Version 1.15.1

Christmas is here and so is a new version of Vavoom. Since there ain’t big changes, it got number 1.15.1. The most notable change is greately improved Strife support, now many new line specials work, added inventory system and the biggest thing – fully working conversation system. As of other stuff: moving 3D floors now work correctly, added fix for “feet in ground” problem and added a workaround for owerflow problem in OpenGL and Direct3D drivers.

That’s all for now.

Sound fixed

It seems that the Windows binary had no sound with DirectSound driver. I recompiled it with another version of compiler and it seems to work now. If you already downloaded it, you should download it again.

Version 1.15

After some thinking I decided not to go with another beta but rather do a full version, so here it is – version 1.15 is waiting for ya! There ain’t any serious changes since beta, the only thing to mention here is a little bit improved network games, so now there should be less lag (I would like to get some feedback on how it works now).

I hope soon I will be able to more work on Vavoom than now, so stay tuned!

Projects database

Hello out there!

There has been some silence for a while, but I’m still alive! That’s right! Well, due to the lack of time the project is moving very slowly lately. But don’t wory, I will put a new beta version shortly.

Today Vavoom projects database goes online (finally). If you are working on a project for Vavoom or know any projects not listed there, mail me and I will add them.

Have fun!

Version 1.15 BETA 1

As some of you already know, I’m now one of the lead programmers at Game Studio and with this I have very little time to work on Vavoom. But anyways a new version is released, like this has been promissed on forums. It’s version 1.15 BETA 1. In this release there are some new ways of sloping – with vertex heights and using ZDoom sloping specials, i.e. with lines. Also there are some big changes in VavoomC scripting language making it even more similar to the UnrealScript. Enjoy!

Version 1.14

Today version 1.14 has been released. This version fixes some serious bugs that were reported on forums.

OpenAL driver has been added. Windows driver is emulated using DirectSound3D, so there won’t be much difference, but on Linux now there’s a 3D sound available.

This version also comes with updated models, so if you are using them, you should upgrade them.

2nd birthday

Happy birthday! Today Vavoom turns 2 years old. And to celebrate this a new version is released. And greatest news is that this version comes with first working version of the most wanted tool – a DDF to VavoomC converter (you will find it in progs sources package). At current state it does support exporting of things and weapons. Some of the action functions (mostly those not used by regular Doom) are not implemented and other things might be done differently, so many things might work differently than in EDGE. It was tested with Espi’s Guns PC and was working quite nicely.

Tutorials

Tutorials section is open. The first submited tutorials describes states in Vavoom C and compares them to the DDF. Any other tutorials are welcome.

Version 1.12

Well, here’s version 1.12. There’s some new editing features: line-to-line teleporters, translucent lines, support for DeepSea tall patches and scaled textures. But most of the changes are in progs. Two new variable types – ‘name’ and ‘bool’ borrowed from UnrealScript and a lots of other changes in order to take advantage of the object-oriented language features.