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Messages - Zorro

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31

Developer's Corner / Re: New Scoreboards

« on: March 30, 2007, 20:29:17 »
One thing I dislike about the current scoreboard code is that the CTF scoreboard looks completely different from the Deathmatch scoreboard.

When codding the teamplay scoreboard, try to do it in such a way where teams fill in slots, and when a team is not enabled, it does not show up in the scoreboard.

Have fun :)
32

Maps, Wads and Mods / Re: Classic CTF

« on: March 30, 2007, 11:00:19 »
Sure thing, just as long as someone hosts it :)
33

General Discussion / Re: Hello!

« on: March 21, 2007, 17:21:23 »
The launcher was ported back to wx 2.6.3 a few weeks ago.  I am not sure what the differences between 2.6.3 and 2.8.2, but that can be a possible cause for your error.  The extra information in the wiki is only necessary if your wx is not installed in /usr/local.  Mine was in /usr so I added those details to help anyone out.  I'm not exactly sure how this works on osx, but it cant be too much different I'd imagine.

If all else fails, hang out on IRC and pester some people for a game.  There should be *someone* who will be in the mood to play :)

Welcome back to the 13+ year old bloodsport of joy
34

Developer's Corner / Re: ogl_hack

« on: March 14, 2007, 11:02:16 »
What will be the difference between cardboard and doom's current renderer?  I assume it still uses software rendering, but what will it serve to improve upon?  Will certain renderer glitches (which have no use, such as  slime trails) be fixed?  Will it be easier to extend (ie, adding 3D floors)?
35

Developer's Corner / ogl_hack

« on: March 13, 2007, 13:56:32 »
Any chances of the ogl_hack branch returning soon?  I would like to play around with it :P
36

General Discussion / Re: Odamex Ladder?

« on: March 11, 2007, 10:03:15 »
If you notice over on the left there is a menu item for "ladders" and "recent winners"
37

Technical Support / Re: Multiplatform launcher is ALIVE!!!

« on: March 09, 2007, 17:22:03 »
That's entirely dependent on the distribution, but I guess its a nice feature :)
38

Technical Support / Re: Multiplatform launcher is ALIVE!!!

« on: March 08, 2007, 21:05:53 »
You'll need wxWidgets 2.8 or newer to compile it.
I've just compiled it with wx 2.6.3.3 :P
39

Developer's Corner / Re: Strife Multiplayer?

« on: March 08, 2007, 16:37:57 »
It's not a priority at all for the dev team, and as I'm part of this team as well I know what I'm talking about.
Well what I meant is that with an opensource ("free" is a better word) project, the whole world can be a part of the development team.
40

General Discussion / Re: OdaHook

« on: March 08, 2007, 16:35:54 »
I honestly don't see why cheating has to be a witch hunt.  In real life there are times to be extremely serious and times where you are allowed to play around.  I see cheating in an online game as just playing around (When I'm cheating, it will be obvious :P).  Its just an interesting application of an inevitable fact of computer science and cryptography.  Cheating shouldn't be taken as seriously as it is.

Of course, cheating in competition is another story, and this is the main reason for writing algorithms that try to detect whether the end user is actually using cheats, or to make implementing those cheats impossible.  As long as there is free will, there is room for algorithm-enhanced free will.
41

Developer's Corner / Re: Strife Multiplayer?

« on: February 28, 2007, 10:22:55 »
Odamex does not and will not have Strife support.  Odamex is Doom first and foremost. 

Since Odamex is an opensource project, I dont think the doors to such thing should be shut.  It is just that it isn't a high priority for the main development team.
42

General Discussion / Re: OdaHook

« on: February 11, 2007, 20:47:34 »
Since Odamex is open source, kiddies don't diserve to have hacks handed to them.  They had better get down and dirty and hope they avoid server-side cheat detection.
43

General Discussion / Re: doublebind

« on: February 11, 2007, 07:55:13 »
This can be useful for newschool binding schemes.  Currently I have it so when I hold mouse2, I can freelook.  Making it also togglable (ie: not having to hold down mouse2 to freelook) would be nice.

I can't think of a way this infringes on oldschool gameplay either :)
44

General Discussion / Re: Good first release. but some ?'s

« on: January 23, 2007, 21:27:45 »
From reading odawiki and faq I got feeling that odamex is targeted to old school players. Am I right? And somewhere else I read that jumping and freelook will be supported so why not PWO?

Anyway keep up the good work. Here, in czech republic, odamex is very hot topic and all OS players are awaiting it :)

^^ I agree completely.  Having the option to allow "newschool" features doesn't inhibit the quality of Odamex in oldschool-mode and I dont see why throwing it in to please us retarded n00b zdaemon/skulltag players is too much of an issue.

also, as far as exp and stats gathering goes, it could still be done independantly if the core development teem does not see a need for it.  Since the port is open source, you can make any modifications you see fit - including addiing a stats system to your servers.  That is something I will probebly do myself eventually.
45

General Discussion / Re: odamex woes

« on: January 20, 2007, 08:54:22 »
When it does work, it goes really slow.  wait a minute and stair at the berrage of "Duplicate Packet" messages and you may see a precent indicator.
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