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Major color overhaul

Posted: Mon Jan 25, 2016 11:09 pm
by func_qbism
In progress: This drastically changes the look of super8. Color distortion is greatly reduced. It may be a new engine name.
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Map credits: ID; Necros; Scampie; MFX.

Re: Major color overhaul

Posted: Fri Jan 29, 2016 4:44 pm
by Woolie Wool
Are those overbrights I see? The lighting engine is going to be fully restored? :shock:

Re: Major color overhaul

Posted: Mon Feb 01, 2016 1:42 am
by func_qbism
TEST BUILD with new color tweaks:
qbism Super8 v258.zip
(294.01 KiB) Downloaded 401 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.

Re: Major color overhaul

Posted: Mon Feb 01, 2016 9:12 pm
by Woolie Wool
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.

Re: Major color overhaul

Posted: Wed Feb 03, 2016 12:53 am
by Woolie Wool
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)

Re: Major color overhaul

Posted: Wed Feb 03, 2016 12:48 pm
by func_qbism
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 .

Re: Major color overhaul

Posted: Fri Feb 05, 2016 8:14 am
by func_qbism
Res is limited to 1080p. Next test build will attempt up to 4k which is 2000+p.

Re: Major color overhaul

Posted: Sat Feb 13, 2016 1:17 am
by func_qbism
Another test build:
qbism super8 v267.zip
(283.59 KiB) Downloaded 426 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 386 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.
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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).

Re: Major color overhaul

Posted: Sun Feb 14, 2016 12:27 pm
by Woolie Wool
I can confirm that 1920x1200 works just fine in the new test build.

Re: Major color overhaul

Posted: Sun Feb 14, 2016 11:38 pm
by func_qbism
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.