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Messages - AlexMax

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1

Maps, Wads and Mods / Re: [1on1] Eyedea

« on: August 06, 2013, 11:34:39 »


what is this blue line ? otherwise this map is simple amazing

Both sides of that blue line can lower the lift by pressing "Use".  So you can lower the lift from further away than normal, or you can be turned around facing away from the lift.

I've gotten several questions about that line, but I'm not sure how I can better signal that it's actually a working switch.  Blue stands out really well against the brown/grey clay...a green line would probably be mistaken for a strip of grass and a red line would probably be less visible by blending with the surrounding brown.
2

Maps, Wads and Mods / [1on1] Eyedea

« on: August 04, 2013, 02:29:05 »
I never thought I would create a duel map worth anything.  Now...I finally think I have.  Or at least I've given it a boy scout try.



Thought up in a day and tweaked with the help of many skilled duelers.  Designed for OS settings.

There are several tricks to this map:
  • The lift on the bottom half of the map is very generous.  You can use-activate it from a reasonable distance away, and can even use-activate it turned 180 degrees from the lift.
  • The BFG lift can be lowered by shooting a switch.
  • The Green Armor is stacked.  You can get it again and again.
  • Two of the three pillars leading to the GA teleporter are shoot-to-lower.
  • There is a very purposeful placement of a west-facing silent spawn in the hallways.

Skill levels are implemented
  • 4-5: The original item layout, designed for OS duel.
  • 1-2: A layout that is a little more item-respawn friendly.  Nixes some of the health and changes the stack of GA to a single.
  • 3: FFA-friendly.  Single GA and the BFG is replaced with a plasmagun.

This map is finished.

Eyedea: eyedea.wad

Final Release: Moved the bfg-lift trigger line forward a tiny bit so you don't jump over the BFG by accident.  Also prettied up the intermission screen a bit.
Beta K: Moved the teleporter-exit spawn into the middle clearing.  Also adjusted the "silent" hallway spawn to spawn on top of the SG (doom2.exe has no weapon pickup noises), and did a few cosmetic tweaks.
Beta J: Added a couple of extra use lines to the south lift just in case you get stuck in there while it's down.  Also added an intermission pic, intermission music, and a subtle UD shout-out.
Beta I: Switched initial spawns to be at the two SSG spawns, for balance. Also made the way the GA stack disappears look nicer.
Beta H: Fixes a couple of disappearing-rocket bugs using Vanilla weapon impacts.  Also implemented skill levels.
Beta G: First widely-published release.

Currently hosted on FUNCRUSHER Duel Rotation: 50.116.50.115:10606

THANKS TO everyone who has playtested the map so far.
SPECIAL SHOUT OUTS TO those who offered solid, actionable feedback that directly resulted in improvements to the map.  Those include dew, Stall, Xen, Combinebobnt and Catastrophe.
3
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.

There are several ACS commands in 1.23b33 that are concerned with taking and giving inventory items.  In particular, keys are considered inventory items for the purposes of ACS scripts that check to see if you have a key (to allow a script to continue, for example).

The p-codes for these inventory functions are commented out, and ZDoom 1.23b33's Actor system is in a half-in, half-out state...some pieces exist, but the actors are still using Doom's original actor system.  A workable shim might be possible for just those predefined actors, but there's an open question as to if we should just bite the bullet and copy over ZDoom 1.23b33's actor system, a path that will likely be fraught with tedium and pain to make sure it remains compatible with vanilla.
4

