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Messages - Ralphis

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46

General Discussion / Re: A serious TDM league

« on: February 21, 2012, 10:17:23 »
I will definitely sign up a team
47

Maps, Wads and Mods / Re: Velocity CTF

« on: January 24, 2012, 11:20:16 »
Definitely interested in participating in testing of this! Big fan of new ctf maps
48

General Discussion / Re: The Mechanix Union

« on: December 15, 2011, 16:09:34 »
I think this is great. Even though I have a stockpile of my own mapping projects to work on, I think this is a great opportunity for anybody interested in learning about mapping. Odamex does have some early (basic) ZDoom features and I think you can still do a decent amount of cool things. Even then, you can still get plenty done with good ol' boom specials.
49

General Discussion / 2011 Year-End Duel Spectacular

« on: December 08, 2011, 11:50:48 »
Hey everybody! I am thinking about running a simple sign-up tournament at the end of this month (December 27th or 28th). Here are a few of the finer attributes of the tournament:

  • *Entire tournament played to completion in a single night
  • *Double Elimination (Must lose twice to be totally done)
  • *1-Round Games
  • *All games played on either Funcrusher+ (New Jersey) or Coffeenet DTX (Dallas, TX). Maybe
  • *Early rounds will have 30 fraglimit; final rounds will have 50
  • *Common vanilla settings

What I have not decided on is the map format. There can either be one map all the way through or different maps designated for different rounds. I'd love to hear what you guys think about this aspect of the event as well as others. In particular, tournament start time as I'd like to be able to accommodate our west coast players as well as Europeans. Also open to other suggestions.

Pre-registration will probably open up about a week before the tournament with a few potential open spots for people interested in joining up the night of.

It's time. Let's get Odamex's new competitive community rolling. ;]
50

Devoblog / Odamex 0.5.6 Released

« on: November 05, 2011, 12:08:20 »
** This is a required update **

* The Release *

Hot on the heels of last week's 0.5.5 release, Odamex 0.5.6 has been released to correct a number of critical errors found within the last week. These fixes include correcting a miscommunication between certain servers and the official Odamex launcher, a number of crashes and client disconnects found during last weekend's Saturday Nitro event, and a number of other fixes related to smaller issues with netdemos and client-side prediction.

This update features more than fixes however. Along with improved Unlagged, Odamex 0.5.6 offers a new server feature called sv_ticbuffer. Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. This has been tested on a number of high latency connections in cross-continental play and has received a lot of positive feedback.

For clients, the new variable cl_updaterate allows clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. This can be adjusted through the Network Options menu and we encourage all players to take a look at these settings and see what works best for your connection.

As always, there are more detailed changes than those listed above and they can be found through the Release Page or the svn changelog.

Since this release has come so quickly after the release of Odamex 0.5.5, the team recommends that you take a look at the Odamex 0.5.5 release announcement for any other fixes or features that you may have missed.
51

Devoblog / Odamex 0.5.5 Released

« on: October 29, 2011, 17:45:58 »
** This is a required update **
There important details for server administrators with existing configurations below.

* The Release *

Odamex 0.5.5 is the last projected release of the 0.5 series. This version comes with a great deal of bug fixes and a number of changes and new features to help hold users over until the 0.6 release.

Odamex 0.5.5 fixes a number of bugs that cropped up since the last release, including the notorious one that occured during wad downloading. A number of desync issues relating to weapon pickups, projectile explosions, and barrels not disappearing have also been corrected. Also, the team fixed an issue that caused servers with a timelimit making client netdemos incredibly large.

One key new feature to Odamex 0.5.5 is the new help system. By using the help command in either the client or server, a user can find out exactly what a variable does from inside the game! Expect this system to be further expanded on in the near future.

Other new features include a Network Options menu, sound improvements (including a new team chat sound), new crosshair options, and an assortment of other various display and compatibility options. In addition, wad downloading should now go much faster than before. A more comprehensive list can be found by checking the release page or the complete listing using our svn changelog.

* Important Server Changes *

sv_maxrate is now measured in kbps. This will not cause an issue for most server admins who already have default rate set. Any server administrators who have previously modified this to a value other than the default should take this change into consideration.

* Getting Involved *

We would like to remind our users that the Odamex project thrives off of user input, particularly when it comes to resolving bugs in the engine. If you would like to be involved in helping Odamex's development move forward, please take a moment to sign up for the Odamex Bug Tracker. The team refers to the bug tracker to determine how development should move forward. If you come across something odd or broken that is not already listed or resolved in the tracker, please submit as much information as you can! Odamex can only succeed with the help of dedicated users!

If you are interested in tracking official Odamex news more easily, you can subscribe to updates in a variety of ways:

1) Subscribe to the new Odamex Mailing List, which will give you immediate updates on Odamex bugs and their status as changes occur. You can do this by signing up here or email odamex-bug-reporter-request@freelists.org with "subscribe" in the subject field.

