- Network support for dynamic light color controlled by qc. glow_color or similar. Will pass red/ green/ blue components.
- Add colored effect for quad, etc., maybe. EF_BLUE, EF_RED, EF_GREEN(?) May not need if glow_color is supported.
- Try a new default palette. It might be possible to tweak it for better-looking colored lights.
Sorry, I left an old exe build in the zip. It is fixed now. Please re-download build 53.
A few shots from ID maps with MH’s lit pack. One thing I like about the effect is the variety it adds to textures. Even on large walls with repeating textures, each appears unique.
Just going to drop this here for now – qbismS8_0053
This version will load .lit files, a standard for colored lighting in Quake maps. This build also features dynamic colored lighting as well. The funny thing is that it will likely run FASTER than the previous release due to the return of assembly code for critical routines.
The zip doesn’t include a DOS port yet, and Flash hasn’t been tested. But couldn’t wait to get it pushed out. Screen shots will follow.
Use new cvars to control color- r_coloredlights (0 or 1) turns lighting on and off. r_clintensity sets the strength of the color. Default is 300.
Screenshots of the DOS port of Super8, from the DOSBOX emulator. The maps are Venividifuzi (SPARTUS10.BSP), Quoth E1M1 and E1M2 remakes, and “Plumbers Don’t Wear Ties” (APSP2.BSP). Veni is about the largest map I’ve been able to load off-hand based on a 64Mb memory limitation. APSP2 is also big, and additionally runs with the Quoth mod.
The DOS port carries over most Super8 features:
- Big maps (within 64Mb memory limit)
- Transparent water
- Transparent particles
- Skyboxes loaded from TGA images (palettized on the fly)
- Scorch marks
- Fisheye mode
- Map name, demo name, and command line completion
ASM from classic WinQuake is used where possible, in particular for drawspans, the main rendering bottleneck.
32-bit DOS is required (win95 I think?) I’ve only tested this on DOSBOX. If anyone tries it on a different emulator or FreeDOS, let me know! I’m going to try making a FreeDOS bootable USB stick.
The build number in-game says 42 but it’s really 46. I expect to do at least one update to this port, anyway.
A bugfix for an error that might occur with 1000+ models and minor tweaks. The big news is a DOS port! So far it’s only been tested on DOSBOX. Will discuss more at some point, and get up some new screenshots, but wanted to get this update out.
Maybe some qc coders are new or forgetful like me and don’t know about custents, or about the QuakeC Extras previously posted. Custents provides a toolbox of qc examples and extensive documentation.
download custents
QC changes from the readme:
New qc files
————
actors.qc * contains all the code for the actor entities
apocmisc.qc * contains all sorts of misc. stuff from Apocalypse
buzzsaw.qc * Rogue buzzsaw trap
custdefs.qc * the globals for the Custents code
custents.qc * where the cool Custents features are held
elevatr.qc * Rogue elevator
hipsubs.qc * Hipnotic subroutines
hipcount.qc * Hipnotic counter
hiptraps.qc * Hipnotic hazards
hiprubbl.qc * Hipnotic rubble stuff
hip_brk.qc * Hipnotic breakable walls
hip_expl.qc * Hipnotic explosions
hip_part.qc * Hipnotic particle field
hip_push.qc * Hipnotic pushable walls
hiprot.qc * Hipnotic rotating code
hipclock.qc * Hipnotic clock
hipmisc.qc * Hipnotic sound stuff
hipspawn.qc * Hipnotic dynamic spawning
hiptrig.qc * Hipnotic triggers
hipquake.qc * Hipnotic Earthquakes
hipwater.qc * Hipnotic bobbing water
lightnin.qc * Rogue relay lightning Continue reading »




















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