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Devoblog / Odamex 0.9.3 Released

« on: June 12, 2021, 14:13:37 »
Odamex 0.9.3 has been released.  Download it from Sourceforge or Github.

Odamex 0.9.3 is primarily a bugfix release.


  • An issue where a player health desync was leading to ghost players has been resolved.
  • Friendly target nameplates are now always visible unless the client turns them off.
  • Addressed an issue where non-keyboard buttons couldn't be unbound.
  • mute_spectators was not blocking spectator teamchat, now it does.
  • During demo playback, target nameplates now show health indicators. Note: that at this stage the health indicator is considered a debugging tool and is not 100% accurate - thus why it's limited to demos for now.

* Going Forward *

As always, please continue to report all found bugs on our GitHub Bug Tracker and please join our amazing Discord community to organize games and keep up with development.

If you missed 0.9.2 released a couple weeks ago, check out the changelog in that thread.

* Information & Download *

The official release changelog can be viewed here.

Download Odamex 0.9.3 for your preferred platform now!

Devoblog / Odamex 0.8.3 Released!

« on: May 10, 2020, 19:56:34 »
** This is a required update **

* The Release *

Odamex 0.8.3 has officially been released! Since there was no post made for Odamex 0.8.2, this post will cover the combined changes for both Odamex 0.8.2 and 0.8.3. Huge credit to AlexMax, Ch0wW, Dr. Sean, Hekksy, Hobomaster, HyperEye, JSD, Manc, so-sleepy, and vilhelmgray for all of their contributions that made these releases possible. Read on to view a more comprehensive changelog.

* Input Lag Fix *

Since the project moved to SDL2 with Odamex 0.8, some players complained of input lag. Particularly, this always seemed to be most noticed with the mouse. After years of racking our brains and reviewing all of our input code, we discovered that the issue was in fact caused by changes to the window manager in Windows 8 and Windows 10. To combat this, players are now given the option of two different input modes: Fullscreen Exclusive and Fullscreen Borderless. For users on Windows 8 and Windows 10, using the Fullscreen Exclusive video mode will eliminate the video lag (and a perceived mouse lag) introduced on these systems.

* Changelog *

Most of the changelog can be found below:
  • Fixed bug 1278: sector scroll speeds. Also reimplemented LS_Scroll_Floor (0.8.2)
  • Fixed weapon offset by 1 (0.8.2)
  • Many Fixes related to client stability regarding invalid stats, floor/ceiling height, and railgun crashes (0.8.2)
  • Fixed crash when loading a game when an Icon of Sin cube was in-flight (0.8.2)
  • Fixed cl_netgraph rendering out-of-bounds on small resolutions (0.8.2)
  • Fixed issues with actions triggered by multiple bound keys at the same time  (bug 1282) (0.8.2)
  • Most arguments now automatically translate to lowercase, fixing Many issues that may be a result from wrong case usage (0.8.2)
  • DeuTex is now used to build odamex.wad (0.8.2)
  • Improved support for international keyboard layouts (0.8.3)
  • Corrected multiple video and resolution bugs related to scaling (0.8.3)
  • Fixed issue with demo recordings where multiple map indexes were being written (0.8.3)
  • Bug fixes to weapon behavior in wads that utilize "ISLOBBY" (i.e. Duel2020OA.wad) (0.8.3)
  • Removed classicdemo variable since it was never used (0.8.2)
  • Removed suicide spam and suicide during intermission (0.8.2)
  • Rewrote a loop in SV-WriteCommands (), making the server much more efficient (0.8.2)
  • Added further improvements to wad downloading by removing the constant check for MD5 hashes (0.8.2)
  • Increase number of steps adjusting snd_sfxvolume, snd_musicvolume, and snd_announcervolume to 64 (0.8.2)
  • "players" command now also includes the number of players when used (0.8.2)
  • Reverted the patch for bug 1105. No other multiplayer ports seem to support this behavior and it is not vanilla (0.8.2)
  • Removed cvars "dynres_state", "dynresval", "mouse_acceleration", "mouse_threshold" since they were rarely used and caused confusion amongst the players (0.8.2)
  • Removed cvar "mouse_type", we now only support the ZDoom mouse type since it was just a scaler for the Doom mouse type. Odamex will detect the users settings with the old cvar and update to the new settings automatically (0.8.2)
  • Removed "cl_rocketrails" because it was unused (0.8.2)
  • Removed "cl_unlag" and "sv_unlag". They are default behavior now (0.8.2)
  • Removed "rate" cvar. The client will now allow up to what the server allows with "sv_maxrate" (0.8.2)
  • Removed "cl_predictlocalplayer" cvar. It is now always enabled (0.8.2)
  • Latest SDL2 and SDL2_Mixer libraries are now packaged with release (0.8.3)
  • CMake and compiler optimizations (0.8.3)
  • Added confirmation messages for addmap and insertmap (0.8.2)
  • Added PAR times for the Flesh Consumed (0.8.2)
  • Updated FreeDoom to version 0.12.1 (0.8.2)
  • Added some feedback to the user warning them if their iwad is out of date  (not version 1.9) (0.8.2)
  • Added back a few ZDoom/Hexen damage sectors (0.8.2)
  • intermission now plays normally during episode end. Odamex No longer jumps straight to the next map upon exit (0.8.2)
  • Added the ability to spy by name  (or closest to what the user keyed in) (0.8.2)
  • Added new vid_filter cvar to control display filtering; options are "nearest", "linear", "best", or "0", "1", "2", respectively (0.8.2)
  • Added "Fullscreen Exclusive" mode as an available option in the vid_fullscreen. The other two existing modes were windowed and fullscreen borderless. Using Fullscreen Exclusive mode eliminates video lag  (and a perceived mouse lag) introduced on systems running Windows 8 and Windows 10. (0.8.3)
  • Client now receives control of mouse when client is in console, menu, or alt+tabbed on Windows. This behavior mirrors Valve's Source engine games and is highly useful for users with more than one monitor. (0.8.3)

