hmm, yeah i forgot to give my sys. info. Windows 10. AMD A-8, GeForce 970
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Super8 test build 267
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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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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
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(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 ...
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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.
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Originally posted by Legend View PostI 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. ...
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?
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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.
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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.
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Originally posted by qbism View PostWhat 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.
Mark V beats that scenario by implementing automatic water transparency detection. InsideQC Forums • 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 ...
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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 btwLast edited by 1path0gen1; 02-23-2016, 04:27 PM.
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Originally posted by qbism View PostGuessing an ID map or older map without watervis and r_wateralpha is not 1.
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 ...
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Originally posted by 1path0gen1 View PostIndeed, 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
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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