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Messages - Ralphis

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91
A few other features that Odamex offers over the other engines include, but are definitely not limited to, downloading wads directly from the server, on-the-fly Wad changing (so a server can run two wads back to back and your client will change the wad instead of you having to switch servers), and theoretical support for up to 255 players in one server.

And these are just some of the things Odamex does NOW at point 0.4.1. New experience enhancing features are added to Odamex regularly while preserving the essence of the original game.

Odamex looks to shape and enhance the experience AROUND Doom to make it more enjoyable to the player rather than to change the unique core gameplay that Doom presents a player with.
92

Devoblog / Odamex 0.4.1 is now available!

« on: August 03, 2008, 11:33:38 »
** This is a required update **

Without further adieu, the Odamex team proudly presents to you, the first official minor point release. Don't let the word minor fool you though as there are plenty of fixes and some new additions to the engine in this release.

Before we go through some of the new changes of 0.4.1, Odamex still needs a dedicated package maintainer for Mac OSX PPC/X86. If you feel that you can assist us please do not hesitate to contact us via forums or IRC as soon as possible.

Some notable fixes in 0.4.1 include the improvement of weapon desyncs, freelook issues being resolved, smoother moving platforms, wad downloading fixed, and a variety of mouse code improvements.

Odamex 0.4.1 comes with some fresh flavor as well with the addition of passworded server support, audio notifications of connecting and disconnecting players, and chat flood protection for server administrators. Don't take our word for it though, check out some of the changes for yourself!

So what are you waiting for? Go ahead and grab Odamex 0.4.1 now!
93

General Discussion / Re: Joining the community

« on: July 12, 2008, 23:00:24 »
Sure it can! We're always into sharing works here. You'll find that, at the moment, this place is probably a little bit slower than what you're used to but it can only grow with help from people like you.

I'm really interested to see what you churn out and welcome to the boards tourettes. If you get a chance and want a game, swing by IRC anytime or even sit in a server. It usually doesn't take long for somebody to see you in one.
94

Devoblog / Odalauncher Quick Fix

« on: July 10, 2008, 18:21:26 »
Those that use our packaged launcher may recently have noticed that there currently exists an issue with our primary master server that is preventing many of the servers reporting from being displayed on your list. Ultimately, you may have only been seeing a handful of servers over the past week or so.

Though this is a temporary fix for Windows users only, extracting and replacing your old odalaunch binary with this quick fix should allow you to see all of the servers currently running that are reporting to the secondary master (master2.odamex.net).

Unfortunately, only a win32 fix exists at the moment. For those that compile the launcher themselves, you can easily fix this problem by changing the master address to master2.odamex.net:15000.

Expect a full update soon as the 0.4.1 release grows imminent.

Download the replacement launcher by clicking here.
95

Developer's Corner / Re: The big cvar standardization initiative

« on: June 19, 2008, 23:18:56 »
Some proposed changes to client cvars:

Automap
Change all am_* prefixes to map_* as it's more user friendly.

am_ovteleportcolor becomes map_ovteleportcolor
am_ovexitcolor becomes map_ovexitcolor
am_ovlockedcolor becomes map_ovlockedcolor
am_ovnotseencolor becomes map_ovnotseencolor
am_ovxhaircolor becomes map_ovxhaircolor
am_ovgridcolor becomes map_ovgridcolor
am_ovthingcolor becomes map_ovthingcolor
am_ovcdwallcolor becomes map_ovcdwallcolor
am_ovfdwallcolor becomes map_ovfdwallcolor
am_ovtswallcolor becomes map_ovtswallcolor
am_ovwallcolor becomes map_ovwallcolor
am_ovyourcolor becomes map_ovyourcolor
am_teleportcolor becomes map_teleportcolor
am_exitcolor becomes map_exitcolor
am_lockedcolor becomes map_lockedcolor
am_notseencolor becomes map_notseencolor
am_xhaircolor becomes map_xhaircolor
am_gridcolor becomes map_gridcolor
am_thingcolor becomes map_thingcolor
am_cdwallcolor becomes map_cdwallcolor
am_fdwallcolor becomes map_fdwallcolor
am_tswallcolor becomes map_tswallcolor
am_wallcolor becomes map_wallcolor
am_yourcolor becomes map_yourcolor
am_backcolor becomes map_backcolor
am_ovshare becomes map_ovshare
am_usecustomcolors becomes map_usecustomcolors
am_classicmapstring becomes map_classicmapstring
am_showtime becomes map_showtime
am_showmonsters becomes map_showmonsters
am_showsecrets becomes map_showsecrets
am_overlay becomes map_overlay
am_rotate becomes map_rotate

