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Vavoom help?

Fri, 21 Dec 2007 05:03:30

Karnizero

Hi guys. This question is not about KMod itself. I have changed from GzDoom to Vavoom, mainly for the Lightning implementation. Vavoom is nearly the same as GzDoom in the mapping aspect matter, and even the ACS scripting language. I already "found" the Vavoom Wiki, and i have no problems mapping (since i have been mapping and scripting for ZDoom and GzDoom from many years). I tryed to join the Vavoom Official Forums, but i always get a "Permission Denied" or a "404 not found" messages, so actually i think you are the ones who can help me in a small doubt. (I talk to KMod developers/mapers) Only two questions: ¿Any link for a decent VavoomC sintax reference? and ¿can i use at Vavoom any other lights appart of Static Colored and Static (for example, flickering and pulsing? ¿Is there any way to make substractive lights? Ok, that's all, and thanks in advance. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> P.D. Nice new 3.0 KMod version. I only played before the old 2.x or 1.x one, and 3.0 one just rocks...
Fri, 21 Dec 2007 10:53:07

Crimson Wizard

[quote="Karnizero":2bj2an88]Hi guys. Hi, nice to meet another guy going to mod under Vavoom <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> [quote="Karnizero":2bj2an88]I already "found" the Vavoom Wiki Just a quick notice - it's been spammed outrageously recently, so be prepared to see something weird <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> [quote="Karnizero":2bj2an88]I tryed to join the Vavoom Official Forums, but i always get a "Permission Denied" or a "404 not found" messages And I am getting messages about forum database crashed for about 1 week. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> [quote="Karnizero":2bj2an88]Only two questions: ¿Any link for a decent VavoomC sintax reference? Syntax reference is on WIKI - <!-- m --><a class="postlink" href="http://vavoom.heretichexen.com/wiki/index.php?title=VavoomC">http://vavoom.heretichexen.com/wiki/ind ... le=VavoomC</a><!-- m --> However it is outdated and includes only basic things, while VavoomC nowadays support even some C# features like properties. I asked Jānis Legzdiņš (Vavoom creator) to update it, he agreed that it should be done but... <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Plus, as I said that WIKI is being spammed, I suppose it would be better to have some solid manual in different format. By the way, once I began to write Classes Reference for that WIKI ( <!-- m --><a class="postlink" href="http://vavoom.heretichexen.com/wiki/index.php?title=VavoomC_Class_Reference">http://vavoom.heretichexen.com/wiki/ind ... _Reference</a><!-- m --> ) But progress is very small, besides it is already outdated as well. Maybe your help request will act a a incentive for me to return to this job. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Meanwhile, what questions do you have about VavoomC? Ask here, well' try to help you. I personally program on VC for about 2 years, so I have some knowledge about it <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> [quote="Karnizero":2bj2an88]and ¿can i use at Vavoom any other lights appart of Static Colored and Static (for example, flickering and pulsing? ¿Is there any way to make substractive lights? Heh, that's exactly what I asked in "feature request" forum page on Vavoom site. It was... lemme think... in late 2005 )) I am not sure I know current state of this feature at this moment well, maybe Janis started to implement this, maybe not (good you mentioned, maybe its time to ask him again). Currently I know only one way to make flickering etc lights - is to use dynamic light for that, probably this is not best idea (dynamic lights are slower), plus you'll have to code new Things for this.
Fri, 21 Dec 2007 13:46:13

Firebrand

Make sure you can get to compile your own VC source, once you've got that working out, then you can start creating new light effects, I was thinking on making new light effects for Vavoom to use on KA, it shouldn't be too difficult to use dynamic lights to make things like those Karnizero mentions here <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Fri, 21 Dec 2007 18:22:06

