Major color overhaul
- func_qbism
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Major color overhaul
In progress: This drastically changes the look of super8. Color distortion is greatly reduced. It may be a new engine name.
Map credits: ID; Necros; Scampie; MFX.
Map credits: ID; Necros; Scampie; MFX.
Welcome to Rivendale, Mister Anderson.
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Re: Major color overhaul
Are those overbrights I see? The lighting engine is going to be fully restored? 

- func_qbism
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- Joined: Tue Aug 04, 2015 1:51 pm
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Re: Major color overhaul
TEST BUILD with new color tweaks:
The super8 folder is no longer referenced by default. The old pak88 is optional. The only useful items now are alternate palettes. Move super8.cfg to the base id1 folder, or use one of the game slots at startup: -game, -game2, -game3, or -game4.
Another interesting change: Added cl_beams_quakepositionhack cvar in support of the Quake 1.5 project or other mods that might need it. This can turn off the position hack that keeps lighting beams centered on player.
Overbrights are back (at least closer to the truth) and the standard Quake palette is the default. For an existing setup, change the cvar r_palette from s8pal to palette or it will look very washed-out. The super8 folder is no longer referenced by default. The old pak88 is optional. The only useful items now are alternate palettes. Move super8.cfg to the base id1 folder, or use one of the game slots at startup: -game, -game2, -game3, or -game4.
Another interesting change: Added cl_beams_quakepositionhack cvar in support of the Quake 1.5 project or other mods that might need it. This can turn off the position hack that keeps lighting beams centered on player.
Welcome to Rivendale, Mister Anderson.
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- Joined: Sun Aug 30, 2015 12:17 am
Re: Major color overhaul
I gave it a quick spin in Honey and I'm impressed! The lighting is leagues ahead of v238. Is there any chance for proper 16:10 modes? I recently got a 1920x1200 monitor.
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- func_qbism
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Re: Major color overhaul
screen aspect: super8 should autodetect all modes but may be limited to 1920x1080. I'll check it out.
z-fight: Usually means surfaces are too close for the z-buffer to distinguish. Uses fixed-point math for speed and so is not super-accurate. Can MarkV Winquake open it? Aaway from my comp ATM .
z-fight: Usually means surfaces are too close for the z-buffer to distinguish. Uses fixed-point math for speed and so is not super-accurate. Can MarkV Winquake open it? Aaway from my comp ATM .
Welcome to Rivendale, Mister Anderson.
- func_qbism
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Re: Major color overhaul
Res is limited to 1080p. Next test build will attempt up to 4k which is 2000+p.
Welcome to Rivendale, Mister Anderson.
- func_qbism
- Posts: 92
- Joined: Tue Aug 04, 2015 1:51 pm
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Re: Major color overhaul
Another test build:
EDIT- forgot to include dlls for music, if you don't have a previous version installed:
- Most overlapping transparencies render correctly now- cumulative and without clipping. Thanks to mankrip code- based on Makaqu 1.6 renderer restart solution.
- Resolution support up to 4K. Does it work??
- 'Final' colored light tweaking. Attempt to match original intent more closely at the expense of smoothness.
Welcome to Rivendale, Mister Anderson.
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Re: Major color overhaul
I can confirm that 1920x1200 works just fine in the new test build.
- func_qbism
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Re: Major color overhaul
Great, thanks for reporting!Woolie Wool wrote:I can confirm that 1920x1200 works just fine in the new test build.
Check this out: yet another build. Automatic pixel-doubling for compatible modes, noted with 'S' in video mode menu. Bigger pixels, faster FPS... win/win.
EDIT- Links removed - see newer build in later post. (Also testing updated 'edited by' reporting on posts)
Modes numbers can get mixed-up the first time this pixel-doubling version runs... now it will revert gracefully instead of error, then just reselect a mode. Sorry for any confusion.
Last edited by func_qbism on Mon Feb 22, 2016 12:53 pm, edited 2 times in total.
Welcome to Rivendale, Mister Anderson.