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ketmar

k8vavoom: no good thing ever dies! (2021, Jul 18 build)

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Posted (edited)

just in case (i know that nobody asked, but... ;-): there are no plans to support DEHEXTRA or MBF21.

DEHACKED MUST DIE.

there is no surgery that could make it tolerable. sorry.

 

i know that some people may not be happy about that, but i hate dehacked with a passion, and it is a massive PITA to implement/maintain. so if you want to be sure that your map will not work properly in k8vavoom, you can use one of those features, and save yourself from k8vavoom bug reports. ;-)

 

p.s.: let me explain myself a little. dehacked is... well, a hack. and it doesn't play good with decorate and other advanced features. yes, there is dehacked support in k8vavoom (inherited from Vavoom, and bugfixed), but that's as far as i will go with it. it is already a mess i barely understand, and adding more of that mess will only make things worser.

 

i may come with the tool that converts various dehacked patches to decorate later, tho. but don't expect it to do a good work, and i won't integrate it into k8vavoom. this is the same situation as with maps which abusing vanilla renderer bugs: i added minimal support for that, and i won't go further.

 

it is a question of time and efforts: implementing full support for such things is time-consuming, those implementations are hard to maintain, and may prevent some future engine advancements. so i chose to not do it. there are alot of other sourceports with support for such features, and maps with DEHEXTRA and such aren't using any k8vavoom advanced features anyway, so you will not lose much playing them in another sourceport. while i may understand the desire to have One Sourceport To Rule Them All ;-), let's be honest: we all have several sourceports installed anyway. and i have to manage my time, so i'd better work on something that will make k8vavoom more unique and pleasant to use. ;-)

Edited by ketmar : added long explanations

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Never liked DEHACKED anyway. Good riddance. Decorate is the future ;)

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the end next build is near! i hope. flat decals, 3d pobj fixes, alias arguments, console variable substitution, and other boring things will be there. i'm silent in this topic, but k8vavoom development is at full speed, as usual! ;-)

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Edge map compatibility boost too I have heard 😉

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1 hour ago, Lobo said:

Edge map compatibility boost too I have heard 😉

a little. ;-) more work on EDGE features scheduled to future releases. stay tuned for more news! ;-)

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Posted (edited)
6 hours ago, MidnightMage said:

Well that is exciting news! :)

yeah, improving EDGE support moved much higher in my TODO list. @Lobo greatly helped me with motivation, test maps, and implementation, and we already fixed/improved many things. and we're planning to improve it even more. anyway, all "thank you"s for working EDGE features should go to @Lobo, without him i can do only non-working features. ;-)

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You did the hard work, I just did the whining 😉

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Posted (edited)

that is the harderst! ;-) writing code is easy. testing is hard. you don't see him here, but most of k8vavoom improvements were made because id0 (another official k8vavoom dev) constantly pinging me, and testing everything, even in most weird configurations.

 

so i am dead serious here (ketmar desperately trying to be dead serious): people who asking for features, and help with testing/implementation are the main driving force. stand proud, and accept your fame with dignity!

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added new ACS API to "move and rotate" 3d polyobjects. when using spots, spot angles will be used for rotation.

 

demo video. complex cabin (don't mind the architecture ;-) is moving by map spots. yes, you can create simple trains with this. without opening and closing cabin doors yet, tho (actually, it is possible, but quite hard, and will require some ACS trickery).

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Very cool!

 

I'm imagining that with rocket sprites underneath as "propulsion" for the platform.

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14 minutes ago, Lobo said:

I'm imagining that with rocket sprites underneath as "propulsion" for the platform.

hm. this will require "linked things", to attach sprites and let the engine do everything else. i put that in my TODO list, thank you!

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I can imagine these rotating 3D polyobjects being very useful for an underground rail system or Doom 3-style machinery for example.

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Posted (edited)

and even funnier video: Real Cabin With Doors. yay.

 

@ENEMY!!! this, and more. as you can see, it is possible to create even funnier things. yes, sliding doors should be possible too, they just won't look good with this cage. ;-)

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so, i wanted to make "happy birthday ketmar" release again, and yet again i failed that goal. but it is really coming Very Soon!i hope

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1 hour ago, ketmar said:

so, i wanted to make "happy birthday ketmar" release again, and yet again i failed that goal. but it is really coming Very Soon!i hope

Happy birthday sir! Glory to the Vavoom Empire.

 

;)

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thank you all! and to all others who may write after this message, in case i won't notice something in time (which may happen, you know ;-).

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those with GNU/Linux can always build the latest thing from the source code, but i have some small gift for all others... yeah, another k8vavoom public binaries!

 

this time the archive is on catbox.moe, because it become too big to upload to DW. sorry.

