to switch to 800x600. I'm on winxp.

                Here is the report file:
                Code:
                >>>>>>>>>>> SUPER8 BUILD 269 DIAGNOSTICS REPORT <<<<<<<<<<<<
                Time: 23:08:12 Feb 15 2016
                
                Status: Normal exit.
                
                ...
                The way it crashes is kinda odd. I get a crash/error pop up stating that qbism stopped working/needs to close. But qbism actually continues to run until I alt-tab out of it. When I restart it, it is still in the default settings.
                This report is from 269 rather than 270. But maybe the crash at the time was not creating a new report, so the old one from a 269 build was left.

                These cvars are saved in config: sbar, sbar_scale, and sbar_show_bg. sbar_show_health and that sort are not saved. For others, type the cvar name in console (with no value) and the help text will say if it's saved.

                The custom hud is functional but was never fully developed. Ideally it would have cvars to adjust the location of each main piece. Pieces could be moved closer to the sides, top, or maybe even re-arranged. It would have to be readjusted if the hud scale is changed, but a simple way to organize.

                Saturation cvar is definitely worth looking at again. And an update of docs is planned when there is an 'official' release.

                Do any stretched modes work for you in the 270 build?

                Comment


                • #23
                  Hoohoo! It works! The pixel doubling looks great and AD runs without a hitch. I think I understand better the question I was asking earlier about particle brightness. It's actually the opacity. Is there any way to make a transparent particle on/off cvar?

                  On an embarassing note. I um... I forgot how I made those palettes for you a long time ago. I'll do some googling around to try and get my mojo back. In the meantime if there's anything else I can help out with, let me know.

                  Comment


                  • #24
                    I like to use GIMP for palettes. Load palette lmp as 'raw' and set width to 16 in the import dialog box. Export as raw after tweaking.

                    Comment


                    • #25
                      Hello qbism, thanks for the engine update! I noticed a rendering issue: models on a level become visible through level geometry sometimes, if either the camera or models themselves are close to a liquid surface. Examples:

                      1. Imgur: The most awesome images on the Internet
                      2. Imgur: The most awesome images on the Internet

                      It seems to happen on 238 build as well.

                      Comment


                      • #26
                        What map is this? Guessing an ID map or older map without watervis and r_wateralpha is not 1. Unfortunately the engine can't detect this... IIRC MarkV can. Maybe I'll take a look at that! Thanks for posting the screenshots.

                        Comment


                        • #27
                          Originally posted by qbism View Post
                          What map is this? Guessing an ID map or older map without watervis and r_wateralpha is not 1. Unfortunately the engine can't detect this... IIRC MarkV can. Maybe I'll take a look at that! Thanks for posting the screenshots.
                          It's a map that isn't water vised.

                          Mark V beats that scenario by implementing automatic water transparency detection. InsideQC Forums &bull; View topic - Fully Automatic Transparent Water

                          (But it requires some FitzQuake modifications in the source, which even the Mark V WinQuake renderer uses. That being said, it is possible some of MH's comments in that thread might allow you do that without the FitzQuake modifications. )

                          But yeah, the above screenshot is exactly why I wrote automatic underwater transparency detection because it looks bad in WinQuake without vised maps.

                          (That map looks like E1M1, btw)
                          Last edited by Baker; 02-23-2016, 12:30 PM.
                          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                          Comment


                          • #28
                            Indeed, this doesn't happen with the vispatched maps. Simply setting r_wateralpha to 1 isn't enough though. Anyway, thanks for explanation! The maps on the screenshots are e1m1 and e1m3 btw
                            Last edited by 1path0gen1; 02-23-2016, 04:27 PM.

                            Comment


                            • #29
                              Originally posted by qbism View Post
                              Guessing an ID map or older map without watervis and r_wateralpha is not 1.
                              If you want a cheap and easy win ... you might consider adding r_novis support (you know, the r_novis cvar from GLQuake).

                              Then someone could at least type "r_novis 1" in the console and I would expect it would render right.

                              Should be easy and work like this ...

                              r_main.c ...
                              Code:
                              /*
                              ===============
                              R_MarkLeaves
                              ===============
                              */
                              void R_MarkLeaves (void)
                              {
                              	byte	*vis;
                              	mnode_t	*node;
                              	int		i;
                              
                              	if (r_oldviewleaf == r_viewleaf)
                              		return;
                              	
                              	r_visframecount++;
                              	r_oldviewleaf = r_viewleaf;
                              
                              #if 1 // Baker .... add r_novis support to WinQuake
                              	if (r_novis.value) 
                              	{
                              		vis = solid;
                              		memset (solid, 0xff, (cl.worldmodel->numleafs+7)>>3);
                              	}
                              	else
                              	{
                              		vis = Mod_LeafPVS (cl.r_viewleaf, cl.worldmodel);
                              	}
                              #else // Baker: ... original WinQuake code ...
                              	vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
                              #endif
                              		
                              	for (i=0 ; i<cl.worldmodel->numleafs ; i++)
                              	{
                              		if (vis[i>>3] & (1<<(i&7)))
                              		{
                              			node = (mnode_t *)&cl.worldmodel->leafs[i+1];
                              			do
                              			{
                              				if (node->visframe == r_visframecount)
                              					break;
                              				node->visframe = r_visframecount;
                              				node = node->parent;
                              			} while (node);
                              		}
                              	}
                              }
                              Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                              So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                              Comment


                              • #30
                                Originally posted by 1path0gen1 View Post
                                Indeed, this doesn't happen with the vispatched maps. Simply setting r_wateralpha to 1 isn't enough though. Anyway, thanks for explanation! The maps on the screenshots are e1m1 and e1m3 btw
                                Thanks for clarification. Yes, I see now that if the textures are flagged transparent, they'll still be rendered that way even if r_wateralpha 1. Another side effect is that sometimes hidden world geometry is visible looking down into the water from above.

                                Baker, thanks for the background on automatic water transparency detection. I've started looking at that in MarkV... not full comprehension, but thinking about implementation. r_novis is a good backup strategy. PRO: simplicity. CON: the user has to remember to turn it on and off.

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