Released another bug-fixing version with number 1.11.2, like I promised in forums. It fixes some isues with Direct3D, a problem with Hexen where you were able to play only with fighter and some other small isues. But most importantly it fixes “slow motion” bug, something that a lots of players were complaining about. I also finally added bots to Hexen.
Forums
Vavoom forums are open. Have a bug report, feature suggestion or anything else to say – you’re welcome!
Version 1.11.1
Released version 1.11.1. This version fixes some serious bugs with wepons and bots. It also incluses SDL port for Linux by Carsten Schmidt. I also created some documentation on VavoomC scripting language, I hope you will find that usefull.
Version 1.11
Version 1.11 is out. Mostly I worked on internal things and improvements to the VavoomC scripting language. Doom and Heretic now has polyobjects and most of the Hexen line specials. But the most interesting news are – Skulltag bots (in Doom and Heretic). Start a net game, go to console, type ‘addbot’ and enjoy!
Hint: In Windows version you can slightly increase performance by disabling music.
Version 1.10
Version 1.10 is out now. In this version:
- Vavoom now has a glBSP plugin and a glVIS plugin (it uses fast mode).
- the main task for this version – making Vavoom C scripting language object-oriented.
- vcc now has a built-in preprocessor, which means that you don’t need an external compiler to compile progs.
- some extensions to the MAPINFO script and finally implemented a skybox script.
I also planned to switch to Direct3D 8 and actually did the port but … it was 2 times slower than Direct3D 7. Creating a new version 2 times slower – that’s what Microsoft does very well.
Moving
Vavoom is moving again. Thanks to help from Korax’ Heritage team Vavoom now has a new homepage. Also thanks to Pavel Minayev for redesigning site.
Work continues on version 1.10 and somewhere in the begining of the November it will be out.
What else … oh yeah, Direct3D 8 SUCKS!
Version 1.9
As I promised version 1.9 is out. As you probably know, the main addition is support for .md2 models. Also since this version Vavoom uses filesystem similar to the Quake’s filesystem. For more info read vavmref.txt. And because of the new filesystem Vavoom can’t use ZDoomGL models, but there’s no problem in using Vavoom models in ZDoomGL bu writing a md2.ini. Also Vavoom models must be correctly scaled and have correct origins. Also now objects can have up to 8 sounds, which means that there’s no more silent BFG ;-(. Currently downloads are from SourceForge project page>. but soon they will be mirored in other sites.
Linux
Well I have changed my Linux distributive, now I have Linux Mandrake 8.0 which means that now I have full OpenGL in Linux. I also have an idea about porting Hexen2 to Linux, but I’m not promising anything. The next version of Vavoom will be released soon, most likely on first week of September. Stay tuned.
SourceForge
Vavoom joined SourceForge, project page is here, CVS repository – here. The latest sources with MD2 model support are uploaded into the CVS Repository, but currently there’s no models and ZDoomGL models are not directly usable in Vavoom, so be patient. Also, please, submit all bugs and feature requests in SourceForge project page.
Downloads fixed
Downloads are fixed now. Have a lots of fun!