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Topics - Ralphis

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16

Devoblog / Odamex 0.6 Preview #3 - Rock The Vote

« on: March 19, 2012, 14:37:51 »
The third Odamex 0.6 preview, "Rock The Vote", details Odamex's exciting new voting system.


Make sure to leave comments, feedback, and check back every Monday for exciting new information!
17

Devoblog / Odamex 0.6 Preview #2 - Music & HUD

« on: March 12, 2012, 17:55:02 »
In the second Odamex 0.6 preview, "Music & HUD", changes to the music system and heads-up display are covered. Not everything seen is entirely representative of what the final product will look like as changes are still occurring daily.


Make sure to leave comments, feedback, and check back every Monday for exciting new information!
18

Devoblog / Odamex 0.6 Preview #1 - A Comfortable Migration

« on: March 05, 2012, 15:24:31 »
Today we are glad to announce the first of many Odamex 0.6 previews. Every Monday, we will be posting a new video showing off what players can expect leading up to Odamex 0.6. Today's video, "A Comfortable Migration", covers some of Odamex's new settings that should make playing more familiar to veteran players coming from other similar engines.


Make sure to leave comments, feedback, and check back every Monday for exciting new information!
19

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. ;]
20

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.
21

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).
22

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).
23

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).
24

Technical Support / Trouble connecting

« on: November 20, 2010, 18:49:45 »
I recently got Odamex installed on this machine and I have tried connecting to a server. However I am unable to. Every time I try, I get an error message.

http://i165.photobucket.com/albums/u72/Inferdramon/Doomdoesnotwork.png

I have allowed the program to go through my antivirus and firewall and it still does not work. I was suggested to toggle port, but I do not have access to my router from this computer as it is installed on my brother's computer. So I am unable to toggle port.

Is there anything else I can do to get Odamex to work for me?
25

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).
26

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!
27

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...
28

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.

29

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.
30

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.
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