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Back to work!

Sat, 02 Oct 2004 15:02:58

Janis Legzdinsh

I just wanted to let you know that main technical problems have ben fixed (I finally got my own computed at home) and that means that I can return to normal development of Vavoom. And the first thing to do is fix the sky problem <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->.
Sat, 02 Oct 2004 18:28:54

RambOrc

Hey nice to hear that! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 02 Oct 2004 19:15:44

jaquboss

You should fix huge particles in OpenGL too , anyone else have them so huge?? <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> And there are no support for 32bit textures in D3D , it makes them just 8bit....
Sun, 03 Oct 2004 13:24:27

Janis Legzdinsh

Some OpenGLimplementations have buggy GL_EXT_point_parameters extension. You can disable it in console by typing:
gl_ext_point_parameters 0
vid_restart
And those textures actually are 16 bit, 32 bit is not a problem.
Mon, 04 Oct 2004 20:59:44

The_Doomer

Great news Janis. Hopefully now we can see even more improvements to the Strife support for Vavoom. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Tue, 05 Oct 2004 08:41:02

Catsy

Glad to hear all's well and Vavoom's back in development, Janis. I'm looking forward to your next version.
Tue, 05 Oct 2004 10:23:04

Janis Legzdinsh

OK, better Strife support is number 2 in TODO list. Any other requests?
Tue, 05 Oct 2004 10:47:02

RambOrc

Lights pre-rendering into a file like GL nodes and vis data are (as discussed in other topic). And please make it #2 ahead of Strife support, this function would greatly speed up map load times for everyone. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Tue, 05 Oct 2004 12:39:36

Janis Legzdinsh

That might be too much for now. The whole system needs to be changed and that's a lots of work. Basicly I'm thinking about releasing another version in 1.15 series with several isues and bugs fixed and then do big changes for next version. It should be within this month.
Tue, 05 Oct 2004 15:25:30

Catsy

Placeable dynamic lights? I'm thinking specifically of what ZDoomGL just came up with; they're extremely cool. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 05 Oct 2004 15:39:33

Janis Legzdinsh

Aren't they the same as static light sources?
Wed, 06 Oct 2004 00:37:54

gunrock

Hey! How about ogg support? Its much better than mp3. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 06 Oct 2004 06:23:23

Janis Legzdinsh

Yep, it's planed.
Mon, 11 Oct 2004 16:57:48

jaquboss

[quote="Janis Legzdinsh":297htvle]Aren't they the same as static light sources? NO! Vavoom static lights = computed lightmap , very based on world , walls are creating shadows , and etc. Dynamic lights in Vavoom (and most other games) = lightmap taken from image (most round) blended to lit surface , so dynamic light are not lights at all , only true lighting is verte lighting and per-pixel lighting , that
Tue, 12 Oct 2004 06:55:57

Janis Legzdinsh

Basicly what I wanted to say is that ZDoomGL's placeable dynamic lights are basicly the same thing as Vavoom placeable light sources, only in Vavoom they will generate shadows. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->

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