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Version 1.22.1

Sun, 17 Dec 2006 12:52:55

Janis Legzdinsh

Version 1.22.1 has been released. This is mainly a bug-fixing release. New features in this release are support for JPEG format textures, support for HI_START/HI_END and HIRESTEX script defined high resolution textures, proper support for enhanced music and skybox replacements of normal skies and support for custom episode definitions.
Sun, 17 Dec 2006 13:01:11

Crimson Wizard

What are "custom episode definitions"?
Sun, 17 Dec 2006 16:22:59

Janis Legzdinsh

Part of MAPINFO script.
Mon, 18 Dec 2006 09:51:10

Crimson Wizard

And what do they look like? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I ask simply being curious what exactly is named "custom episode definitions".
Mon, 18 Dec 2006 17:56:05

Janis Legzdinsh

See Wiki.
Mon, 18 Dec 2006 21:20:50

Alex-bomber_Man

Cool - HIRES in JPG forma rules =), but i thiught you will implement Doomsday-style modeldefs =(
Tue, 19 Dec 2006 16:32:19

gunrock

OOOOOH! Episode definitions <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I have been waiting for that for ages! Thanks Janiz! Also I'm a little slow on releasing new projects do to real life getting in the way <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Tue, 19 Dec 2006 17:37:06

scen

Thank you for the new release <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> I've some question about the new features
* Implemented simpler support for skybox replacements of the normal sky.
How does it work? I've seen that there's a new variable, r_skyboxes that (i think) enable/disable the rendering of the skyboxes. I've setup them in this way: [list:3bjiy2gd] [*:3bjiy2gd]creating a proper skyboxes.txt[/*:m:3bjiy2gd] [*:3bjiy2gd]changing accordingly mapinfo.txt[/*:m:3bjiy2gd] [*:3bjiy2gd]put these two files in a new wad0.wad[/*:m:3bjiy2gd] [*:3bjiy2gd]copy wad0.wad in basev/<game>/ folder, and related images in /basev/<game>/hirestex/ subfolders[/*:m:3bjiy2gd][/list:u:3bjiy2gd] Set r_skyboxes to "0" doesn't seem to be effect (i've tried to use also vid_restart command, with no success. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> )
* Implemented propper support for enhanced music files
What is changed from previous existing support? I've another question, but related to 1.22 version:
* Added support for language scripts.
I've seen the language.en file for every game. If i would to translate it in another language (Italian, for example <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> ), what are the steps to follow? I suppose [list:3bjiy2gd] [*:3bjiy2gd]Copy language.en to language.it[/*:m:3bjiy2gd] [*:3bjiy2gd]Translate the contents of language.it[/*:m:3bjiy2gd] [*:3bjiy2gd]Modify basepak.ls.it to include this new file[/*:m:3bjiy2gd] [*:3bjiy2gd]...[/*:m:3bjiy2gd][/list:u:3bjiy2gd] And then? There's some variable to change the language used in the game? Thanks for any info you'll give me! <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Tue, 19 Dec 2006 18:28:54

Janis Legzdinsh

* Implemented simpler support for skybox replacements of the normal sky.
How does it work? I've seen that there's a new variable, r_skyboxes that (i think) enable/disable the rendering of the skyboxes. I've setup them in this way: [list:2gpy2exu] [*:2gpy2exu]creating a proper skyboxes.txt[/*:m:2gpy2exu] [*:2gpy2exu]changing accordingly mapinfo.txt[/*:m:2gpy2exu] [*:2gpy2exu]put these two files in a new wad0.wad[/*:m:2gpy2exu] [*:2gpy2exu]copy wad0.wad in basev/<game>/ folder, and related images in /basev/<game>/hirestex/ subfolders[/*:m:2gpy2exu][/list:u:2gpy2exu] Set r_skyboxes to "0" doesn't seem to be effect (i've tried to use also vid_restart command, with no success. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> )
It will look for a skybox with the same name as normal sky and if found and r_skyboxes is set to 1, the skybox will be used. This allows to provide them without a need to have a modified mapinfo script. Note that changes to r_skyboxes will take effect only when you start a new game, change level or load a saved game. And of course if you set skybox in mapinfo script it will be used regardless of the value of r_skyboxes.
* Implemented propper support for enhanced music files
What is changed from previous existing support?
Enhanced music files go into <gamedir>/extras/music folder. Additionally extras/music/remap.xml is used to assign a different music file for a given name. And it's done only if s_ext_music console variable is set to 1. Files in <gamedir>/music folder are threated as normal game data and cannot be disabled.
I've another question, but related to 1.22 version:
* Added support for language scripts.
I've seen the language.en file for every game. If i would to translate it in another language (Italian, for example <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> ), what are the steps to follow? I suppose [list:2gpy2exu] [*:2gpy2exu]Copy language.en to language.it[/*:m:2gpy2exu] [*:2gpy2exu]Translate the contents of language.it[/*:m:2gpy2exu] [*:2gpy2exu]Modify basepak.ls.it to include this new file[/*:m:2gpy2exu] [*:2gpy2exu]...[/*:m:2gpy2exu][/list:u:2gpy2exu] And then? There's some variable to change the language used in the game?
Currently Vavoom will use only the default language (normaly it's English). I'll implement support for language switching in next version. I'm preparing packages with high-resolution textures, skyboxes and music. They should be released in the following days.
Tue, 19 Dec 2006 21:08:53

