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A few suggestions

Wed, 10 Jun 2009 15:09:59

Dancso

Well I thought i should share some suggestions that i'd like to see in any future korax heritage projects, especially scattered evil, here they are: -Add a console variable for FPS capping. The engine normally uses 35 frames per second but it can get quite irritating at some times. It should be toggleable on and off, perhaps a vertical sync option would be nice. -Anisotropic filter. I love this filter and use it all the time for whichever game i can. It would be a nice addition. -Toggleable additive dynamic lights. If lots of strong lights are very near eachother, it tends to look very messy and ugly, turning it off is my usual preference, it would be nice if this could be toggled. -Font resize feature. Should resize all/most text on screen for the player's preferred scale size. The text tends to get hard to read in higher resolutions, and it would be nice to have multiple scale sizes or even a resoltion the player can select like in skulltag (320x200 for original size, 1024x768 to scale down as much if the player were using 1024x768 without scaling. -Compatibility for player made mods. This is a big one. I just LOVE modding, too bad that i believe scattered evil wont be using the zdoom engine which is the only one i'm working with but in any case, it would be awesome if your projects could support fanwork, custom music, monsters, maps, HUDs... I would love to see mp3/ogg support! (also high-resolution content!) That's all for now i hope you guys consider adding these if they are not in already... [size=5:18e9488t]Use the zdoom engine >.<[/size:18e9488t]
Thu, 11 Jun 2009 11:18:43

RambOrc

Compatibility for player mods is (at least to some extent) planned for all our projects. AFAIK Korax Arena comes with a few SDK files and documents already out of the box.
Sun, 21 Jun 2009 07:52:10

Crimson Wizard

[quote="Dancso":2stk1hh6] -Add a console variable for FPS capping. The engine normally uses 35 frames per second but it can get quite irritating at some times. It should be toggleable on and off, perhaps a vertical sync option would be nice. -Anisotropic filter. I love this filter and use it all the time for whichever game i can. It would be a nice addition. -Toggleable additive dynamic lights. If lots of strong lights are very near eachother, it tends to look very messy and ugly, turning it off is my usual preference, it would be nice if this could be toggled. -Font resize feature. Should resize all/most text on screen for the player's preferred scale size. The text tends to get hard to read in higher resolutions, and it would be nice to have multiple scale sizes or even a resoltion the player can select like in skulltag (320x200 for original size, 1024x768 to scale down as much if the player were using 1024x768 without scaling. These are rather requests for engine, which is made not by us, but by Janis Lengzdish, Vavoom author. By the way, AFAIK frame capping was removed in latest SVN revision. Maybe some other features are present already too, not sure. [quote="Dancso":2stk1hh6] [size=5:2stk1hh6]Use the zdoom engine >.<[/size:2stk1hh6] Nope <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D --> Regarding modding -
I just LOVE modding, too bad that i believe scattered evil wont be using the zdoom engine which is the only one i'm working with
I don't believe there would be any problem making mods or fanwork for Vavoom-based project (like SE) if you make them for ZDoom; unless there's some strict principal position, ofcourse <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 22 Jun 2009 00:02:15

Firebrand

[quote="Dancso":1svjjaow]-Add a console variable for FPS capping. The engine normally uses 35 frames per second but it can get quite irritating at some times. It should be toggleable on and off, perhaps a vertical sync option would be nice. This one is working on the current development revision of Vavoom engine <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. [quote="Dancso":1svjjaow]-Anisotropic filter. I love this filter and use it all the time for whichever game i can. It would be a nice addition. Also working on the current Vavoom version, I need to check my documentation on how to use it, but this might even work on the current KA release <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. [quote="Dancso":1svjjaow]-Toggleable additive dynamic lights. If lots of strong lights are very near each other, it tends to look very messy and ugly, turning it off is my usual preference, it would be nice if this could be toggled. This will also work with Vavoom engine <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. [quote="Dancso":1svjjaow]-Font resize feature. Should resize all/most text on screen for the player's preferred scale size. The text tends to get hard to read in higher resolutions, and it would be nice to have multiple scale sizes or even a resoltion the player can select like in skulltag (320x200 for original size, 1024x768 to scale down as much if the player were using 1024x768 without scaling. This might be possible to implement... let's see. [quote="Dancso":1svjjaow]-Compatibility for player made mods. This is a big one. I just LOVE modding, too bad that i believe scattered evil wont be using the zdoom engine which is the only one i'm working with but in any case, it would be awesome if your projects could support fanwork, custom music, monsters, maps, HUDs... I would love to see mp3/ogg support! (also high-resolution content!) It wouldn't be based on the Doom engine if we couldn't do that, right? <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> We are going to focus our work on allowing users to create new stuff with our KoraxRPG engine additions, we are going to be documenting these additions and try to make them as tweak able as possible, so you can use them to create and share your work based on ours <!-- s8) --><img src="{SMILIES_PATH}/orccool.gif" alt="8)" title="Cool" /><!-- s8) --> . [quote="Dancso":1svjjaow][size=5:1svjjaow]Use the zdoom engine >.<[/size:1svjjaow] Why do you keep insisting? <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> I know it's a cool engine and everything, but it's not the only advanced engine, I think... <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Mon, 22 Jun 2009 06:31:12

