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Topics - Hekksy

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31

General Discussion / How Did You Find Odamex?

« on: September 13, 2012, 13:26:50 »
I remember AceOfSpades and Nautilus talking about it in a public Skulltag 96f Dwango5 Duel server back in 2006. When my friend asked "What is Odamex?" they shared the link to odamex.net. Back then the site was just "ODAMEX: Coming Soon..."

After that I managed to miss the 0.1a release but got 0.2a shortly after release. From then on I watched the port in IDE but hardly played it much until the 0.4 series, when I started hanging around the IRC channels and really started to take a like to the oldschool feel. I had forgotten what classic Doom felt like after playing Skulltag and ZDoom for so long, it was refreshing and nostalgic :)

How about you?
32

General Discussion / Odamex Social Media

« on: September 02, 2012, 07:31:48 »
33

Devoblog / 32in24-12 Announced!

« on: August 12, 2012, 00:08:35 »
I don't know how many/if any of you keep up with DoomWorld, so I figured it might be worth mentioning here that Shaikoten has announced that 32in24-12 has started. The 32in24 Series is a collaboration of maps designed by mappers in a period of 24 hours, then refined over a few days. Its a fun community event that lots of Doomers like to take part in. I mention this because Odamex happens to be involved! 32in24-11 was previously a double feature for Odamex Nitro, first to test the maps one Saturday then play the finished product the next. It was pretty sweet! We are doing the same this upcoming week to celebrate a year since the launch of Odamex Nitro.

32in24-12 will be CTF this time around, the maps being in Boom format. If you would like to get involved, be sure to check out the official DoomWorld thread regarding the subject.
34

General Discussion / Idle in the servers more!

« on: July 24, 2012, 18:10:26 »
In attempt to get more people joining Odamex servers, I think I will start to idle in the Anthology CTF server more. Typically on other ports if you can get a CTF game that anyone can join going, people will tend to stay in the server all day long. I would like for Odamex to have this "Central hub CTF server" (as I call it) as well.
35

Maps, Wads and Mods / ZDuCTF Conversion

« on: May 18, 2012, 01:09:10 »
I am currently in the process of converting zductf to the CTF standard so that it can work in Odamex. So far its as easy as opening each map in db2 and using find/replace to convert the things. I also plan to update the textures to use the Odamex logo banners from Anthology.

One thing I also want to do is fix any bugs that were in the old version. Does anyone know of any maps with major issues?
36

Technical Support / Useful Info To Make Life Easier

« on: May 12, 2012, 21:24:40 »
Hi!!! I thought I would share some useful info to make managing Odamex easier. Many people get kinda turned off when they hear Odamex does not use the traditional "-iwad / -file / -deh" method of launching. However, that does not make our system worse!


waddirs
This command is used to automatically load your wad files! Now me, I personally keep my iwads and pwads seperate, so I use a ; to seperate the paths (note that it uses : for the seperator on Linux, and possibly other non-windows OSs as well)

For example, my iwads are all in c:\users\hex\doom\iwads

My pwads, however are in c:\users\hex\doom\pwads

So how would I add the paths? Easy!

waddirs "c:\users\hex\doom\pwads;c:\users\hex\doom\iwads"

cl_waddownloaddir
cl_waddownloaddir "c:\users\hex\doom\pwads" tells Odamex where you want wads downloaded by the server to be saved at.


Additionally, here is some other useful stuff!

cl_autorecord 1
This cvar will automatically record a netdemo when you join a server

cl_splitnetdemos 1
This will stop the previous netdemo and start a new one after a map change. Handy!

cl_screenshotname
This is how screenshots will be written for viewing later. You can use tokens to name your screenshots automatically! Here they are:

// Default screenshot name.  Parses the following tokens:
// %d: date in YYYYMMDD format
// %t: time in HHMMSS format
// %n: player name
// %g: gametype
// %w: WAD file loaded; either the first PWAD or the IWAD
// %m: Map lump
// %%: Literal percent sign

I recommend:
set cl_screenshotname "screenshots\Odamex_%g_%d_%t_%n_%w_%m"
NOTE: The addition of "screenshots\" will not create the directory! You must create the directory manually or else Odamex will fail to save screenshots! I hate a messy source port directory myself :)

cl_netdemoname
Same thing as screenshotname but for netdemos! Uses the same tokens as mentioned above.