2) You can subscribe to the Odamex releases rss feed.

3) You can receive email alerts on official Odamex releases (requires a sourceforge account or an openid).
52

Devoblog / Odamex 0.5.4 Released!

« on: August 09, 2011, 22:29:49 »
** This is a required update **
There important details for server administrators with existing configurations below.

* The Release *

Odamex 0.5.4 is a rather hefty release that will ultimately serve to bridge the gap between the 0.5 series and 0.6. Along with the usual bug fixes, it features a number of experimental features expected to be complete for the 0.6 release.

Odamex 0.5.4 features a number of important fixes over the last official version. A bug introduced by the client "death camera" causing incorrect spawn angles has been fixed. Issues that occur specifically in CTF such as ghost flags and the sound origin bug have been fixed as well. Other similar changes include improvements to the scoreboards, improved ZDoom compatibility, and changes to default settings.

The most notable of the new features found in Odamex 0.5.4 are both the inclusion of unlagged support and early net demo support, both of which have been a long time coming. These features are both currently in experimental stages, so while we encourage you to give them a try, we also encourage you to report any issues or bugs that you run across while using them so that the Odamex team can do its best to stamp out these issues going into our next major version.

Odamex 0.5.4 adds options for a number of ZDoom competitive standards as well. The addition of the new cl_nobob and sv_allownobob allows players to turn off the swinging of the hud weapon if the server allows it. Another new server variable, co_zdoomsoundcurve, increases the distance players can hear sound to that used in ZDoom engines. The existing co_zdoomphys server variable now also adds support for two-way wall running. As always, these enhanced features all defaulted to off in a default server configuration.

Other changes and additions for players include the ability to turn the music system off entirely through the sound menu (snd_nomusic). This should serve as a temporary remedy for players who experience music issues on Windows Vista and Windows 7. Odamex 0.5.4 also features support for 5-button mice.

For a more in-depth look at the changes in Odamex 0.5.4,  check out a more extensive list on the release page or the complete listing using our svn changelog.

* Important Server Changes *

There are two changes in this release that server administrators should take note of.

1) Odamex will be phasing out the -config command line moving toward our next major version. This is likely the last official release that will support it. Please begin using the new +exec parameter to read from configuration files.

2) There was a very important change to our CTF system in this release. The cvar ctf_flagtimeout, which determines how long it takes before an untouched dropped flag returns to its pedestal, underwent a significant change in this version. Originally, ctf_flagtimeout was measured in 'tics'. The default was 600 tics. To streamline this cvar to be more inline with our other variables, the unit of measurement was changed to seconds. Although the new default is 10 seconds, this change will not take place unless you update your configuration. IF YOU DO NOT UPDATE YOUR CONFIGURATION FROM 0.5.3, IT WILL TAKE 600 SECONDS FOR THE FLAG TO AUTOMATICALLY RETURN TO THE BASE. Please take note of this and make the appropriate changes where necessary!

* Getting Involved *

The Odamex project is still very much in need of updated documentation and encourage anyone with the time and desire to help to get in touch with us. Experience with editing wikis is preferred but certainly not a requirement. If you feel that this is something you would be interested in, please do not hesitate to contact me through our IRC channel (irc.oftc.net #odamex) or through a forum private message.

We would also like to again remind our users that the Odamex project thrives off of user input, particularly when it comes to resolving bugs in the engine. If you would like to be involved in helping Odamex's development move forward, please take a moment to sign up for the Odamex Bug Tracker. The team refers to the bug tracker to determine how development should move forward. If you come across something odd or broken that is not already listed or resolved in the tracker, please submit as much information as you can! Odamex can only succeed with the help of dedicated users!

If you are interested in tracking official Odamex news more easily, you can subscribe to updates in a variety of ways:

1) Subscribe to the new Odamex Mailing List, which will give you immediate updates on Odamex bugs and their status as changes occur. You can do this by signing up here or email odamex-bug-reporter-request@freelists.org with "subscribe" in the subject field.

2) You can subscribe to the Odamex releases rss feed.

3) You can receive email alerts on official Odamex releases (requires a sourceforge account or an openid).
53

General Discussion / Re: PS3 DOOM ODamex?

« on: January 25, 2011, 17:52:53 »
Hi!

I just read through the link you posted and, from what I can tell, the ps3 builds there are based on Chocolate Doom. Like Odamex, Chocolate Doom uses SDL and is therefor very portable. Unfortunately for you, I don't believe anybody on our development team has a PS3. However, maybe you can convince the developer of the current PS3 track to switch his development track to Odamex.

Odamex features much of the same compatibility as Chocolate Doom but also comes with the obvious multiplayer features as well as some other advanced features (Boom and limited zdoom 1.22 support for custom wads). The engine already features a robust joypad setup.