Developer Cvars
I propose that all cvars that won't affect the common user and were designed for developers in particular take on the dev_* prefix.

ticker becomes dev_ticker
developer becomes dev_mode
noise becomes dev_noise


Video
fullscreen becomes vid_fullscreen


That's all I've got in me tonight, time to get some sleep. Please comment on these proposals with constructive criticism. If you disagree, please explain an alternative or argue why the command should stay the same.

Also feel free to propose your own changes. Remember that organization and user-friendliness are two key things to take into account while we tackle this so its best not to add too many new prefixes while still being able to explain the cvar in the shortest way possible.
96

Developer's Corner / Re: The big cvar standardization initiative

« on: June 19, 2008, 22:20:41 »
This post will be used to document all changes agreed upon. The original cvarlists were pulled from r957 default configs.

LEGEND
A = Archived (Saved to cfg)
S = Server (Server controlled)
L = Latched (Map must change before it takes effect)
U = ?
- = ?


ORIGINAL CVARLISTS AND CHANGES

Server cvarlist

Code: [Select]
A    lookspring "1"
     developer "0"
  S  speedhackfix "0"
A    filecompression "1"
   - port "10666"
A    chase_dist "90"
A    chase_height "-8"
A    forcewater "0"
A    loopepisode "0"
     nextmap ""
   - curmap ""
A    startmapscript ""
A    endmapscript ""
A    configver "40"
A SL weaponstay "1"
     r_drawplayersprites "1"
A    ctf_flagtimeout "600"
A    ctf_flagathometoscore "1"
A    ctf_manualreturn "0"
A SL antiwallhack "0"
A    rcon_password ""
A    spectate_password ""
A    password ""
A S  goldteam "0"
A S  redteam "1"
A S  blueteam "1"
A SL teamplay "0"
A S  friendlyfire "1"
A S  scorelimit "10"
A SL usectf "0"
A S  infiniteammo "0"
A S  allowfreelook "0"
A S  allowjump "0"
A S  fragexitswitch "0"
A S  allowexit "0"
     cleanmaps ""
A SL nomonsters "1"
A S  fastmonsters "0"
A S  monstersrespawn "0"
A SL itemsrespawn "0"
A SL skill "5"
A SL maxcorpses "200"
A S  timelimit "0"
A S  fraglimit "0"
A SL deathmatch "1"
A SL allowcheats "0"
A SL maxplayers "16"
A SL maxclients "16"
A S  allowtargetnames "1"
A S  globalspectatorchat "1"
   - clientcount "0"
A S  emptyreset "0"
A S  waddownload "1"
A S  email ""
A S  hostname "Unnamed"
A    usemasters "1"
A    website ""
A    natport "0"
A    networkcompression "0"

