00-10-21 latest release ...a port of ID's glQuake code to the lcc-win32 compiler with bug-fixes and improvements from many Quake source projects. |
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| player download qbexe-00-10-21.zip -executable -mod directory coder download qbism-00-10-21.zip -source + project -assembly library -executable -mod directory
old news 00-04 to 00-05 00-05-31 Fixed a silly text misalignment. Doh! Ammo counts were accidentally offset one slot. This is now fixed- please download the 00 05-28 release again if you see this error. Thanks for the heads-up, Al. 00-05-30 Client-side prediction = visual smoothness, HUD scoreboard w/ translucency, brighter palette. Increase your word power. Players, note that the installation instructions have changed; qbism sprites, gfx, etc. are located in a qbism subdirectory like a typical well-behaved mod. You don't need to use the "-game" switch at the command prompt; qbism will find this directory automatically. Some mild client-side prediction is added to smooth-out movement and animation in modem network play. In initial testing, it works great with no apparent loss of locational accuracy up to about 250ms. It still works and remains fairly accurate up to about 350ms lag, which is the threshold of pain anyway. 500ms is the physical limit of the prediction; if you can play competitively at 500+ms lag you probably don't need to use a screen. Let me know how it works for you and make sure to include your lag. The HUD is simplified, more organized, adds a translucent inventory status bar, and can be toggled with the +/- keys. Color saturation and brightness are boosted in a new palette. If you don't like the change, just delete palette.lmp in the qbism/gfx directory. And now, a rambling on Client-side prediction. Please ignore: Standard Quake smooths out player movement with interpolation, blending the change from one position to the next. In an internet modem game the lag time often exceeds the interpolation time (~100ms) resulting in movement that appears jerky. The 05-28-00 release of qbism adds extrapolation, a simple sort of prediction that moves objects along their last known trajectory until the next update. Extrapolation is added to client movement in cl_main.c and to the translation, rotation, and animation of monsters/other players in gl_rmain.c on top of the existing interpolation code. The translation code checks for collisions with world geometry to avoid displaying objects penetrating walls. 2000-05-16 Improved scoreboard, improved smoke trails. The number of scores displayed horizontally in the HUD scoreboard is increased, depending on screen resolution. Smoke trails are more continuous; no wide gaps in the trails when viewed from the side. Trails are more in scale with the rocket/ grenade and dissipate more believably. In fact, nearly all particle trails are smaller and denser. 2000-05-06 Fixed two bugs in this release, one other known. Don't know how these things creep up. Bug 1: Except for smoke, particles were all black. They are now in color again. Bug 2: Rockets, grenades, and lightning bolts were rotating only in the horizontal axis because they were accidentally rotated like shadows. Fixed. Bug 3: Someone emailed saying DirectInput ( '-dinput' starting from command line doesn't work. Error is "couldn't open DI mouse device". For me it worked in neither qbism nor in original glQuake. 2000-05-04 Player feedback, screenshots? A number of folks (69) have downloaded the player version. I invite constructive critisism from Quake players. Also, if you've got any cool action screenshots that demonstrate qbism features, please email them to me in jpg format. If they're better than my junk I'll post on this site. If there's an excellent shot I'll try to get it posted on telefragged news and Inside3d . . . if that's ok with you. Thanks. 2000-05-03 Improved shadows and scoreboard in latest release. Thanks to two tutorials on Muff's Quake Site shadows rotated to match ground slope plus a "see-through" scoreboard have been added. Besides alignment with slope, the shadow code filters out things like torch flames that should never cast shadows. The scoreboard code is tweaked to show inventory and incorporate ProQuake modifications to the scoreboard. In the next release the amount of scoreboard info shown will probably be adjustable with the "+" and "-" keys similar to the old scoreboard. A minor bug in model interpolation is fixed. See Quake Engine Resources. A couple of ProQuake servers are out there- tell me if you know of more: shreddies.ai.mit.edu ports 22222, 26000, and 27000 209.96.178.230 port 26000 Each previous qs-lcc and qbism code release is now posted on the "tutorial" page. Someone requested the original qs-lcc to see code that is closer to ID's qsource. 2000-04-13 qbism launches. Besides being a port of quake to a fast, reliable, and efficient compiler, qbism smoothly integrates bug fixes and enhancements taken from many other quake source projects. Gameplay is an important part of the composition. The code is heavily commented to note changes, dates, and authors. I think its a good and stable mix. But why take my word for it? Give it a go. Get lcc-win32 release 2000-04-09 or later. qbism is the next step from qs-lcc, a glquake port to the lcc-win32 compiler originally released in January. After 3 months you might think a better name than qbism, short for "quake source cubism", would have come to mind. Many quake engine modifications and viewpoints of the engine's future are out there, as well as many ideas of how to combine the diversity. A cubist painting of multiple geometric views artfully blended... a Frankenstein monster... This release adds more source code documentation, glow effects, and transparent smoke particles to the last release of qs-lcc. See old news for news from the old qs-lcc site. | index news info screenshots links tutorials porting notes c-s prediction draw net data old news 00-01 to 00-03 00-04 to 00-05 contact email To get email notification of qbism updates, bugs, and fixes, put ADD LIST in the subject. web site qbism.telefragged.com