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Messages - HyperEye

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1

General Discussion / Re: Is anyone interested in a Wii port?

« on: December 13, 2018, 13:26:04 »
I actually worked on porting to the Wii shortly after I completed the Xbox port. You can find the Wii directory in the source code. It has a Makefile to build with DevKitPro. It works quite nicely with a pro controller or gamecube controller. The Wiimote works sort of. You can not turn fully with the wiimote. I added some code to initialize networking but I don't think it is functional. You can use a keyboard to try to connect to a server from the drop-down console but it does not connect. Music works if you have soundfonts installed correctly. I would have to look at my SD card to see exactly where they have to go. As for the launcher, the Xbox uses ag-odalaunch which is a libagar based GUI. It builds against the odalpapi networking code, just as odalaunch does, which means it does not need to change to support the current launcher protocol. libagar is SDL based, making it an easy target for game console use, but it provides widgets that are typical of desktop GUI toolkits. For that reason it is not the best choice for controller driven UI. Getting it running on the Wii is going to be the quickest approach to a working launcher though.

Here is the last build I made for the Wii: http://www.huntsvegas.org/files/Odamex-wii.rar
Here are the soundfonts and timidity configuration that works with it: http://www.huntsvegas.org/files/timidity-wii.rar

It should still work from the homebrew channel. Plug in a pro controller and you should be able to play fine with a nice framerate.
2

Technical Support / Re: Odamex 0.7.0 build error

« on: September 25, 2014, 12:06:32 »
Can you try current SVN trunk? Also what version of wxWidgets are you using? Thanks.
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Developer's Corner / Re: Wii compiling

« on: December 09, 2013, 10:31:24 »
The Wii port is incomplete at this time. It may build and it may work. With some massaging the music can be made to work. The Wii-mote does not fully work. You can turn, as typical in an FPS on Wii, but you will stop part way through the turn. The pro controller and GC controller do work. Online does not work. The launcher does not work. There are many other things that may or may not work.

If you want to build it you will need devKitPPC + SDL for Wii. Due to its incomplete and unsupported status I'm not prepared to provide step-by-step building instructions. If we get to the point of supporting it we will provide builds along with our normal releases.
4

Technical Support / Re: [OSX] Odamex crashes

« on: November 19, 2012, 02:05:58 »
I apologize. I made a mistake in the latest Mac release. I have no idea how it wasn't caught until now. Please download this file and replace your odamex.app with the one inside: http://www.huntsvegas.org/files/odamex-osx-0.6.1-fixed.zip

Let me know if that works for you.
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Technical Support / Re: [OSX] Odamex crashes

« on: November 19, 2012, 01:18:20 »
You are using the odamex.app provided by the current release installer right? Can you open a terminal, cd to your Odamex directory, and provide the output of the following command:

Code: [Select]
otool -L odamex.app/Contents/MacOS/odamex
Thanks.
6

Technical Support / Re: [OSX] Odamex crashes

« on: November 16, 2012, 16:27:44 »
Make sure that you have the correct wad path configured in the launcher settings.
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Devoblog / Re: Sparks fly; Odamex 0.6.1 released!

« on: July 05, 2012, 19:19:44 »
For anyone else that needs help with this here are the build instructions on Unix machines. From the Odamex directory at the top-level:

"mkdir build; cd build; cmake -DCMAKE_BUILD_TYPE=Release ..; make"

We will be updating some files as well as the wiki.
8

Technical Support / Re: Making MIDI suck less on Linux (howto)

« on: June 07, 2012, 00:38:11 »
The new portmidi music system implemented in Odamex can also use the fluidsynth backend as well as your hardware if you have a sound card that supports it. In my case I am able to use my Audigy4 card directly through portmidi.
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Technical Support / Re: 0.6 Launcher, changes?

« on: May 14, 2012, 02:51:20 »
One thing you might try is building using cmake. At the top level of the Odamex source:

1) mkdir build; cd build
2) cmake -DCMAKE_BUILD_TYPE=Release ..
3) make

That will build all targets. If you want to build just the launcher type `make odalaunch`. If this does not work then please share the output of `wx-config --version`.

We recommend using cmake to build from now on as we are deprecating the old Makefiles and they will be removed soon. Thanks.
10

General Discussion / Re: Thank you...

