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ketmar

k8vavoom: no good thing ever dies! (2019, Sep 06 build)

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by the way i added built-in support for chex (original wads, and chex3; not heavily tested, though), and for hexen deathkings of this-name-is-too-long. sure, you were always able to run hexdd by simply adding it to a command line, but now it has an official option (-hexendd), and the game will know that it should look for hexdd.wad where other iwads live.

 

otherwise, nothing interesting happens: i am still cleaning up and rewriting the code, so i had to resort to a cheap trick of implementing some one-line decorate actions just to fill the changelog.

 

p.s.: also, "games.txt" (the file that is used to describe various games -- iwads, filters, etc.) has a new format now. because it is fun to break things, of course. and because old format sux. and new format can be parsed by any external utility without figuring out all the commands, because it has consistent syntax, and non-optional command terminators.

Edited by ketmar

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@ketmar I have a small issue with one of my mods: Randomized Roguelike map generates the map just fine, but it's completely devoid of monsters. Monsters spawn just fine in the whole ZDoom family so it seems i haven't done anything wrong.

 

What's weird, is that MAP02 spawns everything just fine, but MAP01 doesn't. Any chance you can fix this or tell me what's wrong?

 

As for the TDBots, i have updated my K8V version but the A_LookEx bug persists. The good news is that it's the last thing left to get the TDBots (v14 at least) fully working in K8Vavoom, as everything else works just fine.

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@-TDRR- i'll take a look. i still didn't looked into `A_LookEx()` issue too. i remember that RRM was working fine some time ago, so it looks like i broke something...

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@ketmaris there a tutorial on making custom enemies with VavoomC? Also are you able to add vavoomc enemies as separate wads or do you need to write them into the main game code and compile it as a separate "game" like you have to do with quake?

 

edii: oh also do you know of any good k8vavoom vavoomc tutorials

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@therektafire no, there are no tutorials yet -- i still have to write them. ;-)

 

sure, you can create wads with new VavoomC code. creating new actors is not really different from creating other VC customisations. this is basically a normal "server VC mod". also, the whole VC code is compiled by the engine when you run it, so you don't have to run a separate compiler, a-la ACS.

 

but to write something that is not possible with decorate, you have to know how the game works, and be familiar with it's internal API. it is not that easy, because there are some quirks, and things like "you have to do it in this way only, even if it looks like you can do it in another way".

 

i am planning to write some tutorials, but tbh, it is not a high priority task. i'd prefer people to use decorate anyway, to keep things compatible with other sourceports. that is, you have to be absolutely sure that you only want to target k8vavoom if you'll go VavoomC route. ;-)

 

of course, one can try it out of sheer curiousity. but for now, you're on your own with this. you can take a look at bdw/gore mods to see how they're added their VavoomC code, and look into progs/ to learn other things. alas, this is all we have now.

 

p.s.: VavoomC itself is quite similar to other C-like languages, though. it is also statically typed (like ASC), and its basic syntax is mostly compatible with C. there is also this text that briefly describes some VC syntax.

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56 minutes ago, ketmar said:

but to write something that is not possible with decorate, you have to know how the game works, and be familiar with it's internal API

And i'm assuming that on top of no tutorials there's no API documentation either (other than looking at the source code of course))?

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6 minutes ago, therektafire said:

And i'm assuming that on top of no tutorials there's no API documentation either (other than looking at the source code of course))?

even more that that: the API is not guaranteed to be stable across builds. enjoy and have fun! ;-)

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Ok Ketty, I am back for some more testing. I have downloaded the latest version and have done some hexen testing again.

 

I have attached the conlog files for the Frostshard (Mage's 2nd weapon) and Bloodscourge (Mage's 4th weapon) crashes.

frostshard conlog.zip

bloodscourge conlog.zip

 

Also I have noticed that whenever I minimize k8vavoom, it closes after a few seconds without any warning.

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oh, i see. statusbar didn't expected "no weapon in hand" case. to be more precise, it wants to draw mana levels, but has nothing to get them from. will be fixed in the next build. thank you!

 

1 hour ago, ReaperAA said:

whenever I minimize k8vavoom, it closes after a few seconds without any warning

and nothing in logs too? (minimising/alt-tabbing on windows always was a problem for some reason; works like a charm on GNU/Linux and in wine, so i can only guess...)