scen

Ok, now all it's very clear! [quote="Janis Legzdinsh":hyiuy0ch] I'm preparing packages with high-resolution textures, skyboxes and music. They should be released in the following days. You rule <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: -->
Wed, 20 Dec 2006 11:58:06

Alex-bomber_Man

New hires textures? Realy new, or something from jDoom, i've already used? And as for skyboxes.. it is interesting! But please, take cere on modeldefs like in doomsday engine! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Thu, 21 Dec 2006 13:11:16

scen

Skyboxes are marvellous <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> See some screenshot!
Thu, 21 Dec 2006 14:41:40

Crimson Wizard

I am shocked. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Great work!
Thu, 21 Dec 2006 18:02:01

scen

Eh eh eh, the images used for the skyboxes aren't mine, i've taken them from a recent JDoom package <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> (but it's not important, it's important using them in Vavoom <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: --> )
Sat, 23 Dec 2006 10:00:44

Alex-bomber_Man

Cool skyboxes! I have the same on my computer, BUT, how i to activete em in Vavoom as skyboxes, not as hires textures for sky?
Sat, 23 Dec 2006 15:05:33

Firebrand

[quote="Alex-bomber_Man":38sct4hx]how i to activete em in Vavoom as skyboxes, not as hires textures for sky? You need to create a SKYBOXES lump and put it inside your wad file, you can check what it needs here <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 25 Dec 2006 10:26:43

scen

[quote="Janis Legzdinsh":3q9yxjnz]I'm preparing packages with high-resolution textures, skyboxes and music. They should be released in the following days. And this morning i've found some present under the SourceForge Christmas Tree <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> <!-- m --><a class="postlink" href="http://sourceforge.net/project/showfiles.php?group_id=32050&package_id=215854">http://sourceforge.net/project/showfile ... _id=215854</a><!-- m --> <!-- m --><a class="postlink" href="http://sourceforge.net/project/showfiles.php?group_id=32050&package_id=215842">http://sourceforge.net/project/showfile ... _id=215842</a><!-- m --> Thank you Janis <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> Merry Christmas and Happy fragging to Janis, Firebrand, and all Vavoom fans! <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: -->
Tue, 26 Dec 2006 20:25:50

Alex-bomber_Man

Oh, Yes, YEs! I've waited for HiRes hexen textures so long! Cool And music - i will download it later - i have too slow inet <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: -->
Wed, 27 Dec 2006 01:57:33

Firebrand

Yes, the same problem here, I tried getting them from my office Inet connection, but it's screwed up ATM <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->.
Mon, 22 Jan 2007 14:26:30

Chilvence

I am going to get all grumpy here and say it would be nice if we were at least notified about this stuff being used elsewhere. Jesus, its not like anyone is going to object to it. What is wrong with working a little closer with Doomsday fans? At least then you can easily stay up to date.
Wed, 24 Jan 2007 18:42:35

Janis Legzdinsh

Where should I notify you? Since most of the textures come from jfiles.org, that would be the place, but the site is not working right now.
Wed, 24 Jan 2007 19:02:00

Chilvence

Well, consider me notified anyway. There have been much worse cases of people using our stuff without asking, believe me... you guys are saints in comparison, I was just surprised not to hear about it. And unfortunately yes, jfiles is dead at the moment, and the replacement site, dengine.net is not yet complete.
Sat, 12 May 2007 02:25:14

The 4th Class

I noticed that on Heretic with this version, when you die in a level, you restart it with exact same stats you had when you just entered it. There's no way to remove everything and just have naked elven wand with 100% health. I say this because it's pretty frustrating just barely finishing a level with little ammo and no items, with 9% health as was my case. And I can't escape by restarting without what I brought with me.
Sat, 12 May 2007 21:02:29

Janis Legzdinsh

Auto-save has been a feature in Vavoom for a very long time.

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