Back to the Vavoom Forum Archives


Forum

How to avoid....

Wed, 23 Jan 2008 20:15:36

Karnizero

...this? [size=75:3w54xhxr](click to enlarge)[/size:3w54xhxr] [img:3w54xhxr]http://xs223.xs.to/xs223/08043/glitch779.jpg.xs.jpg[/img:3w54xhxr] Any idea? Thanks.
Wed, 23 Jan 2008 22:27:41

Crimson Wizard

Can this be because weapon frame is constructed of 2 sprites, one is lightened and another not?
Thu, 24 Jan 2008 00:10:35

Karnizero

[quote="Crimson Wizard":1kjbfm7v]Can this be because weapon frame is constructed of 2 sprites, one is lightened and another not? Yes, i know that... Im not so noob <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> But when i use, for example, PrBoom+, i dont get that effect: [img:1kjbfm7v]http://xs123.xs.to/xs123/08044/prboom_440.jpg.xs.jpg[/img:1kjbfm7v] I think the both sprites got brightened, instead one of them, or maybe the brightened sprite adjusts its lightning to match the environment lightning, same as the non-brightened sprite. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> This is the same when using Zdoom or Doomsday.
Thu, 24 Jan 2008 11:36:29

Crimson Wizard

I think its a bug in Vavoom progs, some sprite frame does not have 'Bright' flag set.
Thu, 24 Jan 2008 12:58:33

Karnizero

[quote="Crimson Wizard":2dcwvlag]I think its a bug in Vavoom progs, some sprite frame does not have 'Bright' flag set. Well... That'snot really a bug. Lets call "issue". So, as you say that this is a progs issue, how can i open/read/edit those progs? I tryed with notepad, but thats not right. I supose ou refer to the files contained at the basepak.pk3 at each game folder at basev. If the only problem is a "BRIGHT" flag (this is the same as DECORATE), that issue can be solved easyly.
Thu, 24 Jan 2008 14:00:30

Crimson Wizard

[quote="Karnizero":2sj6byum] So, as you say that this is a progs issue, how can i open/read/edit those progs? I tryed with notepad, but thats not right. I supose ou refer to the files contained at the basepak.pk3 at each game folder at basev. Well, these in basepak are compiled progs. You need to edit prog sources and recompile. Check here: <!-- m --><a class="postlink" href="http://sourceforge.net/project/showfiles.php?group_id=32050">http://sourceforge.net/project/showfile ... p_id=32050</a><!-- m --> (NOTE: progs sources are NOT Vavoom engine sources, you need "Vavoom-progs 1.26"). It's doom/game2/SuperShotgun.vc: Perhaps here:
Fire:
	SHT2 A 3
	SHT2 A 7 A_FireShotgun2
	SHT2 B 7
Thu, 24 Jan 2008 14:29:38

Karnizero

[quote="Crimson Wizard":1rob6zxr]Well, these in basepak are compiled progs. You need to edit prog sources and recompile. Check here: <!-- m --><a class="postlink" href="http://sourceforge.net/project/showfiles.php?group_id=32050">http://sourceforge.net/project/showfile ... p_id=32050</a><!-- m --> (NOTE: progs sources are NOT Vavoom engine sources, you need "Vavoom-progs 1.26"). It's doom/game2/SuperShotgun.vc: Perhaps here:
Fire:
	SHT2 A 3
	SHT2 A 7 A_FireShotgun2
	SHT2 B 7
I will take a look, but if the DECORATE implemented this new version, has inheritance from other classes, we can solve this via decorate, without haveing to recompile, and we can distribute our wads with that issue solved. I will try the decorate option first, and if inheritance does not works, i should work on progs. I will keep you informed when i arrive home from my job. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> Thanks 4 attention <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Thu, 24 Jan 2008 15:22:11

Crimson Wizard

[quote="Karnizero":2z0j9s75] I will take a look, but if the DECORATE implemented this new version, has inheritance from other classes, we can solve this via decorate, without haveing to recompile, and we can distribute our wads with that issue solved Recompiling progs does not make any difficulties, usually its up to 15 minutes to set everything up, and several seconds for compilation each next time. After compilation you get 2-3 dat files (clprogs.dat, svprogs.dat and maybe shared.dat) which need to be put into your custom game's basepack.pk3 and distributed as well.
Thu, 24 Jan 2008 18:56:35

Janis Legzdinsh

Yes, it happens because flash sprite is drawn full-bright and weapon sprite not. And since in you screenshot weapon sprite is lit by a coloured light it's more noticeable than normally.
Thu, 24 Jan 2008 19:12:52