* Going Forward *

This is the last release expected in the 0.8.X series. With Odamex 0.9.0, we expect to bring a large amount of new features including support for many more wads (Boom/MBF), a duel queue, new game modes, and many other under-the-hood improvements that we will reveal as we move closer to the release.

* Discussion & Download *

Also, please join us on the official Odamex Discord to chat with other players, organize games, and track development of the project!

A comprehensive list of additions and changes can be viewed here.

Download Odamex 0.8.3 for your preferred platform now!

Have fun!

Devoblog / Odamex 0.8.1 Released!

« on: July 23, 2019, 13:15:41 »
** This is a required update **

* The Release *

Odamex 0.8.1 has officially been released! The new version of Odamex has numerous bug fixes, as well as a handful of new features! Make sure to scroll down to check out the full changelog. Huge credit to AlexMax, Ch0wW, Dr. Sean, Hekksy, Hobomaster, HyperEye, Manc, and Nautilus for all of their hard work and contributions that made this release possible.

Most of the changelog can be found below:
  • Added "lobby" support to MAPINFO to allow players to create lobby maps
  • Added compatibility for Freedoom 0.10 to 0.11.2
  • Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death.
  • Added hud_demobar to now hide the progression bar during the playback of a demo
  • Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF
  • Added options for filtering specific gamemode demos in the network settings
  • Added additional default binds to be more in alignment with modern shooter controls
  • Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source.
  • Added experimental server cvar "sv_download_test" (default 0). This is a change that will stop odasrv from constantly opening and closing a wad file for a user attempting to download. We are hoping this will stop lag spikes from happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the cvar will be removed and it will be turned on permenantly
  • Added a "fast turn" bind for joysticks, similar to nxQuake2, making you react much better to oppoents or very close enemies by temporarily changing the sensitivity at the press of a button
  • Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillarboxing in lower resolutions like 640x480
  • Added sv_respawnsuper, which can enable respawning of super powerups like megasphere and invulnerability sphere
  • The warmup message now specifies which key needs to be pressed to "ready up"
  • The server will now inform the user that the maplist was cleared
  • Bobbing is now disabled in spectator mode and flying and mouselook are on by default
  • Fixed a bug where the client would hear switch activating sounds when connecting to a server
  • Fixed a bug where palette and blending would not be updated during intermission
  • Fixed a crash when using maplist with no wads specified
  • Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo
  • Fixed active moving sectors getting stuck when switching from in-game to spectator mode
  • Fixed the alt key getting stuck on Windows when moving in and out of the odamex window with tab
  • Fixed some vanilla demo desyncs
  • Fixed some sectors not having the floor and ceiling textures updated in online mode
  • Fixed being able to drown in god mode
  • Fixed co_globalsound not working as intended
  • Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering
  • Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillarboxes
  • Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode
  • In single-player mode, the game will now pause if the console is on screen
  • The client is now much better optimized for rendering transparency
  • Removed obsolete code that would only update sectors every 3rd tic that could result in desyncs
  • Remove cl_updaterate since it is no longer used
  • Remove update_rate from userinfo since it is no longer used

