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41
Technical Support / Re: Temporary Bug Tracker Thread
« Last post by Hekksy on December 21, 2019, 19:12:26 »
The patch:

Code: [Select]
Index: common/p_map.cpp
===================================================================
--- common/p_map.cpp (revision 3958)
+++ common/p_map.cpp (working copy)
@@ -3026,7 +3026,7 @@
  nofit = false;
  crushchange = crunch;
 
- if (co_boomsectortouch)
+ if (co_boomsectortouch || co_zdoomphys)
  {
  msecnode_t *n;
42
Maps, Wads and Mods / Re: Vignettes of Deathmatch (VoDM1) OldSchool Deathmatch
« Last post by Doomkid on October 16, 2019, 02:09:31 »
These maps are cool, they've got that early 2000s vibe. They look fun to play in, haven't actually had any DMs in them yet but they look up my alley. Well done, looking forward to a finalizaed version.
43
Technical Support / Mouse Settings
« Last post by Hekksy on September 17, 2019, 14:44:54 »
Odamex defaults to the same mouse system as used by Vanilla Doom 2, and is designed for players to migrate their settings to Odamex. However, many players are from ZDoom or ZDoom-derived ports, and thus might run into issues trying to figure out the Odamex mouse. I have created this thread as an attempt to help solve some headaches for migrating players.


First, change your mouse settings either in the Odamex console or odamex.cfg to match these:

Code: [Select]
mouse_type 1                 // sets the mouse type to ZDoom
m_yaw 1
m_pitch 1
m_side 2                           // has to do with strafing. The default is 2 and should not be changed
m_filter 0                         // applies smooth mouse movement. Try it on and off to find what you like. I personally have it off
m_forward 0                    // turns off the mouse moving you forward when you move the mouse up. This is enforced in Vanilla Doom but most players turn it off
mouse_acceleration 0    //Makes the mouse move faster the more you move it. Was in Vanilla Doom but I recommend to turn it off to make the mouse feel more consistent
mouse_threshold 0        //idk wtf this does but it was in Vanilla Doom
mouse_sensitivity 1      // The default mouse sensitivity in ZDoom. It might not be perfectly 1:1 but it should give you an idea of what to change. This is the setting that should be modified for while the others remain the same
r_painintensity .1         //Turns down the red blood when you get shot. Some servers enforce it though.

After you have made these changes, try adjusting just mouse_sensitivity up and down to find a comfortable level.

I hope this helps!
44
General Discussion / MDF FFA Tournament US #5 - September 21st @ 5pm EST
« Last post by HumanBones on September 15, 2019, 11:00:17 »
Multiplayer Doom Federation FFA Tournament US #5 September 2019 - https://discord.gg/YQyg4cf

Date: Saturday, September 21st @ 5pm EST

Objective:

The objective of the tournament is to accumulate the most points throughout a series of rounds, playing across a total of 6 maps. The target is for each player to play every map twice. Points are awarded based on scoring position.

Point Distribution:

1st place: 6 points
2nd place: 4 points
3rd place: 3 points
4th place: 2 points
5th and under: 1 point

Gameplay:

All players of a particular round join the server at once and will play the same number of maps, but the actual lineup of each round will be randomized. Admins will announce the player lineup for every following round, and the selected players will join the game and the map will be restarted for them. This should speed up the proceedings while keeping the tourney spiritually free-for-all. If it’s not your round, you simply idle in the server.

The maps have been chosen for their variation of styles (pace, spam, player/frag/time limit) and we’ll try to make sure everyone plays across all of them, but this part will be heavily dependent on the player signups and randomization. It should ensure, however, that you don’t meet the same opponents often.

Maps:

Dwango6 map09
Chill3 map01
Obsdm map01
Obsdm map19
UDM2 map02
Greenwar map09

WAD: <will be provided soon>
45
Developer's Corner / Re: Odamex's RPM Package
« Last post by vain on September 06, 2019, 15:34:51 »
Yeah, sorry for delay, packages are updated now.
46
Developer's Corner / Re: Odamex's RPM Package
« Last post by Ch0wW on July 24, 2019, 12:38:58 »
Could we please get an update for the 0.8.1 release :D ?
47
Devoblog / Odamex 0.8.1 Released!
« Last post by Ralphis on July 23, 2019, 13:15:41 »
** This is a required update **

* The Release *

Odamex 0.8.1 has officially been released! The new version of Odamex has numerous bug fixes, as well as a handful of new features! Make sure to scroll down to check out the full changelog. Huge credit to AlexMax, Ch0wW, Dr. Sean, Hekksy, Hobomaster, HyperEye, Manc, and Nautilus for all of their hard work and contributions that made this release possible.