Once again I recommend:
set cl_netdemoname "demos\Odamex_%g_%d_%t_%n_%w_%m"
NOTE: The addition of "demos\" will not create the directory! You must create the directory manually or else Odamex will fail to save demos!

netrecord and stopnetdemo

One interesting thing Odamex can do that no other port can is the ability to start a netdemo midgame without having to reconnect to the server. The command netrecord will start a demo instantly, and stopnetdemo will stop it and save whenever you choose.

I actually have stopped using autorecord for duels, and just start and stop whenever the game starts and ends to cut dead time. Whenever you start a demo, it automatically starts a demo based on the format you use for cl_netdemoname as mentioned above. Here are my binds:
bind kp7 "netrecord"
bind kp9 "stopnetdemo"

If you do not want to edit these in-game, you can edit them in odamex.cfg if you so choose.

Playing back Demos

There are 3 ways:

1) Use IDE or Doomseeker versions that support the playback of Netdemos.

2) Type out "netplay myctfdemo" in the console, and odamex will load it if it can find it.

3) On Windows, associate .odd files with the Odamex client. When you double click the demos, Odamex will automatically load them and start playing. Odamex will load the necessary wads if they can be found (via waddirs).

Controlling a Demo
Here are the default demo controls:
Up arrow: Previous map/ restart map
Down arrow: skip to next map
left key: skip back 30 seconds
right key: skip forward 30 seconds

SR-50


alias "+sr50l" "+strafe\;+left\;"
alias "+sr50r" "+strafe\;+right\;"
alias "-sr50l" "-strafe\;-left\;"
alias "-sr50r" "-strafe\;-right\;"

bind "e" "+sr50l"
bind "q" "+sr50r"

Now when using W + D to SR40, press and hold Q to enable SR50. Same for W + A with E

Also here is my config for smooth sailing when it comes to comfort:
Code: [Select]
set "cl_movebob" "0" // turns off bobbing while running
set "mouse_type" "1" //sets mouse to ZDOOM type
set "hud_timer" "1" //displays the HUD timer
set "hud_transparency" "0.3" //Makes the fullscreen hud partially transparent
set "snd_musicsystem" "0" //turns off music
set "r_drawplayersprites" "0.2" //makes the weapon sprites partially transparent
set "r_painintensity" "0.1" //makes the red "blood" when you take damage almost nothing
unbindall
bind "backspace" "toggle vid_displayfps"
bind "tab" "+showscores"
bind "enter" "messagemode"
bind "space" "+jump"
bind "-" "sizedown"
bind "/" "toggle vid_displayfps"
bind "1" "impulse 1"
bind "2" "impulse 2"
bind "3" "impulse 3"
bind "4" "impulse 4"
bind "5" "impulse 5"
bind "6" "impulse 6"
bind "7" "impulse 7"
bind "8" "impulse 8"
bind "=" "sizeup"
bind "\\" "togglemap"
bind "]" "step"
bind "grave" "toggleconsole"
bind "a" "+moveleft"
bind "c" "+movedown"
bind "d" "+moveright"
bind "e" "+use"
bind "m" "changeteams"
bind "r" "+moveup"
bind "s" "+back"
bind "v" "+movedown"
bind "w" "+forward"
bind "y" "messagemode2"
bind "kp0" "toggle vid_32bpp"
bind "kp7" "netrecord"
bind "kp8" "stopnetdemo"
bind "kp." "flagnext"
bind "kp-" "toggle vid_320x200"
bind "kp+" "toggle vid_640x400"
bind "kpenter" "toggle vid_widescreen"
bind "uparrow" "+forward"
bind "downarrow" "+back"
bind "rightarrow" "+right"
bind "leftarrow" "+left"
bind "ins" "ready"
bind "home" "spectate"
bind "pgup" "vote_yes"
bind "pgdn" "vote_no"
bind "f1" "menu_help"
bind "f2" "menu_save"
bind "f3" "menu_load"
bind "f4" "menu_options"
bind "f7" "menu_endgame"
bind "f8" "togglemessages"
bind "f9" "callvote restart"
bind "f10" "callvote coinflip"
bind "f11" "bumpgamma"
bind "f12" "spynext"
bind "leftshift" "centerview\; toggle cl_mouselook"
bind "print" "screenshot"
bind "mouse1" "+attack"
bind "mouse2" "+strafe"
bind "mouse3" "centerview\; toggle cl_mouselook"
bind "mouse4" "cl_switchweapon 2"
bind "mwheelup" "weapprev"
bind "mwheeldown" "weapnext"
bind "joy2" "weapnext"
bind "joy4" "weapprev"
bind "joy8" "menu_main"
bind "mouse5" "cl_switchweapon 1\; impulse 1"
doublebind "g" "say gg"


