Feb 012015
 

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:

Change details-

  • 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:

known issues:

An effect similar to z-fighting occurs at some locations where transparent textures overlap solid.

known ‘features':
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.

Aug 302014
 

Here’s a few random screenshots from the Map Jam 1 pack.  Most of these use a custom palette, and I’ve also made one for Map Jam 2.  Both new palettes are here: jam-palettes.zip.  See the map jams on func_msg:
http://www.celephais.net/board/view_thread.php?id=61043&start=460
http://www.celephais.net/board/view_thread.php?id=61061&start=135

Jul 212014
 

Coming soon… better saturation for colored lighting and palette bends.  This is r_palette tormentarium, included in pak88.pak.

Jan 062014
 

Build 182 had a bug that made turning left or right with keyboard controls ridiculously fast.   Thanks to leilei for reporting the bug.  This is repaired in build 183:  qbism Super8 v183 setup.exe or qbism Super8 v183.zip.

Minor speed improvement with underwater warp.  Fog looks better on some maps.  Bugfix for video recording in demo mode (video would exit out).  Plays well in linux with Wine in a quick test with Minty 16.

Shots from Sock’s “Zendar” map.

Oct 262013
 

Build 175:  qbism Super8 v175 setup.exe
or unzip into your quake folder: qbism Super8 v175.zip

This time aspect ratio correction and GDI video driver have been fixed for “non-power-of-two” resolutions like the infamous 1366×768 on some laptops.

Aspect ratio recalculation adjusts for mismatch between game resolution and maximum display resolution.  For example, 640×480 (4:3) on a 1920×1080 (16:9) display.  The max is usually native resolution on a laptop.

The power-of-two issue is a quirk of direct screen blitting in windows, the GDI driver.  Display resolutions that are not divisible by 4 will normally shear.  This update hacks that by padding the blit image to overcome the restriction.

ivory_towerScreenshot:  Ivory Tower

arcanum1Screenshot:  Drake mod – Arcanum 1

 

Sep 152013
 

The latest installment with speed improvements: sprites, thread tweakability, and Windows GDI driver fixed (often faster than ddraw).   EDIT: just replaced it with even faster sprites thanks to http://forums.inside3d.com/viewtopic.php?t=5268

qbism Super8 v174 setup.exe

A new handy feature is the diagnostic report.   Look for S8report.txt in the /Quake/super8 folder.  The report includes very basic OS and CPU information, and a list of cvars which are different than default values.
qbs8_001