Odamex Message Boards

Community Discussion => General Discussion => Topic started by: Disciple-X on October 23, 2006, 16:35:42

Title: Odamex information?
Post by: Disciple-X on October 23, 2006, 16:35:42
I have been trying to find out more info regarding Odamex. I know it will compete with Zdaemon. I only know this little bit of info because it got leaked around on the ZD forums. I have been grossly uninformed as to what technical aspects of Odamex are employed. Is it a modified source port from Scratch? Does it use Zdoom architecture at all? I am concerned about this as I am making a very detailed wad project called Crimson, and it uses Zdoom v1.23 as it's base for production. My wad project will be a huge waste of time and energy if Zdaemon loses to Odamex. I looked all over the site for some zdoom related keywords, but found nothing. Crimson will be compatible with all version of Zdoom starting from v1.23 and up, Zdaemon, GZdoom, and SkullTag. I would like to add support for Odamex, but I may not be able to if Odamex's ultimate goal is to reproduce classic Doom/Doom2 in a Windows environment only.
Title: Re: Odamex information?
Post by: Whiteboy567 on October 23, 2006, 16:39:50
Sucks, Odamex is one version up. It's based off of csdoom 0.62 which in turn is based off of Zdoom 1.22.
Title: Re: Odamex information?
Post by: Disciple-X on October 23, 2006, 16:46:16
Well that's great... means the mp3 and slopes that make up a large majority of the special effects in Crimson are useles. Is there any intention of moving to a v1.23 architecture? Zdaemon started off on v1.22, but then moved to 1.23, so i was just wondering if that was a possibility.

Here's what i have going so far with the project.

http://forums.zdaemon.org/viewtopic.php?t=9024
Title: Re: Odamex information?
Post by: deathz0r on October 23, 2006, 17:02:14
Is there any intention of moving to a v1.23 architecture? Zdaemon started off on v1.22, but then moved to 1.23, so i was just wondering if that was a possibility.
Zero chance, I'm afraid. Almost all of the Hexen map format and code has been removed due to license conflictions.
Title: Re: Odamex information?
Post by: leileilol on October 23, 2006, 17:22:23
Well that's great... means the mp3 and slopes that make up a large majority of the special effects in Crimson are useles.

Don't rely on stolen music then and make a level.

Odamex is as legal and pure as it gets for a multiplayer Doom source port, period.

(it's also not going to be a dicktatorship either)
Title: Re: Odamex information?
Post by: Disciple-X on October 23, 2006, 17:56:11
remember the days of old wad editing where you "WISHED" you could add some cool effect that doom2.exe did not offer. An effect that, if properly implmented, could really increase the enjoyability of a great DM map? That is Crimson.

Stolen music? There is no "music" in Crimson. I did have some fun screwing around with the mp3 format in the alpha versions though... sticking witty intermission music in. The public release will stick with atmosphere, however. I even messed around with the Doom64 and Playstation doom soundtrack... which are now long gone in the current state of the project.

As for stealing, could you tell people to stop putting horrible sound effects into wads with good DM layouts? Example: DW5M1, great map, but it is annoying hearing Jim Carey and the Heretic guy everytime you die as well as the damn Heretic message sound. I am sure that was a blast to hear back in 1995-1996, but it gets old when you have been playing Doom that long online.
Title: Re: Odamex information?
Post by: Ralphis on October 23, 2006, 18:52:51
Odamex currently supports mp3, ogg, and other various popular audio formats.

No go on the slopes I'm afraid.
Title: Re: Odamex information?
Post by: AlexMax on October 23, 2006, 19:19:17
If you want some idea of what to expect when you run your maps in Odamex, run it on ZDoom 1.22.

If you want to ensure that you're map will be "Boom Compatable", which is what I personally aim for, just in case other source ports add multiplayer, test in prBoom and Eternity.
Title: Re: Odamex information?
Post by: deathz0r on October 23, 2006, 19:27:56
Temporaily locking thread. There's a error with viewing this thread in IE that needs to resolved. Hang tight!
Title: Re: Odamex information?
Post by: deathz0r on October 23, 2006, 19:51:20
Thread's unlocked!
If you want some idea of what to expect when you run your maps in Odamex, run it on ZDoom 1.22.
That's inaccurate, simply because the Hexen map format does not exist in Odamex like I mentioned earlier.
Title: Re: Odamex information?
Post by: AlexMax on October 23, 2006, 20:16:02
Thread's unlocked!That's inaccurate, simply because the Hexen map format does not exist in Odamex like I mentioned earlier.

