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Messages - Zorro

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16

Technical Support / Re: Odasrv launcher...

« on: April 13, 2007, 20:03:27 »
I agree that this should be built into odalaunch
17

Developer's Corner / Re: Refined transparent map

« on: April 11, 2007, 17:13:40 »
A neat feature but would have to be made an option due to standard doom's defualt settings. It may not be very old school but wouldn't doom's mapping layout look fuckin' terrible crushed in a little 3x3 inch box, even with tracking support for players or items to keep it useful would be in vain because we all know the damn maps already. Doom has never been played with radar and the gameplay would change very little were this to be implemented.

Well first of all, this is an improvement on the map, not the gameplay, and second of all, an additional server-side switch was already in mind. :)

Perhaps, do not draw the entire map in the box, have it zoomed in on the current player, and have the zoom ethier controled by the size of the current sector or map. Or have the zoom embedded for keyboard shortcuts.

That is a given
18

Technical Support / Re: wx based GetWad replacement

« on: April 09, 2007, 06:59:00 »
Hmm, I'm reconsidering this.  I don't see a reason for a wad search program to have any dependence on a GUI library.  I am going to write it as a command line program.  This would allow it to be intergrated into server script, a launcher, or whatever.  I guess I'll begin "take 2" today or sometime soon.
19

Developer's Corner / Re: Refined transparent map

« on: April 09, 2007, 06:44:43 »
That should make the people who are paranoid about security happy :)
20
try running with the -waddir parameter set

Code: [Select]
./odamex -waddir /usr/share/whatever
21

Developer's Corner / Re: Refined transparent map

« on: April 08, 2007, 18:39:06 »
I avoided saying that because that would require additional player positions to be sent to each client, making wallhacks more likely to be implemented...  Actually, if all of these things are being rendered in the map, a wallhack wouldn't help much more.  (the overlay map is an invaluable resource when trolling zdaemon coop because it allows you to be repared when camping a corner).

The *only* information that should be sent is teammate locations and *maybe* the enemy flag's location.  The enemy flag's location can be determined by the location of the player carrying it.  The friend team's flag should not be visible in the map unless it is home.

Also, the idea of granting the player the entire map of a level comes up.  We all play these maps repeatedly and religiously, so it makes little sense for the automap to be empty at the start of a game.  The *option* for the map to be fully complete (barring lines and sectors marked as secret) may not be a bad idea.
22

Developer's Corner / Refined transparent map

« on: April 08, 2007, 18:06:02 »
Doom already has mapping built into it, and odamex already has the transparent overlay map feature, however, both of the current automap representations are highly distracting.  What do you people think about replacing or adding to the transparent automap the functionality to draw inside a box somewhere off to the side instead of covering the entire screen?

Let's try to keep the poll's results based on our opinion of the idea, not of how hard it would be to implement or who is doing the work.

In addition, maybe this is something that the server should control.  It is very similar to the issue of freelook.  In vanilla doom, you go blind when you enable your map.
23

Developer's Corner / Re: New Scoreboards

« on: April 07, 2007, 18:28:19 »
it still needs work for spectating and multiple teams.  If, someday, the white and green teams are also added (for compatibility reasons), it would be nice to have flexable scoreboard code already existing also.
24

General Discussion / Re: Bugtest weekends

« on: April 04, 2007, 21:22:06 »
if you need to run odamex with additional arguments, like -waddir, do it like this:

Code: [Select]
gdb odamex
set args -waddir /usr/share/games/doom-data/
run
(...)
25

Technical Support / Re: sceen size

« on: April 03, 2007, 17:17:28 »
Just for the record, screen resolution is a client dependent variable.  The server has no involvement with it.  Also, if you have feel the need to ask questions, feel free to chat on IRC.  The odamex chatroom is on irc.oftc.net, #odamex.
26

Technical Support / Re: I need help installing?????????????

« on: April 03, 2007, 17:13:39 »
10666 is the default, but as Russell said, ports should only need to be forwarded when eunning your own servers, not when connecting to existing ones.
27

Developer's Corner / Vicious bug testing/discovery cycles

« on: April 01, 2007, 10:02:54 »
Last night, Alexmax dragged us onto his server and we tested a bunch of bugs, and discovered a few new ones.  Mabey we should organize a bug testing schedule.  Every Saturday night? more frequent?  What are your thoughts?
28

General Discussion / Re: IDE & Odamex

« on: March 30, 2007, 20:58:25 »
Internet Doom Explorer - non-portable win32 closed-source (yet) launcher for client/server Doom ports :) - support Odamex now.
Get it here

For something which has little purpose other then making end users happy, open source would definitely be my choice.  The reason being is that the main developer can worry abou developing their program as opposed to making sure it works on  every OS, and people with specific interests can add whatever they need to it, keeping the whole community happy (being linux compatibility, or other modifications).  There is no way I can force you to release the source, but it is my recommendation.

Also, if you die, having the source available on the internet allows the project to be continued ^_^.
* Zorro knocks on wood...
29

General Discussion / Re: Best iwad

« on: March 30, 2007, 20:38:55 »
(Ultimate) Doom wins for music and maps
Doom 2 wins for the music an maps it's horrible maps and music is patched with by everyone under the sun.
30

Developer's Corner / Re: Strife Multiplayer?

« on: March 30, 2007, 20:35:37 »
Pretty much, if a third party patch is provided which is fully GPL complient, it will be considered for use.  I myself dont know what the grounds for patch acceptance are as far as this goes.

I've had a sort of interest in implementing hexen format maps (compatibility, yay :D) and the ACS VM, but having hardly ever played heretic, hexen, or strife, I'd have no devotion to recreating and playtesting these games.
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