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Messages - Manc

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91

Technical Support / Re: Mac OS X support

« on: November 08, 2006, 09:18:23 »
Yes as alex said it is developed natively on OS X so absolutely client/server/master and probably the new launcher function on it.  However this is a multiplayer DOOM port, not a ZDoom port, so there is no heretic or hexen or a number of the other fancy things that come with it.  Glitch free is a bit unreasonable given that these are hobby projects.  There is no guarantee there won't be "glitches".

P.S. what the devil is that huge signature?
92

Developer's Corner / Re: Source Repository

« on: November 08, 2006, 08:15:52 »
So, anywhere we can watch the progress? Any updates?
You can watch that bug, watch the changelog, and hang out in the IRC channel.
93

Developer's Corner / Re: Source Repository

« on: November 07, 2006, 16:18:39 »
Good, now we can actually see the progress. Thanks.
Notice when bug 50 was posted.  It's been there for some time. :P

I will add however that the linked-to lists in the last comment for that bug are already out of date.  The list is much smaller than even the newest one on that page.
94

General Discussion / Re: Milestone Plan

« on: November 07, 2006, 16:12:21 »
I said limited as in functionality, not as in license restrictions.  Read my post thoroughly.  And yes, there are LGPL/GPL audio toolkits out there that are far more advanced than SDL-Mixer alone.  Just go to FreshMeat and Sourceforge, and look them up.
I think the point of this thread has been lost.  Please remind me again why this matters?  SDL_mixer is working fine for us.
95

General Discussion / Re: Best iwad

« on: November 07, 2006, 16:10:58 »
Those are .wads your thinking of not Iwads. Iwads come with certain officially released game.
PWADs to be precise.  Any add-on wad is a pwad, and a standalone wad is an iwad. 
96

Developer's Corner / Re: Source Repository

« on: November 05, 2006, 17:58:17 »
Could an index of files be given, with headers only, for those of us interested in the development, and compatability with other cocurrent projects. 
I don't see how this will help.  When the source is ready it will be available to everyone.  Given your rather ambitious project, it seems that you've got some work to do before it would even be necessary.  It doesn't seem to make much sense though, given that there's nothing purposely unique that make odamex special from other ports.  It uses the same CTF standard as the other two, it is boom compatible, all of which is available in boom/prboom.  There really is not much at this point that distinguishes an odamex-compatible wad from anything else.

Also, if you could post some of the resources you have been given for your project it may help other projects coordinate.  Remember, you are on the leading edge of development, and nice diplomacy will really help.
This request seems vague.  Chocolate doom, prboom and maybe even eternity studies and code extraction are the only "resources" we've utilized.  Odamex uses SDL for graphics, input, audio (_mixer).  The network code is heavily reworked from csdoom .62. 

The last bit of the previous quote almost sounds a bit threatening.  If you understand our situtation then you'll see why such a request is not possible or useful.
97

Devoblog / Re: The wiki is open!

« on: November 05, 2006, 13:49:58 »
Not to be redundant, but WooHoo!
Gah my post got fried, will have to put it back...
98

General Discussion / Re: Milestone Plan

« on: November 04, 2006, 22:27:55 »
You're offering suggestions based on a real lack of knowledge about how odamex is actually constructed.  A bit of wiki research will tell you that most zdoom stuff has been ripped out and that it uses sdl_mixer for audio. 

Before you try to step in and start suggesting what our "few options" are, please find out more about what you're talking about.
99

Devoblog / Re: The wiki is open!

« on: November 04, 2006, 17:01:50 »
Something I can finally contribute to!
You've had access to it for a long time buster, or you could have had you asked.
100

Devoblog / So what's up with the site?

« on: November 01, 2006, 23:35:27 »
So yeah some things are still not working right now, but we wanted to get something up and going to generate interest.  In other words, you need not worry about letting me know if something is 404 or not working quite right for now.  Once I get back to adding features I'll ask you guys for a bit of site testing.

101

Developer's Corner / Re: VC8 Project Files

« on: October 31, 2006, 21:58:39 »
The bigger problem lies in the fact that no one on the dev team actually has or uses that product.  For some time we had active developers that used vc6, but even those are now slightly messed up.  Once the source becomes public and we find someone who's willing to maintain the project files, it's entirely possible we will offer them.
102

General Discussion / Re: When is Odamex being released?

« on: October 31, 2006, 19:30:58 »
Odamex will be available "when it's ready".
103

Devoblog / The wiki is open!

« on: October 31, 2006, 19:12:11 »
The Odawiki is now available for public consumption!  We encourage everyone to help make it better, since that's what wikis are all about.  To edit on the wiki you will need to be registered on the message boards.  Your message board account will become your "odamex site account" in due time, but for now as long as you've registered on here you can log in to Odawiki.

104

General Discussion / Re: Make your own Odamex Slogan

« on: October 25, 2006, 10:17:27 »
Odamex: Because you won't have to watch Ralphis molest little girls in coop games at night
And on that note, this thread has really lost its usefulness, if there ever was any to begin with.
105

General Discussion / Re: Odamex information?

« on: October 24, 2006, 12:32:16 »
Don't forget to look in to the various boom features available.  People often forget that things like colors, wind, etc are boom stuff.  Go nuts, we'd love to be able to test stuff against Odamex to make it that much better.
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