37

Technical Support / WHOOPS! Missing DLL!

« on: May 12, 2012, 02:15:58 »
missing libgcc_s_dw2-1.dll
missing libstdc++-6.dll

If any of you downloaded the Windows 0.6 packages that were released late last night, you might have gotten a message warning about these missing DLLs. The packages on the site have already been updated, but to save some download time I uploaded the DLLs for whoever needs them.

Sorry about the inconvenience!


libgcc_s_dw2-1.dll
libgcc_s_dw2-1.zip ZIPPED
libstdc++-6.dll
libstdc++-6.dll ZIPPED



38

Developer's Corner / Unofficial 0.5.6.3u Release

« on: February 24, 2012, 03:00:57 »
So I decided that we could use an unofficial 0.5.6.3u build to hold us over until the epic release 0.6. What I did was take the 0.5.6 source and starting adding in code from the 0.6 development branch that did not modify the netcode or odamex.wad in any way.

Here is a changelog. Despite not being an official release, some of these changes ripped from 0.6-dev are pretty awesome!

Code: [Select]
Fixed: Spynext shaking as a result of EarthQuake accidently being called. (r2602 & r2655)
Fixed: Angle calculation errors with co_silentrespawns. (r2613, r2614, and r2615)
Fixed: An issue with the player's view jumping when changing resolutions (r2619)
Added: hud_scaletext. Scale with a factor of 1 - 5 (1 being original size). Default is 2. (2621)
Fixed: Some CTF scoreboard numbers being overwritten. (r2629)
Fixed: Console asliases could not contain any uppercase letters. (r2638)
Added: Enhanced ZDoom mouse option. With this option, you can import settings from ZDoom. It will even automatically scale ZDoom and Doom settings to and from each other. (r2649, r2650, r2694, r2695, and r2750)
Modified: "Game is full" now only displays when the player tries to join a full game. Also "Press USE to join" no longer displays when the game is full. (r2654)
Fixed: Prevent client segfaults from occuring when the client does not receive the message to spawn its player object until after the start of the level. (r2662)
Added: The bind for Turn180. (r2666)
Fixed: DEHACKED patch height (r2782)
Fixed: Picking up a flag should have the brief yellow screen flash, like picking up other Doom items. (2788)
Added: A HUD timer on the fullscreen HUD
==========Updated for 0.5.6.2u==========
Fixed: Scale the printing of target names on the screen according to hud_scaletext. (r2802)
Fixed: Scale the printing of the 'Press USE to join' overlay message according to hud_scaletext. (r2803)
==========Updated for 0.5.6.3u==========
Modified: Missed some important mouse code that dr_sean pointed out. (r2712)
Modified: sv_ticbuffer is now defauled to 1 on the server. (r2815)
Added: kpup, down, left, right, and enter can be bound now. (r2820)
Modified: co_allowdropoff is supposed to always be disabled for vanilla demos. (r2828)

All of these changes *should* be compatible for playing on 0.5.6 servers. Remember this build is NOT endorsed by the odamex team and is NOT official. This product includes NO warranty etc.

Update Zip - For those that want to do a quickie install over 0.5.6.

