Difference between revisions of "K8Vavoom"

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==External links==
 
==External links==
 
* [https://repo.or.cz/k8vavoom.git K8Vavoom git repository], hosted on Repo.or.cz
 
* [https://repo.or.cz/k8vavoom.git K8Vavoom git repository], hosted on Repo.or.cz
* [https://doomer.boards.net/thread/2260/k8vavoom-good-thing-dies-build Development thread] at doomer.boards.net
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* {{doomerboards|t=2260|Development thread}} at Doomer Boards
* <s>{{dwforums|id=102766|title=Development thread}} at [[Doomworld]]</s> — closed.
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* {{dwforums|id=102766|title=Former development thread}} at [[Doomworld]]
  
 
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Revision as of 10:58, 19 May 2022

K8Vavoom
K8vavoom logo.png
Standard Vavoom, Linux Doom v1.10
Codebase Vavoom
Developer(s) Ketmar Dark, id0
Initial release build531014 (2018-10-13, 5 years ago)
Latest release build570509 (2022-05-01, 22 months ago)
Development status Active
Written in C++
Target Platform Cross-Platform
Available in English (United States)
License GNU General Public License v3
Source Repository

(git)

repo.or.cz

K8Vavoom is a source port, based on the Vavoom source port by Ketmar Dark. K8Vavoom drifts away from the original source base by incorporating several enhancements over the original whilst inheriting most of its features. These improvements are primarily in rendering, but K8Vavoom is also capable of running VavoomC standalone, either through K8Vavoom itself or through a standalone player, called VCCRun.

K8Vavoom features

  • Many bugs fixed
  • OpenGL-only hardware accelerated rendering. K8Vavoom requires a OpenGL 2.1 capable video card
  • Improved DECORATE support with improved parser and many new actions
  • Doom 3-style shadow volume lighting
  • Support for GZDoom-style 3D floors
  • Brightmaps and glowing flats
  • Shadowmaps rendering support
  • Support for models in MD3 format
  • Spotlights
  • Monster movement and weapon bobbing interpolation
  • Upgraded built-in node builder (now with progress bar)
  • Various optimizations and performance improvements for modern CPUs/GPUs
  • The ability to run VavoomC code in standalone mode. This allows creation of modifications utilizing the K8Vavoom backend but none of its assets, making it suitable for standalone modifications
  • Even more music formats: Opus
  • 3D Polyobjects (with floor and ceiling), which can be used to create moving platforms, and even complex moving 3D structures (demo video)

General features

The majority of Vavoom's features are supported:

  • Polygonal engine with colored lighting and support for high resolutions
  • Support for all of Hexen's editing features (such as ACS, hubs, and new map formats)
  • Removal of most vanilla Doom limits (including the visplane overflow)
  • Translucency (regular and additive).
  • Complete support for free look (look up & down) in all games
  • VavoomC, a powerful scripting language
  • 100% client/server networking architecture featuring in-game joining
  • Quake-style console, with key bindings
  • Ability to use TiMidity as a music source for MIDI and MUS
  • Jumping
  • Crosshairs
  • Walking over/under monsters and other things
  • Runs under Windows and Linux
  • Support for sloped floors and ceilings
  • Support for colored lighting
  • Support for 3D floors
  • Support for 3D models in MD2 format
  • Support for PNG, JPG and TGA format images
  • Support for reflective floors
  • Dynamic and static lights which cast shadows
  • Greatly enhanced texture definition lump allowing scaled textures (for high-resolution), as well as compositing multipatch texture using independent rotation, mirroring, alpha transparency level and either translations or color blending for each patch
  • Support for high-resolution texture replacements
  • Many camera effects
  • Support for using features of every supported game in all of them -- for example, a Doom map can feature Strife conversations, Hexen scripting and actors that use Heretic codepointers
  • More music and sound formats: MOD, XM, IT, S3M, MIDI, OGG Vorbis, FLAC as well as MUS
  • Support for hosting a master server for Internet games
  • Support for friendly monsters and loading DeHackEd patches directly
  • Cross port compatibility features:
    • DECORATE support for compatibility with ZDoom
    • Support for Boom extended line specials
    • Support for UDMF format maps

VCCRun

VCCRun is a separate utility that acts as a player for VavoomC code. Unlike the standalone mode of K8Vavoom, VCCRun has access to different application stacks, including networking, and also incorporates a OpenGL renderer of its own. It is used to play independent content, primarily composed of VavoomC code. A game file, GAME.DAT is used that holds the game that VCCRun reads to start the program.

Trivia

  • K8Vavoom has been ported to Android and the Nintendo Switch console, courtesy of DeadDoomer and fgsfds respectively as demonstrated in this post and this post.
    • On Android, K8Vavoom requires Android 4.1+ and a OpenGL ES 2.0 compatible GPU.

External links

Source code genealogy
Based on Name Base for
Vavoom K8Vavoom Active
GZDoom