* Crash Dump Generator *

Despite all of the hard work that our developers put into Odamex, there can always be a bug hiding around the corner. One of the most frustrating types of bugs is one that causes Odamex to "hard crash" and shut the program. If you experience this on Windows, Odamex will now generate a crash dump file (ending in .dmp) in your Odamex directory. If this happens, you can upload that crash dump and an explanation of what happened to our bug tracker. Providing us access to this dump allows our developers to quickly uncover information regarding the crash and resolve the bug. Please create an account and provide information with your crash dump file if you experience a crash!

* Other Cool Things *

A huge shout out to Rude, who has developed plasmabump. Plasmabump is new hub for classic Doom deathmatch powered by Odamex. Official plasmabump servers track match data and use it to generate an ELO ladder, a stat-tracking system, and more. Head on over to the plasmabump site and, more importantly, hop into a plasmabump server today to stake your claim as a Doom deathmatch pro!

Also, please join us on the official Odamex Discord to chat with other players, organize games, and track development of the project!

A comprehensive list of additions and changes can be viewed here.

Download Odamex 0.8.1 for your preferred platform now!

Have fun!

Devoblog / Odamex 0.8.0 Released!

« on: January 25, 2019, 06:09:52 »
** This is a required update **

* The Release *

After a brief hiatus, the Odamex Team is proud to finally present to you, Odamex 0.8.0. The long awaited new version of Odamex is packed with many "under the hood" engine improvements that will improve the overall experience. One of the most important notes is that Odamex has upgraded to SDL2, which improves performance and fixes a number of bugs in Odamex's video, sound, and input systems. Odamex has also been updated to ensure high performance on the newest versions of Mac OSX.

There are a number of improvements and enhancements to the client. For users with non-qwerty keyboard layouts, all text input should now work as expected. Mouse options have been simplified and now uses raw input at all times (users had past issues with SDL 1.X mouse input). Users can now scale their weapon's transparency using r_drawplayersprites (or set it in the display option menu). Forcing player colors (enemy or ally) has been improved.

For our vanilla Doom enthusiasts, several bugs were fixed in the vanilla demos subsystem. As a result, it fixes a lot of problems that would cause demos to desync upon recording/playing, as well as crashes for the hardcore speedrunners. We also fixed a known problem related to the -shorttic parameter. Additionally, console cvars vid_320x200 and vid_640x400 create 320x200 and 640x400 drawing surfaces and stretches them to the entire window, emulating vanilla Doom's video rendering.

Some notable additions and changes that server administrators should note are:
  • New cvar co_globalsounds: allows players to hear other players' pickup sounds
  • New cvar sv_dmfarspawn: causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
  • Merging co_fixzerotags into co_zdoomphys
  • Merging co_boomlinecheck and co_boomsectortouch are together into co_boomphys
  • Merging co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
  • Remove co_level8soundfeature (now automatically applied only in SP/COOP If co_zdoomsound is off)
  • Reimplemented sv_emptyfreeze, which freezes the server when no clients are connected. Disabled by default

* Crash Dump Generator *

Despite all of the hard work that our developers put into Odamex, there can always be a bug hiding around the corner. One of the most frustrating types of bugs is one that causes Odamex to "hard crash" and shut the program. If you experience this on Windows, Odamex will now generate a crash dump file (ending in .dmp) in your Odamex directory. If this happens, you can upload that crash dump and an explanation of what happened to our bug tracker. Providing us access to this dump allows our developers to quickly uncover information regarding the crash and resolve the bug. Please create an account and provide information with your crash dump file if you experience a crash!

