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Messages - Hekksy

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106
One was started, however Decay needs to let us know how out of date it is.
107
No Hex, the reason Darkest Hour doesn't work is becuause Odamex doesn't even have full 1.22 support, namely, ACS inventory manipulation functions are commented out in the source.
My bad, I was under the wrong impression. I thought I read somewhere that it was due to differences in the way ZDoom 1.23 did ACS compared to 1.22.

 
I'd appreciate if you edit the wiki to stop saying Odamex supports all ZDoom 1.22 features or ZDoom 1.23 ACS, because it doesn't.
It does not say "ALL ZDOOM 1.22 FEATURES." It says "The ZDoom 1.22 core engine," because that's what it is. Also it is the ZDoom 1.23 b33 interpretor because that is exactly where the ACS interpretor is ripped from. If something doesn't work ACS-wise it needs to be fixed. I was unaware that inventory was even considered ACS.

I'd be intersted to know if so called "uncapped frame rate" is planned, thanks.[/drive-by comment]
The Truecolor builds do have uncapped framerate.
108
As you go back in time, you will find that ZDoom is highly incompatible with itself. The reason Rex's Darkest Hour doesn't work from 1.22 to 1.23 is because ZDoom tended to change a lot of things without regards to how things worked and how modders were accustomed to previous versions. I'm sure the Odamex team would love to see full Boom and ZDoom 1.22/1.23 support, however there is not enough time in the day to keep up with demands and too few well documented bug reports to rely on. Its very rare that you come across developers that are willing to delve into the engine as thorough as some of the developers we have and we're lucky to have them. But the fact of the matter is is that there is nobody dedicated to simply "fixing compatibility." We would all love to see perfect DeHackEd, Boom, and ZDoom support (on and offline). But as of right now, development is a bit slow and the priority is netcode improvements, rendering improvements, and a more robust menu system simply because these criteria are what the developers enjoy working on the most.

If any developers are reading this topic and want to help the Odamex team out with anything coding-wise, please do not hesitate to contact the team via IRC or the bug tracker!
109

General Discussion / Re: Searching/browsing for wads proposal

« on: January 13, 2013, 15:17:25 »
The wad search idea sounds pretty cool. Perhaps an enhancement bug on the tracker with this idea is in order?
110

Technical Support / Re: Creating Slopes in DOOM Format?

« on: January 09, 2013, 19:21:14 »
No, use DOOM IN DOOM FORMAT
111

Technical Support / Re: Creating Slopes in DOOM Format?

« on: January 09, 2013, 18:29:42 »
No, but you need to change the map configuration to ZDoom (Doom in Doom format)
112

Nitro Zone / Nitro #71 - 8-bit CTF 1 Release Party

« on: December 28, 2012, 00:38:13 »


Oh ho ho what is this? The epic return of an old favorite?

Thats right folks. We're kicking it retro because I ripped apart the old classic, "8-bit CTF" for all to enjoy. Not only is it now compatible with Odamex via the CTF standard, but I also reworked the HUD sprites, flag sprites, and music to be cross port compatible. Be sure to wear your nostalgia hats and join us for the re-release of 8-bit CTF!







WAD: 8bitctf1
Maps: 9 (map01 - map09)
Mode: 8vs8
Timelimit: 10
Scorelimit: 10
Server: CoffeeNet - MWI1 & DTX1
Date: Saturday, December 29th, 2012 @ 8pm EDT


See you there!
113

General Discussion / Re: 32bpp color mode

« on: December 25, 2012, 12:30:10 »
A few bugs:



All player color icons appear a shade of blue in the scoreboard despite them being different colors.



Translucency effects appear to not be as translucent anymore? zddl4.wad map00 for testing

Oh no! IDL2013l.wad now includes rainbow road!


It's supposed to look like this. This screenshot was taken in 0.6.2 release:


map11 has a few issues with rendering these textures.. not sure what the problem is. They also appear tutti frutti in 8-bit mode in your modified client:


This screenshot is what it is supposed to look like. It was taken with 0.6.2 released:


Also in map11 of idl2013l, dying in the slime shows a great testcolor green screen! This is actually worse when you switch back to 8-bit mode in your modified client... because then it turns tutti frutti and crashes:


This screenshot was taken in 0.6.2 release. This area is supposed to look like this:


Last but not least, particle fountains are rendered in tutti frutti! Cool, but not intentional:


By the slime the particle fountains are green, right in front of me where the SG pickup is they are supposed to be blue. This is idl2013l map29
114

General Discussion / Re: 32bpp color mode

« on: December 24, 2012, 23:33:14 »
I have to say, this is amazing and I am very happy you did this. I am very appreciative of your work and am anxious to see what you come up with next as well :)

Of course I will be playing with this and reporting any bugs I come across.

Also how about some screenshots??

http://www.facebook.com/media/set/?set=oa.10151156938562007&type=1
115
Correct.
116
If your version of a WAD does not match the server's version, the client will automatically try to download it. In an IWAD's case, it will just kick you and give the "cannot be downloaded" error. Perhaps your doom2.wad is modified or outdated. Try using an iwad patcher to update it.
117

Nitro Zone / Nitro #69 - 32in24-11 FFA

« on: December 14, 2012, 22:03:40 »


We haven't done any 32in24 FFA in a while, so lets have a go at what is arguably one of the best ever released! 32in24-11 has an astonishing 45 maps stuffed into it, all of which are great except for the lame fist-only one that we are not including. Lets go!
 
WAD: 32in24-11
Maps: 44 (1-44)
Mode: 12 Player DM
Server: CoffeeNet DTX1 & MWI1
Date: Saturday, December 15th @ 8pm EDT
118

Nitro Zone / Nitro #68 - 32in24-12 Manual CTF

« on: December 06, 2012, 00:10:25 »


It has been a while since we have done a manual CTF nitro, so lets put that into play! 32in24-12 has not seen very much love since its Odamex Nitro release party, and I find that a shame since there are some hidden gems in the wad. I picked through the maps and tried to find the ones people found most enjoyable during the release party and avoided the ones that were duds and frustrating. Enjoy!


WAD: 32in24-12
Maps: 22 (various picked over)
Mode: 8vs8 Manual
Scorelimit: 5
Timelimit: 15
Server: CoffeeNet - MWI1 & DTX1
Date: Saturday, December 8th, 2012 @ 8pm EDT


See you there!
119

Nitro Zone / Nitro #67 - UDM1 Classic Deathmatch

« on: November 28, 2012, 20:47:51 »


UDM1 - the wad that started it all. This wad is the brainfart child of Ralphis, Deathz0r, and Liam from way back in 2001. Holy crap they're OLD! Anyway the maps are pretty good despite being the first maps they ever created, and the soundtrack is pretty awesome. UD ON TOP!

WAD: UDM1
Maps: 01 - 16
Mode: 16-player Deathmatch
Fraglimit: 50
Server: CoffeeNet - MWI1 & DTX1
Date: Saturday, December 1, 2012 @ 8pm EDT


See you there!
120

Maps, Wads and Mods / Re: DOOM II Projekt Xero - And greetings!

« on: November 26, 2012, 13:47:57 »
Players are usually on late at night. Also feel free to ask for games in #odamex http://odamex.net/boards/index.php/topic,2032.0.html
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