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Version 1.21.2

Sun, 13 Aug 2006 14:52:39

Janis Legzdinsh

A new version of Vavoom has been released. This version fixes problem with latest version of glBSP plus some other bug fixes. Also an updated version of glVIS is available.
Sun, 13 Aug 2006 16:45:33

scen

Veeeeeeeeeeeeeeery gooooood! <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> Good work Janis and Firebrand, i'll give a try in the next days! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 16 Aug 2006 12:32:01

Crimson Wizard

Your link to 1.21.2 progs on Downloads page here is wrong.
Wed, 16 Aug 2006 15:55:00

Janis Legzdinsh

Fixed.
Sat, 19 Aug 2006 23:30:56

zico

Wow I'm so happy about this updates with glBSP and glVIS. And I also saw you fixed that compiler problem I had recently. Now you only need to fix the Doom2 finals and I can die happy... Ok a GP2X-port ( <!-- w --><a class="postlink" href="http://www.gp2x.com">http://www.gp2x.com</a><!-- w --> ) would be nice too ^^
Sun, 20 Aug 2006 18:54:16

Crimson Wizard

I wish to ask a small question about that problem that cause "player overflow". Will its solution increase possible fps limit?
Sun, 20 Aug 2006 19:42:11

Firebrand

I don't think the "player overflow" problem is related in any way to the max fps count.
Mon, 21 Aug 2006 09:57:29

Crimson Wizard

I have read on one Doom forum that general problem is that 3d ports have to pass BSP trees multiple time per frame instead of one to enable proper rendering. Is it true for Vavoom as well? Well, anyway, are there ways to make it faster? - sometimes it is a real pain to see how rather simple level may drop fps down. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Mon, 21 Aug 2006 12:53:42

Firebrand

I think it's the same, but Vavoom also has to calculate VIS tables AFAIK part of this is done when building the VIS data at startup and the rest is done in-game, I don't know if this could be done faster, I don't have much knowledge of how the renderer works ATM.
Mon, 21 Aug 2006 17:13:34

Janis Legzdinsh

I have some ideas that could improve performance.
Mon, 21 Aug 2006 19:20:36

Crimson Wizard

Great! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I'll be waiting then. Another thing. Doom Builder v.1.68 needs "mixtexturesflats = 1" line to be put in game CFG file to allow mixiing flats and textures. (It does not have such option in configuration window any more)
Wed, 30 Aug 2006 17:55:59

xstriferz

Ive been looking at the vavoom.txt file and it says that in 1.21.1 the crash when traveling to already visited map was fixed. I believe that's specifically for strife. I believe too that thats the problem Im having with the game here. Does someone else have that problem? I have latest vavoom.
Thu, 31 Aug 2006 13:34:02

Firebrand

The problem was fixed for Hexen, but I guess there's something else missing around. This problem in Strife has already been reported in the bugs forum.

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