* Other Cool Things *

In addition to Odamex 0.8.0's release, we must highlight the other aspects of our project that have received great attention. You may have noticed our new, beautifully overhauled website! One account will now allow you to post on the forums, edit the wiki, and report bugs on our tracker. Expect to see new features and Odamex integration on the website going forward.

Also, please join us on the official Odamex Discord to chat with other players, organize games, and track development of the project!

A comprehensive list of additions and changes can be viewed here.

Download Odamex 0.8.0 for your preferred platform now!

Have fun!

Devoblog / Odamex 0.7 Released!

« on: March 27, 2014, 19:09:07 »
** This is a required update **

* The Release *

After many revisions and improvements, the Odamex Team is proud to present Odamex 0.7.0. This new version of Odamex marks the first official release of the rewritten software renderer. This new renderer fixes many relics of old ZDoom code and also includes support for a 32-bit software renderer capable of displaying colors far beyond what was previously capable. Additionally optimizations for frame-rate improvements in 32-bit color mode have been implemented based on specific capable CPUs, (automatically) controlled with the cvar r_optimize.

Aside from the brand new renderer, a great deal of changes and bug fixes also come with this release. Mappers will be excited to see that Odamex now supports up to 65535 vertices and 65536 segs in a single map. The launcher has received a number of improvements as well: Odalaunch can now query servers faster and a bug has been fixed involving oversized packets that resulted in some players not being able to see a full list of servers. A new announcer is also included and only one announcer sound will play at a time per team. Screenshots can automatically be taken during intermission via cl_autoscreenshot and all screenshots are now saved in PNG format.

Windows users will be excited to see that Odamex is now offered in 32-bit and 64-bit binaries for improved speed on 64-bit compatible operating systems. Download Odamex 0.7.0 for your preferred platform now!

A full list of changes can be viewed here.

Have fun!

Devoblog / North American Doom Association Launches

« on: June 28, 2013, 15:34:46 »

Sign-ups for the first North American Doom Association tournament are now open. The North American Doom Association, or NADA, is a 1-on-1 tournament ranking system that will run year-round. Players of all skill levels, experts and novices, are invited to play in any or all of the 24 open tournaments. The league utilizes servers on east, central, and west coasts of North America to allow for the fairest games. To sign up and join community discussion, you can visit the forums or chat at #nadoom.

Devoblog / Bug Tracker Maintenance

« on: June 12, 2013, 10:07:30 »
As of June 12th, the Odamex bug tracker is down for necessary maintenance. Although we expect to resolve this in a timely fashion, you can post any bugs in the Temporary Bug Tracker Thread topic on our technical support forum. We apologize for the inconvenience.

Technical Support / Temporary Bug Tracker Thread

« on: June 12, 2013, 10:04:48 »
Please post bugs here while our bug tracker undergoes scheduled maintenance. You can post them using the following format:

Bug Title:
Operating System:
Odamex Version:
Bug Description:

Devoblog / Odamex 0.6.2 Released

« on: December 15, 2012, 14:00:10 »
** This is a required update **
* The Release *

===Widescreen support===
Odamex now natively supports widescreen field of vision on widescreen resolutions.  Remove the blinders, and take advantage of that nice LCD monitor you have.
Of course, there are times where you might prefer to keep a narrower field of view.  Odamex not only allows you to use the stretched widescreen like in prior versions, there is an option to use a zoomed in view that has a correct perspective but still limits you to the original field of view, cutting off the top and bottom of the screen.  And although it is off by default, servers can enforce the lack of widescreen, allowing players to fallback to whichever type of limited field of view they prefer.
===Player Weapon Order===
Anyone who had played Doom for a significant amount of time knows this situation.  You have your opponent in your sites, you're just about to pull the trigger...but just at that moment your gun disappears and you're helplessly sawing the air while your gleeful opponent takes advantage of your misstep to put buckshot straight at your mug.
No more.  Odamex now features a more comprehensive implementation of Player Weapon Order that allows you to have two weapons with the same priority.  And now it has a dedicated more guesswork.
===Warmup Mode===
Odamex now supports resetting the map to its original state without reloading it.  This opens a world of possibilities, and the first of those to be realized is Warmup Mode.
When you join a server in warmup mode, you can run around and shoot other players all you like.  However, frags and scores do not count, and the game is not allowed to proceed until all players have signaled that they are ready.  Once they are, a countdown begins and the map resets to its original state, ready for play.  There are several other possibilities that this warmup mode allows as can elect to start the game as soon as the map loads, but with a countdown that allows players time to connect.
Of course, this isn't the only thing that map resetting allows.  The 'callvote restart' command has been overhauled to take advantage of this feature as well.

