EDIT: minor update/bug fix to build 235: fix -sndspeed, vid_nativeaspect setting also effects hud, “classic” appearance config example in docs.
Gigantic map support based on quakespasm, both bsp2 and 2bsp formats. Additional features include alpha textures (transparency and fences/grates) and more balanced model lighting.
Download: qbism Super8 v235.zip or qbism Super8 v235 setup.exe
Pics first – Locust from rrumble and Something Wicked:
- Added bsp2 and 2bsp map format support for mods like the Rubicon Rumble Pack and Something Wicked.
- A custom palette for Rubicon Rumble: in console, type ‘r_palette rrumble’ and restart.
- Support of alpha entities (glass) and colorkey textures (fences and grates). But there’s a limitation/ performance enhancement for now: super8 only does one transparency pass. That means glass won’t show through another layer of glass for example. This will be noticeable in maps like locust.bsp where there are multiple layers of glass and grates.
- Added -game2, -game3, and -game4 startup parameters for ‘stacking’ of multiple game directories. Advanced feature for mod development.
- Protocol change to reduce sign-on packet size below the maximum. The upshot is that old super8 demos won’t play.
- The super8 directory includes a pak with corrected mdl and bsp files. This round adds greatly improved models: Player, soldier, and dog from Capnbub plus knight from Lunarian. I’ve mirrored the original files: knight.zip QuakeAuthenticModelUpdate.zip
- Support for external ‘.vis’ files is removed. This was a way to add water transparency to old maps with patches. However, a better way is to revis maps. See this vispatching guide: http://quakeone.com/forums/quake-help/general-help/4604-vispatching-guide.html
- Screenshots go into a ‘screenshots’ directory in the game folder. Only took 4 years to come up with that brilliant organizational improvement.
- Some other odds-and-ends I forgot about like ‘skyfog’
User video from jackoneill45 featuring low gravity:
An effect similar to z-fighting occurs at some locations where transparent textures overlap solid.
As a performance enhancement, only a single transparency pass is performed. This is most noticable when looking through one fence texture (texture with holes) at a fence texture beyond. A solution for most conditions is known, but it’s computationally expensive. The map areas where this occurs are usually rooms that are already huge and fps (frames-per-second) is a concern. So this engine errs on the side of more fps.