Dancso

Actually I didn't look at Vavoom's features ever. Never used it either. (until now) My love for zdoom is because probably it's the most popular port, their wiki helps a lot, and there's lots of great features which are all easy to use and is capable of some very cool stuff. I love the dynamic lights and static shadows in Vavoom (although it would be better if the shadow's resolution could be adjusted) but I really don't like the way sprites are smoothed out. If I turn sprite edge blending on, sprites behind eachother look bad. If i turn it off, their edges look crispy. Gzdoom has managed to get them just right I think. <!-- m --><a class="postlink" href="http://img196.imageshack.us/img196/9290/vavoom1.png">http://img196.imageshack.us/img196/9290/vavoom1.png</a><!-- m --> This is really disturbing, makes me feel like there was something different between the texture filtering in gzdoom and vavoom. (Doomsday was similar to Vavoom) Also it would be better if there was an option to align sprite billboard to an x/y axis instead of just x, because its awful when everything looks like paper. The Vavoom wiki is also pretty small, missing a lot of pages. Not sure about the actual coding... does Vavoom extend hexen's actionscript with new features?
Mon, 22 Jun 2009 07:59:18

Crimson Wizard

[quote="Dancso":ektkabp0]My love for zdoom is because probably it's the most popular port, their wiki helps a lot, and there's lots of great features which are all easy to use and is capable of some very cool stuff. Vavoom supports all or almost all Zdoom features, and I believe that at least 90% of Zdoom Wiki is applicable to Vavoom as well. ACS and decorate - for sure. [quote="Dancso":ektkabp0] Not sure about the actual coding... does Vavoom extend hexen's actionscript with new features? As I said, Vavoom supports all or almost all new features in map script as Zdoom does. But above that it allows to code game mechanics using VavoomC pseudo-language. That's actually what we do here - we program the game using that language and leave action-script for map-specific tasks.
Mon, 22 Jun 2009 08:02:13

Dancso

Do you mean Vavoom is a Zdoom based port? I don't see any references to Zdoom on their site or wiki...
Mon, 22 Jun 2009 08:03:58

Crimson Wizard

[quote="Dancso":nanmz6p2]Do you mean Vavoom is a Zdoom based port? Hmm.. frankly I never thought about that, but I have doubt it is anyway. Perhaps it is better to say it simply supports the standarts. <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> Some functionality, like DECORATE, was added only in latest versions.
Mon, 22 Jun 2009 08:11:44

Dancso

Well that's good to know, might encourage me to make stuff for korax rpg when its done. Though I will still not use Vavoom itself <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->:P
Mon, 22 Jun 2009 10:30:23

RambOrc

Not sure when Vavoom development started, but I know that it was available in the year 2000 when I first encountered it. Also, it was the first DOOM engine port that allowed you to play all three AAA DOOM engine games (DOOM, Heretic Hexen) with the same executable. Vavoom was also the first to add support for Strife and the majority of work in making Strife run on any source port was done by Janis. AFAIK ZDOOM started as a DOOM only port and focused on extending the feature set for that, pushing the limits. They branched out into other games of the engine years later. IIRC back when they first implemented Hexen's ActionScript support into ZDOOM it was still only able to run DOOM. Correct me if I am wrong.
Mon, 22 Jun 2009 12:24:56

Dancso

Well whoever was first does not make a difference to me. I don't know what was it like in the very beginning because i only joined the doom community about at least 4 years ago. The first ever zdoom version I've had was v1.22 and i only discovered that there are newer and better versions when i first got access to the internet on my own computer (Only my brother's comp had access to the net back then) Having tested the version again (v1.22) It really does only support doom. Too bad. The executable file has been compiled on 1999.12.12.
Mon, 22 Jun 2009 12:38:53

Crimson Wizard

Does Zdoom support 3d-floors and slopes? Or only GZdoom does?
Mon, 22 Jun 2009 13:06:37

Firebrand

It supports them for physics and other stuff, but it can't render them, apparently, the renderer is at fault there, only GZdoom fully supports 3d floors. As for support of ZDoom stuff, Vavoom extended all line types from every game to the others first, then added support for extended ACS scripts and the Quake-ish lightning system, then began adding support for ZDoom editing stuff (DECORATE and ACS functions mainly <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->). Vavoom also has VavoomC, a language that extracts the game logic (enemy behavior, menu API system, etc.) to be modified without needing to create any external executable files (nor any complicated M$ IDEs), thus making it simpler to create custom contents for the game (like Korax Arena), if you thought that Korax Arena was a custom executable, think again <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->, because it's not, it only includes the executable because at the time of release there wasn't a new release of Vavoom engine that supported all of it's features <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.

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