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InsideQC Forums • View topic - 8 bit bigmap Halloween special

8 bit bigmap Halloween special

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Postby leileilol » Fri Mar 18, 2011 10:28 pm

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Postby dreadlorde » Fri Mar 18, 2011 11:34 pm

I thought qbism supported protocol 666? I can play big maps, but not demos with protocol 666, it seems. hm.
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Postby qbism » Sat Mar 19, 2011 4:10 am

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Postby qbism » Sun Mar 20, 2011 7:05 pm

The vid_mode cvar was not set to remember its setting, which is annoying. Fixed. Just redownload latest beta file. UPDATE: Get the latest release at
At some point I may do a proper beta and revisit the bigmap pack. In the meantime, try Rubicon2 on Super8.
Last edited by qbism on Thu Aug 11, 2011 4:57 am, edited 1 time in total.
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Postby dreadlorde » Mon Mar 21, 2011 9:51 pm

I didn't play through it all (shame on me!), but it was working fine.
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Postby qbism » Wed Jun 01, 2011 3:11 am

J.J. Abrams new movie is a secret clue for the Super8 engine.

Planning on an official release for qexpo. If I redo the bigmap special, it will be much smaller... engine can read .tga skymaps, so don't have to convert and pack .pcx files!

Some warpspasm fisheye screens in coop mode. Unfortunately haven't tested with real players... yet.
Image
Image
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Postby dreadlorde » Wed Jun 01, 2011 3:35 am

Great news! Anything new in the engine, or are you saving that for qexpo?
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Postby qbism » Wed Jun 01, 2011 5:22 am

tga texture loading is probably the biggest thing since the last beta. Right now it's implemented for skyboxes, which are typically tga. So now the skies are available automatically without tediously converting 24-bit textures to 8-bit textures in advance and creating a memory-hogging pak.

There will be a few tweaks, like framerate-independent physics (based on MH's work) and changed dependence to current dxsdk headers instead of 1996 headers from original source. May have Leilei's shadowhack, but with stainmaps instead of darklights.

Biggest goal is documentation and media. Instructions, new video(s), Flash demo, and screenshots. Depends on how available time plays out.
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Postby necros » Tue Jun 21, 2011 7:41 am

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Postby qbism » Wed Jun 22, 2011 3:01 pm

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Postby necros » Wed Jun 22, 2011 10:44 pm

it happens, that i have seen specifically, with the 'ne_qep1_ext' map included in my ne_rpg mod i released on sunday.
negke says it happens with other maps in aguirre's software engine, which seems to imply it has nothing to do with the engine port specifically, but something with software engines in general.
that's all i've got though, sorry i can't be more help. :(

for everything else, the engine is great though. fast and looks fantastic. thanks :)
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Postby qbism » Fri Jun 24, 2011 12:40 pm

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Postby dreadlorde » Fri Jun 24, 2011 1:53 pm

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Postby necros » Sat Jun 25, 2011 6:39 am

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Postby qbism » Mon Jun 27, 2011 4:35 am

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