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Topics - Manc

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Devoblog / Bug Tracker Is Back

« on: July 13, 2013, 16:41:53 »
Not much to say - it's back!  Thanks much to ryan of for the help out of perl hell!


Devoblog / Odamex 0.6.3 Released

« on: April 26, 2013, 11:08:26 »
** This is a required update **

* The Release * (for experimental 32bpp client, see below)

While coding away at version 0.7, the team agreed that many great changes have been made to the main source that should get out to the public. Most of the 0.6.2 server hosts had updated their server builds to revisions that had numerous code fixes to the physics and co-op behavior. 0.6.3 is a release to get every server up to par with with these enhancements. The most notable of these features are:

* Numerous fixes to the behavior of co_zdoomphys and co_realactorheight to bring them up to par with zdoom 1.23b33.

* Iwads with alternate hashes can now join servers that allow them. Exceptions have been made to allow Doom and Doom 2 from Doom 3: BFG Edition to join any server that uses the 1.9 vanilla "DOS" version of Doom and Doom 2 and vice versa. Additionally, Freedoom and Ultimate Freedoom can now join Doom and Doom 2 servers as long as they are named "doom.wad" and "doom2.wad".

* Due to ancient CSDoom sound code, sounds were cut off from a very short distance when online. This has been found and remedied.

* Various improvements to the renderer, including horizontal and vertical texture scaling for high resolution textures (zdoom 1.23 compatible), fixes to issue where animated sprites appeared to jiggle, the fixing of animated textures on slopes, and the fixing of texture offsets on various maps that were built with a buggy nodebuilder.

* Users can now mute spectators via "mute_spectators", enemies via "mute_enemies", and private message other uses with the "say_to" command.

* Users can now switch between the classic Doom gamma levels and ZDoom gamma levels via the command "vid_gammatype"

You can view the full list of changes here and you can grab Odamex for your system today!

* The Experimental Client *
We had initially decided to include the client with the windows distribution, but later thought it would be better to include it here on the message boards for people to grab at their leisure.  There is a download available for Windows users, and for other platforms you can build the rend32 svn branch.

Download along with more information and instructions
NOTE: Please back up your odamex.cfg config file before attempting to use this client binary!

Coinciding with the release of Odamex 0.6.3, we are very pleased to showcase an experimental Odamex executable featuring a newly rewritten renderer. This renderer is in the separate source-code branch rend32 and will be replacing our standard renderer in future releases. This renderer is not entirely optimized and may have a small quirk here or there but we were too excited about it to keep it under wraps until its official debut in our forthcoming 0.7 version!
Wall rendering and view clipping has been rewritten in the rend32 branch to be dramatically more accurate than the ZDoom 1.22 renderer used in previous versions. This prevents integer overflow bugs that occur in really tall sectors, textures that appear to wiggle or jump on long linedefs, and walls that appear to move when you look along their length.
The rend32 branch also features 32-bit color rendering, allowing proper shading of colors in dark areas of the map instead of colors becoming washed-out due to palette limitations. Also dramatically improved is translucency, making blue text on the HUD much more clear. We can't thank James Dunne enough for his contribution of the 32-bit color feature!

32bpp example:,GsBTFof (You should probably be able to tell which is which!)

For windows users only:
For other platforms, please svn checkout and build the client

  • vid_32bpp: Set to 1 for 32bpp renderering, 0 for standard 8bpp.  Default is 0.
  • vid_capfps: While you will not find truly uncapped fps, setting this to 1 will unblock the renderer and allow it to process as many frames as possible.  It will still however be locked to display 35fps.  Default is 0.

Devoblog / Manc Out

« on: January 31, 2011, 15:38:42 »
EDIT: Damnit...

After over 5 years of working on this project, I am afraid things have gotten to the point where I can no longer balance a support and passion against the community and where it sees efforts best spent.  It has become increasingly clear to me that people in the doom multiplayer community would much rather stick with their tried and true, yet broken or fascist port of choice rather than participating in an effort for a truly community-driven, open project.  

It is no secret that we have been and still are looking for someone to take the reins from denis after his departure, and we have not had much luck.  Granted, we have picked up some wonderful folks like Hyper Eye and Ladna.  These guys show a twinkle of what could have been possible.  Unfortunately, we are still grappling with problems that have existed since day 1, and we still to this day do not have a cohesive community-driven discussion and participation on any but the most basic level.  

