-progs cmd param troubles

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-progs cmd param troubles

Postby scen » 03 Oct 2006 18:53

Hi, i've some trouble to use the command line parameter -progs.

The wiki says ( from http://vavoom-engine.com/wiki/index.php ... evelopment ) :
-PROGS specifies directory where to look for progs. Server progs are loaded from file svprogs.dat, client progs - clprogs.dat. Path must include ending slash.
-progs <directory>
Example: -progs progs/myprogs/


I've modified some Hexen progs (for 3d models usage) and these are the operations i have followed (on Linux):
  • Vavoom game dir is /usr/share/games/vavoom, i've put clprogs.dat,shared.dat and svprogs.dat in /usr/share/games/vavoom/basev/hexen/progs
  • Run with the following params (i'v tried several combinations):
    Code: Select all
    1) vavoom -hexen -window -opengl -debug -progs basev/hexen/progs/
    2) vavoom -hexen -window -opengl -debug -progs hexen/progs/
    3) vavoom -hexen -window -opengl -debug -progs progs/

None of them works fine (the custom progs aren't loeaded).

What's wrong? :?:

[EDIT]
This happens with current SVN version, but also with 1.21.2 on Windows (using similar paths)
[/EDIT]
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Postby Firebrand » 04 Oct 2006 13:30

Why don't you try something like:
Code: Select all
vavoom -game hexen -window -opengl -debug -progs bassev/hexen/progs/

The problem seems to be in the "-game" parameter being missing.

Also, you can place your ".dat" (compiled progs) files inside a wad0.wad in any subfolder inside the Vavoom installation you've got and run the game like this:
Code: Select all
vavoom -game name -window -opengl -debug

This will specify the engine to load the files from the folder named "name", hope this helps you out :).
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Postby Janis Legzdinsh » 04 Oct 2006 17:49

Wiki aparently is out of date. This option has been removed in version 1.20. With current version you'll have to set up a custom game directory to do this.
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Postby scen » 04 Oct 2006 19:02

Firebrand wrote:Also, you can place your ".dat" (compiled progs) files inside a wad0.wad in any subfolder inside the Vavoom installation

This solution works fine, but i would to test my mods in a quicker way (loading directly the *.dat progs from a specific directory)

Janis Legzdinsh wrote:Wiki aparently is out of date. This option has been removed in version 1.20.

Ok, in fact in actual vavoom.txt doc this param is not mentioned.
Janis Legzdinsh wrote: With current version you'll have to set up a custom game directory to do this.

Ehm... :oops: What are the steps to setup a custom game dir?
I've done some attempt, unsuccessfully :? (i can't find any useful documentation)
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Postby Crimson Wizard » 05 Oct 2006 07:38

scen wrote:
Firebrand wrote:Also, you can place your ".dat" (compiled progs) files inside a wad0.wad in any subfolder inside the Vavoom installation

This solution works fine, but i would to test my mods in a quicker way (loading directly the *.dat progs from a specific directory)


You may call vlumpy.exe from compile.bat to automatically import dat files into wad. Syntax is (if I remember this correctly) - vlumpy.exe <name of vlumpy script> <name of resulting wad file>.
For example: vlumpy.exe mymod.ls mymod.wad
Vlumpy script should contain simply a list of files that ought to be placed in wad. For example:

Code: Select all
$PR_START    (?? afaik this is how marker is made, but I am not sure)
shared.dat
clprogs.dat
svprogs.dat
$PR_END
animdefs.txt
terrain.txt
......


The problem is that you also must have basic lumps there, such as animdefs, terrains, info etc scripts and such. You may possibly export these from original wad0.wad and put in the same folder where your progs are located for compilation. Write down all the filenames necessary to vlumpy script.

scen wrote:Ehm... :oops: What are the steps to setup a custom game dir? I've done some attempt, unsuccessfully :? (i can't find any useful documentation)


Here: http://www.vavoom-engine.com/wiki/index ... king_a_mod.
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Postby scen » 05 Oct 2006 14:27

Thanks a lot, it works like a charm! 8)
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