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Setting up Vavoom on Linux

Tue, 23 Nov 2010 22:21:17

Blzut3

I've compiled vavoom from the source listed on the website's download page. However, I can't seem to figure out where to install the iwads and such so that Vavoom will properly start. I know I had this working before when I set up Doomseeker to query Vavoom servers, but I don't remember what I did.
blzut3@corei5-760:~/Code/vavoom-1.32/build$ ./vavoom-dedicated.bin
Vavoom dedicated server 1.32 (r0)
Adding ./basev/common/basepak.pk3
Sys_Error: W_GetNumForName: playpal not found!
- W_GetNumForName
- W_CreateLumpReaderName
- InitPalette
- R_InitData
- Host_Init
Doing SV_Shutdown
Doing Sys_Shutdown
Doing delete GSoundManager
Doing R_ShutdownTexture
Doing R_ShutdownData
Doing VCommand::Shutdown
Doing VCvar::Shutdown
Doing ShutdownMapInfo
Doing FL_Shutdown
Doing W_Shutdown
Doing GLanguage.FreeData
Doing ShutdownDecorate
Doing VObject::StaticExit
Doing VName::StaticExit
Doing Z_Shutdown

W_GetNumForName: playpal not found!
I can get it to start by using `./vavoom-dedicated.bin -game basev/doom -file basev/doom2/basepak.pk3 ~/.vavoom/doom2.wad`, but I doubt that is how I'm supposed to do it.
Wed, 24 Nov 2010 06:50:20

b0rsuk

Ah yes, getting the parameters right. The readme doesn't list them, and wiki could be clearer. I "reverse engineered" them from the GUI launcher, examining the terminal output to see what it does behind the scenes. I've just tested it and I got the server running like this:
./vavoom-dedicated.bin -doom2 -iwaddir /home/b0rsuk/Gry/WAD
It's enough to specify the game like this (-doom2, -hexen, -doom etc). I use various source ports, Doomsday being my another favorite, and I don't like to have multiple copies of each WAD. You can put them in a single directory and use the -iwaddir parameter. Note I'm not being dense here - vavoom doesn't accept relative paths, it will only work if I give it an absolute path. By the way, I run the client like this:
./vavoom.bin -doom2 -opengl -iwaddir /home/b0rsuk/Gry/WAD/ -file /home/b0rsuk/Gry/WAD/Oblige-3.57/TEST.wad 
(with randomly generated levels from Oblige)
Wed, 24 Nov 2010 17:27:51

Blzut3

[quote="b0rsuk":2ueuokz9] I've just tested it and I got the server running like this: Doesn't seem to work for me.
./vavoom-dedicated.bin -doom2 -iwaddir /usr/games/Doom-Data/iwads
Vavoom dedicated server 1.32 (r0)
Adding ./basev/common/basepak.pk3
Sys_Error: W_GetNumForName: playpal not found!
- W_GetNumForName
- W_CreateLumpReaderName
- InitPalette
- R_InitData
- Host_Init
Doing SV_Shutdown
Doing Sys_Shutdown
Doing delete GSoundManager
Doing R_ShutdownTexture
Doing R_ShutdownData
Doing VCommand::Shutdown
Doing VCvar::Shutdown
Doing ShutdownMapInfo
Doing FL_Shutdown
Doing W_Shutdown
Doing GLanguage.FreeData
Doing ShutdownDecorate
Doing VObject::StaticExit
Doing VName::StaticExit
Doing Z_Shutdown

W_GetNumForName: playpal not found!
ZDoom can read/load from /usr/games/Doom-Data/iwads just fine so I know there's no permissions problem there, and of course I've tried some other directories as well (including various places in my home directory).
Thu, 25 Nov 2010 04:04:58

b0rsuk

The message seems to be related to improper/corrupted WAD files. I had it a couple of times with vavoom and I solved it in some simple way, but don't remember the context. In this case I can only help you to eliminate some problems. Does the client work for you ? Are you using any non-standard WAD files, e.g. modified with zdoom-specific tools (not that I'm aware of any such zdoom stuff, but some source ports modify WADs and make them incompatible) If it fails to even find any WAD files, it will print the message "Main WAD file not found", which is not the case here. If you don't specify the game, it says "Game mode indeterminate." Good luck. I hope someone helps you, but this forum is a ghost town recently.

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