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Version 1.29

Mon, 27 Oct 2008 22:03:49

Janis Legzdinsh

Version 1.29 has been released. In this version: [list:3a99njnv] [*:3a99njnv] Added support for Vavoom master server.[/*:m:3a99njnv] [*:3a99njnv] Improvements to model skin support.[/*:m:3a99njnv] [*:3a99njnv] Fixed monster infighting.[/*:m:3a99njnv] [*:3a99njnv] Fixed net game getting stuck when a packet sent from client is lost.[/*:m:3a99njnv] [*:3a99njnv] Added support for intermission background scripts.[/*:m:3a99njnv] [*:3a99njnv] Added support for mouse controllable menu controls.[/*:m:3a99njnv] [*:3a99njnv] Added support for all finale types in all games.[/*:m:3a99njnv] [*:3a99njnv] Added support for DeHackEd exlosion style for rockets.[/*:m:3a99njnv] [*:3a99njnv] Added support for different blood colours.[/*:m:3a99njnv] [*:3a99njnv] Added support for voodoo dolls.[/*:m:3a99njnv] [*:3a99njnv] Most of the actor classes moved to DECORATE.[/*:m:3a99njnv] [*:3a99njnv] Added support for model frame interpolation.[/*:m:3a99njnv] [*:3a99njnv] Added support for compiling progs in the engine, progs now are in source form in PK3 file.[/*:m:3a99njnv][/list:u:3a99njnv] Enjoy!
Tue, 28 Oct 2008 10:23:09

Edward850

I'll have that master server running as soon as possible (which may either be in a couple of hours, tomorrow, or the weekend). When the master server is up, you'll see a couple of dedicated servers I'll be hosting on it (so it will be worth the wait).
Tue, 28 Oct 2008 12:22:46

Noxitoc

Great! I didn't play to much yet but it looks very good. I'm interested in this:
Added support for compiling progs in the engine, progs now are in source form in PK3 file.
Perhaps now I can understand how to do it: I wrote the code for an actor, in the notepad. What I have to do now to include it in a wad and make it works?
Tue, 28 Oct 2008 14:55:29

Crimson Wizard

[quote="Noxitoc":9xt3ips3]I'm interested in this:
Added support for compiling progs in the engine, progs now are in source form in PK3 file.
Perhaps now I can understand how to do it: I wrote the code for an actor, in the notepad. What I have to do now to include it in a wad and make it works? You do not need to include it in any wad, instead put it in <your game mod folder>\basepak.pk3, creating any subfolders in archive if necessary: basepak.pk3 -> progs/game/
Wed, 29 Oct 2008 02:53:48

Edward850

Good news everyone. I got the master server online (not sure if its working as of yet), but Jenis has been informed of the IP and we are just waiting on him to tell us how to retrieve the server list via vavoom. I have not yet hosted any dedicated servers yet because I'm not sure if you can host them on the same machine that has the master server.
Thu, 30 Oct 2008 01:54:26

guydudeperson

So when will I be able to play this on the master server Edward850 <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> I like the update <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Thu, 30 Oct 2008 06:04:25

Edward850

You won't be able to play on the master server, just broadcast other servers on it.
Thu, 30 Oct 2008 10:19:10

Alex-bomber_Man

Wov! I'm gonna download it right now! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Nice features!
Thu, 30 Oct 2008 11:25:14

guydudeperson

[quote="Edward850":1fzs3tum]You won't be able to play on the master server, just broadcast other servers on it. Yeah I know that keep in mind that I play Skulltag religiously <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Thu, 30 Oct 2008 18:19:50

entryway

Why vavoom is 40x slower than, for example, glboom-plus? Tried map05 @ 32innail.wad <!-- m --><a class="postlink" href="http://www.doomworld.com/idgames/index.php?id=15454">http://www.doomworld.com/idgames/index.php?id=15454</a><!-- m --> I have 650 fps in glboom-plus and 15 in vavoom with the same resolution and without dynlight core2duo 3.0, gforce 8800 P.S. Also you can't play this level in vavoom without big HOMs in main room (precision problems I think)
Thu, 30 Oct 2008 19:26:43

