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Messages - Hekksy

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91
In legendary-35a.wad map01, you can look out of the base and see the rendering of things on another part of the map. This does not happen in the normal odamex client, however it does happen in the new client whether you use 32bpp rendering or 8bpp.

Screenshot provided.
92


Slopes have a thin black line drawing around them that don't look quite right.
93

Maps, Wads and Mods / Re: Classic1on1

« on: April 08, 2013, 20:41:09 »
Added to CoffeeNet MWI1 and DTX1. I have yet to play every map but that TNT map01 edit is solid!
94

Technical Support / Patching Your Iwads

« on: March 07, 2013, 07:04:59 »
Note: If you have the original Steam releases of the Doom games you are up-to-date and do not need to bother reading this.

As you may or may not be aware, several versions of Doom were released between 1993 and 1995 due to bugs being found, and features being added. You can find all of the history for the releases here.The latest version of all of the iwads are final version "1.9"

If you need to check which version of any IWAD you have, you can use this utility by Russell: http://russell.slipgate.org/iwadverifier.php

There are patches released by id software that will update your installation of Doom and Doom 2 to the latest version, however you have to have the original full install which includes the exe, wad, and all corresponding files. Additionally they only run in DOS. But fear not, as patching utilities to simplify the process have been made over the years!

http://www.doomgate.de/content/files/ladopato/javapatcher/JIWadPatcher.html

This iwad patcher will take any of your doom iwads and update them to the latest version, all you have to do is point it at what file you want to patch. Doom 3: BFG Edition users, you might want to go ahead and revert your iwads BACK to version 1.9 to uncensor the Wolfenstein levels. Note you do want certain final outcomes:
For Doom you want "Doom_19ud" AKA Ultimate Doom
For Doom 2 you want "Doom2_19" Final release before the BFG versions were released that censored stuff
For TNT you want "TNT_19" (but you already have this)
For Plutonia you want "Plutonia_19" (but you already have this)
95

General Discussion / Re: PS3 DOOM ODamex?

« on: February 13, 2013, 08:25:44 »
I don't think Hyper_Eye has a PS3 to port Odamex to. However if a developer wants to do it they are welcome to and can submit a patch. It should be pretty simple seeing ask Odamex is already ported to a console with fully functional controller binding and is so portable with SDL.
96

Technical Support / Re: Odamex 6.2.0 on Lubuntu (compile error)

« on: February 13, 2013, 08:24:04 »
This error looks pretty similar to what this user was experiencing. Maybe it can help you. http://odamex.net/boards/index.php/topic,2169.0.html
97

Technical Support / Re: need help compiling on Linux

« on: January 29, 2013, 04:49:15 »
Did you see this part?

Unfortunately, Debian ships with an older version of wxWidgets which doesn't recognize the wxIntPtr type.  Apparently it's a wxWidgets 2.9-ism that was backported to a more recent version of wxWidgets 2.8...more recent than the copy included with Debian, apparently.

I have a headless debian box, and was able to get the program to compile by opening up odalaunch/src/lst_custom.cpp and putting the following line below all of the other #include lines but above the rest of the file:

Code: [Select]
typedef long int wxIntPtr;
See if that works for you.  I'll ping our launcher maintainer with this issue and get his take on it.
98
One was started, however Decay needs to let us know how out of date it is.
99
No Hex, the reason Darkest Hour doesn't work is becuause Odamex doesn't even have full 1.22 support, namely, ACS inventory manipulation functions are commented out in the source.
My bad, I was under the wrong impression. I thought I read somewhere that it was due to differences in the way ZDoom 1.23 did ACS compared to 1.22.

 
I'd appreciate if you edit the wiki to stop saying Odamex supports all ZDoom 1.22 features or ZDoom 1.23 ACS, because it doesn't.
It does not say "ALL ZDOOM 1.22 FEATURES." It says "The ZDoom 1.22 core engine," because that's what it is. Also it is the ZDoom 1.23 b33 interpretor because that is exactly where the ACS interpretor is ripped from. If something doesn't work ACS-wise it needs to be fixed. I was unaware that inventory was even considered ACS.

I'd be intersted to know if so called "uncapped frame rate" is planned, thanks.[/drive-by comment]
The Truecolor builds do have uncapped framerate.
100
As you go back in time, you will find that ZDoom is highly incompatible with itself. The reason Rex's Darkest Hour doesn't work from 1.22 to 1.23 is because ZDoom tended to change a lot of things without regards to how things worked and how modders were accustomed to previous versions. I'm sure the Odamex team would love to see full Boom and ZDoom 1.22/1.23 support, however there is not enough time in the day to keep up with demands and too few well documented bug reports to rely on. Its very rare that you come across developers that are willing to delve into the engine as thorough as some of the developers we have and we're lucky to have them. But the fact of the matter is is that there is nobody dedicated to simply "fixing compatibility." We would all love to see perfect DeHackEd, Boom, and ZDoom support (on and offline). But as of right now, development is a bit slow and the priority is netcode improvements, rendering improvements, and a more robust menu system simply because these criteria are what the developers enjoy working on the most.

If any developers are reading this topic and want to help the Odamex team out with anything coding-wise, please do not hesitate to contact the team via IRC or the bug tracker!
101

General Discussion / Re: Searching/browsing for wads proposal

« on: January 13, 2013, 15:17:25 »
The wad search idea sounds pretty cool. Perhaps an enhancement bug on the tracker with this idea is in order?
102

Technical Support / Re: Creating Slopes in DOOM Format?

« on: January 09, 2013, 19:21:14 »
No, use DOOM IN DOOM FORMAT
103

Technical Support / Re: Creating Slopes in DOOM Format?

« on: January 09, 2013, 18:29:42 »
No, but you need to change the map configuration to ZDoom (Doom in Doom format)
104

General Discussion / Re: 32bpp color mode

« on: December 25, 2012, 12:30:10 »
A few bugs:



All player color icons appear a shade of blue in the scoreboard despite them being different colors.



Translucency effects appear to not be as translucent anymore? zddl4.wad map00 for testing

Oh no! IDL2013l.wad now includes rainbow road!


It's supposed to look like this. This screenshot was taken in 0.6.2 release:


map11 has a few issues with rendering these textures.. not sure what the problem is. They also appear tutti frutti in 8-bit mode in your modified client:


This screenshot is what it is supposed to look like. It was taken with 0.6.2 released:


Also in map11 of idl2013l, dying in the slime shows a great testcolor green screen! This is actually worse when you switch back to 8-bit mode in your modified client... because then it turns tutti frutti and crashes:


This screenshot was taken in 0.6.2 release. This area is supposed to look like this:


Last but not least, particle fountains are rendered in tutti frutti! Cool, but not intentional:


By the slime the particle fountains are green, right in front of me where the SG pickup is they are supposed to be blue. This is idl2013l map29
105

General Discussion / Re: 32bpp color mode

« on: December 24, 2012, 23:33:14 »
I have to say, this is amazing and I am very happy you did this. I am very appreciative of your work and am anxious to see what you come up with next as well :)

Of course I will be playing with this and reporting any bugs I come across.

Also how about some screenshots??

http://www.facebook.com/media/set/?set=oa.10151156938562007&type=1
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