Version 1.21

Vavoom news.

Version 1.21

Postby Janis Legzdinsh » 09 Jul 2006 21:03

Version 1.21 has been released. Most of the work has been done to make it work on 64 bit systems (tested on AMD64 with Gentoo). Other than that there have been a lots of improvements in internal architecture, improvements to gameplay and fixed multiple bugs.

P.S. Congratulations to all fans of Italy, they played really good. :D
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Postby Crimson Wizard » 10 Jul 2006 05:19

Is that problem with "player overflow" solved? Can't wait when I can test botmatches in KA without wondering who in hell is shooting at me while I do not see anyone. :wink:
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Re: Version 1.21

Postby Firebrand » 10 Jul 2006 14:05

Janis Legzdinsh wrote:P.S. Congratulations to all fans of Italy, they played really good. :D

I really thought France would win :), it's sad to see Zidane's last game ended with him out of the game, too bad :(. Anyway, Italy deserved to win, they played better, it was a great World Cup!!

As for the "player overflow" it's still there, I talked with Janis on how to fix it, but it's not possible without some more changes, which hopefully he'll work on soon :). Patience.
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Re: Version 1.21

Postby scen » 10 Jul 2006 22:16

Oh yeah! 8)

I'll try the new version as soon as possible! :)

Janis Legzdinsh wrote:P.S. Congratulations to all fans of Italy, they played really good. :D

CAMPIONI DEL MONDOOOOOOOOOO!
CAMPIONI DEL MONDOOOOOOOOOO!
CAMPIONI DEL MONDOOOOOOOOOO!
CAMPIONI DEL MONDOOOOOOOOOO!
:D:D:D:D:D:D:D:D:D:D:D:D:D:D:D:D:D
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Postby Crimson Wizard » 12 Jul 2006 15:29

I didn't pay much attention to utils provided with vavoom progs (except for vcc and vlumpy). Why that new version of acc.exe is there? If I am right, it is an ACS compiler, no?
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Postby Janis Legzdinsh » 12 Jul 2006 18:22

Yes, but it's compiled from source in Vavoom tree. It probably is some versions behind the one available on ZDoom site.
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Postby Crimson Wizard » 15 Jul 2006 17:33

I am sorry, do not know where else to ask it on this forum.
Does vavoom engine itself have following three functions implemented:

- to know whether a 3d line or line's segment crosses a polygon (a plane figure in 3d space)
- to get a point where line or line's segment crosses a simple plane
- to know whether 2d point is inside a polygon.

I ask that because I need those to be in progs, and if they exist in vavoom engine, then it will be great to have them in progs too as native functions (in Object class).
Elsewise, I am going to insert them in my new Detector class temporarily. I have found fragments of some book in internet, which describes geometric algorythms, written specially for programmers, and it seems rather trustable.
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Postby Janis Legzdinsh » 17 Jul 2006 10:22

- to know whether a 3d line or line's segment crosses a polygon (a plane figure in 3d space)

Not really.

- to get a point where line or line's segment crosses a simple plane

There's no function for this, but it's a simple calculation.

- to know whether 2d point is inside a polygon.

No.
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Postby Crimson Wizard » 17 Jul 2006 12:35

Quote:
- to know whether a 3d line or line's segment crosses a polygon (a plane figure in 3d space)

Not really.


Then, I wonder how engine checks if player is shooting at monster in presence of some level geometry (columns, windows etc)? I mean, how it finds out if a player's aim hits monster, but not some wall?


Quote:
- to get a point where line or line's segment crosses a simple plane

There's no function for this, but it's a simple calculation.


Can you, please, give it here for me to be sure that I am not doing something wrong or unnecessary.
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Postby Firebrand » 17 Jul 2006 14:29

Crimson Wizard wrote:
Quote:
- to know whether a 3d line or line's segment crosses a polygon (a plane figure in 3d space)

Not really.


Then, I wonder how engine checks if player is shooting at monster in presence of some level geometry (columns, windows etc)? I mean, how it finds out if a player's aim hits monster, but not some wall?

The only aiming functions are PTR_AimTraverse, AimLineAttack and Aim, AFAIK all the aiming is determined in them, you can look their logic to determine this, I would also recommend you to look at the shooting functions in Actor.vc too :).

For the rest of it, I'll have to research some more, heh! ;).
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Postby Crimson Wizard » 17 Jul 2006 15:36

Well, all is leading to Object::P_PathTraverse() native function.
And what does it do? By parameters it takes it seems that it checks a path (line) coming from one point to another.

I ask because I wonder if I can use it somehow instead of inventing new methods.
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Postby Janis Legzdinsh » 17 Jul 2006 17:13

Crimson Wizard wrote:Well, all is leading to Object::P_PathTraverse() native function.
And what does it do? By parameters it takes it seems that it checks a path (line) coming from one point to another.

I ask because I wonder if I can use it somehow instead of inventing new methods.

This method traverses the given line and calls the callback method for every thing and line it crosses (depending on flags).
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