This is not my only frustration.  There are certain areas in which I have asked for support beyond programming, and it is hard to come by.  While I mentioned we've picked up some developers with chops, progress has not been made at the speed that I would like, and as I have no repercussions to implement, it's hard to command such things get done.  Being at the whim of others who come and go is not going to work for this project.

To be clear, this is not about getting or not getting "credit" or lack thereof for anything.  Far better programmers than I have implemented a majority of what Odamex is.  I do not feel that I am being forced out, "overworked" or anything like that.  In fact, it is the lack of such progress that plays a role, albeit a small one.

Perhaps at this point in Doom's life, there is not enough room for 3 port choices that are all based on the same seeds.  I am not entirely sure at this point.  I suppose it will remain to be seen.  My departure does not signal the end of Odamex.  Since it's an open source project it will continue, though what "continue" means is up in the air.  Without a lead developer, things will continue to stagnate.  Without serious effort, information is stale and interest is lost.  If there is someone in the shadows waiting that suddenly has an interest in providing real coding leadership and direction, you're more than welcome to join #odamex-dev on

So long, and thanks for all the fish.

Devoblog / Bug Tracker Is Back

« on: March 17, 2009, 20:51:55 »
Just wanted to let everyone know the bug tracker is back up.  I may upgrade to bugzilla 3.2 but I'm also thinking of changing over to mantis or some other php-based thing with a migration path from bugzilla.  We'll see. 

Devoblog / Odamex 0.4.3, Last of the 0.4?

« on: March 11, 2009, 19:29:49 »
** This is a required update **

The fourth and likely final release of the 0.4 series, 0.4.3 offers many tweaks and fixes which offer both a more solid experience for the player and more options for the server administrator.

Perhaps the most sought after of fixes in recent months, client/server sector desync problems have been greatly improved upon. The occasional desync still may exist due to a dropped packet, but they now occur with a much smaller frequency.

Client changes include fixes and improvements to video related settings. A windowed client can now be scaled to the next supported resolution by just dragging the window, while video mode testing has been restored in the options menu. In addition, player color selection now allows for a wider range of colors to be selected with the slider.

Some new sound features have been introduced to the project as well. A new client cvar, co_level8soundfeature, now allows clients to toggle the map08 full volume behavior. This only affects Doom 2 map08 and is totally optional. snd_samplerate now allows clients to change the sound sample output rate.

For server administrators, the +map and -warp command line parameters now work on server boot and will override the first map in a maplist. sv_itemrespawntime cvar allows servers to modify the amount of time (in seconds) for items to respawn. A bug which retained keys players picked up in the previous map in coop mode has always been corrected.

The launcher issue with reporting team deathmatch servers has been fixed and directory browsing has been made more user friendly.

The Odamex team would like to once again issue a plea for an individual who is capable of creating a universal (x86/ppc) package for Mac OSX. Our current official package is almost over a year and a half old and a properly built package is in great demand. If you believe you can help us, please visit us on #odamex or contact us through our forums.

So where do we go from here? The Odamex team is now working towards a 0.5 release which would implement a new protocol as we move towards improving our netcode even further. Other changes such as a complete rewrite of Capture the Flag mode are also currently being discussed. Keep alert for new updates as we plan to fill in our userbase with new information more frequently.

Devoblog / Departure

« on: January 16, 2009, 17:58:57 »
Ghostlydeath has informed us that he will no longer be able to actively contribute to the Odamex project.  Ghostlydeath was brought slightly less than a year ago and has aided in bringing such features as spectator support, user banning and more.

His efforts and contributions were greatly appreciated, and we wish him the best in his future endeavors.

Devoblog / Odamex 0.4.0 Is Now Available

« on: June 05, 2008, 23:11:50 »
After long last, Odamex has reached 0.4.0!  There have been over 400 revisions since our last release, and if you haven't seen Odamex in a while, it's time you got on the odatrain.

What is new and awesome this time around?  How about spectator support, server banning, vastly improved net code stability, an over 100 point quality assurance inspection test and so much more

This update is mandatory and incompatible with 0.3.  All server admins are asked to update asap (and players too!).

We would also like to thank the help of our most active contributers, including Nes and GhostlyDeath, who have really come through in the last few months to help us out.  You can help too!  Visit our bug tracker and if you see a bug you like, ask for assignment and we'll be happy to oblige.  Be sure to also check out our wiki and specifically the coding standard for more information.

