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Quick question on using custom progs

Sat, 29 Jul 2006 22:02:37

The 4th Class

I'm assuming that to tell Vavoom to compile my progs and not the original ones, I enter into the "Progs" line on Vlaunch the directory containing my progs. Am I right? If so, then do I have to include every source file, or just the ones I modified? P.S.: How do I do the equivalent with original source code for DOS Hexen?
Sun, 30 Jul 2006 13:47:28

Crimson Wizard

[quote="The 4th Class":wopapqhn]I'm assuming that to tell Vavoom to compile my progs and not the original ones, I enter into the "Progs" line on Vlaunch the directory containing my progs. Am I right? No. It all is much, much more complex <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Assuming you are editing Hexen progs. 0. Make backup copy of the Vavoom\basev\hexen folder. 1. Go to progs/utils folder, take "vcc.exe" and copy it to the game's source folder where you edited files ("progs/hexen" in our example). 2. Run compile.bat 3. Now there are 3 newly created files in this folder: clprogs.dat shared.dat svprogs.dat Import them to Vavoom\basev\hexen\wad0.wad (replace same lumps you find there mercilessly). 4. Go to "progs\common" folder and see there more 3 newly created files: clcommon.dat common.dat svcommon.dat Import them to Vavoom\basev\common\wad0.wad replacing existing lumps. NOTE: you do not need to do 4th action if you haven't modified anything in "progs/common" folder. 5. Run Vavoom as always.
Sun, 30 Jul 2006 16:53:13

The 4th Class

Leave it to full-time programmers to find the most complex way of doing the most simple things. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Sun, 30 Jul 2006 17:05:31

Firebrand

Heh! You are ALMOST right 4th class, if you compile your progs code, you can then place your progs directory in the launcher and the game will load the .dat files from there, but once you distribute your game, you should do things as Crimson Wizard said here <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sun, 30 Jul 2006 17:25:01

Crimson Wizard

Heh, I simply forgot that importing dats to wads is not required, sorry, 4th Class. [quote="The 4th Class":2bdmubsf]Leave it to full-time programmers to find the most complex way of doing the most simple things. Hey, what is wrong this time? Simply was trying to help.
Sun, 30 Jul 2006 21:25:03

The 4th Class

LOL No no, it wasn't at all a personal attack, CW. I was just cursing the programmer's way in general. You know, like a vague "life is unfair" remark when the odds are against you. If anything, this is more of a blow to Janis than it is to you. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> On a serious note, Janis why don't you implement an easier way to distribute compiled Vavoom code? How about an executable that does all this for you? <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Mon, 31 Jul 2006 04:52:24

Crimson Wizard

There is such way, but for some reason I suggest Firebrand tell you, because it is he (I suppose) who used it to make compiling Korax Arena much faster (literally in double click). I am simply not aware of some steps necessary to create that way be possible. (FB - I mean using vlumpy; just do not know where you have taken hexendat.wad) Oh maybe it was Janis actually?
Mon, 31 Jul 2006 17:47:20

Firebrand

[quote="Crimson Wizard":1k3xelgn]There is such way, but for some reason I suggest Firebrand tell you Huh? Why me <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: --> (j/k) <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> [quote="Crimson Wizard":1k3xelgn]because it is he (I suppose) who used it to make compiling Korax Arena much faster (literally in double click). I am simply not aware of some steps necessary to create that way be possible. Here I go, you need to make a batch process file (.bat file), in the old DOS edit, on it you'll put the commands to compile the progs .dat files (which are documented on the wiki), there's a program called vlumpy that Janis made that allows you to create a wad file from scratch by importing it's contents to it, then you simply make the batch process to copy the files to the right directories and you are done! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> (if you have questions just ask). Janis created the base batch process, I just "enhanced" it by using the directories and other stuff, maybe Janis should consider using my batch file somehow to make the distribution of progs easier <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Or maybe I should make a quick article about this on the wiki, heh! [quote="Crimson Wizard":1k3xelgn](FB - I mean using vlumpy; just do not know where you have taken hexendat.wad) Oh maybe it was Janis actually? hexendat.wad came from the original progs source, I just used it to be included with the current KA distribution.
Tue, 01 Aug 2006 20:11:00

The 4th Class

Once I finish a mod based on modified Vavoom source code, do i HAVE to run the wad in Vavoom, or can I use traditional DOS method? (like -file whatever.wad, or loading whatever.wad on Wadauthor)
Wed, 02 Aug 2006 07:59:01

Crimson Wizard

I am not sure what do you mean exactly. If you are asking whether you must use Vavoom engine to run your mod, then yes, ofcourse. If you mean using Vavoom laucher, then no, it is not required. Main Vavoom executable is Vavoom95.exe. General syntaxis is described in readme.txt, it looks like this: Vavoom95.exe -game whatevergame -progs myprogs -file some.wad E.g. running original hexen under Vavoom: Vavoom95.exe -game hexen Assuming you made a mod for vavoom hexen and put these progs into your wad file (where are also your maps located): Vavoom95.exe -game hexen -file mymod.wad There may be different variants. By the way, please, notice that you have no need to put copies of sprites, patches and floor textures into your own wad as you did for original Hexen.
Wed, 02 Aug 2006 15:30:06

The 4th Class

[quote="Crimson Wizard":3lhkona4]By the way, please, notice that you have no need to put copies of sprites, patches and floor textures into your own wad as you did for original Hexen. Elaborate.
Wed, 02 Aug 2006 17:44:51

Crimson Wizard

I'm sorry, I mean sprites only, not patches and floors.
Elaborate.
You mean I should explain? Well, just in case: there are a lot of sprites put into DR wad that are identical to original Hexen's. If I remember this right, it is because you had to put all the sprites you use in one wad. There's no need to do this for Vavoom.

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