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Janis Legzdinsh
Deathlike2
zico
07.02.2006 Moved finale screens and status bars to classes, created client game class for global data and methods.Does this include the fix for the finals in Doom2, too? However, very good work. I will create a package today <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> By the way. Are there any needs for RPM packages? Usually I always create RPMs out of the source on my SuSE system. So it won't be a problem if you want to have them on your page.
Crimson Wizard
Made true and false keywordsoh yes <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Removed player stats limitWas it the limit I had been fighting with some time ago? <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Created modifiers class that handles all modifiers.And what's this?
Wrote from scratch a dyamic string class.oh yes x2 <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Made Entity, ViewEntity, Player, LevelInfo and GameInfo classes shared by client and server.What does this changes in whole? Excuse me, but it seems I have partially forgotten how it was earlier. And well, great work. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Janis Legzdinsh
Does this include the fix for the finals in Doom2, too?No.
By the way. Are there any needs for RPM packages?Personaly I don't need them.
What does this mean: "Implemented support for modular progs"? What are "modular progs"? And what exaclty are the changes in VavoomC language? (except for mentioned global variables)Basicly it works like DLL files in Windows or shared libraries in UNIX.
Yes, it is.Removed player stats limitWas it the limit I had been fighting with some time ago? <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
That's completely internal to compiler, inspired by sources of Mono's C# compiler.Created modifiers class that handles all modifiers.And what's this?
They were server-only classes. It's first step towards Unreal engine-like networking system.Made Entity, ViewEntity, Player, LevelInfo and GameInfo classes shared by client and server.What does this changes in whole? Excuse me, but it seems I have partially forgotten how it was earlier.
scen
gunrock