Arcane Dimension

qbism Super8 is a gritty software-rendering 3D engine based on Makaqu and other GPL Quake source code.
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Arcane Dimension

Post by func_qbism » Tue Dec 29, 2015 11:51 pm

EDIT 2: Looks like a fix. See below. Pending verification

Despite crashing (due to unsupported qc or asset feature?) got a couple screens of 'Start' and 'ad_crucial'. No time to look further into it for now.
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Here's the manifestation of the bug: overflow into video memory when looking in a specific direction... weird. No crash when the mod's progs.dat is removed, and maps load fine. So guessing progs.dat or a limit-breaking custom asset is the issue. But WHY is it dependent on view direction?
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Re: Arcane Dimension

Post by func_qbism » Wed Dec 30, 2015 8:43 pm

Thanks to ericw and Mankrip post on insideqc.com, I looked at the mdls. I don't know the issue, but when I batch re-saved the mdls out of Noesis the bug went away! Unzip the attached zip into the Arcane Dimensions progs folder (make sure you have a backup first- nobody else has confirmed the fix yet)
Link pulled pending verification.
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Re: Arcane Dimension

Post by func_qbism » Fri Jan 01, 2016 10:09 pm

EDIT: link fixed above. EDIT 2: link pulled pending... but all it takes is to open and resave mdls in Quark. Only seems to be an issue with software engines, and the underlying issue is unknown at this point. Just realized these mdls do not include multiple skins of the originals (like misc_digit.mdl). Looking into it... Loading and saving in Quark worked.
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Re: Arcane Dimension

Post by func_qbism » Sun Jan 03, 2016 7:02 pm

Screenshots of ad_crucial by Maik Franz Xaver, with a custom palette
ad_pal.zip
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Re: Arcane Dimension

Post by func_qbism » Tue Jan 05, 2016 8:32 pm

This is just a duplicate view of ericw's DM4 screenshot on insideqc thread, without tearing:
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This view of AD start.bsp with same rocket ammo, centered in far distance:
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Map AD_test11 showing functional multiple skins:
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Re: Arcane Dimension

Post by func_qbism » Mon Feb 01, 2016 1:06 pm

The new test build in other thread should look even better. Still an engine limitation of transparency layers, especially noticable on swampy.

Sorry for the slipshod attempt at model fixes to anyone who tried it. This was a plunge into the complexities of mdl export. The engine can gracefully handle some issues now. Also try the official mod patches.
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