Message Boards

 Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Ralphis

Pages: 1 ... 3 4 [5] 6 7 ... 9
61

Devoblog / Odamex 0.5.0 Officially Released!

« on: August 24, 2010, 20:21:55 »
** This is a required update **
** Your existing configs may not be compatible due to cvar changes **

* The Release *

Odamex 0.5.0 is the first major version release in over two years and introduces dozens of bug fixes, new features, and useful optimizations for server administrators and players alike.

Improved netplay will be the most noticable optimizations for most users in Odamex 0.5. Default rate caps have been raised for both client and server which allows for bandwidth intensive coop games (Scythe 2 Map25 for instance) and large ffa games. In theory, a non-coop server with appropriate bandwidth would be able to host almost a hundred players without issue. While that may sound excessive, it just shows what Odamex is now capable of. Other changes made are related to various map and item/weapon desyncs.

A very important change for server administrators comes with reorganized cvars. Most server variables now begin with the sv_* prefix (not all however). An extensive listing of these variables and their usage can be found on the server variable page on the Odawiki. The logfile console command has been reimplemented for server and client. Servers can now also set a "Message of the Day" for connecting clients. More information on basic server settings can be found on the Odawiki.

Odamex 0.5.0 includes an improved server protocol as well as an updated launcher interface. The Odamex Launcher now includes graphical ping indicators and a server information window which displays version, revision, any dehacked patches running on the server, and all server variables.

There are way too many changes to Odamex 0.5 to describe them all here! Check out a more extensive list on the release page or the complete listing using our svn changelog.

* Potential Issues *

There are still a few bad bugs affecting clients on Windows platforms, particularly Windows Vista and Windows 7. Despite many efforts to resolve these issues, we have not been able to come to any solutions. In light of this, here are some recommended work arounds:

* Mouse issues *

Q: My mouse feels weird and seems to decelerate in Odamex. It makes it difficult for me to play sometimes, is there a way to fix this?

A: The Odamex team has been attacking this bug for quite a while and believe we are closing to fixing it, but have to provide workarounds for now. Odamex uses two types of video drivers on Windows, the default windib (gdi) and directx. Without going into too much detail, DirectX interprets mouse input independent of video resolution and, as a result, has proven to be much more reliable an option for some users. To set the Odamex video driver from gdi to directx from the Odamex Launcher, goto File > Settings, and locate the "Extra command line arguments" box. Inside the box type "-directx" without quotations.

* Music/Sound issues *

Q: When I try to turn down the music, the sound turns off as well! How can I turn down the music without affecting sound volume?

A: Unfortunately, Microsoft changed the way midi and sound volumes are controlled in Windows Vista/7. Due to these changes, SDL cannot independently lower midi volume without affecting all wave sound formats. For now, the best recommended solution is to run Odamex without music at all. To do this from the Odamex Launcher, go to File > Settings, and locate the "Extra command line arguments" box. Inside the box type "-nomusic" without quotations.

* Getting Involved *

The Odamex team 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) 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).
62

Devoblog / Odamex Seeking Lead Developer (and others)

« on: June 26, 2010, 15:52:04 »
   Over the past few months, Odamex development has come to a grinding halt as our lead developer and other notable people who worked on the code have been caught up with other things. The Odamex team is looking for someone to join up and be able to take the reigns on a project with so much potential. This person should have a solid grasp of C++ and, experience with net code, not easily defeated by frustration, and as a plus, knowledge of the Doom engine.

   Odamex is the most popular client/server Doom engine that is licensed under the GPL. Founded in 2005, Odamex still does many things that the other popular multiplayer engines do not, including but not limited to, on-the-fly wad loading (allowing for servers with an infinite number of maps in rotation) and wad downloading. Odamex has been ported to just about every platform that supports SDL, even including consoles like the XBox.

   Ultimately, I'm making the post because there is a significant player base looking for Odamex to be better. The players want it, but Odamex is not where it needs to be yet to support them. The engine is in a good position but still needs work put in to make it as great as it can be.

   As far as immediate concerns, Odamex needs to get to version 0.5. There's a list of bugs that we wish to have closed before 0.5 is released. We are seeking patches for all of these bugs.