Full install - The big package for those of you who that have yet to install Odamex. This build even contains a small update to odamex.wad, updated flag pole sprites! Also note this build comes bundled with Doomseeker.
39

Maps, Wads and Mods / Private vs Public CTF

« on: February 06, 2012, 17:06:27 »
So I've come to the conclusion that using IDL2012 as a base for odactfmp public CTF map pack was a bad idea. Why? Most of the maps are best suited for 3vs3, rather than 5vs5/6vs6/8vs8 that most public servers enable. The map pack was supposed to be the pack that kept players in the servers for hours with long games where people can quit/join whenever without the server dying down much.

So I plan to modify the structure a bit. I don't know if I want to make two seperate map packs, or just divide the maps so that, for example, map01 - map20 would be pub, and map21 - map40 would be maps better suited for private CTF.

Here is the maplist, and what I personally think the maps are best suited for:

Code: [Select]
map01 - zdctfmp map01 - Priv
map02 - zdctfmp map02 - Priv
map03 - zdctfmp map03 - Priv
map04 - osctfmp- map05 - Pub
map05 - chaoscore map01 - Priv
map06 - 32in24-4 map01 - Pub
map07 - zdctfmp map07  - both
map08 - zdctfmp map08 - after that last IDL round, neither
map09 - IDL Contest 07 - pub
map10 - IDL Contest 21 - pub
map11 - zdctfmp2 map11 - pub
map12 - 32in24-4 map16 - pub
map13 - 32in24-4 map13 - pub
map14 - 32in24-4 map09 - priv
map15 - zdctfmp2 map15 - pub
map16 - zdctfmp2 map16 - priv
map17 - 32in24-4 map17 - priv
map18 - odactf1 map02 - both
map19 - IDL Contest 20 - both
map20 - zdectfmp2 map01 - priv
map21 - 32in24-4 map08 - priv
map22 - 32in24-7 map22 - pub
map23 - zdectfmp- map02 - pub
map24 - IDL Contest 10 - pub
map25 - odactf1 map04 - pub
map26 - zdctfmp3- map26 - both
map27 - bpctf map26 - pub
map28 - chaoscore map11 - both
map29 - zdectfmp2 map19 - both
map30 - zductf map30 - priv
map31 - 32in24-4 map31 - priv
map32 - 32in24-7 map27 - priv

Thoughts? What do you think the maps are better suited for? What maps should be replaced by other maps? Do you recommend any maps that are better suited for public CTF?
40

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

« on: January 21, 2012, 23:42:58 »
I realized that new people might not know a lot about our community so I might as well make a thread!



CoffeeNet hosts two servers for Odamex. One of them is located in Dallas, Texas and is called DTX1. Another is located in Madison, Wisconsin and is called MWI1. Both servers are full time dedicated DOOM servers. They are freely available to play on by anyone at any time. My servers are mostly Deathmatch-oriented, but I host a little bit of co-op as well.

Despite only myself (HeX9109) and MiX-MaN having server access, there are a few people that also have RCON:
Dr_Sean
HumanBones
Ralphis

If you are interested in having a server slot with your own RCON, feel free to contact MiX-MaN on his IRC network. If you have any questions regarding what is already hosted, feel free to send me a private message or post here.

Have a lovely day :)
41

Maps, Wads and Mods / Odactf2012

« on: November 13, 2011, 01:01:39 »
Alright, so I'm going to take IDL2012 and do some stuff with it to make it odactf2012. What am I gonna do? Well...

1) Replace the maps that don't work in Odamex with ones that do. Some maps are already remade so that slopes are replaced with stairs (example: map08 from classic CTF) so I can use those.
2) Replace the OGG music. As much as I love Ralphis' selection it just isn't friendly with wad downloading. I am either going to:
a) Replace it with midi/mus music or
b) Have no music and leave it to mus wads

3) Replace the graphics to be Odamex/IDL oriented. Also try to trim out any unused content to lighten the wad up.

