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Beta 114

Sun, 21 Jul 2002 11:30:04

roy5050

What is going to be in beta 114  ??? and when<br>will it be ready for DL?<br><br>When will mp3  8) support be added?<br><br>Will the next version of ddf2vc support mp3 playlists.<br>What will the format for mp3 playlist be like in VaVoom95.<br><br>What help do you need with programming?<br><br> <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I can't wait untill the next release.  :D ;D <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --><br>
Mon, 22 Jul 2002 19:11:06

Janis Legzdinsh

Most likely this week it will be out. There will be a lots of fixes and improvements. In single player sprites won't flash. Model packages will be updated (most of the Heretic monsters will have models). I also quickly added support for OpenAL (I like this API). And - a huge improvement in Strife.
Mon, 22 Jul 2002 21:53:41

moose

Whats OpenAL?<br><br>
a huge improvement in Strife.
<br>By that do you mean you can talk to the NPCs if so is is like strife used to be or is it like how you did it for korax heritage (that looks pritty good even if it is only 1 screenshot.)
Tue, 23 Jul 2002 01:52:11

Janis Legzdinsh

Whats OpenAL?
<br>It's Open Audio Library, a cross-platform 3D sound library. Basicly this means that there will be 3D sound support on Linux.<br><br>
By that do you mean you can talk to the NPCs if so is is like strife used to be or is it like how you did it for korax heritage (that looks pritty good even if it is only 1 screenshot.)
<br>No, you can't talk to them yet. In this version all object data has been arranged, implemented most of the player weapons.
Tue, 23 Jul 2002 02:33:58

moose

It's Open Audio Library, a cross-platform 3D sound library. Basicly this means that there will be 3D sound support on Linux.
<br>So that don't apply to me.<br><br>
No, you can't talk to them yet. In this version all object data has been arranged, implemented most of the player weapons.
<br>Well thats good if it is what I think it is. How well you doing with the speech.
Tue, 23 Jul 2002 03:18:28

Janis Legzdinsh

Well, it took faster than I thought, the new beta is already available here.<br><br>In this version I also finally switched to floating point time removing 35 FPS limit.<br><br>
Well thats good if it is what I think it is. How well you doing with the speech.
<br>Haven't started yet.<br>
Tue, 23 Jul 2002 17:08:47

roy5050

When I try to run my TC I get an unimplemented<br>builtin error   ??? and a stack dump.<br><br>My tc ran in VaVoom 1.13 without a hitch<br><br>what can I do to fix this? do you have a workaround?<br>is there a source code DL for beta 114 too?<br><br><br>thank<br><br>L.H. (PizzaLawMan)
Tue, 23 Jul 2002 23:13:23

Janis Legzdinsh

Source code is in CVS on SourceForge.net.
Wed, 24 Jul 2002 16:52:10

roy5050

I finally got Beta 114 to compile  ;D<br><br>When I was toying around with in it<br>gave me a error about a Broken Blockmap  ???<br>in a rather large level.<br><br>How do I fix Broken Blockmaps?<br><br>and then it crashed  :(  due to a<br>floating point  >:( error.<br><br> :-X Can anyone tell me about what a Broken Blockmap is and how I can fix it.  :-X<br><br>  :-* Please  :-*,<br>  Thanks  :)
Thu, 25 Jul 2002 04:25:42

Janis Legzdinsh

There might be 2 reasons: it doesn't exist (i.e lump size is 0) or it's too big (I guess the limit was 128k, or maybe 64k - I can't tell exactly at the moment). A solution might be a node builder that supports blockmap compression.
Thu, 25 Jul 2002 18:28:20

moose

I tryed Multiplayer with my brother but couldn't join his doom game.  :(<br>So we tryed hexen and got in but it was impossible to play because it was taking ages for me to get a reaction from the key I pressed. And before anyone asks we were playing over our LAN could this be a problem with vavoom or maybe just changing some of the settings might help.
Fri, 26 Jul 2002 04:19:26

Janis Legzdinsh

It seams that LAN has some speed problems. Or maybe it's because Vavoom now can run at 72FPS? Anyways networking is really complicated thing. ::)
Sat, 27 Jul 2002 17:01:59

roy5050

Janis,<br><br>Where can I download the OpenAL<br>library for Borland BCC 5.5 &<br>will you put that library on<br>vavoom-engine.com<br><br>Thanks,<br><br>L.H.<br><br>PS <br><br>I looked at <!-- w --><a class="postlink" href="http://www.openal.org">http://www.openal.org</a><!-- w --> but can't seem to<br>figure out how to download from that site.
Sat, 27 Jul 2002 17:20:46

Janis Legzdinsh

OpenAL SDK can be found at [url:338lqf16]http://developer.creative.com. Install it, in Borland's include directory create a subdir AL and copy all OpenAL include files here. I added in Borland's makefile authomatic lib creation from dll, so there should be no problems.
Sun, 04 Aug 2002 19:43:03

roy5050

With VC 1.14 I am having trouble compiling<br>the vc files that were generated with ddf2vc;<br>something about missing BuiltIns.<br><br>The older version of vcc compiled .dat files that<br>worked perfectly with the older game.<br><br>What can I do to get my DDF scripts compiled into<br>working .dat files.<br><br>What new features, or enhancements to old features, with ddf2vc are going to be included with the next engine release if any.<br><br>When do you plan on having the scripts from sectors.ddf and lines.ddf converted as well.<br><br>Thank you for working on VaVoom <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 06 Aug 2002 04:17:44

Janis Legzdinsh

I answered about those functions in a another topic. Also final release will be out these days and it should have anything working just fine. No big news on converter. Later there will be something more.

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