Karnizero

[quote="Crimson Wizard":ggcui960]Recompiling progs does not make any difficulties, usually its up to 15 minutes to set everything up, and several seconds for compilation each next time. After compilation you get 2-3 dat files (clprogs.dat, svprogs.dat and maybe shared.dat) which need to be put into your custom game's basepack.pk3 and distributed as well. How do i compile those progs? Any tip or tutorial?
Thu, 24 Jan 2008 20:32:41

Crimson Wizard

[quote="Karnizero":3cn93hsn]How do i compile those progs? Any tip or tutorial? Here's wiki, though it's outdated: <!-- m --><a class="postlink" href="http://vavoom.heretichexen.com/wiki/index.php?title=Editing#Progs">http://vavoom.heretichexen.com/wiki/ind ... ting#Progs</a><!-- m --> Basicly, 1. Get yourself progs sources. 2. Copy vcc.exe from utils folder to your game folder in progs, e.g. doom2. There should be 'compile.bat' lying there. 3. Run compile.bat. Hopefully it will give no errors <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> 4. You'll get 3 new DAT files in the same folder: svprogs.dat, clprogs.dat and shared.dat. Copy them into <Your Vavoom Folder>/basev/doom2/basepak.pk3 archive.
Thu, 24 Jan 2008 23:15:12

Karnizero

[quote="Crimson Wizard":jvs57vid]Here's wiki, though it's outdated: <!-- m --><a class="postlink" href="http://vavoom.heretichexen.com/wiki/index.php?title=Editing#Progs">http://vavoom.heretichexen.com/wiki/ind ... ting#Progs</a><!-- m --> Basicly, 1. Get yourself progs sources. 2. Copy vcc.exe from utils folder to your game folder in progs, e.g. doom2. There should be 'compile.bat' lying there. 3. Run compile.bat. Hopefully it will give no errors <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> 4. You'll get 3 new DAT files in the same folder: svprogs.dat, clprogs.dat and shared.dat. Copy them into <Your Vavoom Folder>/basev/doom2/basepak.pk3 archive. Gotcha!! I have readed and downloaded the progs for version 1.26. I have fixed the frames for Doom 1 weapons, but Im not able to make Doom 2 work same as Doom 1. Here a shot demostrating the difference: The fixed weapons on the left. The old one on the right: [size=75:jvs57vid](Click to enlarge, JPEG, 1024x768)[/size:jvs57vid] [img:jvs57vid]http://xs123.xs.to/xs123/08044/newd1prog938.jpg.xs.jpg[/img:jvs57vid] [img:jvs57vid]http://xs123.xs.to/xs123/08044/oldd1prog159.jpg.xs.jpg[/img:jvs57vid] If you want, i can upload this basepak.pk3 correspondin to Doom 1 Weapons, but i think that should be more usefull topost the link when i can fix the weapons for Doom 2. I will take a look to Heretic and Hexen weapons when i have time. At the moment, i have time only for finishing the Doom 2 weapons (S.Shotgun left). Now, the trouble i have is: i have modified the files at "progs/doom/game1/..." (shotgun.vc, pistol.vc and rocketlauncher.vc) Then I have modified the "progs/doom/game2/supershotgun.vc" file. At the first time, i compiled the progs corresponding to the Doom 1. Then i test, and all seems to wroks fine. Finally, i compiled the Doom 2 Progs (compiling from "progs/doom2/" folder). I obtained those three files, but when i trying the new fixed basepak.pk3 with Doom 2, all weapons seem to be unfixed: the pistol, shotgun, sshotgun and r.launcher keeps the old lightning issue. I take a look at the files at "progs/doom2/", such as "clprogs.vc", etc... and i realized that all is referernced using diferent "includes", so i supose that the progs at "doom1" folder are all included when compiling the Doom 2 progs. Im making something wrong? In the meanwhile, i will play Doom 1 with weapons fixed. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> ======= And a question about progs: when looking the different .vc files for monsters, weapons, pickups and so, i realized that Vavoom progs are very very simillar to GzDoom Decorate language. Thats is nice, since many users (like me) dont have the need to learn a new language. But the question is: is it possible to add *NEW* actors, so Vavoom recognizes them? We can add them at Doom Builder using the "__mobjinfo__()" value, would this will work? Or we only can modify the existing actors? (Simillar to DeHacked). Thanks.
Fri, 25 Jan 2008 10:32:29