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no, it writes config only on exit (or if you explicitly asked it to do so via menu/console command). there is some logic to deactivate possible mouse capture and clear some internal variables when the window loses focus, tho. of course, i believe that it cannot cause any unexpected behaviour (which usually means that it can ;-).

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hmm get this, when I try to alt-tab,  it simply ...

 

EDIT!

Alt-Enter:

My mistake! I was pressing alt-enter, nvl, (when pressing alt-enter nothing happens) heh.

This action is usually to toggle from full screen to window mode, and back.

Is there no default binding?

 

Alt-Tab:

Alt-tab however does minimize k8 though, which seems ok to me as alt-tab is to switch between windows in Windows o/s.

Hitting alt-tab doesn't make k8 close or anything for me, it just minimizes, which to me, still seems fine.

 

Application Window Minimize Button:

If I minimize the k8vavoom window via the window minimize button when running in windowed mode, k8 just minimizes, but still runs normally on this end. ~ it's running minimized in the background while typing this. ~ unlike the issue that ReaperAA was getting.

 

In the meantime I've tested these actions several times with the same result. 

 

 

Edited by Mr.Rocket : I really fucked up this post and had to re-write it lol

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Hi ketmar,
We have tested our boom compatible mapset Czechbox also in K8Vavoom and we had issue with one Boom generalized action (17088).

The error message says:

"Slice index -1 is out of range (14346)"

It happens when you trigger the line with target "Shortest Lower Texture". Other targets works ok, so I've just changed the design of the trap little bit and used "Lowest Adjacent Ceiling" and it works, but maybe there is some bug with the other trigger.

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@damned thanks for testing with k8vavoom! it is quite possible that there is a bug in the engine, or the engine is too strict following the rules. ;-) if you can provide a small sample that triggers the bug, i'll try to find out what is wrong. tbh, that boom support code is quite a mess, and it looks like at least some parts of it were copy-pasted for different actions. on top of that, i tried to clean it up without real understanding of what it does, which doesn't help too. so if you'll be able to produce a minimalistic sample, it would be of great help. thanks for dropping a note anyway.

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On 9/12/2019 at 9:50 AM, -TDRR- said:

What's weird, is that MAP02 spawns everything just fine, but MAP01 doesn't. Any chance you can fix this or tell me what's wrong?

ah, that was fun! ;-)

 

your map spots aren't marked to spawn on UV skill. and k8vavoom's default skill is "UV", not "HMP". so no map spots were spawned, and no monsters were placed. run it with UV skill in any other sourceport, and you'll see the same effect (or on HMP in k8vavoom, and the monsters will appear).

Edited by ketmar

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2 hours ago, ketmar said:

ah, that was fun! ;-)

 

your map spots aren't marked to spawn on UV skill. and k8vavoom's default skill is "UV", not "HMP". so no map spots were spawned, and no monsters were placed. run it with UV skill in any other sourceport, and you'll see the same effect (or on HMP in k8vavoom, and the monsters will appear).

Oh, i'm stoopid! Well sorry for that waste of time :) Thanks anyway.

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1 hour ago, -TDRR- said:

Well sorry for that waste of time

ah, it was fun! you almost made me believe that there is a Very Strange Bug in ACS engine! i even opened the map in the editor... and still didn't noticed the missing flag. gimme more such bugs! ;-)

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23 hours ago, ketmar said:

if you can provide a small sample that triggers the bug, i'll try to find out what is wrong.

 

Well... I tried to cut and paste just part of the map, where the line action didn't work. And suddenly after copy pasting, the same line works perfectly...

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53 minutes ago, damned said:

Well... I tried to cut and paste just part of the map, where the line action didn't work. And suddenly after copy pasting, the same line works perfectly...

it usually means that your map has something missing. like "oops, there is no adjacent "shortest texture" sector for one of the tags", or something. Vavoom (and k8vavoom still) is very sensitive to the missing things other engines tend to tolerate. i.e. it expects a "perfect" map, without any error, even a slightest one. especially for extended actions, like boom's. this is something i usually fix when i hit it, but i need a map to see what exactly is wrong. if you can PM me a map (don't bother with additional monsters/textures/etc. if they're not required to trigger the bug), and give me "mypos" output, so i can teleport to the bad place and trigger the bug, this will be enough, i think.

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