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Topic: Sparks fly; Odamex 0.6.1 released!  (Read 36041 times)

Offline Ralphis

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Sparks fly; Odamex 0.6.1 released!
« on: July 05, 2012, 00:10:34 »
** This is a required update **

* The Release *

Odamex 0.6.1 has a number of new features that should offer something for all of Odamex's users.

One of the star additions to Odamex 0.6.1 are the new spectator options. You will now be able to see a player's status info and weapon when spectating, as well as their vertical mouse look pitch in servers that allow it. This is a significant change that really helps to improve the experience when watching others. There are also a number of other new related commands that can allow you to easily spy a specific player or a flag in CTF.

Robust announcer support has been added as well. This mostly applies to CTF games. Players will also be able to choose their announcer style (possessive or team based). Other often requested additions that affect this type of player are player color forcing and the addition of a turnspeed variable.

All players will be able to enjoy a number of renderer improvements which help prevent line "tearing". Players can also now resize their windows independent of the pre-set resolutions. This means that players who have asked for the option to maximize their windows to their desktop will now be able to do so.

Server administrators now have the option of utilizing the sv_maxplayersperteam variable as well as the co_blockmapfix compatibility flag, which fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.

There are a number of other additions and fixes which are covered more in-depth in the change log. To see more specific changes that arrive with Odamex 0.6.1, check out the more extensive list on the release page or the complete listing using our svn changelog.

As usual, you can grab the proper download for your system at the top of the main page.

Ant P.

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Re: Sparks fly; Odamex 0.6.1 released!
« Reply #1 on: July 05, 2012, 14:45:01 »
The readme and stuff could use a few updates — this version needs cmake to build now.

Offline Ralphis

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Re: Sparks fly; Odamex 0.6.1 released!
« Reply #2 on: July 05, 2012, 15:59:55 »
I'll mention it, but remember that we can always use valuable contributions from volunteers :)

Offline Twily

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Re: Sparks fly; Odamex 0.6.1 released!
« Reply #3 on: July 05, 2012, 16:50:59 »
I need a little help please. I have cmake, but I rarely use, I don't even know or remember how to build.

Odamex 0.6.0, I was able to go to the source directory and the launcher directory and type make, and it would build.

I can install with ease on Windows (unzip and done), but I tend to use Linux more to play Doom and Doom II since I'm on it more than Windows.

I was trying to follow the steps in the Wiki (http://odamex.net/wiki/Compiling_using_CMake#Installing_CMake_2). Nothing is working for me.  I love playing this port online, and I don't want to sound mean, but typing "make" was a lot easier.  Type it and it's built.

Any help on how I can compile this please?  Thanks in advance.

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Edit: I tried typing "cmake --build /home/[my username]/odamex-src-0.6.1" and it keeps returning this error, "Error: could not load cache".  If it helps, I'm using Ubuntu 10.04, cant upgrade to the latest though.

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Edit 2: I see what I did wrong. I was adding --build thinking it would "build" the source.  I removed it and it built correctly.  Only two issues I had...

1. everything compiled to my home folder, so I had to create an "Odamex" folder and move everything to it when it was done.

2. The "client" wouldn't launch, so I had to copy "odamex.wad" to it.  Otherwise it's working fine and I was able to enter a server.

Keep up the great work Odamex team!  Look forward to playing online. ^__^
« Last Edit: July 05, 2012, 18:12:46 by Twily »
Just to let others know, I'm going to go by the nickname "Snowy" in Odamex online games.

Offline Decay

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Re: Sparks fly; Odamex 0.6.1 released!
« Reply #4 on: July 05, 2012, 19:08:12 »
Fantastic, can't wait to give this a good run when I can!
Quote from: Capodecima
reckless left for AX (burn in hell asshole)
MXU - Mechanix Union: A multi-port development team
#MXU on quakenet for mapping tips, projects, and more, or visit our site http://mxu.the-powerhouse.net/forums/
Velocity - http://www.doomworld.com/idgames/?id=16744

Offline HyperEye

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Re: Sparks fly; Odamex 0.6.1 released!
« Reply #5 on: July 05, 2012, 19:19:44 »
For anyone else that needs help with this here are the build instructions on Unix machines. From the Odamex directory at the top-level:

"mkdir build; cd build; cmake -DCMAKE_BUILD_TYPE=Release ..; make"

We will be updating some files as well as the wiki.

Offline Twily

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Re: Sparks fly; Odamex 0.6.1 released!
« Reply #6 on: July 05, 2012, 23:12:25 »
I went to watch a movie tonight, and when I got back to my computer, full fledge DM game going on.  Everything works, and it was a great time!

Though, I did get a few "type kills", so if I may suggest, why not put a symbol or something when someone types in future versions.  Just something, since if I see someone in Quake III Arena with a "speech bubble" icon over their head, I usually don't shoot them.

Keep it up guys!

Noted, HyperEye.
Just to let others know, I'm going to go by the nickname "Snowy" in Odamex online games.

heinekev

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Re: Sparks fly; Odamex 0.6.1 released!
« Reply #7 on: July 13, 2012, 17:52:46 »
why would you change the build process and not put it in the changelog or even update your wiki?

I mean, come on

Offline AlexMax

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Re: Sparks fly; Odamex 0.6.1 released!
« Reply #8 on: July 14, 2012, 11:38:28 »
why would you change the build process and not put it in the changelog or even update your wiki?

We have actually been keeping a wiki page on this very subject:

http://odamex.net/wiki/Compiling_using_CMake

You are completely correct that it should have been communicated better in the release advertisement.

Offline Ralphis

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Re: Sparks fly; Odamex 0.6.1 released!
« Reply #9 on: July 14, 2012, 21:22:03 »
why would you change the build process and not put it in the changelog or even update your wiki?

I mean, come on

I'll mention it, but remember that we can always use valuable contributions from volunteers :)