Firebrand

Drop down the console and type "build_gwa 1" before starting the game, this will force the engine to build glNodes for the maps and vis data which will greatly improve performance. As for HOM errors, those are mapping tricks not supported by the renderer yet, I guess that's something to improve in the next versions.
Thu, 30 Oct 2008 20:00:52

entryway

[quote="Firebrand":117u1dsi]Drop down the console and type "build_gwa 1" before starting the game, this will force the engine to build glNodes for the maps and vis data which will greatly improve performance. 60 fps. Still 10x slower. [quote="Firebrand":117u1dsi]As for HOM errors, those are mapping tricks not supported by the renderer yet, I guess that's something to improve in the next versions. It's not a trick. Vavoom can't handle big open areas. Like old versions of prboom or Eternity.
Thu, 30 Oct 2008 21:59:28

Firebrand

60fps is the top FPS Vavoom allows, I don't know if this will change in the future (but I don't see why this couldn't be increased).
Fri, 31 Oct 2008 10:59:39

Crimson Wizard

[quote="Firebrand":v0frsztv]60fps is the top FPS Vavoom allows, I don't know if this will change in the future (but I don't see why this couldn't be increased). I have 70 fps top on my machine.
Fri, 31 Oct 2008 15:14:05

Firebrand

Well, I've never gone past 60fps, so I thought it was like that... guess it's not the case then <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Fri, 31 Oct 2008 15:42:21

entryway

[quote="Firebrand":1c8simta]60fps is the top FPS Vavoom allows, I don't know if this will change in the future (but I don't see why this couldn't be increased). I know vavoom has fps limit (72 for me) The same test (32innail.wad map05 at the start) on p4 3.0 + Radeon 9600Pro: vavoom - 7 fps glboom-plus - 160
Sat, 01 Nov 2008 11:53:43

Crimson Wizard

Hmm, I have the same slowness. Map 05 , very first room: 1 fps without building GWA, 5-6 fps with GWA. But I also noticed that when you pause the game either by hitting Pause or calling ingame menu, fps raises up to 40-50. What can be a reason of this change? Something is not updated/drawn during pause, and that "something" cause that terrible slowdown then?
Sat, 01 Nov 2008 16:15:44

Janis Legzdinsh

It still renders the level, so this is not a problem then. It must be something in the gameplay code then. Will check it out.
Wed, 12 Nov 2008 01:29:25

guydudeperson

What happened to there being a master server?
Wed, 12 Nov 2008 04:05:08

Edward850

There is, but Jenis hasn't yet released how to get vavoom to talk to it, and nobody's hosting any servers to play on.
Wed, 12 Nov 2008 04:57:42

guydudeperson

I don't know the IP or how to host servers for Vavoom <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> One of us could try and get IDE's dev team to try and get it to support Vavoom <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Does Vavoom launch multiplayer games like csDoom? If not then IDE cannot support it. I say use an internal browser(wink wink nudge nudge Janis <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> )
Wed, 12 Nov 2008 05:44:08

Edward850

It does, somewhat. It's all there in the help file. Also the server dns for the master server is 'vavoom.servegame.com'.
Wed, 12 Nov 2008 05:58:21

guydudeperson

offtopic[I wonder if any Skulltag developers would wanna help with Vavoom's multiplayer development]
Fri, 14 Nov 2008 11:47:52

Karnizero

What's the minimum bandwidth to play Vavoom online?
Fri, 14 Nov 2008 17:47:30

Janis Legzdinsh

I'd say something like 10-20 kilobytes per second.
Sat, 06 Dec 2008 08:53:31

troll

While I agree that including the progs compiler in the game executable is a good idea - it would still be good to install precompiled progs and maybe cache the internal compiled code. This would speed up game start on slower machines. I am finding that starting the game can take a few minutes at the moment. <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Mon, 08 Dec 2008 11:08:56

Edward850

For those of you who want to play online: I have made a quick suggestion to Janis, other then asking him to compile a Linux build for the master server, because I find windows unreliable for hosting servers, for a tool that will allow me to alias IP's that the master server returns so I can not only list my own local ones (so the master server doesn't return a local IP... yuck), but also allow me to ban abusers. If someone hosts a server thats completely off its edge (mostly unwanted server names), I could filter it out by using an alias to physically make the server unpingable to clients via nulling its IP.

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