Technical Support / Re: need help compiling on Linux

« on: January 13, 2013, 16:42:28 »
That did the trick for wxrc !! .. so close !! .. but now I get the following ..
Code: [Select]
[ 97%] Building CXX object odalaunch/CMakeFiles/odalaunch.dir/src/lst_custom.cpp.o
/home/lnxr0x/odamex-src-0.6.2/odalaunch/src/lst_custom.cpp:435: error: ‘wxIntPtr’ was not declared in this scope
/home/lnxr0x/odamex-src-0.6.2/odalaunch/src/lst_custom.cpp:435: error: ‘wxIntPtr’ was not declared in this scope
/home/lnxr0x/odamex-src-0.6.2/odalaunch/src/lst_custom.cpp:436: error: ‘wxIntPtr’ was not declared in this scope
/home/lnxr0x/odamex-src-0.6.2/odalaunch/src/lst_custom.cpp:436: error: initializer expression list treated as compound expression
/home/lnxr0x/odamex-src-0.6.2/odalaunch/src/lst_custom.cpp:437: error: expected ‘,’ or ‘;’ before ‘{’ token
make[2]: *** [odalaunch/CMakeFiles/odalaunch.dir/src/lst_custom.cpp.o] Error 1
make[1]: *** [odalaunch/CMakeFiles/odalaunch.dir/all] Error 2
make: *** [all] Error 2

Thanks in advance for all the help !!!

Unfortunately, Debian ships with an older version of wxWidgets which doesn't recognize the wxIntPtr type.  Apparently it's a wxWidgets 2.9-ism that was backported to a more recent version of wxWidgets 2.8...more recent than the copy included with Debian, apparently.

I have a headless debian box, and was able to get the program to compile by opening up odalaunch/src/lst_custom.cpp and putting the following line below all of the other #include lines but above the rest of the file:

Code: [Select]
typedef long int wxIntPtr;
See if that works for you.  I'll ping our launcher maintainer with this issue and get his take on it.
5

Technical Support / Re: need help compiling on Linux

« on: January 13, 2013, 11:02:17 »
It looks like the cmake script is referring to /bin/wxrc but on Debian wxrc is in /usr/bin.

Is there a way I can tell cmake to look in /usr/bin for wxrc  ??

Try this:

Code: [Select]
cmake .. -DwxWidgets_wxrc_EXECUTABLE=/usr/bin/wxrc
You can also set this variable from within cmake-gui or ccmake if you prefer.
6

Technical Support / IRC Client?

« on: July 18, 2012, 11:54:57 »
I think that an IRC client in the launcher would be a really neat idea.  Both IDE and Doomseeker have one, but I think that making IRC a little more 'front and center' than either of those options would be a good idea, in order to make finding games with players easier.  It's been done before; Doom Connecter had chat in the bottom pane of the server browser (not IRC).



As well as Doomwire:



And of course DWANGO itself:



One downside is that autojoining an IRC channel exposes your IP address to everyone in the channel unless you cloak yourself.  Unfortunately, Quakenet does not allow ordinary users to cloak themselves unless they're registered and set themselves +x before joining.  And as we well know, other networks are usually not as hospitable to gamers and clan scenes as Quakenet, and running an Odamex-specific IRC network would be overkill.

EDIT: A quick mockup
7

Devoblog / Re: Sparks fly; Odamex 0.6.1 released!

« on: July 14, 2012, 11:38:28 »
why would you change the build process and not put it in the changelog or even update your wiki?

We have actually been keeping a wiki page on this very subject:

http://odamex.net/wiki/Compiling_using_CMake

You are completely correct that it should have been communicated better in the release advertisement.
8
Increased ACS compatibility would be excellent, especially global ACS that can be applied to all/most maps in a given DM pack, so modders can have fun and make fun modifiers like Pop a Cap (or kill the target), or even LMS, among other things.

See, Global ACS to implement gametypes is one of the big things I want to avoid.  First off, for most non-trivial gametypes, you need to implement new actors...after all, what is CTF without a flag?  Second of all, making gametype modifications in ACS is simply a pain in the ass...it was designed for making simple scripted actions happen on a map, not making fully-fledged gametypes.  It also has some pretty glaring omissions too...even with all the additions it isn't even capable of doing simple things like picking a spawn point.