Client cvarlist

Code: [Select]
A    vid_winscale "1.0"
A    fullscreen "0"
     ticker "0"
     vid_fps "0"
A    mouse_threshold "10"
A    mouse_acceleration "2"
A    snd_crossover "0"
A    am_ovteleportcolor "ff a3 00"
A    am_ovexitcolor "ff ff 00"
A    am_ovlockedcolor "bb bb bb"
A    am_ovnotseencolor "00 22 6e"
A    am_ovxhaircolor "80 80 80"
A    am_ovgridcolor "44 44 88"
A    am_ovthingcolor "9f d3 ff"
A    am_ovcdwallcolor "00 00 5a"
A    am_ovfdwallcolor "1a 1a 8a"
A    am_ovtswallcolor "10 32 7e"
A    am_ovwallcolor "00 8b ff"
A    am_ovyourcolor "d8 e8 fc"
A    am_teleportcolor "ff a3 00"
A    am_exitcolor "ff ff 00"
A    am_lockedcolor "bb bb bb"
A    am_notseencolor "00 22 6e"
A    am_xhaircolor "80 80 80"
A    am_gridcolor "44 44 88"
A    am_thingcolor "9f d3 ff"
A    am_cdwallcolor "00 00 5a"
A    am_fdwallcolor "1a 1a 8a"
A    am_tswallcolor "10 32 7e"
A    am_wallcolor "00 8b ff"
A    am_yourcolor "d8 e8 fc"
A    am_backcolor "00 00 3a"
A    am_ovshare "0"
A    am_usecustomcolors "1"
A    am_classicmapstring "0"
A    am_showtime "1"
A    am_showmonsters "1"
A    am_showsecrets "1"
A    am_overlay "0"
A    am_rotate "0"
A    con_midtime "3"
A    conscrlock "0"
A    msgmidcolor "5"
A    msg4color "3"
A    msg3color "3"
A    msg2color "2"
A    msg1color "5"
A    msg0color "6"
A    msg "0"
A    con_scaletext "1"
A    con_notifytime "3"
A    print_stdout "0"
A    rate "10000"
A    cl_predict_players "1"
A    interscoredraw "1"
  S  sv_freelook "0"
A    cl_freelook "0"
  S  allowtargetnames "0"
  SL teamplay "0"
  SL allowcheats "0"
  SL itemsrespawn "0"
  S  monstersrespawn "0"
  S  scorelimit "0"
  S  allowfreelook "0"
  S  allowjump "0"
  S  fragexitswitch "0"
  S  allowexit "0"
  S  fastmonsters "0"
  SL nomonsters "0"
  S  timelimit "0"
  S  fraglimit "0"
  S  infiniteammo "0"
  SL maxclients "0"
  SL maxplayers "0"
  S  friendlyfire "1"
AU   cl_team "blue"
AU   cl_skin "base"
AU   cl_gender "male"
AU   cl_color "40 cf 00"
AU   cl_name "Player"
AU   cl_autoaim "5000"
A    wipetype "1"
A    displaymouse "0"
A    m_side "2.0"
A    m_forward "1.0"
A    m_yaw "1.0"
A    m_pitch "1.0"
A    lookstrafe "0"
A    invertmouse "0"
A    cl_run "1"
     chasedemo "0"
A SL deathmatch "1"
A  L skill "1"
A    usehighresboard "1"
A    hud_targetcount "2"
A    hud_targetnames "1"
A    chatmacro9 "Yes"
A    chatmacro8 "I'll take care of it."
A    chatmacro7 "Come here!"
A    chatmacro6 "Next time, scumbag..."
A    chatmacro5 "You suck!"
A    chatmacro4 "Help!"
A    chatmacro3 "I'm not looking too good!"
A    chatmacro2 "I'm OK."
A    chatmacro1 "I'm ready to kick butt!"
A    chatmacro0 "No"
A    configver "40"
A    ui_transblue "0"
A    ui_transgreen "0"
A    ui_transred "0"
A    show_messages "1"
A    revealsecrets "0"
A    novert "0"
A    mouse_type "0"
A    mouse_sensitivity "25.0"
A    dynresval "1.0"
A    dynres_state "0"
A SL weaponstay "1"
     r_drawflat "0"
A    r_columnmethod "1"
A    screenblocks "10"
A    r_detail "0"
   - r_viewsize "0"
A    r_stretchsky "1"
A    crosshairscale "0"
A    crosshairdim "0"
     r_drawplayersprites "1"
A    crosshair "0"
A    snd_channels "8"
A    snd_musicvolume "0.5"
A    snd_sfxvolume "0.5"
     noise "0"
A    hud_scale "0"
A    st_scale "1"
     idmypos "0"
A    gammalevel "1"
A    dimcolor "00 00 00"
A    dimamount "0.7"
A    vid_defbits "8"
A    vid_defheight "200"
A    vid_defwidth "320"
A    lookspring "1"
     developer "0"
  S  speedhackfix "0"
A    filecompression "1"
   - port "10667"
A    chase_dist "90"
A    chase_height "-8"
A    forcewater "0"



