Version 1.29

Vavoom news.

Re: Version 1.29

Postby entryway » 31 Oct 2008 15:42

Firebrand wrote:60fps is the top FPS Vavoom allows, I don't know if this will change in the future (but I don't see why this couldn't be increased).

I know vavoom has fps limit (72 for me)

The same test (32innail.wad map05 at the start) on p4 3.0 + Radeon 9600Pro:
vavoom - 7 fps
glboom-plus - 160
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Re: Version 1.29

Postby Crimson Wizard » 01 Nov 2008 11:53

Hmm, I have the same slowness. Map 05 , very first room: 1 fps without building GWA, 5-6 fps with GWA. But I also noticed that when you pause the game either by hitting Pause or calling ingame menu, fps raises up to 40-50. What can be a reason of this change? Something is not updated/drawn during pause, and that "something" cause that terrible slowdown then?
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Re: Version 1.29

Postby Janis Legzdinsh » 01 Nov 2008 16:15

It still renders the level, so this is not a problem then. It must be something in the gameplay code then. Will check it out.
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Re: Version 1.29

Postby guydudeperson » 12 Nov 2008 01:29

What happened to there being a master server?
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Re: Version 1.29

Postby Edward850 » 12 Nov 2008 04:05

There is, but Jenis hasn't yet released how to get vavoom to talk to it, and nobody's hosting any servers to play on.
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Re: Version 1.29

Postby guydudeperson » 12 Nov 2008 04:57

I don't know the IP or how to host servers for Vavoom :oops:
One of us could try and get IDE's dev team to try and get it to support Vavoom :D
Does Vavoom launch multiplayer games like csDoom? If not then IDE cannot support it. I say use an internal browser(wink wink nudge nudge Janis :P )
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Re: Version 1.29

Postby Edward850 » 12 Nov 2008 05:44

It does, somewhat. It's all there in the help file. Also the server dns for the master server is 'vavoom.servegame.com'.
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Re: Version 1.29

Postby guydudeperson » 12 Nov 2008 05:58

offtopic[I wonder if any Skulltag developers would wanna help with Vavoom's multiplayer development]
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Re: Version 1.29

Postby Karnizero » 14 Nov 2008 11:47

What's the minimum bandwidth to play Vavoom online?
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Re: Version 1.29

Postby Janis Legzdinsh » 14 Nov 2008 17:47

I'd say something like 10-20 kilobytes per second.
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Re: Version 1.29

Postby troll » 06 Dec 2008 08:53

While I agree that including the progs compiler in the game executable is a good idea - it would still be good to install precompiled progs and maybe cache the internal compiled code.

This would speed up game start on slower machines.

I am finding that starting the game can take a few minutes at the moment.
8)
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Re: Version 1.29

Postby Edward850 » 08 Dec 2008 11:08

For those of you who want to play online:
I have made a quick suggestion to Janis, other then asking him to compile a Linux build for the master server, because I find windows unreliable for hosting servers, for a tool that will allow me to alias IP's that the master server returns so I can not only list my own local ones (so the master server doesn't return a local IP... yuck), but also allow me to ban abusers.
If someone hosts a server thats completely off its edge (mostly unwanted server names), I could filter it out by using an alias to physically make the server unpingable to clients via nulling its IP.
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