Version 1.29

Vavoom news.

Version 1.29

Postby Janis Legzdinsh » 27 Oct 2008 22:03

Version 1.29 has been released. In this version:

  • Added support for Vavoom master server.
  • Improvements to model skin support.
  • Fixed monster infighting.
  • Fixed net game getting stuck when a packet sent from client is lost.
  • Added support for intermission background scripts.
  • Added support for mouse controllable menu controls.
  • Added support for all finale types in all games.
  • Added support for DeHackEd exlosion style for rockets.
  • Added support for different blood colours.
  • Added support for voodoo dolls.
  • Most of the actor classes moved to DECORATE.
  • Added support for model frame interpolation.
  • Added support for compiling progs in the engine, progs now are in source form in PK3 file.

Enjoy!
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Re: Version 1.29

Postby Edward850 » 28 Oct 2008 10:23

I'll have that master server running as soon as possible (which may either be in a couple of hours, tomorrow, or the weekend).
When the master server is up, you'll see a couple of dedicated servers I'll be hosting on it (so it will be worth the wait).
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Re: Version 1.29

Postby Noxitoc » 28 Oct 2008 12:22

Great! I didn't play to much yet but it looks very good.

I'm interested in this:
Added support for compiling progs in the engine, progs now are in source form in PK3 file.

Perhaps now I can understand how to do it:
I wrote the code for an actor, in the notepad. What I have to do now to include it in a wad and make it works?
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Re: Version 1.29

Postby Crimson Wizard » 28 Oct 2008 14:55

Noxitoc wrote:I'm interested in this:
Added support for compiling progs in the engine, progs now are in source form in PK3 file.

Perhaps now I can understand how to do it:
I wrote the code for an actor, in the notepad. What I have to do now to include it in a wad and make it works?



You do not need to include it in any wad, instead put it in <your game mod folder>\basepak.pk3, creating any subfolders in archive if necessary:
basepak.pk3 -> progs/game/
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Re: Version 1.29

Postby Edward850 » 29 Oct 2008 02:53

Good news everyone. I got the master server online (not sure if its working as of yet), but Jenis has been informed of the IP and we are just waiting on him to tell us how to retrieve the server list via vavoom. I have not yet hosted any dedicated servers yet because I'm not sure if you can host them on the same machine that has the master server.
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Re: Version 1.29

Postby guydudeperson » 30 Oct 2008 01:54

So when will I be able to play this on the master server Edward850 8)
I like the update :D :D
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Re: Version 1.29

Postby Edward850 » 30 Oct 2008 06:04

You won't be able to play on the master server, just broadcast other servers on it.
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Re: Version 1.29

Postby Alex-bomber_Man » 30 Oct 2008 10:19

Wov! I'm gonna download it right now! :) Nice features!
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Re: Version 1.29

Postby guydudeperson » 30 Oct 2008 11:25

Edward850 wrote:You won't be able to play on the master server, just broadcast other servers on it.

Yeah I know that keep in mind that I play Skulltag religiously :wink:
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Re: Version 1.29

Postby entryway » 30 Oct 2008 18:19

Why vavoom is 40x slower than, for example, glboom-plus?

Tried map05 @ 32innail.wad

http://www.doomworld.com/idgames/index.php?id=15454

I have 650 fps in glboom-plus and 15 in vavoom with the same resolution and without dynlight

core2duo 3.0, gforce 8800


P.S. Also you can't play this level in vavoom without big HOMs in main room (precision problems I think)
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Re: Version 1.29

Postby Firebrand » 30 Oct 2008 19:26

Drop down the console and type "build_gwa 1" before starting the game, this will force the engine to build glNodes for the maps and vis data which will greatly improve performance.

As for HOM errors, those are mapping tricks not supported by the renderer yet, I guess that's something to improve in the next versions.
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Re: Version 1.29

Postby entryway » 30 Oct 2008 20:00

Firebrand wrote:Drop down the console and type "build_gwa 1" before starting the game, this will force the engine to build glNodes for the maps and vis data which will greatly improve performance.

60 fps. Still 10x slower.

Firebrand wrote:As for HOM errors, those are mapping tricks not supported by the renderer yet, I guess that's something to improve in the next versions.

It's not a trick. Vavoom can't handle big open areas. Like old versions of prboom or Eternity.
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Re: Version 1.29

Postby Firebrand » 30 Oct 2008 21:59

60fps is the top FPS Vavoom allows, I don't know if this will change in the future (but I don't see why this couldn't be increased).
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Re: Version 1.29

Postby Crimson Wizard » 31 Oct 2008 10:59

Firebrand wrote:60fps is the top FPS Vavoom allows, I don't know if this will change in the future (but I don't see why this couldn't be increased).

I have 70 fps top on my machine.
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Re: Version 1.29

Postby Firebrand » 31 Oct 2008 15:14

Well, I've never gone past 60fps, so I thought it was like that... guess it's not the case then :).
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