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Messages - XDelusion

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46

Technical Support / Re: Creating Slopes in DOOM Format?

« on: January 09, 2013, 21:57:59 »
Thank you much!
47

Technical Support / Re: Creating Slopes in DOOM Format?

« on: January 09, 2013, 20:26:15 »
Ha ha, you are confusing me. :)

If DOOM in DOOM format does not support sloped surfaces, then wouldn't I need to use DOOM in HEXEN format instead?
48

Technical Support / Re: Creating Slopes in DOOM Format?

« on: January 09, 2013, 18:32:09 »
So no matter what, if I want to use slopes in my map I need to be in ZDOOM (DOOM in HEXEN format)?
49

Technical Support / Creating Slopes in DOOM Format?

« on: January 09, 2013, 18:27:54 »
I would like to continue editing my maps in DOOM format, but have been considering experimenting with slopes.

Do I need to be in HEXEN format to do this, or is it possible to use slopes in DOOM format?

50
I believe that the settings for odalaunch are stored in the registry in Windows. If this is the case, the launcher may be pointing to an old install of Odamex (in this case, Oda 0.6) when trying to join a server. Go to settings > file locations > Odamex Path and make sure that the path to your current 0.6.2 install is correct. If that fails, come back and let us know.

Bingo!!!

Thankx a lot!
51
I decided to try out Odamex on-line via Windows this time and see what all the hype is about.


Well I created a fresh new directory and extracted the latest Odamex into it. I copied over my DOOM and DOOM2 wads and fired up Odamex. Now for some strange reason, EVERY server I try to connect to ends up giving me this message:

Your version of Odamex 0.6 does not match the server 0.6.2.

How could this be? I just downloaded 6.2.
52
Thankx, I was not sure with the release of DOOM 3 BFG edition and all.

Anyhow, you got me going, it is no longer trying to download the DOOM2.WAD! :)
53
Turns out my DOOM2.WAD was corrupted somehow. Must have been when I was running a Hex editor and then slade on it a while back.

Anyhow, to be sure, 1.9 is as high as the version goes right?
54
Every time I try to connect to a server on my XBOX, it says that DOOM2 is a commercial WAD and will not be downloaded.

Fine with me, I already have it, but why does it keep saying this and never allow me to join a game?

Thankx!
55

General Discussion / Re: zDOOM 1.22 Compatability...

« on: December 16, 2012, 13:22:24 »
Man... that is depressing!
56

Maps, Wads and Mods / List of Odamex Compatible Single Player Wads?

« on: December 15, 2012, 19:08:11 »
I think it would be really nice to start a list of single player pWads that support Odamex. Especially those that really show off some of the advanced port features of BOOM and early ZDOOM.

 I used to have one where you walk around this huge city and would go into the buildings and what not. I recall there being an operational light house and that it worked on BOOM, but I forget what it was called. :/

There was another BOOM map I used to have that had streets with winding roads amongst some mountains, lots of Pinky Demons etc. Can't remember it's name though. Sad.

 Anyhow, a few good maps that I believe to be on the list, well known, old, or not.


Moonstone:

http://www.doomworld.com/idgames/?id=16968

I just read up about this one today on DOOM World. It says it was created with PrBOOM Plus Gl in mind, but it seems to work great so far, beautiful to behold!


Speed of DOOM:

http://www.doomworld.com/idgames/index.php?id=16040

Baker's Dozen:

http://www.doomworld.com/idgames/?id=15944

Requium:

http://www.doomworld.com/idgames/index.php?id=8194

Needs no introduction.


Strain:

http://www.doomworld.com/idgames/index.php?id=8467

 Again, no introduction needed.


Memento Mori's, Alien Vendetta, etc. etc.

Ummm... got any more, preferably newer one's?

If the scripting issues get worked out we'll be able to play through Rex's Darkest Hour! ;)
57

General Discussion / Re: How Did You Find Odamex?

« on: December 15, 2012, 18:38:03 »
Hmm...

I just remember hear the name being tossed about as being another DOOM source port. I did not sit up and take notice till it got ported to the XBOX, and that I heard it was coming also to the Wii.

It was then that I realized what it was all about and that it not only featured the best in DOOM on-line experiences (from what I hear), but it also has some backwards compatibility with classic ZDOOM.

Such a thing deserves to be ported to every console and OS imaginable! :)
58

General Discussion / Re: zDOOM 1.22 Compatability...

« on: December 15, 2012, 18:07:14 »
I have resolved every issue within Odamex's setting with the exception of the scripts that do not work. I.E. in Darkest Hour when you grab your space suit, it is supposed to allow you to open the doors to go outside where the gravity is lighter, but still it tells me that I need my suit on first.
59

General Discussion / Re: zDOOM 1.22 Compatability...

« on: July 12, 2012, 17:37:27 »
Bug submitted, thank you.

In the mean time I found some mapping errors in the map as well. That is to say, errors for Odamex, not zDOOM. :)
60

General Discussion / zDOOM 1.22 Compatability...

« on: June 22, 2012, 14:02:51 »
I have been eagerly awaiting this latest release of Odamex, for it was to include sloped floor support, which I was waiting on so I could play through Rex's Darkest Hour on my classic XBOX game console, not to mention within the AROS operating system which Odamex is currently being ported to.

As fate would have it, the sloped surfaces worked like a charm and I began to get very excited, though as I moved on through the game I began to realize that not everything from zDOOM 1.22 or 1.23 for that matter were fully supported yet.

It would seem that part of the scripting system is broken as you can not collect the space suit and go outside in Darkest Hour, which hinders all progress in the game.

I understand that Odamex is designed with on-line Death Match in mind, and not geared so much for the Single Player experience, but it, unlike zDOOM is not dependent upon FMOD.DLL which therefore makes it easily portable to a variety of platforms, and possibly the most advanced DOOM port in the portability category.

It is for this reason that I would love to see Odamex's source brought up on to speed in this regard. Not only would I love to be able to enjoy Rex among some of the other DOOM Mapper's old zDOOM work on my XBOX and AROS machine, but I'd also like to eventually rebegin work on my own Odamex related project some day, and I'm quite sure that I'm going to want to make use of as many old (and maybe new) zDOOM features as possible. This is after all part of what sets Odamex apart from say, PrBOOM, that is when you take the multi-player element out of the equation. Though of course I am really keen on the idea of multiplayer missions as well! ;)


http://doomnexus.drdteam.org/oldstuff1.html
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