00-12-05 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-00-12-05.zip -executable -mod directory coder download qbism-00-12-05.zip -source + project -assembly library -executable -mod directory Yohko model Yohko4qbism.zip
old news 00-06 to 00-09 00-09-21 Console character bug seems to be fixed Try the latest in-progress qbism-dev.zip 00-09-18 Trying to add too many things at once... Maybe a new qbism should have been released when md2 worked and model rotation was fixed, but instead stuff continued to be added. One is custom console characters from Muff's code ala QER, which I screwed up somehow producing some annoying but non-crashing bugs. Related text graphics are from Muff/QER. Also interesting are openGL enhancements from DarkPlaces code such as -gamma command line option that does a great job of increasing video contrast (gamma 0.5 to 1.0). Due to bugginess this is not an "official" release, but you can see the in-progress exe, code ,and data here: qbism-dev.zip Some site cleanup also needs to be done- several links are out of date and the c-s prediction tutorial must be updated to reflect rotation fix. First I'm going to bang on the code until there is a suitable release... 00-08-25 Currently fixing a rotation extrapolation bug; full support of Quake 2 format models (md2) coming soon including shading and choice of 8- or 32-bit skins. Sometimes models spin "the long way around" the circle from one angle to another, nearly 360 degrees, especially when lag is high. Bug fix is underway. Soon there will be md2 support including shading from colored/dynamic/static lights and skin textures based on team color. The code is based on a tutorial by Muff of LordHavoc's code. The Yohko model will be used as an example, by permission from EvilBastard. 00-07-19 Two new tutorials; reflective surfaces; menu sliders; improved fog support; skybox support; qw-style crosshair 2; tab console command completion; bugfixes; ....openGL fisheye? You can try the fisheye effect with "gl_fisheye 1". It breaks the screen into 7 horizontal view strips, varying the camera pitch and rendering a view for each strip. Depending on the graphics card, there will be a noticable slowdown in frames per second. More strips can produce a closer approximation at the cost of speed. Note that the fisheye only really happens along the vertical axis with zero camera roll. Getting horizontal to work is non-trivial. Anyway, a first try, cheezy fun. The original lcc-win32 porting notes are here, plus client-side prediction with extrapolation and draw network packet data tutorials. Let me know how they work for you. Here is found continued mass-consumption of others' tutorials, of course. Reflective surfaces are improved and activated thanks to a Paddy tutorial at 3D Programming Central. The default stained-glass window texture is working as an example and more reflective textures may be easily added. Smoke trail width, reflectance, and water transparency may now be adjusted by menu sliders (slider code by Paddy) in the option menu. An Electro tutorial of Brambo code at Quake Standards Group provides improved fog with all aspects controlled by cvars, if you choose to activate it. A qw-style crosshair 2 and tab console command completion are added from Shelob tutorials at QSG. The tab feature is great- enter the first few letters of a command, hit tab, and the console will attempt to complete it with the nearest match. LordHavoc provides well-commented bug-fixes and improvements in his DarkPlaces source code. Several of these were added to qbism: A big memory leak was corrected in texture loading whereby old textures just hang around consuming memory after loading a new map (read more about this at quake source). Texture appearance is improved by using "linear" instead of "nearest" filtering. 32-bit texture loading is probably usable, at least for sprites- this feature hasn't been tested yet in qbism and so some code may be missing. If you want to be automatically notified by email of upcoming releases and receive occasional in-progress notes, send an email with "ADD LIST" in the subject, all caps. Send "REMOVE LIST" to be removed. And no, your email address will not be sold to spammers. Thanks for feedback. 00-06-19 Client-side prediction jitterbug fixed. Player list sorting is corrected. Colored lighting. High-gamma palette is an option. The jitter several people pointed out in weapon recoil and "the living dead" twitch is fixed. The engine was trying to extrapolate between two animation frames even on objects with only one frame- now it checks. Prediction feature recap: Some mild client-side prediction is added to smooth-out movement and animation in modem network play. 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. qbism extrapolates movement 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. Colored lighting is added as promised using SaRcaZm's tutorials on QSG including dynamic, static, and model lighting. The BSP version 30 standard is followed. The blending of light in qbism is not the same as in QER's engines. That's not surprising since there is more than one way to do the mixing. Some experimentation will be involved to find the most realistic approach. Let me know of any colored lighting maps out there; the cboxed map at QER is the only one I've tried. glQuake looks dark on some graphics cards. Starting qbism with "-gpal" from the command line will invoke a higher gamma palette that looks better than setting gamma higher within the game. 00-06-07 Coming soon: Yet more tuning of the the scoreboard, COLORED LIGHTS! The list of players and scores doesn't always work as well as it should- some players take a long time to appear and the client player name doesn't center itself when there are more than 10 in the game. A fixed formula will correct this. Several have requested colored lighting... the next release will have dynamic and static lighting support including colored shading of models. | index news info screenshots links porting notes old news 00-06 to 00-09 00-04 to 00-05 00-01 to 00-03 contact email To get email notification of qbism updates, bugs, and fixes, put ADD LIST in the subject. web site qbism.telefragged.com