New Server cvarlist

Code: [Select]

New Client cvarlist

Code: [Select]
97

Developer's Corner / Re: Internationalization

« on: June 19, 2008, 22:02:26 »
Actually, anything that is a graphic that can't be changed through strings (all of the main menu is done by graphics in the wad) I left out. On top of that, they're pretty general and I assume game players worldwide understand those few phrases such as "New", "Quit", and "Options".
98

Developer's Corner / Re: Internationalization

« on: June 19, 2008, 16:46:52 »
Um, not wanting to derail or anything, but are you using gettext for this? Seems like way more effort to do it from scratch...

It took all of 5 minutes to pull that out and organize it.
99

Developer's Corner / Re: Internationalization

« on: June 19, 2008, 13:31:09 »
I've gone through and typed out most of what needs to be translated in the current Odamex menu system. Please do not change anything surrounded by "--".

Code: [Select]
ODAMEX MENU STRINGS - ENGLISH

Translate anything not surrounded by --

--General Phrases/variables--

ON
OFF
NONE
RED
BLUE
GOLD
MALE
FEMALE
CYBORG
NEVER
VERY LOW
LOW
MEDIUM
HIGH
VERY HIGH
ALWAYS
MELT
BURN
CROSSFADE
ITEM PICKUP
OBITUARIES
CRITICAL MESSAGES

--Options Menu--

CUSTOMIZE CONTROLS
PLAYER SETUP
MOUSE SETUP
GO TO CONSOLE
DISPLAY OPTIONS
SET VIDEO MODE

MUSIC VOLUME
SOUND VOLUME

LOOKSPRING
LOOKSTRAFE
ALWAYS RUN

RESET TO DEFAULTS
RESET TO LAST SAVED

--Customize Controls--

ENTER TO CHANGE, BACKSPACE TO CLEAR
ATTACK
NEXT WEAPON
PREVIOUS WEAPON
USE / OPEN
JUMP
WALK FORWARD
BACKPEDAL (WALK BACKWARD)
TURN LEFT
TURN RIGHT
RUN
STRAFE LEFT
STRAFE RIGHT
STRAFE
LOOK UP
LOOK DOWN
CENTER VIEW
MOUSE LOOK
KEYBOARD LOOK
TOGGLE AUTOMAP
VIEW SCOREBOARD
CONSOLE

--Player Setup--

NAME
PREFERRED TEAM --(needs to be fixed in English as well, says "PREFERED")--
RED
GREEN
BLUE
GENDER
SKIN
AUTOAIM

--Mouse Setup--

SENSITIVITY
ACCELERATION
THRESHOLD
DYNAMIC RESOLUTION
FREELOOK SPEED
STRAFE SPEED
Y AXIS

USE DYNAMIC RESOLUTION
SHOW MOUSE VALUES
ALWAYS FREELOOK
INVERT MOUSE
MOUSE TYPE
NOVERT

--Display Options--

MESSAGES

SCREEN SIZE
BRIGHTNESS

UI TRANSPARENCY --(Another English typo, says "transperancy")
UI TRANS RED
UI TRANS GREEN
UI TRANS BLUE