Crimson Wizard

[quote="Karnizero":2p1wj7lo] I take a look at the files at "progs/doom2/", such as "clprogs.vc", etc... and i realized that all is referernced using diferent "includes", so i supose that the progs at "doom1" folder are all included when compiling the Doom 2 progs. Yes, actually doom2 project compiles sources lying in doom1 but with DOOM2 preprocessor definition - that causes certain changes. [quote="Karnizero":2p1wj7lo] Im making something wrong? Not sure, I will check this. [quote="Karnizero":2p1wj7lo] But the question is: is it possible to add *NEW* actors, so Vavoom recognizes them? We can add them at Doom Builder using the "__mobjinfo__()" value, would this will work? Or we only can modify the existing actors? Heh, man, if it worked like that will there be purpose to create such an engine )))) Ofcourse you can add new actors, and not only new actors, but new menus, new enviroment, new utility classes if needed etc. To create a new class, write it in a new VC file (you may copy an old actor class for simplicity). __mobjinfo__() - its an Thing ID for map editor, scriptinfo (optional) is an id to use in scripts (for object spawning). If you are making completely new monster class, it perhaps should be derived from class [color=green:2p1wj7lo]Actor[/color:2p1wj7lo] (in Hexen - from class [color=green:2p1wj7lo]Pawn[/color:2p1wj7lo] - it is a base class for all monsters there). If you wish to create just an advanced version of some existing monster, make your new class a child of that original class - this will simplify your task (well, since you are a programmer, you should know all the advantages of deriving one class from another <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->) Just a dumb example, I want to make a Cacodemon General who have x2 health, and only that. Code should be:
class CacodemonGeneral : Cacodemon
	__mobjinfo__(...)

defaultproperties
{
	Health = 800;
}
Oh, yes, most important, - do not forget to include that new class into corresponding 'classes.vc' file (look for it in the smae folder where you put your new class.
Fri, 25 Jan 2008 14:28:55

Karnizero

[quote="Crimson Wizard":3huiwfr0][...] [quote="Karnizero":3huiwfr0] Im making something wrong? Not sure, I will check this. Ok, thanks. [quote="Crimson Wizard":3huiwfr0][...]anced version of some existing monster, make your new class a child of that original class - this will simplify your task (well, since you are a programmer, you should know all the advantages of [color=red:3huiwfr0]deriving one class from another[/color:3huiwfr0] <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->) That is called "inheritance", or "herencia" in spanish. And now, knowing that, and seeing that Vavoom progs sintax is very simillar to Decorate, who needs now Decorate? <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> And one last question. May i distribute a new "basepak.pk3" in a different folder, to avoid the player to overwrite his/her own basepak? I mean, to pass a parameter to Vavoom executable, with the folder containing the new basepak to use and all the pwads. I supose yes, but what will be the paremeter to use? Thanks.
Fri, 25 Jan 2008 16:56:20

Crimson Wizard

[quote="Karnizero":l82yyo29] And now, knowing that, and seeing that Vavoom progs sintax is very simillar to Decorate, who needs now Decorate? Well, Decorate is still useful (since Janis is adding support for that). I am not Decorate user (in fact I know little about it), but from what I know it could be more convenient for adding common classes, because you have no need to recompile progs and distribute them , so it will be no problems with compatibility with futher versions of Vavoom (if you are modifying progs, sometimes you have to update them for new Vavoom versions). [quote="Karnizero":l82yyo29] And one last question. May i distribute a new "basepak.pk3" in a different folder, to avoid the player to overwrite his/her own basepak? I mean, to pass a parameter to Vavoom executable, with the folder containing the new basepak to use and all the pwads. I supose yes, but what will be the paremeter to use? I am not sure about nowadays, ealrier Vavoom had '-progs' cmdline parameter which defined path to custom progs. Though, I may recommend you to create your custom game folder and distribute your game mod that way.
Fri, 25 Jan 2008 17:37:43

Firebrand

Once you have compiled your progs and added them to your custom basepak PK3 file, you can run the game like this:
Vavoom -game folder
Where folder is the name of the folder you place your custom PK3 files, it should go outside of the basev folder, you can also make Vavoom to load your wad file automatically if you name it like wad0.wad, wad1.wad, etc. If you want to make a single PK3 for your map resources, you just have to put it in the same folder you made, it'll be loaded automatically too <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Fri, 25 Jan 2008 20:38:02

Janis Legzdinsh

And one last question. May i distribute a new "basepak.pk3" in a different folder, to avoid the player to overwrite his/her own basepak? I mean, to pass a parameter to Vavoom executable, with the folder containing the new basepak to use and all the pwads.
You can put your PK3 file in a new directory and run Vavoom with -game parameter ("Custom game" in launcher) or you can load PK3 file directly using -file parameter ("Files" in launcher).
Fri, 25 Jan 2008 20:55:50

Karnizero

[quote="Janis Legzdinsh":1lh3z527]You can put your PK3 file in a new directory and run Vavoom with -game parameter ("Custom game" in launcher) or you can load PK3 file directly using -file parameter ("Files" in launcher). Ok, thanks. That can be usefull for creating custom .bat launchers (or even .sh linux scripts).

Back to the Vavoom Forum Archives