Devoblog / IDE Updates to 4.22

« on: May 29, 2008, 01:27:50 »
Not really Odamex news per se, we just couldn't let this pass by without mentioning it to you guys.  Internet Doom Explorer, our top recommended third party launcher of choice, has been updated to version 4.22.  Aside from the usual bug fixing and improvements, he's incorporated all the latest changes to the odamex protocol and feature set, so when 0.4 is released you'll be able to use it with Odamex right away.

Devoblog / News? On this site? Unpossible!

« on: April 08, 2008, 21:28:07 »
...but true!  For those hardcore dedicated folks that have been following our latest developments, you may know this, but for the 98% that may not have revision 559 is a critical update for those running development versions of Odamex.  We recommend updating your servers (and dev clients) asap (the latest revision as of this writing is 0.3r563).

In other old news, MagFEST was awesome, but we're not committing at this time one way or the other for next year.  It was definitely a challenge, but overall a success.  We had very well-run tournaments, and we gave away all our swag.  As soon as I get the link again from Rottking I will link pix.

In sadder news, you may have noticed we no longer have a Master 1 master server.  Thankfully is still operational, so be sure your servers and launchers are pointing to it.  By default communication should happen on both, but in case you modified the list (naughty!) is the place to point.

I think that's it for now.  We're getting the ball rolling again, crawling out of our winter caves and pushing up our sleeves.  And remember, if you're ever interested in contributing via bug tracker patches, documentation or anything else, we are here to facilitate!

Devoblog / Bugtest Weekends Are Go!

« on: April 25, 2007, 23:04:07 »
AlexMax has taken the helm for overseeing Bugtest Weekends, where people can get together with the expressed consent of finding new bugs and testing if old bugs have been corrected since patches were applied.  This of course assumes you can build from latest source, run a debugger and can apply due dilligence to rigorous testing.

So if you happen to have a weekend where you don't have anything going on, stop on by #odamex @ and get in on the testing awesomeness.

Devoblog / Play with Yourself

« on: March 06, 2007, 15:00:42 »
That's right, Odamex now has rudamentary single player support!  You can start the odamex client with the standard -warp xx parameter (where xx is the map number) and it will load the map in single player mode.  This should help a lot for map and engine testing as it eliminates the "netcode" factor.  So, if you've been wanting to help out but are afraid of "netcode", now it's even easier!

Note that this only works with Doom II right now.

Devoblog / 0.2 Alpha Available Now

« on: February 20, 2007, 14:46:08 »
That's right - things keep right on moving here, and we've got another release out the door.  Version 0.2 Alpha is available now, and it is already vastly improved over 0.1!  Besides the usual fixes that no one may notice, it has:

* Re-added RESPONSE file support
* Added x-code project
* Improved midi support
* Improved gamma reproduction
* Slightly more free resource wad
* Fixed and improved support for more platforms like NetBSD
* And much more!

We are still looking for a Mac (OSX) package maintainer however, so if you're interested email or send me a private message.

Select a package below to get in on the odamex action!

Windows 9x/2000/XP/Vista Starter Package

Complete Universal Source Package

Devoblog / Odamex 0.1 Alpha is out!

« on: January 18, 2007, 23:45:10 »
Odamex, the Free and Open Source multiplayer Doom Engine began back in July 2005 as idle talk, a dream if you will. Now, thanks to the dedication of wonderful, talented doomers worldwide, we proudly present version 0.1 alpha!  There are a few things to keep in mind, namely that this is ALPHA QUALITY software; this means that A LOT OF STUFF IS EITHER NOT IMPLEMENTED YET OR BUGGED OUT.  You will find however that Odamex is a pretty stable, cross platform application that aims to provide a top notch client/server experience while staying slim and trim.     

Select a package below to get in on the odamex action!

Windows 9x/2000/XP Starter Package

Mac OS X PPC/X86 Starter Package

Complete Universal Source Package

Devoblog / Boards Updated to SMF 1.1 IMPORTANT NEWS

« on: December 17, 2006, 12:18:39 »
SMF was just updated to 1.1, and as you have undoubtedly noticed there are a couple of minor glitches to be resolved from that.  The ones I know of so far include the "month missing from dates" and "wiki login error" issues.  The latter has since been resolved but requires you to log in to the boards in order for the system to update your password.  Once you have done so your wiki login should work fine. 

If it does not, or if you are aware of any other noticeable issues with the upgrade, please send me a private message.
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