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GLVIS

Thu, 12 Feb 2004 08:17:43

jjim

Ihave tried running glvis on strife1.wad . It seems to rn o.k. - a dos box opens and the destination of the wad scrolls within it. However after 3 days it was still running -I assume there is something wrong so I cancelled the application. Is there a bug - how long should it take (3ghz  processor) - has anyone successfully performed glvis on strife.?
Thu, 12 Feb 2004 20:02:41

hawkwind

If memory serves me correctly - it only took about an hour for me...  ???     :-/
Mon, 16 Feb 2004 16:20:57

Janis Legzdinsh

I did a test run that took about 28 minutes on 1 GHz proc. BTW it's with DOS version.
Mon, 16 Feb 2004 17:18:30

jjim

just tried it a different way- by dragging and dropping strife1.wad onto glvis. works great - only 10 mins. Don't know why it wouldn't work by command in batch file: GIVIS STRIFE1.WAD .<br>By the way does glvis have any effect if running in d3d mode?
Tue, 17 Feb 2004 16:49:14

Janis Legzdinsh

Yes, it affects all modes.
Thu, 22 Apr 2004 02:36:17

LigH

I remember such behaviour - once it worked only in fast mode...<br><br>Since I read that Vavoom 1.15.x has better support for Strife, I'm currently trying again. I had several problems with transparent walls using latest Doomsday engines for several Doom extral levels, which could be solved running ZenNode and "glBSP -fresh", so I'll check if this works as well for strife, and just hope that it won't harm the WAD (always keep a backup!). I already realised some problems, but I don't know if they are related to ZenNode, or to Vavoom not supporting all tricks of Strife well (e.g. the big Dragon door opens from the beginning, and there are no COM messages).
Sun, 30 Jan 2005 07:12:24

LigH

Now that I remember some yet unasked question... <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> There is a WAD which contains the probably most compex level ever made, and for example, the Doomsday (jDoom) engine is almost unable to work (~ 10 Seconds per frame on my 32 MB GeForce2 GTS): Alien Vendetta - AV.wad - MAP20 A level which shows some kind of pyramide, with lots and lots and lots of caves, rooms and winding corridors. >55000 segments (yes: fifty-five thousand). With Vavoom, using ZenNode, glBSP (v3 nodes) and glVis 1.5, it is at least playable. So if the Doomsday developers don't feel the need to support GL_VIS data, it's their fault... <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> Unfortunately, I had to use the "fast" mode to build the GL_VIS data: calculating MAP20 took half a day in regular mode (on my Duron 800), and finally it locked on MAP23 (with 07370 nodes left). I hope this extreme map helps optimizing saveral bottlenecks.
Mon, 31 Jan 2005 07:45:09

Janis Legzdinsh

Yeah, there are some cases where glVIS stops. I'll check it out.
Mon, 31 Jan 2005 12:42:50

RambOrc

Yeah, for example my town map for SE, if GLVIS would work, maybe it would be playable after all.

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