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[Implemented] Doomsday type definitions for models, lights a

Wed, 18 Oct 2006 18:59:06

Alex-bomber_Man

I would like to ask - can Doomsday-engine type definitions be implemented in Vavoom ?? They are wery usefull, because they must not be compiled, and put inyo wad file to use them. Lets say they are stnd-alone scripts, where models, particles & dynamic lighting spawning are binded to states. I request that because ity isn't usefull - recompile all the source to use more model frames to the one action, or make a new particle effect/change it. BTW, if it will be implemented, i will be able to make wery realistic effects of fire, smoke and so on - VavoomC modules, packed into WAD files aren't usefull for that <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> Here is an example of Doomsday engine definition: <!-- m --><a class="postlink" href="http://alex-bomberman.narod.ru/misc/Soldier1.ded">http://alex-bomberman.narod.ru/misc/Soldier1.ded</a><!-- m --> <!-- m --><a class="postlink" href="http://alex-bomberman.narod.ru/misc/Flames.ded">http://alex-bomberman.narod.ru/misc/Flames.ded</a><!-- m -->
Thu, 19 Oct 2006 07:55:43

Crimson Wizard

I don't see what's the problem of recompiling progs once. It is very simple to make a bat file for compilation & lump script for WAD building. You may take a look at this thread, where I explained how to do it: <!-- m --><a class="postlink" href="http://www.vavoom-engine.com/forums/viewtopic.php?p=4630#4630">http://www.vavoom-engine.com/forums/vie ... =4630#4630</a><!-- m --> Using bat + script you'll have to simply run bat file and wait for 5-6 seconds, after that you may already run Vavoom.
Thu, 19 Oct 2006 21:37:58

Janis Legzdinsh

I'm planing to implement something like that.
Sat, 21 Oct 2006 08:34:03

Alex-bomber_Man

BTW, there is more one thing, that may be even more usefull: suppotr for DECORATE modules. It is something equal to VavoomC modules, but it is easier to write, easier to use, and most important - it is used bu many othere sourceports - it will give an obility to run mods made for other sourceports! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Here is an example of WAD file with decorate module: <!-- m --><a class="postlink" href="http://www.rapidshare.ru/62813">http://www.rapidshare.ru/62813</a><!-- m --> or here is a mirror: <!-- m --><a class="postlink" href="http://www.webfile.ru/1140937">http://www.webfile.ru/1140937</a><!-- m --> It is for GZDoom sourceport. Look into proba.wad (in this archive)
Sun, 22 Oct 2006 09:45:08

Crimson Wizard

I'd say it isn't that difficult to translate DECORATE into VavoomC class. It structure is nearly 100% identical with VavoomC Actor states. I am not saying the feature you are asking is useless, I mean that you already may change these mods from GZDoom to Vavom rather easily.
Sun, 22 Oct 2006 10:21:17

Janis Legzdinsh

Yes, it's possible.
Fri, 15 Dec 2006 19:59:09

Alex-bomber_Man

If i understand right - modeldefs will be in one of next Vavoom versions... Yes? Will they be in version 1.23 ?
Sat, 16 Dec 2006 08:17:28

Janis Legzdinsh

Maybe.
Wed, 10 Jan 2007 20:31:29

Alex-bomber_Man

Oh, i'm near finishing the second zombie type - i must see full model to know how does it looks, the model is multypart - i need modeldefs! Please, JAnis, try to implement it!
Thu, 11 Jan 2007 14:24:18

scen

Hes' working on that: <!-- m --><a class="postlink" href="http://vavoom.svn.sourceforge.net/viewvc/vavoom?view=rev&sortby=date&revision=1934">http://vavoom.svn.sourceforge.net/viewv ... ision=1934</a><!-- m --> Be patient <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Wed, 17 Jan 2007 22:03:23

Alex-bomber_Man

OK, i'm <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Thu, 10 Jan 2008 16:58:17

Janis Legzdinsh

Implemented.

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