Major color overhaul

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

Post by func_qbism » Mon Jan 25, 2016 11:09 pm

In progress: This drastically changes the look of super8. Color distortion is greatly reduced. It may be a new engine name.
qbs8_002.jpg
qbs8_013.jpg
qbs8_021.jpg
qbs8_000.jpg
Map credits: ID; Necros; Scampie; MFX.
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Woolie Wool
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Re: Major color overhaul

Post by Woolie Wool » Fri Jan 29, 2016 4:44 pm

Are those overbrights I see? The lighting engine is going to be fully restored? :shock:

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Re: Major color overhaul

Post by func_qbism » Mon Feb 01, 2016 1:42 am

TEST BUILD with new color tweaks:
qbism Super8 v258.zip
(294.01 KiB) Downloaded 298 times
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.
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Woolie Wool
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Re: Major color overhaul

Post by Woolie Wool » Mon Feb 01, 2016 9:12 pm

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.

Woolie Wool
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Re: Major color overhaul

Post by Woolie Wool » Wed Feb 03, 2016 12:53 am

I discovered a z-fighting issue in the new build, I didn't think to take a screenshot of it the first time I saw it in ad_crucial from Arcane Dimensions, but I saw it again in jam2_skacky ("An Angel Was Heard to Cry Over the City of Celephais") from Mapjam 2:

Image

(click for bigger)

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Re: Major color overhaul

Post by func_qbism » Wed Feb 03, 2016 12:48 pm

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 .
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Re: Major color overhaul

Post by func_qbism » Fri Feb 05, 2016 8:14 am

Res is limited to 1080p. Next test build will attempt up to 4k which is 2000+p.
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Re: Major color overhaul

Post by func_qbism » Sat Feb 13, 2016 1:17 am

Another test build:
qbism super8 v267.zip
(283.59 KiB) Downloaded 342 times
EDIT- forgot to include dlls for music, if you don't have a previous version installed:
qbism super8 v267 with dlls.zip
(456.22 KiB) Downloaded 301 times
  • 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.
qbs8_043.jpg
qbs8_001.jpg
qbs8_007.jpg
Pics: Map Jam 6 entry by Ionous; Back2Forwards by Kendrick, classic overlapping transparency example; the murky depths of ad_swampy by Maik Franz Xaver showing overlap of water and vine 'fence' textures (cutouts).
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Woolie Wool
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Re: Major color overhaul

Post by Woolie Wool » Sun Feb 14, 2016 12:27 pm

I can confirm that 1920x1200 works just fine in the new test build.

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Re: Major color overhaul

Post by func_qbism » Sun Feb 14, 2016 11:38 pm

Woolie Wool wrote:I can confirm that 1920x1200 works just fine in the new test build.
Great, thanks for reporting!

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.
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