Most of the changelog can be found below:
  • Added "lobby" support to MAPINFO to allow players to create lobby maps
  • Added compatibility for Freedoom 0.10 to 0.11.2
  • Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death.
  • Added hud_demobar to now hide the progression bar during the playback of a demo
  • Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF
  • Added options for filtering specific gamemode demos in the network settings
  • Added additional default binds to be more in alignment with modern shooter controls
  • Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source.
  • Added experimental server cvar "sv_download_test" (default 0). This is a change that will stop odasrv from constantly opening and closing a wad file for a user attempting to download. We are hoping this will stop lag spikes from happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the cvar will be removed and it will be turned on permenantly
  • Added a "fast turn" bind for joysticks, similar to nxQuake2, making you react much better to oppoents or very close enemies by temporarily changing the sensitivity at the press of a button
  • Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillarboxing in lower resolutions like 640x480
  • Added sv_respawnsuper, which can enable respawning of super powerups like megasphere and invulnerability sphere
  • The warmup message now specifies which key needs to be pressed to "ready up"
  • The server will now inform the user that the maplist was cleared
  • Bobbing is now disabled in spectator mode and flying and mouselook are on by default
  • Fixed a bug where the client would hear switch activating sounds when connecting to a server
  • Fixed a bug where palette and blending would not be updated during intermission
  • Fixed a crash when using maplist with no wads specified
  • Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo
  • Fixed active moving sectors getting stuck when switching from in-game to spectator mode
  • Fixed the alt key getting stuck on Windows when moving in and out of the odamex window with tab
  • Fixed some vanilla demo desyncs
  • Fixed some sectors not having the floor and ceiling textures updated in online mode
  • Fixed being able to drown in god mode
  • Fixed co_globalsound not working as intended
  • Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering
  • Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillarboxes
  • Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode
  • In single-player mode, the game will now pause if the console is on screen
  • The client is now much better optimized for rendering transparency
  • Removed obsolete code that would only update sectors every 3rd tic that could result in desyncs
  • Remove cl_updaterate since it is no longer used
  • Remove update_rate from userinfo since it is no longer used

* Crash Dump Generator *

Despite all of the hard work that our developers put into Odamex, there can always be a bug hiding around the corner. One of the most frustrating types of bugs is one that causes Odamex to "hard crash" and shut the program. If you experience this on Windows, Odamex will now generate a crash dump file (ending in .dmp) in your Odamex directory. If this happens, you can upload that crash dump and an explanation of what happened to our bug tracker. Providing us access to this dump allows our developers to quickly uncover information regarding the crash and resolve the bug. Please create an account and provide information with your crash dump file if you experience a crash!

* Other Cool Things *

A huge shout out to Rude, who has developed plasmabump. Plasmabump is new hub for classic Doom deathmatch powered by Odamex. Official plasmabump servers track match data and use it to generate an ELO ladder, a stat-tracking system, and more. Head on over to the plasmabump site and, more importantly, hop into a plasmabump server today to stake your claim as a Doom deathmatch pro!

Also, please join us on the official Odamex Discord to chat with other players, organize games, and track development of the project!


A comprehensive list of additions and changes can be viewed here.

Download Odamex 0.8.1 for your preferred platform now!

Have fun!
48
Developer's Corner / Re: Odamex 0.8.1 Release Candidate
« Last post by Ch0wW on July 23, 2019, 12:38:49 »
Since 0.8.1 had been released, could we close this thread ?

I'll make a separate thread for the Switch binaries.
49
Developer's Corner / Re: Odamex 0.8.1 Release Candidate
« Last post by Hekksy on July 16, 2019, 20:21:09 »
Here is a 64-bit build of the latest version in case anyone wants it. https://www.dropbox.com/s/a7guknefwht204h/odamex081-64-b4.zip?dl=0
50
General Discussion / Re: [NY] The Demon Crusher Server Cluster
« Last post by doomjoshuaboy on July 16, 2019, 19:02:09 »
We have a new admin to protect Zdaemon servers: Flambeau 
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