Version 1.22.1

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Version 1.22.1

Postby Janis Legzdinsh » 17 Dec 2006 12:52

Version 1.22.1 has been released. This is mainly a bug-fixing release. New features in this release are support for JPEG format textures, support for HI_START/HI_END and HIRESTEX script defined high resolution textures, proper support for enhanced music and skybox replacements of normal skies and support for custom episode definitions.
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Postby Crimson Wizard » 17 Dec 2006 13:01

What are "custom episode definitions"?
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Postby Janis Legzdinsh » 17 Dec 2006 16:22

Part of MAPINFO script.
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Postby Crimson Wizard » 18 Dec 2006 09:51

And what do they look like? :) I ask simply being curious what exactly is named "custom episode definitions".
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Postby Janis Legzdinsh » 18 Dec 2006 17:56

See Wiki.
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Postby Alex-bomber_Man » 18 Dec 2006 21:20

Cool - HIRES in JPG forma rules =), but i thiught you will implement Doomsday-style modeldefs =(
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Postby gunrock » 19 Dec 2006 16:32

OOOOOH! Episode definitions :D I have been waiting for that for ages! Thanks Janiz! Also I'm a little slow on releasing new projects do to real life getting in the way :(
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Postby scen » 19 Dec 2006 17:37

Thank you for the new release 8)

I've some question about the new features
* Implemented simpler support for skybox replacements of the normal sky.

How does it work? I've seen that there's a new variable, r_skyboxes that (i think) enable/disable the rendering of the skyboxes. I've setup them in this way:
  • creating a proper skyboxes.txt
  • changing accordingly mapinfo.txt
  • put these two files in a new wad0.wad
  • copy wad0.wad in basev/<game>/ folder, and related images in /basev/<game>/hirestex/ subfolders
Set r_skyboxes to "0" doesn't seem to be effect (i've tried to use also vid_restart command, with no success. :( )

* Implemented propper support for enhanced music files

What is changed from previous existing support?


I've another question, but related to 1.22 version:
* Added support for language scripts.

I've seen the language.en file for every game. If i would to translate it in another language (Italian, for example :roll: ), what are the steps to follow?

I suppose
  • Copy language.en to language.it
  • Translate the contents of language.it
  • Modify basepak.ls.it to include this new file
  • ...

And then? There's some variable to change the language used in the game?


Thanks for any info you'll give me! 8)
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Postby Janis Legzdinsh » 19 Dec 2006 18:28

* Implemented simpler support for skybox replacements of the normal sky.

How does it work? I've seen that there's a new variable, r_skyboxes that (i think) enable/disable the rendering of the skyboxes. I've setup them in this way:
  • creating a proper skyboxes.txt
  • changing accordingly mapinfo.txt
  • put these two files in a new wad0.wad
  • copy wad0.wad in basev/<game>/ folder, and related images in /basev/<game>/hirestex/ subfolders
Set r_skyboxes to "0" doesn't seem to be effect (i've tried to use also vid_restart command, with no success. :( )

It will look for a skybox with the same name as normal sky and if found and r_skyboxes is set to 1, the skybox will be used. This allows to provide them without a need to have a modified mapinfo script. Note that changes to r_skyboxes will take effect only when you start a new game, change level or load a saved game. And of course if you set skybox in mapinfo script it will be used regardless of the value of r_skyboxes.

* Implemented propper support for enhanced music files

What is changed from previous existing support?

Enhanced music files go into <gamedir>/extras/music folder. Additionally extras/music/remap.xml is used to assign a different music file for a given name. And it's done only if s_ext_music console variable is set to 1. Files in <gamedir>/music folder are threated as normal game data and cannot be disabled.

I've another question, but related to 1.22 version:
* Added support for language scripts.

I've seen the language.en file for every game. If i would to translate it in another language (Italian, for example :roll: ), what are the steps to follow?

I suppose
  • Copy language.en to language.it
  • Translate the contents of language.it
  • Modify basepak.ls.it to include this new file
  • ...
And then? There's some variable to change the language used in the game?

Currently Vavoom will use only the default language (normaly it's English). I'll implement support for language switching in next version.

I'm preparing packages with high-resolution textures, skyboxes and music. They should be released in the following days.
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Postby scen » 19 Dec 2006 21:08

Ok, now all it's very clear!

Janis Legzdinsh wrote:I'm preparing packages with high-resolution textures, skyboxes and music. They should be released in the following days.

You rule :twisted:
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Postby Alex-bomber_Man » 20 Dec 2006 11:58

New hires textures? Realy new, or something from jDoom, i've already used? And as for skyboxes.. it is interesting!
But please, take cere on modeldefs like in doomsday engine! :)
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Postby scen » 21 Dec 2006 13:11

Skyboxes are marvellous 8)

See some screenshot!
Attachments
doom2_map16_1.jpg
Skyboxes on Doom2 - MAP16
doom2_map16_1.jpg (27.78 KiB) Viewed 14136 times
doom2_map01_1.jpg
Skyboxes on Doom2 - MAP01
doom2_map01_1.jpg (25.92 KiB) Viewed 14136 times
doom_e3m1_1_1.jpg
Skyboxes on Doom - E3M1
doom_e3m1_1_1.jpg (28.52 KiB) Viewed 14136 times
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Postby Crimson Wizard » 21 Dec 2006 14:41

I am shocked. :D Great work!
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Postby scen » 21 Dec 2006 18:02

Eh eh eh, the images used for the skyboxes aren't mine, i've taken them from a recent JDoom package :P :roll: (but it's not important, it's important using them in Vavoom :twisted: )
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Postby Alex-bomber_Man » 23 Dec 2006 10:00

Cool skyboxes! I have the same on my computer, BUT, how i to activete em in Vavoom as skyboxes, not as hires textures for sky?
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