qbismSuper8 alpha 061410 is released!
Get it here:
http://files.qbism.com/8138fc731fb0800f73e8979bd122e8c0.phpWhat the heck is it?
qbismSuper8 is an open source 3D game engine with enhanced yet intentionally retro 8-bit graphics. It's originally based on the heavily modified and updated Makaqu 1.3 Quake engine, with additional changes.
This file package is a demo of the qbismSuper8 engine. It's the first step of what will hopefully be a complete single-player game project.
The engine runs on Windows and Flash. The future game will ultimately run in Flash, or at least a "teaser" portion of the game. The engine is based on Makaqu with code from several other engines and tutorials. See the source code and readme files in the source docs directory for more detail.
Maps included are oqdm2ish, oqdm4ish, and agrs, all open source DM maps from oqplus. Add your own multiplayer maps. Add classic quake paks (and replace the included pak0) to play single player.
Engine Features
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8-bit software graphics. For that sweet crunchy 3D-pixelated look.
Transparent water textures (originally from ToChriS).
Interpolated model animation and movement.
MOVETYPE_FOLLOW and MOVETYPE_BOUNCEMISSILE implemented (DarkPlaces).
Stainmaps. (Modified from fteqw)
Increased engine limits including edicts, particles, sounds, and map edges/surfaces/spans. Network protocol change was necessary. (joequake)
Autocomplete with the TAB key, including command line completion and map name completion. Enter 'map *' and TAB to list all maps. (qrack/joequake)
Record movies directly to XVID and other AVI formats. (Baker tute/joequake)
Wrapped memory and string operations including Q_Free and Q_malloc (joequake and others)
Fixed SV_TouchLinks (ported from mh GLquake tute)
Increased map coordinates from short to long. Untested. (originally JTR)
All Con_Printf calls are safeprints.
Add FOV slider.
Enhanced console scrollback. (Fett)
Always attempt to disable mouse acceleration. (mh tute)
Very cool improved model shading effect, seems more consistent with the contrast of map shading.
Skyboxes
The qc code basis is Clean QC. Frikbots with Igor9 enhancements from the ultimate Frikbot waypack and mappack are added. The bots do indeed work in the Flash version! Most of those maps were tried with qbismSuper8 and bots, what a blast. As part of testing, several were revis-ed with transparent water, which looked good. The revis patches are not distributed but a simple process with the revis tools.
Junrall's spike ricochet QC tutorial is used, demostrating MOVETYPE_FOLLOW and MOVETYPE_BOUNCEMISSLE supported by the engine, adapted from DarkPlaces.
There's a QC mod to teleport rockets, spikes, etc. See the QC source and docs for more info.
GPL game content is from oqplus, Leilei's not so zombie treey branch of OpenQuartz.
Note, this is not an official continuation or branch of Makaqu, ToChriS, or other engines. It was just a great code base to start an 8-bit port to Flash. In fact, official Makaqu development is continuing according to inside3D forums.
See qbismS8_flash_compile.txt for more detail on the Flash port.