CROSS HAIR
STRETCH SHORT SKIES
STATUS BAR
WIPE STYLE

ROTATE AUTOMAP
OVERLAY AUTOMAP
STANDARD MAP COLORS
RESET CUSTOM MAP COLORS

--Messages--

SCALE TEXT IN HIGH RES
MINIMUM MESSAGE LEVEL
REVEAL SECRETS

MESSAGE COLORS

ITEM PICKUP
OBITUARIES
CRITICAL MESSAGES
CHAT MESSAGES
TEAM MESSAGES
CENTERED MESSAGES

--Video Modes--

SCREEN MODE
FULLSCREEN

NOTE: ONLY 8 BPP MODES ARE SUPPORTED
PRESS ENTER TO SET MODE

T TO TEST MODE FOR 5 SECONDS
D TO MAKE --CURRENT RESOLUTION-- THE DEFAULT
CURRENT DEFAULT IS --CURRENT RESOLUTION--
100

Developer's Corner / Internationalization

« on: June 02, 2008, 01:07:37 »
Over two years ago, before the first public release of Odamex even saw the light of day, an enhancement for internationalization was posted in the bug tracker.

Odamex currently has an ever growing user base with many of its users coming from the Czech Republic, Russia, Germany, and a wide variety of Spanish speaking nations (among many others). There may not be a better time than now than to attempt to make this proposal a reality.

I recently began the creation of console fonts for a variety of different languages and will continue if there is interest in this project throughout the community. However, this truly has to be a community effort as many things will need to be translated by a fluent speaker of each respective language. Then, if possible, they will be looked over by a second fluent speaker to ensure clarity.

We're going to start off small working on translating the Odamex menu system and then we'll try and move on from there. This is somewhat of a long term project but the more that we can accomplish before even touching the engine, the sooner Odamex can likely support other languages.

So, if you're interested in translating the menu system please let me know what language you're planning on translating and keep me up to date. Make sure you include each line's English counterpart so that it is easy to place everything where it needs to be.


The following status covers the translation of Odamex's menu system to each respective language:

Language:Volunteers as of 06/02/08

Czech: [Status: Vacant]

German: [Status: Vacant]

Russian:Nautilus [Status: In Progress]

Spanish: [Status: Vacant]
101

Technical Support / Re: Cannot JUMP in Odamex

« on: May 02, 2008, 18:59:29 »
allowjump 1 in console should do the trick
102

Devoblog / Re: CTF Points System

« on: April 24, 2008, 23:52:48 »
I think it's important to get off of the "anti-camping and anti-spam" bandwagon. These are all parts of the game and are easily counterable. While I think you're taking a step in the right direction, I still think there should be some type of bonus for great defense man who sometimes are even more critical to a game than the flag runner.

Is it fair to say that the defensive player should only get roughly 50-60 points while the best flag runner on the team might net over 125 in a standard 5-flag game? Though flag running is certainly the more "star-powered" position defensive players are often the unsung heroes. Awarding them with their own point bonuses, of some degree, sounds like a good idea to me.
103

Devoblog / Re: CTF Points System

« on: April 24, 2008, 19:49:17 »
Since defensive and offensive positions are both much different, I think it's important we reward defensive players as much as offensive players, possibly through the use of frag multipliers (in score).

So here are some of my point suggestions:

These points are about fragging. Each set of frags you can reach without dying will boost the amount of points you get for the next five frags. This rewards players for keeping a high k/d ratio.

1 Frag - 1 Point per frag
5 Consecutive frags without death - 3 points per frag
10 consecutive frags without death - 5 points per frag
15 consecutive frags without death - 10 points per frag
20 consecutive frags without death - 20 points per frag

Killing yourself - 0 points
Being killed - -1 point

Killing an opposing flag carrier - 3 points
Killing your flag carrier (FF on) - -10 points


FLAG RELATED POINTS

Grabbing enemy flag from spawn point - 4 points
Grabbing enemy flag from non-spawn - 2 points
Scoring enemy flag - 20 points
Returning the flag - 2 points
104

Devoblog / Re: The road to complete spectation.

« on: April 14, 2008, 15:15:45 »
If you crashed a server that is supposed to be compatible with spectator please post your findings to the relevant bug in the tracker
105
Alright. Nautilus and Ant, you have been added and assigned a few bugs. Please try and get these done as quick as possible. Also, what platforms are you both running?
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