 

highlights:
* properly working rotation for complex 3d polyobjects
* flat decals, bootprints, and terrain step sounds
* aliases with arguments, and cvar substitution
* option to use raw mouse input (on by default)
* various options like "no shadow" for static light things
 

brief changelog:

Spoiler

* fixed bug with loading 3d polyobjects from the savegame (z offset was ignored)
* added *VERY* *EXPERIMENTAL* palette tonemap mode
* implementation of floor and ceiling decals (spreading is not fully finished yet)
* with gore mod player can leave "bootprints" now
* use shaders to apply global colormap instead of texture reuploading
* added `A_SetDecal()` and `A_SetFlatDecal()` DECORATE actions
* added `A_SprayDecal()` decorate API (and various vector/angle functions for decorate too)
* ACS "set line special" fix (translate various "ACS_NamedExecute" kinds)
* oops, i accidentally Strife; now it works again
* slightly better ML_RAILING processing (should be more reliable)
* fixed GAMEINFO lump processing (iwad could be ignored sometimes)
* Windows binary should always store config in the directory where .exe is (thanks, boris!)
* fixed bugs in `PCD_SpawnDirect` and `PCD_SpawnSpotDirect` (forgot to skip bytecode arguments)
* minimap now shows map marks
* fixed stupid off-by-one bug in t-junction fixer (which caused random Space Ants sometimes)
* some fixes in vanilla floodfill bug detector
* implemented stepping sound TERRAIN extensions (it is now possible to define crouch/walk/step sounds for a given terrain)
* fixed bug with 3d pobj movement to the given spot (invalid vertical speed) (thanks, boris!)
* added gread 3d pobj demo map from boris
* sound menu: sf2 list is sorted now; also, don't forget current soundfont after the game restart
* made decals on switches more translucent (so switches won't be fully covered in blood)
* implemented additive decals
* implemented better support for some EDGE map features (thanks, Lobo!)
* do not apply extra player friction when the player is on a conveyor
* it is now possible to substitute cvars in commands with ${name} or $(name)
* aliases now can have arguments; substitute with ${1} and such (use "${1q}" for quoted arg; note the double quotes!)
* conditional console pseudocommands: "$if val ...", "$ifnot val ...", "$if_or val0 val1 ...", etc.
* rotated complex 3d polyobjects now will try to correct positions of carrying mobjs if they're stuck after the rotation
  (this can happen because mobj bounding boxes are axis-aligned); not the best implementation so far, but better than nothing ;-)
* experimental code for controller dead zones config (thanks, Lobo!)
* fixed segfault in MP with detached entities (thanks, Mr.Rocket!)
* fixed "-warp" command (thanks, Lobo!)
* added option to use relative mouse events (this is usially done via "raw" mouse input, and may work better with some OS/WM combinations) (new default mode)
* moved line special translation tables to separate config files
* implemented some light flags ("dontlightself", "dontlightactors", etc.); fixed bug with sprite self-lighting
* added option to keep weapon bobbing when firing (doesn't affect accuracy), see "misc options" menu
* more fixes to UDMF scaled texture offsets (thanks, Remilia Scarlet!)
* more 3D POBJ ACS API -- it is now possible to move and rotate 3d pobj with one function call (and spot angles will be used when moving to spots)
* implemented some missing flags in `A_Chase()` DECORATE action
* Point Light things now has optional 5th argument that controls shadowing (see specs for more info)
* fixed bug with sight checking and 3d floors (solid 3d floors was ignored)
* keep sky offset on lightning (and other sky texture changes)

 

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Posted (edited)

I don't know if I'm missing something, but I can't find where to get the file.  I've tried going onto the catbox.moe homepage and can't find any option to search other people's downloads (I only get the option to add my own files).  Searches via Google and DuckDuckGo aren't revealing anything k8vavoom-related on catbox.moe.  I've tried browsing the github repository and can only find a .build download link which looks like it works only with Linux.  Have you a link to the new release?

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37 minutes ago, ENEMY!!! said:

I don't know if I'm missing something, but I can't find where to get the file.  I've tried going onto the catbox.moe homepage and can't find any option to search other people's downloads (I only get the option to add my own files).  Searches via Google and DuckDuckGo aren't revealing anything k8vavoom-related on catbox.moe.  I've tried browsing the github repository and can only find a .build download link which looks like it works only with Linux.  Have you a link to the new release?

Its in the opening post with a clickable link that initiates the download.

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Thanks for that, somehow I forgot about the idea of looking at the original post in this thread.  D'oh!

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2 hours ago, ENEMY!!! said:

Thanks for that, somehow I forgot about the idea of looking at the original post in this thread.  D'oh!

mea maxima culpa. previous builds were uploaded to DW directly, and i don't know how to give links to DW uploads in different posts, so announces didn't had them. now i could give a direct link, but simply forgot to do it. sorry. will try to do it properly next time. ;-)

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46 minutes ago, ketmar said:

mea maxima culpa. previous builds were uploaded to DW directly, and i don't know how to give links to DW uploads in different posts, so announces didn't had them. now i could give a direct link, but simply forgot to do it. sorry. will try to do it properly next time. ;-)

The attachment.php script can work as a clickable link. You just need to add it under any kind of text (It does work without but this is rarely seen).

 

Sadly there is no dedicated attachment search or browser. If there is one QoL option to add to DW, that would be it. The amount of now hard-to-find stuff would make things infinitely easier.

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On 7/17/2021 at 7:20 PM, ketmar said:

* fixed bug with sight checking and 3d floors (solid 3d floors was ignored)

 

So glad this was fixed. Thanks for the update Ketmar.

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Posted (edited)
48 minutes ago, Doom_Dude said:

So glad this was fixed. Thanks for the update Ketmar.

thank you too for trying k8vavoom!

 

and people, please, don't hesitate to report bugs here. i cannot guarantee that i will fix everything for the next build, but your reports help me to setup bug priorities! ;-)

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