I think that there are three possible roads to go down:
  • Encourage those who want to come up with new gamemodes to send them in as patches.  This is by far the "easiest" road for the odamex development team, and ensures that the Odamex team has some sort of veto power over what is added, to prevent going down the road of AOW2.  However, the barrier for doing this is pretty damn high (learning C++), and looking cl/sv_ctf.cpp is not necessarily the best teacher.
  • Try commonizing the gameplay code into some sort of gamedll system, like Quake 2 has.  The advantage over the first option is that new gametypes don't need to be vetted by the development team.  However, it opens up a can of worms where a popular gametype might emerge that is closed-source, which runs contrary to the goals of the Odamex project as a whole, and because people now have access to everything source-related it also opens the door to AOW2-type mods that aren't limited to the inherent limitations of ACS and DECORATE, and there's no way the Odamex development team can veto them.  There's also the fact that making a gametype in C++ opens up security issues that otherwise wouldn't be there.  Finally, it's no easier than the first option, except perhaps the commonizing of gameplay code might end up making things nicer.
  • Introduce a gametype-specific scripting language.  This builds on the second option by allowing people to script their own gamemodes in a scripting language like AngelScript or Lua (if we go down this road we will almost certainly not want to reinvent the wheel).  The difference between this option and the second is that a scripting language is much more accessible and can be made much more difficult to keep closed-source, and since the scripting language would be using an Odamex-specific API it would be a lot easier to sandbox and prevent from doing insecure things.  On the other hand, we still can't vet these sorts of gametypes.

There's advantages and disadvantages to all three roads.
9
As I'm sure you're all aware, Odamex is based off of ZDoom 1.22 with various features backported from ZDoom 1.23 with Randy's permission and some vanilla-isms forwardported to make most demos work and to verify its vanilla-compatibility.  However, a lot has changed in ZDoom land since 2003, most significantly the introduction of DECORATE as we know it in ZDoom 2.1.  And so the question on the table is...how far down the ZDoom rabbit hole should Odamex go in terms of mapping and modding features?

Now, Skulltag/Zandronum is currently at version 2.1.7, with various features from newer versions of ZDoom backported.  And we can see what the results of throwing in everything + the kitchen sink are...people playing Doom is becoming increasingly rare in lieu of mods like All Out War 2 and Mega Man 8 bit Deathmatch.  Not that there's anything necessarily wrong with people playing what they like, but I think we'd all prefer if Odamex mainly remain a way of playing Doom online.

Personally, I'd love to see things like UDMF, PK3 support, 3DMixTex, a bigger subset of ACS and even 3D Floors.  On the other hand, I'm _extremely_ wary of adding anything that provides any more flexibility in redefining actors than we already have, like DEHSUPP and DECORATE.  The problem is, it's a hazy line...Odamex added support for railguns in 0.6, which is accomplished through a ZDoom-specific railgun codepointer, callable through DeHackEd (which itself is a primitive way of redefining actors).  And there might be others.

So in terms of mapping and modding features, what should Odamex backport and what shouldn't it?  
10

Maps, Wads and Mods / Re: titans_megadm

« on: June 01, 2012, 18:13:47 »
In MAP03 after going through the tele opened by going over the armor, you are stuck in the room on the other side of the tele.

EDIT: In MAP01, the lift does not work in Odamex.  It doesn't work in pr+ either.  Also, for some reason, everything in the map except for one healthpack only spawns in multiplayer.
11

Maps, Wads and Mods / Re: titans_megadm

« on: June 01, 2012, 11:49:41 »
Awesome news.  I am a fan of a number of your maps.

Are there any updates to these maps over their original wad files?
12

Maps, Wads and Mods / Re: What do you all use for editing stuff?

« on: April 19, 2008, 18:00:12 »
pretty much.  as far as I know the only two options for editing doom maps in linux are yadex and slade.  yadex is hilariously out of date, and i never remember slade or slade 2 being usable
13

Technical Support / Re: Windows Vista

« on: December 31, 2007, 01:51:13 »
After the relase of vista, i bought a copy. Got the lastest odamex, and works just like anyother os.

Does your configuration save correctly as a limited user?
14

General Discussion / Re: odamex

« on: November 07, 2007, 09:23:59 »
Will we be able to log on odamex like zdaemon and keep level and expirence?

I'm wondering what the actual point of such a system would be?  ZDaemon Experience does not actually translate to real world skill, only how much you have played on one or two particular servers.  Other than that, it has no real benefit to the player.
15

Technical Support / Re: Where is linux launcher

« on: October 19, 2007, 16:59:39 »
You need timidity in order to hear music.
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