Karnizero

[quote="Crimson Wizard":rmrkidub]Hi, nice to meet another guy going to mod under Vavoom <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Hi. Well, if i would get 27 hours days, i could start modding Vavoom, but actually, i have no time for that. (Job matters, you know...) I have been mapping and modding for GzDoom and ZDoom many years, so the main objective i want to achieve at Vavoom is to make a better map than (G)ZDoom allows. The first and most Vavoom's feature i really enjoyed is the "lightning". Yes, the lightning implementation at Vavoom is the one of the best implementations i never see. At GzDoom, that simply sux. Example from my actual Beta project: GzDoom Lightning: [url:rmrkidub]http://xs222.xs.to/xs222/07514/gzdoom.jpg Vavoom Lightning: [url:rmrkidub]http://xs222.xs.to/xs222/07514/vavoom.jpg You cannot negate that second screen lightning implementation is simply great. [quote="Crimson Wizard":rmrkidub]Just a quick notice - it's been spammed outrageously recently, so be prepared to see something weird <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I have readed some parts of the wiki, and i really didnt see weird parts. Maybe the Vavoom's team has revised the wiki. As i have been looking, the Vavoom mapping is nearly the same as (G)ZDoom Mapping. Except for some changes at the Things number and properties, is all the same. Even ACS coding is exactly the same as (G)ZDoom. I get shocked when i seen, so i am going to "Vavoomize" my old projects, cause i think only minor changes are needed. That is really a nice discovery, so i dont need to start learning a new scripting language from scratch. [quote="Crimson Wizard":rmrkidub]And I am getting messages about forum database crashed for about 1 week. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> I have sent a mail to vavoom team asking whats the problem, if we can get any other real-time information source. That mail was sent some hours ago. [quote="Crimson Wizard":rmrkidub]Syntax reference is on WIKI - <!-- m --><a class="postlink" href="http://vavoom.heretichexen.com/wiki/index.php?title=VavoomC">http://vavoom.heretichexen.com/wiki/ind ... le=VavoomC</a><!-- m --> However it is outdated and includes only basic things, while VavoomC nowadays support even some C# features like properties. I asked Jānis Legzdiņš (Vavoom creator) to update it, he agreed that it should be done but... <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Plus, as I said that WIKI is being spammed, I suppose it would be better to have some solid manual in different format. By the way, once I began to write Classes Reference for that WIKI ( <!-- m --><a class="postlink" href="http://vavoom.heretichexen.com/wiki/index.php?title=VavoomC_Class_Reference">http://vavoom.heretichexen.com/wiki/ind ... _Reference</a><!-- m --> ) But progress is very small, besides it is already outdated as well. Maybe your help request will act a a incentive for me to return to this job. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Meanwhile, what questions do you have about VavoomC? Ask here, well' try to help you. I personally program on VC for about 2 years, so I have some knowledge about it <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Since i am not modding Vavoom at this time, maybe next year (this is, in one week approx.) I can get the time for that, but that is not for sure. The questions i have, is about the predefined classes, functions, properties, etc... I already know what a Function is, what control statement is, and all that stuff. I am a VisualC programmer, so all this stuff is already known, but thanks for help. But at the moment, i amnot really interested in making full featured mods. [quote="Crimson Wizard":rmrkidub]Heh, that's exactly what I asked in "feature request" forum page on Vavoom site. It was... lemme think... in late 2005 )) I am not sure I know current state of this feature at this moment well, maybe Janis started to implement this, maybe not (good you mentioned, maybe its time to ask him again). Currently I know only one way to make flickering etc lights - is to use dynamic light for that, probably this is not best idea (dynamic lights are slower), plus you'll have to code new Things for this. Using ACS maybe is the easy and fast mode to reach that. I have no tryed. And other question i just forgot before: I usually make buttons and switches using ACS, instead direct functions, for example:
script 1 (void)
{
     Door_Open (....)
}
Cause i usually make use of lights, so when the button is used, a small green light is turned on, or a red light turned off (or any other fancy effects), in from of the switch. I have tryed that at Vavoom, but i am not able the light to make it active and inactive. At GzDoom, the most basic code i have is something like:
script 1 (void)
{
    Door_Open (1, 25); // Lets open the door
    Thing_Activate (1); // Small green light in from of switch
}
At GzDoom that script works nice, but at Vavoom, the things i think are different. I have set the "Dormant" flag on the light, but he is never inactive. I have also make a "Thing_DeActivate(...)" at a "OPEN" script, but light is not deactivated. So, the magic question is: Can lights be activated or deactivated? And that is all. Thanks for help, and have a happy cristmas.
Fri, 21 Dec 2007 21:00:54

Crimson Wizard

[quote="Karnizero":2jw27e8l]So, the magic question is: Can lights be activated or deactivated? I am afraid not. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> Well, long time passed since I checked these features (I am more in coding for Korax Heritage than mapping), so I would be glad if I am mistaken. I think it could be implemented in progs though if you are not against it - I think you should simple make an invisible map spot that spawns dynamic light around it and can be customized on map (commonly, using Arguments). AFAIK, static lights cannot be deactivated, as I stated above. (Interesting that some light objects actually spawn dynamic light, not static one, for example candles and torches in Hexen; so, they can be toggled on/off) [quote="Karnizero":2jw27e8l]I have sent a mail to vavoom team Vavoom team <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I believe it currently consists of 2 men, one of which is Janis Legzdins and another is Firebrand, who is a member of Korax Heritage (and already posted above in this thread)
Fri, 21 Dec 2007 21:45:51