Luckily most of the maps work, so I only need to replace a few:

map04 -> osctfmp map05
map06 -> 32in24-4 map01
map07 -> classicctf map07 (zdctf07 with slopes replaced)
map08 -> classicctf map08 (zdctf08 with slopes replaced)
map11 -> Fixed map11 (slopes to stairs)
map18 -> odactf1 map02
map19 -> Fixed map19 (slopes to stairs)
map20 -> odactf1 map07
map23 -> zdectfmp map02 (older version of Ganon castle)
map28 -> modified to fix stupid ACS switch that could have easily been an exe switch.
map29 -> odactf1 map04


I am open for suggestions. These maps are really just "extra maps" that are compatible with Odamex and I feel are the best bet for maps that didnt already make the cut for idl2012. Hopefully I can get this done soonish. :)
42

Devoblog / Odamex 0.5.3 Released

« on: June 24, 2011, 14:44:38 »
Due to a bug in the server that the development team found after the release of 0.5.2, here is 0.5.3. While this is technically just a maintenance release, it does have some pretty cool changes alongside the server fix. A list of changes and downloads can be found on the Releases page.

Otherwise, you know where to get the download. ITS RIGHT ABOVE YOU.
43

Devoblog / Odamex 0.5.2 Released!

« on: June 15, 2011, 00:01:33 »
Its that time again, release time!

First of all I think we should thank the newest Odamex developer, Dr_Sean. Sean showed up from nowhere and started fixing bugs like nobody's mama's business. As a result of his hard work Odamex is looking fantastic thanks to several fixes regarding things like orthogonal linedef lights, death frames, and multiple sounds played with projectiles.

Odamex is now more stable than ever. Several crashes such as changing resolutions on certain servers, and being kicked from games via the "SZP pointer null" bug have been fixed. Russell and Ladna were also hard at work and made sector prediction MUCH smoother. Additionally, all of the bugs that crept up between 0.5.0 and 0.5.1 due to the directx video change have been fixed.

Another grand feature with this release is experimental ZDoom support! Odamex now has Hexen map format, ZDoom water, real actor height, aircontrol, earthquakes, rocket jumping, and other cool ZDoom 1.22/1.23 stuff.
Do not fret oldschoolers: all ZDoom effects are 100% server toggleable. With the new cvar co_zdoomphys, you can disable or enable zdoom behavior. Odamex is the first and only port to do this!

So grab Odamex 0.5.2 and kill your friends today!

You can check out the full changelog by clicking me
44

Devoblog / Updates and Stuffs

« on: March 08, 2011, 18:14:31 »
I'm tired of this site being dead and the first thing I see on the front page being "Damnit," so here are some updates as to what the heck is going on!

First of all Manc is not gone. In fact he has been hard at work implementing some pretty cool things into Odamex. Russell has also been bending his brain around sectors and recently implemented a new patch that makes them about 99.9% smooth and sexy. With these features and a recent reimplementation of the classic DOOM scoreboard for 4 or less players, expect to see 0.5.2 out pretty soon and 0.6 out within the next few months. Oh and upnp support too!
Also don't forget to check out Odamex Nitro! We play games of Odamex at 11 p.m. CST. We haven't been playing lately due to lack of organization but that doesn't mean we're done with it. Recently we had a server with a pretty good number of people thanks to Unidoom! Neat!

So yeah Odamex is fine. People are coding for it and people are playing. We are still in need of a lead developer and could always use some help implemting features and squashing bugs. If you want to help Odamex be sure to hang out in #odamex on OFTC to see where you can start. Also people seem to be discouraged by not seeing people playing on the server list; don't be! There are plenty of Odamex players willing to play in #odamex and in #altdeath on QuakeNet. Don't be shy to ask for a game!
45

General Discussion / Odamex Nitro!

« on: January 17, 2011, 00:26:13 »
Lately at night, I and several other players have been playing games of Odamex for fun. I have decided to resurrect Odamex Sunday Nitro as...wait for it... ODAMEX NITRO!

Thats right! EVERY NIGHT we will be playing games of Odamex. What will be played? Well whatever the hell we feel like! Be sure to hang out in #odamex to chill during the wait for the game to start...or just start playing!

There is no server dedicated for Odamex Nitro. We literally decide what to play when the event begin and jump into a server. It will normally be standard Deathmatch but expect some Team DM and CTF to be played too :)

The best part? EVERYBODY is invited to these games, and we encourage you to come!

Games start around 11'O'Clock Central Standard Time. BE SURE TO JOIN #ODAMEX OR LOOK FOR PLAYERS IN ODALAUNCH/DOOMSEEKER/IDE!

Thanks to everyone that comes!!!
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