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some stuff

Sun, 20 Jan 2002 02:29:46

Espi

I thought I'd put here some thoughts about things that bug me with vavoom (there's a lot of good stuff too, like the torch lights at the start of doom2 map05 look awesome <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->), so here goes:<br><br>Pistol, shotgun and chaingun sounds usually really quiet. I suppose this might be a driver problem. I have AWE64 ISA.<br><br>Somehow the game seems like playing in slow motion. I don't know if anyone else experiences this, but one thing that has to do with it is that the particles seem rather slow. It seems also that some animations are slower than the originals.<br><br>This is one thing I'd really like to see fixed; why are the enemy sprites feet cut off? Surely, I'd think there's a way of doing the "sinking" offset of the sprites like in doom somehow? Same problem seems to be in EDGE too, but in it the sprites float instead. And I don't like md2 models so that's not a solution.<br><br>The crosshair behaves weird, it changes shape and color, and sometimes even disappears.<br><br>Hmm I thought I had more to complain about but I suppose that's it. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --><br><br>Oh yeah the flat20 as a background for the message box looks awful, try some earthly flat instead to match the border. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 20 Jan 2002 03:14:06

Janis Legzdinsh

Sound problems are because of DirectSound3D, I'll try to improve that.<br><br>Slow motion - most likely it's low framerite, I hope next version will improve that.<br><br>Problem with sprites - it's because Vavoom rendering engine uses z-buffering. No fixes for that, sory.<br><br>Croohair - ??? strange, for me it's OK.<br><br>Change flat - not a problem.
Sun, 20 Jan 2002 04:21:36

Espi

>Slow motion - most likely it's low framerite, I hope next<br>>version will improve that.<br><br>FPS is not the problem. Timerefresh gives 60-100 FPS. <br> <br>>Croohair -  strange, for me it's OK.<br><br>It only happens with the dot crosshair. After shot it goes black, or disappears.
Sun, 20 Jan 2002 04:29:19

Janis Legzdinsh

It's not slow because of rendering, but because of physics, where too much time consuming code is in progs. By moving some part back to engine there will be a significant speed improvement.<br><br>Dot crosshair. I'm always using cross. Will check it out.
Sun, 20 Jan 2002 04:42:17

EvilOne

Just an idea... make it possible to split the code in two parts - one is VavoomC compiled bytecode, the other is DLL (much like UnrealScript). So physics and other time-critical stuff can be put into the DLL, and thus still can be changed by us script-coders.<br><br>
Sun, 20 Jan 2002 06:38:57

RambOrc

I noticed the particle speed prob as well, just start up Hexen and smash one of those stained glass windows, the game will stop for half a second or so before the animation starts. Or is this lag caused by something else?
Mon, 21 Jan 2002 08:14:05

Raziel_Anarki

"Slow motion" could have been caused by the changing <br>of timing from tic based to second based in v1.7 beta 1.<br><br>(Janis, correct me if i'm wrong but this could cause "some stuff")<br>
Tue, 22 Jan 2002 04:10:53

Janis Legzdinsh

DLL files - I must say "No". The gratest problem is that in DOS there's no usable suport for dynamic libraries. But don't wory - for all events such as touching another thing a VavoomC event function will be called.<br><br>I'm not sure what causes the lag when breaking glasses. Maybe sprite textures must be loaded, maybe something else.<br><br>"Slow motion" partialy may be caused by changing general timing, but I'm not sure. I't not completely done, the server still runs world at 35 FPS so there may be some source of the problem.
Fri, 25 Jan 2002 03:33:38

Janis Legzdinsh

It turned out that simutating 35 FPS really causes "slow motion", more exactly states with original duration more than 1 were running 1 tic longer. That was fixed an now it runs fine.
Fri, 25 Jan 2002 05:07:13

Espi

Yay! When do we get the fixed version?
Sat, 26 Jan 2002 03:23:04

Janis Legzdinsh

I think that within next few days I will release version 1.11.2 with this an some other bugs fixed.
Sun, 27 Jan 2002 21:12:05

Espi

Remembered one thing: The spectres. Now when I see a spectre it looks just what it is: a translucent demon. Is there a way of getting the origional mechanical kind of fuzz effect done? I'd like it much better.<br>
Sun, 25 Aug 2002 18:27:18

roy5050

Compiled Bytecode
<br><br>Maybe we could have a vc->obj compiler that <br>converts vc code into bytecode and have <br>VaVoom have a built-in bytecode assembler <br>to execute the vc code.<br><br>Kind of like Java uses with the JavaVM/Bytecode<br>collection. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Tue, 27 Aug 2002 02:05:36

Janis Legzdinsh

Vavoom C already is working like that!

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