===Doom/Doom 2 BFG Edition Support===
Odamex now supports the new official versions of the game data packaged with Doom 3: BFG Edition. Odamex will automatically detect the BFG Edition version of the game and add support for the Doom 2 expansion episode, "No Rest for the Living".
===Cooperative Improvements===
Cooperative play has gotten some much-needed attention with this release.  The primary source of monster desyncs has been found and fixed, meaning that you and your buddies can finally team against the forces of hell without the demons of the internet grabbing at your ankles.
Of course, we couldn't just leave you with that.  In addition to a long-overdue addition that allows players to keep obtained keys after being killed, Odamex now features built-in monster health scaling and monster damage scaling.  Watch your step...that puny little former human might hurt a lot more next time.

Along with these additions to Odamex, there have been a numerous amount of bug fixes and improvements to the engine's networking and rendering systems. You can grab the proper download for your system at the top of the main page.

Devoblog / Sparks fly; Odamex 0.6.1 released!

« on: July 05, 2012, 00:10:34 »
** This is a required update **

* The Release *

Odamex 0.6.1 has a number of new features that should offer something for all of Odamex's users.

One of the star additions to Odamex 0.6.1 are the new spectator options. You will now be able to see a player's status info and weapon when spectating, as well as their vertical mouse look pitch in servers that allow it. This is a significant change that really helps to improve the experience when watching others. There are also a number of other new related commands that can allow you to easily spy a specific player or a flag in CTF.

Robust announcer support has been added as well. This mostly applies to CTF games. Players will also be able to choose their announcer style (possessive or team based). Other often requested additions that affect this type of player are player color forcing and the addition of a turnspeed variable.

All players will be able to enjoy a number of renderer improvements which help prevent line "tearing". Players can also now resize their windows independent of the pre-set resolutions. This means that players who have asked for the option to maximize their windows to their desktop will now be able to do so.

Server administrators now have the option of utilizing the sv_maxplayersperteam variable as well as the co_blockmapfix compatibility flag, which fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.

There are a number of other additions and fixes which are covered more in-depth in the change log. To see more specific changes that arrive with Odamex 0.6.1, check out the more extensive list on the release page or the complete listing using our svn changelog.

As usual, you can grab the proper download for your system at the top of the main page.

Devoblog / Odamex 0.6 Released!

« on: May 12, 2012, 00:16:36 »

* The Release *

Odamex 0.6 is finally here! After many months of testing, you can finally enjoy all of the new features of Odamex 0.6 on public servers. Rather than run down the huge list of changes in paragraph form here, here are links to the abbreviated changelog, complete changelog, and the actual svn changelog. In addition to these change logs, there were a number of video previews of Odamex 0.6 which can be seen on Odamex's Youtube Page.

Some of the obvious highlights of this release are the addition of slopes, an advanced voting system, a brand new netdemo format, aesthetic improvements, optimized mouse input, and numerous network enhancements. However, these are simply some of the most notable additions and only scratch some of the changes that have occured going into Odamex 0.6.

* Thank You *

As always, we would like to remind our users that the Odamex project thrives off of user input, particularly when it comes to resolving bugs in the engine. As we've approached this major version over the last few months, dozens of players have pushed their time and resources into ensuring the success of Odamex 0.6. We at the Odamex team want to thank you for your continued and unwavering support. You have played a serious role in shaping this release and we hope that you are as proud as we are! This is only the beginning.

* Keeping The Dream Alive *

We encourage everyone who wishes to continue their support to take a moment and sign up for the Odamex Bug Tracker. This has been one of our most valuable tools in development of Odamex and is our number one resource when it comes to determining our direction. If you come across something odd or broken in Odamex 0.6 that is not already listed or resolved in the tracker, please submit as much information as you can! Our project relies on the input of our average users.

