Search found 72 matches

by func_qbism
Mon Jun 04, 2018 12:45 pm
Forum: Quake 2 dev
Topic: q2tools-220 release
Replies: 0
Views: 469

q2tools-220 release

Quake 2 map compiler tools with v220 map support, automatic phong, enhancements, and fixes.
https://github.com/qbism/q2tools-220/releases

I'll eventually follow up with screenshots.
by func_qbism
Wed Mar 28, 2018 6:18 pm
Forum: Super8
Topic: Super8 v288 release
Replies: 7
Views: 9733

Re: Super8 v288 release

Yes, I swing by once in awhile. Good to hear from you and that multiplayer is working.

Is the hud scale issue any time or just multiplayer? Would you post s8 report txt?
by func_qbism
Thu Feb 08, 2018 12:58 pm
Forum: Super8
Topic: Feature request
Replies: 3
Views: 3195

Re: Feature request

A way to get some of these effects might be ReShade on one of the hardware-render (glquake) engines. People have configured scanlines, CRT, etc. (There's even a qbism effect https://reshade.me/forum/general-discussion/574-reshade-super8) But yeah, mostly spending time on a new game project based on ...
by func_qbism
Wed Mar 08, 2017 11:04 pm
Forum: Super8
Topic: Feature request
Replies: 3
Views: 3195

Re: Feature request

Cool stuff, but no plans currently to add features. Stretched 2X modes exist. My monitor goes down to 800x600 and I can use the 400x300 stretch. I expect 400 is the minimum it can go without crashing. I experimented once with motion blur in the Quake2 software engine, simply by blending old and new ...
by func_qbism
Fri Feb 03, 2017 12:56 am
Forum: Super8
Topic: Super8 v288 release
Replies: 7
Views: 9733

Re: Super8 v288 release

I've seen something like that affecting the entire screen, but not individual textures. Does it occur with all resolution settings? Attach ID1/S8report.txt if you wish, maybe something there.
by func_qbism
Sat Jan 28, 2017 12:36 pm
Forum: Super8
Topic: Thanks for this port!
Replies: 2
Views: 2608

Re: Thanks for this port!

1. Yeah... console text doesn't scale. 2. 'r_stains 1' in console will turn on stainmaps. 3. That command is from original Quake and has been removed. You can google what it does. 4. If 'normal' is original quake.exe on a vintage Pentium, no. Liquid- what happens when you change the alpha cvars? See...
by func_qbism
Wed Jan 04, 2017 7:45 am
Forum: Super8
Topic: video capture
Replies: 0
Views: 1712

video capture

Overview of super8 built-in video capture and recording features: It works for both realtime and demo playback. Two ways to record from demo- 1. use "capturedemo" command to record the entire video. 2. bind capture_start and capture_stop to keys. Play the demo normally and use the start/stop keys to...
by func_qbism
Sat Nov 19, 2016 5:31 pm
Forum: Super8
Topic: Super8 v288 release
Replies: 7
Views: 9733

Re: Super8 v288 release

Yikes! This is now corrected, please re-download. Thanks!
by func_qbism
Sat Nov 19, 2016 2:41 am
Forum: Super8
Topic: Super8 v288 release
Replies: 7
Views: 9733

Super8 v288 release

Super8 v288 release https://github.com/qbism/super8/releases/tag/v288 New in build 288 —————————————————— Individual water, slime, and lava transparency like other modern engines. Console variables: r_wateralpha, r_slimealpha, r_lavaalpha More video modes available. In the video menu, modes are list...
by func_qbism
Sun Nov 13, 2016 12:56 am
Forum: Super8
Topic: scr_ofs and multiplayer
Replies: 2
Views: 3798

Re: scr_ofs and multiplayer

True, offset does not apply with multiplayer. This is standard Quake behavior. But it is an annoying unexpected behavior to ignore these cvars. The viewmodel vertical offset calculation used by super8 is based on Fitzquake or Quakespasm as I recall. This is a challenge due to modern screen resolutio...