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Topics - Zorro

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Developer's Corner / Distributed SCMs

« on: July 04, 2007, 18:21:13 »
Someone handed me this link to a video of a speech given by Linus Torvalds on git and Distributed Sourcecode Management.  I thought it was pretty interesting and a bunch of the points made were true.
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Developer's Corner / Major engine restructuring.

« on: May 13, 2007, 21:41:12 »
Today and yesterday I have gone deeper into the core of Odamex then I have ever gone before.  I began hoping that I would be able to better understand what makes Odamex tick, but after tinkering with it for a few hours, I had realized that warm fuzzy feeling had been missing for a while.

A few of the community members have asked why Odamex development has been coming along so slow; The answer is simple: the internals of Odamex are a mess.  Enough of a mess to scare away (possibly many) potential developers.  The current state of the doom engine can only be described as an unstable jenga tower.  As more work is done, it seems the tower is made more unstable and blocks are continually placed on top.

We are currently at the point where the tower is about to topple, The brave ones have stopped placing bricks on top.  The average coders have stopped long ago.  I think the only solution is to let it topple over and take all the bricks, one by one, and put it back together from the ground up.

The doom engine we have now is the result of 13 years worth of mistakes and oversights.  It does not need patchwork, it needs a reworking.  It needs to be torn apart and redesigned as a client-server engine which lends itself to code reusability and sanity.

Instead of running away, I would like to lend a hand in this.  The only way for odamex to succeed is getting this done as soon as possible.
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Developer's Corner / Refined transparent map

« on: April 08, 2007, 18:06:02 »
Doom already has mapping built into it, and odamex already has the transparent overlay map feature, however, both of the current automap representations are highly distracting.  What do you people think about replacing or adding to the transparent automap the functionality to draw inside a box somewhere off to the side instead of covering the entire screen?

Let's try to keep the poll's results based on our opinion of the idea, not of how hard it would be to implement or who is doing the work.

In addition, maybe this is something that the server should control.  It is very similar to the issue of freelook.  In vanilla doom, you go blind when you enable your map.
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Developer's Corner / Vicious bug testing/discovery cycles

« on: April 01, 2007, 10:02:54 »
Last night, Alexmax dragged us onto his server and we tested a bunch of bugs, and discovered a few new ones.  Mabey we should organize a bug testing schedule.  Every Saturday night? more frequent?  What are your thoughts?
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Developer's Corner / ogl_hack

« on: March 13, 2007, 13:56:32 »
Any chances of the ogl_hack branch returning soon?  I would like to play around with it :P
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Developer's Corner / Game-affecting variables

« on: November 21, 2006, 15:22:32 »
Not requiring the definition of a new game type, certain variables could be introduced to extend the flexability of existing game modes.  For example, in addition to sv_fraglimit (whatever the equivelent variable is named) there could be a sv_lives variable which dictates how many times a player can die in a round.  This would allow for games of LMS and CaptureStrike (LMS CTF) to be created without the need for any special wads.

Additional variables could include:
sv_damage (affects the damage dealt by shots, can be used in a similar way to the difficulty mode, but can be set to above 1 for extra damage)

why don't some of you other people think of a few ;)
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Technical Support / wx based GetWad replacement

« on: November 14, 2006, 17:31:12 »
Is there any GetWad replacement built into the launcher?  If not, I'm going to see if I can quickly put one together.

EDIT: Well I'll be damned, GetWad is portable.  I guess I'll just do this for the hell of it, and possibly for license compatibility with odamex
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