If you are interested in tracking official Odamex news more easily, you can subscribe to updates in a variety of ways:

1) Subscribe to the Odamex Mailing List, which will give you immediate email updates on Odamex bugs and their status as changes occur. You can do this by signing up here or email with "subscribe" in the subject field.

2) Join the growing Odamex Facebook Group, subscribe to our Youtube channel, and join our Google+ page.  

3) You can subscribe to the Odamex release rss feed.

Now go fill those servers!

Devoblog / The State of Odamex - May 2012

« on: May 01, 2012, 12:11:09 »
As some of you may have noticed, today marks the beginning of May and, perhaps more relevant to this project, the end of April. Although Odamex 0.6 was slated for an April 2012 release, the development team has made the decision to slightly delay the public release for a few additional tweaks and small bug fixes.

I can assure you that the core of Odamex 0.6 is ready to go. Hours have been spent almost every night play testing with dozens of different individuals. Although these test sessions have gone incredibly smooth, we are playing the role of a perfectionist. Some of the smaller complaints and bugs we have found are being tended to quickly and tweaked to ensure that there won't be an immediate follow up to the Odamex 0.6 release because of hasty oversight. Do not be alarmed though! The new release will be widely available only in a matter of days. I promise it won't be long.

In the meantime, a number of developments have happened throughout our growing community as we edge towards our 0.6 release. Many individuals have had the opportunity to play our daily builds and we are confident that our budding community will have the opportunity to flourish immediately upon release.

A number of new wads are being developed specifically for the Odamex 0.6 release. Our own resident HeX9109 has taken the lead on the converting and updating many classic CTF maps in the Anthology CTF project, slated for release alongside Odamex 0.6. The Mechanix Union have also started moving the gears on Velocity CTF II. To post your own wads and get involved in mapping for Odamex 0.6, visit our Maps, Wads, and Mods forum.

Building on Odamex Saturday Nitro's resounding success, Odamex forum user capodecima, with the support of long-time Odamex server host Liquid Doom, has put forth the effort to run an equivalent event for European users. Odamex Sunday Thunder takes place every Sunday night in the European time zones. As a bonus, Americans can drop in for a mid-day romp. Thunder's very first event drew incredibly large crowds, with the server averaging 18-20 players for almost two hours. Odamex Sunday Thunder always takes place at the following times:

-United Kingdom (19:00)
-Central Europe (20:00)
-Russia/Moscow (22:00)
-Eastern US (2:00 PM)
-Western US (11:00 AM)

Perhaps one of the greatest testaments to Odamex's continued development is the International Doom League's announcement that they will be moving to Odamex full-time for their twelfth full season. The IDL is one of the oldest and most successful leagues in the history of the Doom community. We would like to welcome the IDL into the Odamex community and both anticipate and appreciate the high level of competitive play that they should bring to Odamex starting this summer.

Odamex 0.6 is not much further off, but you don't have to wait until then to get involved. You can visit either one of our IRC channels ( #odamex, #odamex), sign up and post to our forums, or just join in some games for the final remaining days of 0.5.6. The Odamex community has come a long way in a short amount of time and we're just getting started.

Devoblog / Odamex 0.6 Preview #6 - April 2012

« on: April 09, 2012, 11:19:42 »
The sixth and final Odamex 0.6 preview.

Let us know what you think about Odamex 0.6! Sign up for the forums and leave comments on this post, subscribe to Odamex on Youtube, circle and +1 Odamex on Google+, join and like the Odamex Facebook group, and get ready for Odamex 0.6 - coming to a computer near you very soon!

Devoblog / Odamex 0.6 Preview #5 - We Don't Need Roads

« on: April 02, 2012, 19:40:23 »
The fifth Odamex 0.6 preview, "We Don't Need Roads", shows off some of the functions and features of the new net demo system.

Make sure to leave comments, feedback, and check back next Monday for the last Odamex 0.6 preview!

Devoblog / Odamex 0.6 Preview #4 - Lose The Lag

« on: March 26, 2012, 17:01:21 »
The fourth Odamex 0.6 preview, "Lose The Lag", displays a number of Odamex's new network enhancements.

Make sure to leave comments, feedback, and check back every Monday for exciting new information!
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