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Messages - Voxel

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16

General Discussion / Re: Allow multiple key bindings?

« on: January 24, 2007, 18:26:16 »
Wont really matter if people use aliases to achieve same effect.

It has been reported, according to the bug, that aliases don't work like that.
17

Technical Support / Re: Server and the Server List

« on: January 24, 2007, 18:07:44 »
After checking that people can connect to your server via the net and setting natport to the port that your router is forwarding, you should wait for a few minutes while the master mulls it over.
18

General Discussion / Re: Differences to other ports?

« on: January 24, 2007, 18:05:14 »
Nobody is asking you to pick Odamex over anything else. Play whatever you like.

We have already created some stuff that we think is cool, like being able to run stably and smoothly on the operating system of your choice. Changing wads on the fly sounds fun. Having an active development team that listens and cares. This is only the beginning of the beginning, much of the cool stuff is still in early  development. The dust has not settled. We're in this for the long haul.
19

General Discussion / Allow multiple key bindings?

« on: January 24, 2007, 17:47:16 »
Should the "bind" console command allow the binding of multiple functions to a single key?

See bug 277 for more details.

There has been conflicting feedback. Some people regard this as unfair, others as useful sr50 functionality. It is up to you, the players, to decide.
20

Technical Support / Re: Server and the Server List

« on: January 24, 2007, 07:43:48 »
See if you can get anyone to connect to your server from the internet using your router's internet ip. If not, then your router/firewalls are not letting stuff through and natport certainly won't help.
21

General Discussion / Re: "Advanced Rendering"

« on: January 24, 2007, 07:26:04 »
heh, I think that 'distortion' is fine, it's natural when you're playing a game not natively formatted for 4:3 aspect ratio resolutions. (320x200, 640x400, 1280x800 and 2560x1600 are proper dooming resolutions)

Why is it 'fine'? It shouldn't be there.
22

Devoblog / Re: Database Woes

« on: November 23, 2006, 16:54:16 »
Manc, good job.
23

Technical Support / Re: wx based GetWad replacement

« on: November 18, 2006, 06:18:47 »
I have already started, but it will still take some time.

I look forward to seeing it. Might even make it into Odamex. Have already added clientside commercial wad checking to the source.

P.S. Manc: The forum keeps truncating my message if I use the full quote from Zorro in my message. Had to edit several times.
24

Technical Support / Re: wx based GetWad replacement

« on: November 16, 2006, 11:39:54 »
Not likely, unless some server admin edits out the code that excludes doom.wad/doom2.wad from being sent and recompiles it.

Good point, we will probably want to check this clientside as well.
25

General Discussion / Re: doom compatibility

« on: October 28, 2006, 19:00:08 »
In the meantime I've read that ODAMEX is loosely based on ZDoom 1.22, therfore it is clear, that I will not be able to perform this jump, because ZDoom can't, too....

Odamex is in active development. That means even if you have read something yesterday, the current featureset might already be different. As we strive for gameplay compatibility with vanilla, the inability to reproduce such a jump would be considered an open bug to be resolved. So it is not clear at all. Especially as your comment has been noticed by several members of the dev team...
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