I have no idea why that didn't occour to me, thanks. :)
Title: Re: Odamex information?
Post by: Disciple-X on October 24, 2006, 08:37:44
Well, Crimson is so far into the Zdoom v1.23 realm that the likely hood of it being compatible with Odamex is minimal. It also uses box skies, sound sequences, and Large scale scenery. One limitation of v1.22 of zdoom was that large levels would become oddly glitchy and lindefs would do weird things with textures when levels were very oversized. I may be able to make a Crimson varient for Odamex that removes slopes and other Zdoom effects and just focuses on the sound design and atmospheric mp3s. I'm glad that Odamex uses OGG format, as OGG can be looped properly where as mp3s always insert silence at the end/beginning everytime you save your audio. I do not think any current version of zdoom even supports OGG.
Also, I am already very familiar with the difference between v1.22 and other versions of Zdoom. I was working on a wad project that was v1.22 compatible long ago so that it could work with older versions of Zdaemon and CSdoom, then v1.23 came out and was implemented into the new Zdaemon, so I was able to be more flexible with my wad projects when that happened.
Title: Re: Odamex information?
Post by: Manc on October 24, 2006, 10:52:22
The thing to remember is that while this is BASED on a bit of zdoom, Odamex itself isn't really zdoom compatible.  The features you're talking about are zdoom features, not doom or boom features. 
Title: Re: Odamex information?
Post by: Xenaero on October 24, 2006, 10:54:00
So there's limited or no ACS compatability as far as scripting goes? Boom compatable isn't bad at all, just wondering in a bells-and-whistles mapping case.
Title: Re: Odamex information?
Post by: Ralphis on October 24, 2006, 11:16:28
ACS is non-existant
Title: Re: Odamex information?
Post by: Disciple-X on October 24, 2006, 11:54:18
Whateve the case, I am sure I can make a tapered down version of Crimson. Like for instance, the Zdaemon/Zdoom version of Crimson takes place in fogged environments as well as dark environments. The dark environments are a sign that true evil is slowly taking over all the more daylight-like environments. The Odamex variation of Crimson can take place many years later when the evil environments have completely taken over the setting. So Odamex Crimson will look more sinister and require less uber environments and focus more on MP3/OGG audio, darkness, and well designed textures versus all the neato Zdoom effects that the current Crimson has. There is always a way to get your vision to work. At any rate, I thank all who have given me detailed technical info regarding the structure of Odamex, you have been a big help.
Title: Re: Odamex information?
Post by: Manc on October 24, 2006, 12:32:16
Don't forget to look in to the various boom features available.  People often forget that things like colors, wind, etc are boom stuff.  Go nuts, we'd love to be able to test stuff against Odamex to make it that much better.
Title: Re: Odamex information?
Post by: Danarchy on October 24, 2006, 13:42:23
Don't rely on stolen music then and make a level.
Well if he's anything like me, he makes his own mp3s.  There are those of us here talented enough to make our own music.
Title: Re: Odamex information?
Post by: EarthQuake on November 05, 2006, 18:20:08
Don't rely on stolen music then and make a level.

If you played his wad you'd be eating your own words until you started shitting them out. Kthx.
Title: Re: Odamex information?
Post by: GhostlyDeath on December 07, 2006, 19:31:11
You will only be a competitor to ZDaemon if you are competing with them and you aim to have the same stuff but better and you have to say you are a competitor too. But some people on both sides will say "Port X is better than Port Y.", etc.

If you could care less about competition and just want people to play your port (like my port) then you are considered Neutral.

When there is competition, it's all fun and games until hardware gets damaged!
Title: Re: Odamex information?
Post by: Zorro on December 08, 2006, 18:44:10
Nothing wrong with a little friendly competition. :)
Title: Re: Odamex information?
Post by: Manc on December 13, 2006, 18:12:02
You will only be a competitor to ZDaemon if you are competing with them and you aim to have the same stuff but better and you have to say you are a competitor too. But some people on both sides will say "Port X is better than Port Y.", etc.

If you could care less about competition and just want people to play your port (like my port) then you are considered Neutral.

When there is competition, it's all fun and games until hardware gets damaged!
What are you talking about or referring to?  And please do not use this place to advertise your port, thanks.