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OpenGL and D3D are stable enough, and the software renderer hasn't been touched in a good while, because not much can be done for it. If you are having crashes wit OpenGL and D3D, you should post them on the Vavoom forums, so that they can be checked at and fixed.
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So far they've showed small interesting features, the rest is just generic as most people says.
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You can't just drag and drop wad files, you must specify the PWADs to load on the launcher.
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No shadows are cast on sprites, is more difficult to calculate them since sprites are "plain" textures.
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It works with any maps, no special features are needed for shadows to work.
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First, make sure you are running in OpenGL, Direct3D doesn't has advanced renderer yet. If you are running on OpenGL, maybe your hardware doesn't supports shaders or the required extensions, in such case, there's nothing to be done. What video card do you have?
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Here are some screens of the shadows in a test map. http://i919.photobucket.com/albums/ad33/Firebrand_kh/shot0003.png http://i919.photobucket.com/albums/ad33/Firebrand_kh/shot0002.png http://i919.photobucket.com/albums/ad33/Firebrand_kh/shot0001.png http://i919.photobucket.com/albums/ad33/Firebrand_kh/shot0000.png I'll also post a link to the test map in case someone is interested: http://files.drdteam.org/index.php/files/get/Qs4tH-8eu0/shadows-test.zip
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Today Vavoom engine turns 10 years old; to celebrate, Janis released a new version, which contains many bug fixes and performance improvements. Among the new features, the OpenGL renderer has been improved and now is able to do Doom 3-style shadows for static and dynamic lights, also makes models render per vertex light and cast shadows. You can download it from the usual spot at the Vavoom engine site.
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Today Vavoom engine turns 10 years old; to celebrate, Janis released a new version, which contains many bug fixes and performance improvements. Among the new features, the OpenGL renderer has been improved and now is able to do Doom 3-style shadows for static and dynamic lights, also makes models render per vertex light and cast shadows. You can download it from the usual spot at the Vavoom engine site.
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I can't give a revision number, but things like this work now. There are some specific ZDoom and derivative engine flags that aren't supported (for obvious reasons).
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After a long year of work, the Vavoom engine has been updated to version 1.31. Among the list of new features are the following: Added support for writing screenshots in PNG and JPG formats. Auto-aim can be turned off. Implemented saving of the game into a single file. Added basic model frame interpolation. Support for basic parsing of GLDEFS variants. Implemented multiple missing DECORATE features. Many bug fixes and improvements for all supported games. A load of improvements to the launcher.You can download the latest version at the Vavoom engine site.
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After a long year of work, the Vavoom engine has been updated to version 1.31. Among the list of new features are the following: Added support for writing screenshots in PNG and JPG formats. Auto-aim can be turned off. Implemented saving of the game into a single file. Added basic model frame interpolation. Support for basic parsing of GLDEFS variants. Implemented multiple missing DECORATE features. Many bug fixes and improvements for all supported games. A load of improvements to the launcher. You can download the latest version at the Vavoom engine site.
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IMO, Carn overreacted, OK, he was pissed at the time he said some things, I don't think anyone is trying to betray him or scrap him off the development as it's said... I think he needs to cool off and talk with the rest of the admins, fix the hosting problem (that seems to have caused this in the beginning), and arrange the hierarchy they will have. To me this seems to be a communication problem, someone misunderstood something and thought something evil was going on, which in turn didn't ever happened...
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Whoa! These are great work, how much time does it take to make one of these?
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That's a good test map! Never thought on that myself, maybe some workaround could be done if handled properly to change the physics in specific cases to make this work, but it would need rough testing IMO.