   If you feel that you can help the Odamex project and its community, please contact me by email, through our message boards, or through irc (irc.oftc.net #odamex). There are many players that need your help!
63

Maps, Wads and Mods / Re: Dsdoom3

« on: May 03, 2010, 22:25:37 »
I will say that the angle of the pistol looks sort of weird. Like it's cocked too far to the left in relation to the hand and placement on the screen.
64

Maps, Wads and Mods / Re: Dsdoom3

« on: April 28, 2010, 11:21:51 »
The maps look pretty neat, I look forward to getting a chance to play through them
65

Technical Support / Re: Server Documentation

« on: February 02, 2010, 08:37:01 »
Though this is not a complete list of everything that Odamex can do (exhaustive documentation still has to be done), the following articles on the wiki may prove useful to you:

How To Run A Server

Server Variables

Server Commands
66

Developer's Corner / Re: 'votemap' Design Document/Proposal

« on: January 24, 2010, 02:01:34 »
An example of how this would look in game:

Client goes to console and types votemap. The following is output in their console:

[1] UDM1.WAD MAP01
[2] UDM1.WAD MAP04
[3] DWANGO5.WAD MAP02
[4] DWANGO5.WAD MAP11

These are the maps in the server's map list. Say there are four players in a server, Ralphis, Manc, Denis, and SoM.

I want to vote for dwango5 map11, so I type votemap 4 in the console. The following would be output to all players in the server:

Ralphis has voted on DWANGO5.WAD MAP11 [4] (1/3)

1 being how many people have voted on the map so far, 3 being the required votes (over 50% of players in the server rounds up to 3 players).

At the same time, Manc could do the same thing and vote on another map, say udm1 map04 by using votemap 2. The following would be output to clients:

Manc has voted on UDM1.WAD MAP04 [2] (1/3)

So there are now two votes in progress at the same time. Then denis decides that Manc has a good idea voting for udm1 map04, so he also types votemap 2. The following is output to clients:

Denis has voted on UDM1.WAD MAP04 [2] (2/3)

SoM is convinced that Manc and Denis have the right idea so he agrees and types votemap 2 in the console as well:

SoM has voted on UDM1.WAD MAP04 [2] (3/3)

So now all the required votes have been met and the server will jump to intermission and switch to udm1.wad map04.
67

Developer's Corner / Re: Bug Tracker Cleanup Initiative - Winter 2010

« on: January 19, 2010, 09:56:32 »
Updated as of 1/19/09.

Closed bug 326 as invalid since there hasn't been any response from the bug author since 2007 and nobody else I've asked can reproduce this bug.
68

Developer's Corner / Re: Bug Tracker Cleanup Initiative - Winter 2010

« on: January 16, 2010, 08:37:29 »
Bug 474 cannot be reproduced anymore, marked invalid.
69

Developer's Corner / Re: Bug Tracker Cleanup Initiative - Winter 2010

« on: January 15, 2010, 10:45:33 »
Bug 243 has been closed as bug 499 has been declared a better solution.

EDIT: Scrapped enhancement bug for keys/ctf support (bug 458)
70

Devoblog / Have some free time? Help make Odamex better!

« on: January 15, 2010, 08:50:35 »
The Odamex Bug Tracker Cleanup Initiative is back! The initiative is being revived in light of a clouded bug tracker which was being bogged down with duplicates and bugs which were already resolved. With the help of you, the user, we can aid the Odamex programmers by creating a healthier, more manageable project. This will certainly help speed up Odamex's development and growth.

Getting involved is easy! Read More...
71

Developer's Corner / Bug Tracker Cleanup Initiative - Winter 2010

« on: January 15, 2010, 08:19:11 »
The Bug Tracker Cleanup Initiative - Winter 2010

It's that time again to look through the Bug Tracker, only this time we're gonna try and squash as much as we can. The Bug Tracker Cleanup Initiative which promotes community and personal involvement and investment in Odamex. This will hopefully lead to a healthier, more manageable project for our programmers and encourage project growth.