Karnizero

Since GzDoom and Vavoom have many simillar points (I think), maybe the code for Lights from GzDoom is useable for Vavoom. Well.. Thats only an idea. I supose that "Vavoom Team" kept that option. In the other hand, i am now moving my last project from GzDoom format to Vavoom. But i have a problem: at GzDoom, it is possible to use Flats as patches and patches as flats. This is: floor and ceiling textures as linedefs textures, and viceversa. Is it possible to proceed in Vavoom on that way? At now, i have a "duplicated" WAD, one of them with those textures as "FF_START...FF_END", and other as "PP_START...PP_END". Both wads holds the same textures. Is there any other way to do that?
Sat, 22 Dec 2007 02:16:02

Firebrand

Yes, Vavoom supports using flats as walls, and walls as flats, simply type the texture name in your map editor as if it was a wall, of course, no image will be displayed depending the editor. As for activating and deactivating lights, it's not possible with static lights (the ones that make shadows, since these are drawn when map is loaded and can't be changed in real time), but dynamic lights (like those projectiles and other objects make) can be activated and deactivated, but they can't be placed normally in maps <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->.
Sat, 22 Dec 2007 15:06:44

Crimson Wizard

[quote="Karnizero":3o7q2f9a]But i have a problem: at GzDoom, it is possible to use Flats as patches and patches as flats. This is: floor and ceiling textures as linedefs textures, and viceversa. Is it possible to proceed in Vavoom on that way? As an addition to what Firebrand said, - if you are using DoomBuilder, there should be mixtexturesflats = 1; option in config file set, so that editor allow to explicitly select textures&flats from united list. [quote="Firebrand":3o7q2f9a]but dynamic lights (like those projectiles and other objects make) can be activated and deactivated, but they can't be placed normally in maps Sad. As I said, it is quite easy to make new class like Dynamic Light Spot, that could be customized similar to Static Spot. Perhaps I'll post here an example some time later.
Wed, 26 Dec 2007 14:49:17

Karnizero

[quote="Crimson Wizard":ielak7yq]As an addition to what Firebrand said, - if you are using DoomBuilder, there should be mixtexturesflats = 1; option in config file set, so that editor allow to explicitly select textures&flats from united list. I tryed but i dunno if i have done something wrong: i have created a wad containing the whole selection of textures i will use same as flats as walls, but when testing the map, it seems not to recognize. I have not included any flag at the wad (such as PP_Start...PP_End, FF_Start...FF_End). Is any flag needed? I discovered also that .pak files can be used. Can i use a .pak file instead a .wad one? How to make Vavoom to recognize the different data stored at a .pak file? [quote="Crimson Wizard":ielak7yq]As I said, it is quite easy to make new class like Dynamic Light Spot, that could be customized similar to Static Spot. Perhaps I'll post here an example some time later. That would be nice... Something like a xmas present... <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Wed, 26 Dec 2007 14:56:52

Crimson Wizard

[quote="Karnizero":4jevl389]I discovered also that .pak files can be used. Can i use a .pak file instead a .wad one? How to make Vavoom to recognize the different data stored at a .pak file? First of all, extension is PK3. It is 100% ZIP format archive, just renamed. Package may contain any of these folders: textures sprites sounds music graphics etc For example, you have some pic you want to use as a texture. You convert it to PNG format, put into "textures" folder and pack this folder into "textures.zip", then rename 'zip' into 'pk3' and put this archive into corresponding game folder (e.g. basev/doom2/). [quote="Karnizero":4jevl389][quote="Crimson Wizard":4jevl389]As I said, it is quite easy to make new class like Dynamic Light Spot, that could be customized similar to Static Spot. Perhaps I'll post here an example some time later. That would be nice... Something like a xmas present... <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> Ok, heh, will do it ASAP <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, I'll just check myself how this works to be sure I do not "present" a buggy code.
Wed, 26 Dec 2007 14:59:36

