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RambOrc
Ichor
Tzar Sectus
RambOrc
Ichor
RambOrc
Ichor
RambOrc
Tzar Sectus
It's somewhat differently built, but it's better suited for mods. If there is a new jHexen version, you either merge your old codebase or can't use the new engine features. With Vavoom, you write a mod that works with 1.9 and it will work with 1.10 and 1.11 and etc w/o you having to do anything.I'm probably making a fool of myself saying this but... don't Doomsday and Vavoom have the same "mod" system? Doomsday got it's dll system, each dll is the game itself while the exe file is merely the engine, it just "obeys" what the dll tells it to do. If a new version of Doomsday is released it doesn't have to mean that the dll is incompatible... in theory at least, even though it's easy to mess up everything (which has been done already anyway [img]images/smiles/icon_razz.gif[/img] ). Vavoom has slightly the same system. And by the way, you wrote one thing wrong, when making a mod for Vavoom it may get incompatible with later versions of Vavoom, it really just depends on what modifications Janis is doing with later versions. -Remi
RambOrc
don't Doomsday and Vavoom have the same "mod" system?Theoretically yes, but in practice it looks somewhat different... a large part of the differences between jHexen 0.99.6 and jHexen 1.0 is namely NOT in the Doomsday engine but in jhexen.dll, the same place our stuff is in. OTOH with Vavoom all our stuff is in a separate "prog", which - as long as the port specifications from the engine to the progs don't change - works with any engine version. I thought it's quite obvious from the fact how SkyJake needed half a year to release jHexen 1.0 after releasing jDOOM 1.0 (and putting out jHeretic 1.0 somewhen in between). That should pretty much show you how much of the changes are in the DLLs and how little in Doomsday itself. With Vavoom, you have one port that runs all the games (including Strife, I'll have to try it one of these days), so there is no "yep, this feature exists for the engine since June for this and this game, but for that game it'll be supported first next February". <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
And by the way, you wrote one thing wrong, when making a mod for Vavoom it may get incompatible with later versions of Vavoom, it really just depends on what modifications Janis is doing with later versions.This one is true and I'm aware of it, the solution is simply to talk to Janis and work out a roadmap so that he'll do all such changes - if any - in the 3 months before we start work with the Vavoom engine. [img]images/smiles/icon_smile.gif[/img] I've been preparing a reply to his latest mail for a week now, so I'll just include this point as well.