View Full Version : VaVoom?
Nemesis
February 5th, 2004, 04:18 PM
Could somebody give me more info on this source port? :)
I heard it has MD2 support as well as Boom support. :)
If so, could it run ZDoom wads and Doom Legacy wads? If it can't, what kind of wads can it run?
Player_of_Doom
February 5th, 2004, 06:02 PM
Unfournately, it can't run ZDoom or Legacy wads, only Boom and Vanilla doom wads. I don't know if does have MD2 support but it has the best Strife port compatibility in its class.
Nemesis
February 5th, 2004, 07:11 PM
Alright, thanks. I tried it and I really wasn't impressed.
Now I'm trying Risen3D, but I'm having a problem with running it. :(
I think I should make a topic on that so somebody can help me.
lord-noctrun
February 6th, 2004, 12:23 PM
vavoom does have md2 support, but it has it's own standards so you'll can only use it's own modelpack
hawkwind
February 12th, 2004, 03:20 AM
Janis has just released a new beta version with increased Strife support http://www.vavoom-engine.com/files/betas/v115_2beta2.zip
enjoy :)
ToXiCFLUFF
February 12th, 2004, 03:31 AM
Janis has just released a new beta version with increased Strife support http://www.vavoom-engine.com/files/betas/v115_2beta2.zip
enjoy :) Nice one, thanks for the heads up. I wouldn't have noticed this otherwise.
PumpkinSmasher
February 14th, 2004, 02:31 PM
I'm gonna have to try this port, it sounds pretty awesome.
Chilvence
February 14th, 2004, 02:36 PM
It has a great deal of advantages that are sadly underused. Taking a page from quake's book, all the gamecode is kept in progs that can be compiled with the games own tools.
Therse a lot of nice stuff you could do with this setup.
hawkwind
February 14th, 2004, 09:32 PM
And I wish more source ports would use glvis (not fast mode though). It really does speed up the engine.
timmie
February 14th, 2004, 09:47 PM
ZDoomGL 0.75 will use glvis. It's not required, but it's used if available.
werfu
February 15th, 2004, 12:59 PM
I used to play Heretic with it under linux. Vavoom's really cool, especialy with the model pack, but it doesn't have all the cool feature Legacy and Doomsday have. Take a look, and see by yourself :D
ToXiCFLUFF
February 15th, 2004, 05:42 PM
Vavoom probably has the largest amount of really impressive editing features of any port (DDF style thing definitions, 3Dfloors, Slopes, 3dslopes etc,), but I dunno, it kind of lacks a little too much polish for me to use regularly (apart from for Strife).
Visually though, I think it's one of the best looking ports, mainly because of the automatic lightmap feature - it can make any standard Doom2 level look absolutely awesome. And you even get it in software, which I find pretty amazing (Quake2 didn't even support coloured lighting in SW). Examples are:
http://www.geocities.com/toxic_fluff/vavoom1.txt
//Edit: Hmm, may have stuck a little too much jpg compression on that one...
http://www.geocities.com/toxic_fluff/vavoom2.txt
hawkwind
March 6th, 2004, 03:32 AM
Janis has just recently released another beta with increased Strife support http://www.vavoom-engine.com/files/betas/v115_2beta3.zip :)
hawkwind
March 12th, 2004, 03:46 AM
New vavoom beta http://www.vavoom-engine.com/files/betas/v115_2beta4.zip :D
New to this version is working monster death specials.
ToXiCFLUFF
March 12th, 2004, 05:26 AM
New vavoom beta http://www.vavoom-engine.com/files/betas/v115_2beta4.zip :D
New to this version is working monster death specials. Once again, thanks for the heads up :P I need to bookmark vavoom's forum at some point.
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