Firebrand

You might know that PAK files in Vavoom need to have PK3 extension for the files. PK3 files are just ZIP files renamed, to make them work you need to have a small directory structure, where your patches, sprites, sounds, etc. will go, each on a different directory. I'll try to post a list of the directories and which resources they apply:
- All the data files (MAPINFO, SNDINFO, TEXTURE1, etc.) should go without any directory.
- Flats should go in the "flats" directory
- Graphics (statusbar, fonts, titlepics, etc.) should go in the "graphics" directory
- Maps (which should be single wad files for each map without anything but the map lumps) should go in the "maps" directory
- Sounds (which can be WAV, FLAC, MP3, etc.) might go in the "sounds" directory
- Music (with the same formats as sounds plus MOD music) can go in the "music" directory
- Patches (the single images that form textures) should go in the "patches" directory
- Sprites (any monster or object images) should go in the "sprites" directory
If you have anymore troubles, just post here <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Wed, 26 Dec 2007 15:04:31

Karnizero

[quote="Firebrand":11o5fsfy][...] I'll try to post a list of the directories and which resources they apply:
- All the data files (MAPINFO, SNDINFO, TEXTURE1, etc.) should go without any directory.
- Flats should go in the "flats" directory
- Graphics (statusbar, fonts, titlepics, etc.) should go in the "graphics" directory
- Maps (which should be single wad files for each map without anything but the map lumps) should go in the "maps" directory
- Sounds (which can be WAV, FLAC, MP3, etc.) might go in the "sounds" directory
- Music (with the same formats as sounds plus MOD music) can go in the "music" directory
- Patches (the single images that form textures) should go in the "patches" directory
- Sprites (any monster or object images) should go in the "sprites" directory
If you have anymore troubles, just post here <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Thanks, that will come very handly. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 26 Dec 2007 15:08:42

Crimson Wizard

Sorry, forgot to answer this - [quote="Karnizero":g7iux9rp][quote="Crimson Wizard":g7iux9rp]As an addition to what Firebrand said, - if you are using DoomBuilder, there should be mixtexturesflats = 1; option in config file set, so that editor allow to explicitly select textures&flats from united list. I tryed but i dunno if i have done something wrong: i have created a wad containing the whole selection of textures i will use same as flats as walls, but when testing the map, it seems not to recognize. I have not included any flag at the wad (such as PP_Start...PP_End, FF_Start...FF_End). Is any flag needed? Yes, ofcourse, if you put them in WAD file, corresponding flags are needed. And texture lumps (lists) are needed as well as patch names list AFAIK.
Wed, 26 Dec 2007 19:25:27

Crimson Wizard

Well, here - Contents of my DynamicLightSpot.vc source file, which I put into progs/game folder:
class DynamicLightSpot : MapSpot
	__mobjinfo__(15200);

enum
{
	arg_light_radius	= 0,
	arg_colour_red		= 1,
	arg_colour_green	= 2,
	arg_colour_blue		= 3
};


//==========================================================================
//
//	OnMapSpawn
//
//==========================================================================

void OnMapSpawn(mthing_t* mthing)
{
	::OnMapSpawn(mthing);

	DLightRadius = itof(Args[arg_light_radius]) * 8.0;
	DLightColour = RGB(Args[arg_colour_red],
							Args[arg_colour_green],
							Args[arg_colour_blue]
							);
}

//==========================================================================
//
//	Activate
//
//==========================================================================

bool Activate()
{
	::Activate();
	bHidden = false;
	return true;
}

//==========================================================================
//
//	Deactivate
//
//==========================================================================

bool Deactivate()
{
	::Deactivate();
	bHidden = true;
	return true;
}


defaultproperties
{
	bHidden = false;
	bDynamicLight = true;
	DLightRadius = 128.0;
	DLightColour = RGB(255,255,255);
}

Mobjinfo id could be different ofcourse. Don't forget to include this new VC file in classes.vc:
#include "DynamicLightSpot.vc"
If you are using DoomBuilder, include new item into config file for your convenience, for example, in "Light objects" group:
15200
		{
			title = "Dynamic coloured light (x8)";
 			arg1 = "Radius";
			arg2 = "Red";
			arg3 = "Green";
			arg4 = "Blue";
		}
Perhspas I will add this in WIKI Tutorial section.
Wed, 26 Dec 2007 20:06:10

Karnizero

[quote="Crimson Wizard":odadfkgd][..] Perhspas I will add this in WIKI T[...] Nice, and thanks. Lets celebrate with some Smirnoff Vozka. <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Fri, 11 Jan 2008 19:51:04

Crimson Wizard

Dynamic light things are copied from GZDoom will be available in next Vavoom release, I believe (currently available in latest SVN revision). They include permanent lights and some kinds of animated (flickering, pulse etc).

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