The way to get involved is easy! All you have to do is use this compiled list of currently outstanding bugs and attempt to reproduce any of the bugs in the list that haven't been tested yet.

WHAT YOU NEED TO DO


==ALWAYS USE THE MOST RECENT REVISION==

Your job is to identify or try to reproduce the bug in your current client. PLEASE SPECIFY YOUR OPERATING SYSTEM AND THE REVISION YOU ARE RUNNING ('version' command in either client or server will output this information).

SPECIFY WHICH BUGS YOU HAVE TESTED AND YOUR RESULTS.

If during your testing, you have any new information on how to reproduce a bug, you should report any new findings to both the bug tracker and this thread immediately.

If you cannot reproduce the bug but are not sure that it is corrected, please specify that you cannot reproduce. This may or may not be the most common response we'll receive. We'll have to see how this goes.

While it is important to find any new information on a bug, it is not the main goal of this program. The main goal is simply put to determine the legitimacy of any bugs still in the tracker (some of which have been open for over 3 years!). However if you do find new information pertaining to an outstanding bug, PLEASE REPORT IT!

Do not waste your time with any grayed out bugs in the list as they are usually enhancement bugs or something similar that detail implementation of a feature rather than an existing issue.

The projected goal is to report and complete the status of all current open bugs on this list by February 5th. Let's see if we can pull together and help get the ball rolling even faster towards an Odamex 0.5 release.

72

Devoblog / Odamex moves to 0.4.4!

« on: December 26, 2009, 20:29:44 »
** This is a required update **

The fifth, and likely, the last release in the 0.4.X series of Odamex, 0.4.4 introduces some important fixes for server administrators and players.

Odamex 0.4.4 comes with the usual code optimization and bug fixes, as well as improvements related to client/server sector desyncs and dehacked support.

The Odamex client comes with a few fixes which include weapon sorting issues, a working reimplementation of spynext in coop, server disconnects, and crashes which affected Linux users.

Important changes for server administrators are included in 0.4.4, including fixes for a variety of memory leaks which were found since the release of 0.4.3. Odamex 0.4.4 also corrects a crash which occured on win32 machines when using the "clearmaplist" command. It appears that the infamous bug which spawned random objects in capture the flag mode has potentially been resolved as well.

An additional cvar, sv_unblockplayers, allows server administrators to make it so that players may pass through eachother. This may be useful to prevent players from stopping forward progression by problematic players in cooperative mode.

The launcher received a significant number of fixes and optimizations since the last version, notably with improved Mac OSX support.

There's much more technical and smaller fixes in this release! Check out a more extensive list in the release page or the complete listing using our svn changelog.

The Odamex team 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 listed in the tracker, please submit as much information as you can! Odamex can only truly succeed with the help of dedicated users!

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

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

2) You can receive email alerts (requires a sourceforge account or an openid).

3) Join the Odamex Facebook group.
73

Devoblog / Doomseeker 0.5b beta released; adds Mac OSX support

« on: December 09, 2009, 21:17:44 »
The cross-platform server browser, Doomseeker, has been updated to include even more support. With the release of the Doomseeker 0.5b beta (revision 364), the powerful browser now has Mac OSX support thanks to the efforts of our Hyper_Eye.

On top of support for Mac OSX, Doomseeker also has improved stability among a variety of other changes.

The changelog,download links, and discussion for this beta of Doomseeker 0.5b can be found in this development blog.
74
map08 of icarus is also very annoying in coop with the yellow key teleporter maze
75

Devoblog / Doomseeker 0.2a; now with Odamex support

« on: May 24, 2009, 11:31:56 »
The new cross-platform server browser, Doomseeker, has just been released with support for the current version of Odamex.

Doomseeker boasts some of the fastest speeds seen on server browsers yet. Other useful features of the browser are a search filter for servers, buddy lists, and plugin support for other multiplayer engines. Doomseeker also utilizes Wadseeker, a quick, GetWAD alternative.

Doomseeker appears to be a nice alternative to those who do not prefer the native Odamex launcher or IDE. To download Doomseeker, visit their download page to select your platform.
Pages: 1 ... 3 4 [5] 6 7 ... 9