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Messages - Hekksy

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91

Nitro Zone / Re: Nitro #102: CupCtf + IDLMappingContest2012 CTF

« on: August 04, 2013, 22:26:55 »
odamex://74.91.122.209:14007
92

Devoblog / Odamex 0.6.4 Released

« on: August 04, 2013, 20:48:23 »
** This is a required update **

* The Release *

In celebration of Odamex being used for QuakeCon 2013, the team has released Odamex version 0.6.4. This release will be very pleasing to the competitive crowd, as it adds in “raw mouse input” for windows users which should smooth out the mouse and make it more responsive when compared to the mouse input SDL was previously giving us. Additionally, more options are now available for rendering, including 4:3 rendering in widescreen via pillarboxing/letterboxing as well as the ability to uncap the framerate (though 35 fps is still default.)

Here have a list of notable changes:

+ Added vid_maxfps CVAR to allow frame rates greater than 35. Users can cap to an arbitrary frame rate or have completely uncapped frame rates. Interpolation between game logic states is used for frame rates other than 35.

- Removed r_widescreen CVAR.

+ Added vid_widescreen CVAR (default = 0) to indicate the user prefers a wide field-of-view.

+ Pillar boxing is used in place of horizontal stretching.

+ Letter boxing is used in 4:3 video modes with wide field-of-view.

* Fix the frame rate decrease that occurs when a player is looking directly at a very close wall and they are using a screen width that is a power-of-two (512, 1024, 2048, etc.).

* Fix obituaries for rocket deaths. The obituary for splash damage was swapped with the obituary for direct hits.

+ Add support for ZDoom in Doom format horizon lines (special #337).

+ Add support for the ZDoom DeHackEd weapon extensions "Ammo use" and "Min ammo" and "Ammo per shot" from Eternity.

* Change the ammo usage per shot for railguns to match "Ammo use" and change weapons if the railgun does not have "Min ammo". Note that if the DeHackEd patch that implements the railgun does not otherwise specify, the railgun will use the amount of ammo per shot as the weapon it replaces.

* Fix a bug that sent all team chat messages to spectators on the same team.

* Change the default color of team chat messages from green to orange.

* Fix freezes with maps requiring large numbers of TID, such as dvii-1u.wad MAP19.

* Fix a bug that would use the past position of the wrong player when performing reconciliation with sv_unlag under certain circumstances. This could be seen by flags dropping at the location of players besides the flag carrier in CTF.

* Auto detection for the Steam versions of The Master Levels of Doom II

93

Maps, Wads and Mods / Re: CTF: Charge Sequence (Beta 1)

« on: July 09, 2013, 06:51:01 »
Hello NerdKoopa,

I do not have any advice at this time, but I wanted to let you know that I have added your wad to one of my CTF servers so you can join the server and vote to it so that you can get some play time with it online.

The server is [CoffeeNet.org] MWI1: IDL2013 CTF @ 66.170.3.5:10741. Simply join the server via Odalaunch or with the "connect" command, join the game, and do "callvote map charge" in order to switch to the wad. Note that I thought the filename was pretty long so I renamed it to "chargectf1a.wad" in order to get it smaller.

Hopefully you can get a game or two going so you can test how the map feels. I bet if you asked in #odamex on Quakenet you could get a few people into the server. Keep up the great work, we love to have more CTF maps!
94

Technical Support / Re: The CoffeeNet Network [DTX1] & [MWI1]

« on: June 09, 2013, 11:28:11 »
Here are the config files for coffeenet if anyone wants them. They can be used to create servers or for educational purposes.

https://dl.dropboxusercontent.com/u/72213361/CoffeeNet2013.zip
95
anthctf map30 has a thin line of HOM in the sky.

96
I am in the process of converting it to the CTF standard to work in Odamex. This new version is going to be called xtrmctf.wad
97
In legendary-35a.wad map01, you can look out of the base and see the rendering of things on another part of the map. This does not happen in the normal odamex client, however it does happen in the new client whether you use 32bpp rendering or 8bpp.