« on: May 07, 2012, 16:11:36 »
Hi. Thank you for your post. I'm glad you are enjoying Odamex on Xbox. A lot of work went into making it as polished an experience as possible. Of course there are plans to do more to improve the experience. A virtual on-screen keyboard is probably the biggest improvement that is needed for consoles. In the meantime there is a way to manually change your player name and there are chat macros. To learn about these things please read the Xbox README: http://www.odamex.net/svn/filedetails.php?repname=Odamex&path=%2Fbranches%2F0.6-dev%2FXbox%2FREADME.Xbox

In addition, you can always plug in a USB keyboard using a USB-to-Xbox cable. They are usually only a couple bucks online and they work great. You can use the keyboard for communication in combination with the controller or you can also plug in a USB mouse and play with keyboard and mouse. We appreciate your suggestions and I hope we see you online going forward!
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General Discussion / Re: Joining the community

« on: March 11, 2011, 16:38:03 »
Due to Microsoft licensing issues we are only able to release the source code for the Xbox port. It is included in the standard source release. If you are looking for a released build there is no sanctioned release by odamex.net. A google search can go a long way when researching these sorts of things.
12

General Discussion / Re: Doom 2 Torrent, Please!

« on: September 15, 2010, 23:22:33 »
Hey Lethal. Odamex is a Doom source port. It is not specifically a modification to Doom on Xbox but a modification to the Doom engine in general. What you will need to play this on the Xbox is Odamex built for Xbox and the regular PC Doom wads. You will take the Doom wads (Ultimate Doom, Doom 2, etc.) and you will put them into the Odamex folder on Xbox. You will then be able to load them. As was stated, Doom is not free and we will not provide wads to you.

If you own a version of Doom3 that contains classic Doom you can use these wads with Odamex for single-player. You will need to extract them from the disc by placing the disc in the Xbox and copying them to your computer and then back to Odamex on the Xbox or you can copy them from the disc to the Odamex folder using a file browser like the one contained within XBMC. You can find the wads in "\base\classic\w". There are two iwads there and then a folder containing the master levels. Again, these wads will work for single-player only! They do not perfectly match the PC wads. If you want to play online you will need the correct version of the wads and that means obtaining the PC wads.

I hope that helps.
13

Devoblog / Re: Odamex 0.5.0 Officially Released!

« on: August 25, 2010, 12:36:52 »
Everyone should be thanking Manc for his work and, most importantly, his leadership in cases where it was sorely needed. It is good to work on a team where people don't place themselves or their opinions above anyone else on the team but someone does have to take the reins from time to time and Manc guided Odamex to 0.5 without succumbing to pressure to release before important fixes were made while keeping us focused on the goal. Thanks to Manc and everyone involved. Working with the Odamex team and our community is a pleasure.
14

Technical Support / Re: Launcher(s) todo list.

« on: November 04, 2007, 22:55:17 »
Interesting. The wxwidgets thread API looks to be very similar to the pthreads API. It looks like it is also a portable implementation (it would compile in Windows using the already required wx library.) I will play with wxwidgets and their MT API. I should have a good handle on it rather quickly. I will then dive into the launcher code and see what I can cook up. Thanks for the info Russell... I will make sure to pop into the IRC channel sometime soon.
15

Technical Support / Re: Launcher(s) todo list.

« on: November 04, 2007, 20:17:31 »
Hi developers.

I am new but I am interested in contributing to this great project. Back in the days of ZDaemon 1.06 I developed a Linux launcher based on GTK that supported threaded server queries. It did a good job and was able to query very fast. I became slightly disgruntled with that project when the ZDaemon source was close, not ported to Linux, and the launcher protocol was closed. I would enjoy working on the threaded queries in the wx launcher. Most of my experience with threads has been in the use of pthreads. I would be able to develop a pthread based query rather quickly. I also have some experience in developing threads in Windows using both the pthread library as well as the Windows API for threads (though I develop mostly on *nix platforms.) I realize that requiring the pthread library could be a hassle for the Windows developers so I am wondering if there have been any thoughts on this subject. I have experience in developing multi-platform applications and I have previously developed applications that used pthreads when compiled on *nix OS's while using the Windows API when compiled under Windows (VC++6, mingw, cygwin.) Is this direction that is desired?

EDIT: After looking around on the board and seeing who the posters are I think most of you should recognize me. In particular... hey Russell, deathz0r, slayer! :)
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