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Yep, it's me again!

Thu, 08 Aug 2002 20:36:42

SlayeR

Heh, I haven't been here for a while.<br><br>I saw that a new version of Vavoom has been released and also the models updated, so I'm getting that now.<br><br>Just wondering what all the updates are in the latest version (bugfixes, etc.)?<br><br>Oh, and I still have that Vavoom-only level I was making somewhere in the mess that is my Doom folder... I should get that out and start working on it some more!
Fri, 09 Aug 2002 02:16:17

Janis Legzdinsh

I've listed all important changes and bugfixes in vavoom.txt.<br><br>I hopa that your wad will be available soon.
Fri, 09 Aug 2002 04:14:38

moose

If your interested in vavoom only wad files I could send mine when its done.
Fri, 09 Aug 2002 04:27:14

Janis Legzdinsh

Sure!
Fri, 09 Aug 2002 05:10:29

moose

Its DM only (no coding to do ;D its what I do when working for Orc just gets to confusulating) But if you want I guess it could be made into a singleplayer/coop map aswell. just meens I wont do any when my head hurts.
Sat, 10 Aug 2002 02:30:30

Janis Legzdinsh

A DM-only is also cool. There's really no need to make it a single player if you don't wan't to.
Mon, 12 Aug 2002 19:04:34

SlayeR

OK, I'm looking forward to seeing (yes, seeing) that DM level (I don't play deathmatch often, heh).<br><br>And I'll continue my Vavoom-only level too. Hopefully it will be finished soon, I just gotta up the detail in most of it and add a few more areas. I think I made one area then got the ol' "mappers block", I couldn't think of anything to do next. Then the development of ZDoomGL continuing just kinda occupid me for a while long enough to forget about the level.<br><br>And I STILL don't have a new computer either, so Vavoom still runs quite slowly :-/<br><br>Janis, are you sure there's no way that Vavoom can be sped up? If Quake runs perfectly on my machine, surely its possible to optimise Vavoom to run at least 80% as fast as Quake?
Mon, 12 Aug 2002 19:58:18

moose

My level shouldn't take to long most of the basics are done (rooms, water, ect, ect....) But need to get all my slopes done and looking good. (Its a cave so I need lots and lots of slopes ;D)<br><br>How many DM player starts should/can I add?<br><br>Don't worry Vavoom sometimes runs slow on my AMD Athlon 1600.
Tue, 13 Aug 2002 02:51:02

Janis Legzdinsh

There should be at least 4 DM starts.<br><br>Quake uses a 3D BSP tree and Quake's vis data can reject leafs not seen using 3D visibility, while in Vavoom I can only use 2D visibility. Another thing that might slow it down is lighting system. And moving sector floors and ceilings makes it really complicated.
Mon, 02 Sep 2002 10:42:56

roy5050

You could speed things up by<br>making sure that only mobjs<br>that are visable to the player<br>are loaded into RAM--using a<br>VM like swap file to store things<br>in the level but not near the player.<br><br>(I think, but might be wrong, that Diablo<br>uses this type of a system and is in reality<br>one extra-large very very big gigantic--you<br>get what I mean--level.)
Tue, 03 Sep 2002 02:40:20

Janis Legzdinsh

The AI must be run for all things in a level, so server must have all of them. As of client, server updates only those things, that may be visible by client (it uses VIS data).

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