Odamex has already been ported to the XBox by our own team and there is currently a Wii port in development as well. We'd be very interested to see work on a PS3 port begin but cannot devote any internal resources to it at this time.
54
It may have something to do with ACS compilers? I'm not entirely sure. Asking on the ZDoom forums or Doomworld might yield you better results. Maybe something has changed over the years and Doom Builder (which I presume you're using) has some different method of compiling the behavior lumps. If your scripts don't even run in zdoom 1.22, then there's likely problem beyond Odamex that they may be more apt to help you with.
55

Maps, Wads and Mods / Re: How to add MOD Musick?

« on: December 16, 2010, 09:58:22 »
You probably don't want to actually edit doom2.wad or any other iwad you're using. Instead you should make a new blank pwad and add the music instead, then load it in addition to the main wad file. Modified iwads will not be able to connect to online servers and may have other adverse effects on loaded pwads.
56

Maps, Wads and Mods / Re: How to add MOD Musick?

« on: December 11, 2010, 23:51:04 »
Use a lump editor such as XWE or SlumpED and insert your music to corresponding music files. (Ex. D_Runnin for doom2 map01, etc)
57

Devoblog / Doomsmas! Odamex 0.5.1 released

« on: December 11, 2010, 17:25:52 »
** This is a required update **

* The Release *

Odamex 0.5.1 brings about the usual bug fixes and delivers on one of the largest bug fix requests in the project.

The star change to Odamex in 0.5.1 addresses common mouse control issues and color palette problems for Windows Vista/7 users. By setting up the screen with a 32-bit mode and blitting the 8-bit surface to it, users of the latest Windows operating systems should no longer be faced with palette issues when using DirectX. This is a big deal due in part to the much smoother, responsive mouse when in DirectX mode. Normal users shouldn't have to make any changes to their configurations to experience these fixes as DirectX is now the default video mode for Odamex.

Other big changes in Odamex 0.5.1 include the addition of some basic ZDoom features such as MAPINFO and ANIMDEF lump support and early groundwork for ACS and hub travel. Non-infinite height actors (z-height) now function but some problems will arise with special actors, such as trees and other decorations, in Odamex 0.5.1. Clients now have a wider range of resolutions supported, all the way up to 2048x1536.

Other changes and fixes that may be less noticeable come in various areas of the engine from in-game to the menus. Movement on stairs and similar structures should now be much smoother thanks to improved player prediction code. Player color sliders in the menu will slide much faster now by holding down a directional key compared to older versions. Bugs involving spectators, downloading clients, and CTF game modes were also resolved.

As of this release, the Xbox platform is now a standard supported platform and that has brought universal joystick support with it. All platforms should now have full joystick support. Other Xbox changes include chat macro support, fixes to DEH/BEX patch loading for mods like Batman Doom and Goldeneye, and launcher fixes.

For a more in-depth look at the changes in Odamex 0.5.1,  check out a more extensive list on the release page or the complete listing using our svn changelog.

* Getting Involved *

The Odamex team is currently looking for dedicated individuals that are willing to devote some time to Odamex documentation. This mostly involves the addition and maintenance of wiki entries that document engine options and features. Experience with editing wikis is preferred but certainly not a requirement. If you feel that this is something you would be interested in, please do not hesitate to contact me through our IRC channel (irc.oftc.net #odamex) or through a forum private message.

We would also like to again remind our users that the Odamex project thrives off of user input, particularly when it comes to resolving bugs in the engine. If you would like to be involved in helping Odamex's development move forward, please take a moment to sign up for the Odamex Bug Tracker. The team refers to the bug tracker to determine how development should move forward. If you come across something odd or broken that is not already listed or resolved in the tracker, please submit as much information as you can! Odamex can only succeed with the help of dedicated users!

If you are interested in tracking official Odamex news more easily, you can subscribe to updates in a variety of ways:

1) You can subscribe to the Odamex releases rss feed.

2) Subscribe to the new Odamex Mailing List, which will give you immediate updates on Odamex bugs and their status as changes occur. You can do this by signing up here or email odamex-bug-reporter-request@freelists.org with "subscribe" in the subject field.

3) You can receive email alerts on official Odamex releases (requires a sourceforge account or an openid).
58

General Discussion / Re: Plutonia Fest II: HellFire

« on: November 26, 2010, 14:43:54 »
Sounds great, even though I'm American I'd love to jump in on some of this when it comes around
59

Technical Support / Re: Trouble connecting

« on: November 22, 2010, 20:52:27 »
Awesome, great to hear you guys got it up and running!
60

Technical Support / Re: Trouble connecting

« on: November 22, 2010, 17:01:18 »
This looks more like a permissions error rather than anything related to connection settings. Does the administrator account have any programs blocked for your account or do they need to allow new programs to be run?
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