Screenshot provided.
98


Slopes have a thin black line drawing around them that don't look quite right.
99

Maps, Wads and Mods / Re: Classic1on1

« on: April 08, 2013, 20:41:09 »
Added to CoffeeNet MWI1 and DTX1. I have yet to play every map but that TNT map01 edit is solid!
100

Technical Support / Patching Your Iwads

« on: March 07, 2013, 07:04:59 »
Note: If you have the original Steam releases of the Doom games you are up-to-date and do not need to bother reading this.

As you may or may not be aware, several versions of Doom were released between 1993 and 1995 due to bugs being found, and features being added. You can find all of the history for the releases here.The latest version of all of the iwads are final version "1.9"

If you need to check which version of any IWAD you have, you can use this utility by Russell: http://russell.slipgate.org/iwadverifier.php

There are patches released by id software that will update your installation of Doom and Doom 2 to the latest version, however you have to have the original full install which includes the exe, wad, and all corresponding files. Additionally they only run in DOS. But fear not, as patching utilities to simplify the process have been made over the years!

http://www.doomgate.de/content/files/ladopato/javapatcher/JIWadPatcher.html

This iwad patcher will take any of your doom iwads and update them to the latest version, all you have to do is point it at what file you want to patch. Doom 3: BFG Edition users, you might want to go ahead and revert your iwads BACK to version 1.9 to uncensor the Wolfenstein levels. Note you do want certain final outcomes:
For Doom you want "Doom_19ud" AKA Ultimate Doom
For Doom 2 you want "Doom2_19" Final release before the BFG versions were released that censored stuff
For TNT you want "TNT_19" (but you already have this)
For Plutonia you want "Plutonia_19" (but you already have this)
101

Nitro Zone / Nitro #78 - Dweller2 FFA

« on: February 14, 2013, 21:37:26 »


<@HeX9109> Decay|essay what should I host for nitro
<Decay|essay> dweller2~
<@HeX9109> I think we've found a winner
<Decay|essay> coolio
And that, ladies and gentlemen, is how you host a community event.


Date: Saturday, February 16th, 2013
Euro Session: 20:00 GMT (15:00 EST)
USA Session:  20:00 EST (1:00 GMT)
WAD: Dweller2
Maps: 16 (map01 - map16)
Mode: 10-player Deathmatch
Fraglimit: 50
Server: CoffeeNet - MWI1 & DTX1 / [NL] Funcrusher



See you there!
102

General Discussion / Re: PS3 DOOM ODamex?

« on: February 13, 2013, 08:25:44 »
I don't think Hyper_Eye has a PS3 to port Odamex to. However if a developer wants to do it they are welcome to and can submit a patch. It should be pretty simple seeing ask Odamex is already ported to a console with fully functional controller binding and is so portable with SDL.
103

Technical Support / Re: Odamex 6.2.0 on Lubuntu (compile error)

« on: February 13, 2013, 08:24:04 »
This error looks pretty similar to what this user was experiencing. Maybe it can help you. http://odamex.net/boards/index.php/topic,2169.0.html
104

Nitro Zone / Nitro #76 - SmartCTF

« on: January 30, 2013, 11:04:03 »


Oh look, CTF for smart people. Nah not really. Smart CTF is the brainchild of Chaindude and some of his friends to create maps that are a little more than run and gun. These maps feature multiple paths and you have to get a little creative if you want to successfully outsmart the opponent and bring your team to victory.


Date: Saturday, February 1st, 2013
Euro Session: 20:00 GMT (15:00 EST)
USA Session:  20:00 EST (1:00 GMT)
WAD: Smart CTF 1t
Maps: 6 (map01 - map06)
Mode: 6vs6 CTF
Timelimit: 15
Scorelimit: 5
Server: CoffeeNet - MWI1 & DTX1 / [NL] Funcrusher



See you there!
105

Technical Support / Re: need help compiling on Linux

« on: January 29, 2013, 04:49:15 »
Did you see this part?

Unfortunately, Debian ships with an older version of wxWidgets which doesn't recognize the wxIntPtr type.  Apparently it's a wxWidgets 2.9-ism that was backported to a more recent version of wxWidgets 2.8...more recent than the copy included with Debian, apparently.

I have a headless debian box, and was able to get the program to compile by opening up odalaunch/src/lst_custom.cpp and putting the following line below all of the other #include lines but above the rest of the file:

Code: [Select]
typedef long int wxIntPtr;
See if that works for you.  I'll ping our launcher maintainer with this issue and get his take on it.
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