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Messages - Hekksy

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Technical Support / Re: help me

« on: April 05, 2021, 10:51:07 »
I don't know how to help you because I cannot fathom what might be doing this. Perhaps search google for your issue with SDL2 applications?

Devoblog / Odamex 0.9.0 Released

« on: March 22, 2021, 14:39:25 »
** This is a required update **

* The Release *

Odamex 0.9.0 has officially been released! Huge credit to AlexMax, Ch0wW, Ralphis, Hobomaster, Hyper_Eye, Manc, DeathEgg,  pmjdebruijn, and Ru5tK1ng for all of their contributions that made this release possible. Read on to view a more comprehensive changelog.

* Introducing Mouse Polling *
Despite the strives we made for a better mouse with 0.8.3, resident coder Hobomaster still dug into reported issues and discovered more ways to reduce latency via mouse polling. After a lot of testing and feedback from veteran competitive players, the mouse feels amazing now!

* Changelog *

There are a lot of details with this release, but what you need to know is listed below:

New Features
  • Introducing Avatars! These are substitutes for voodoo dolls in co-op;
    • An avatar is an object that attempts to take the place of a voodoo doll in multiplayer.  Instead of pretending to be any player in particular, it's just an object, but with special handling in order to make any effects that would normally target a player target all ingame players instead.
  • Introducing new game modes: Survival, Last Marine Standing (and team Last Marine Standing), and Attack & Defend CTF.
    • All of these new game modes were added as modifiers to the existing game modes.  You can independently turn on lives, multiple rounds and sides to configure your game how you like it.
    • The scoreboard and HUD will dynamically change depending on if lives, rounds and sides are enabled.
    • There are also new "roundlimit" and "winlimit" conditions that trigger after a specified number of rounds have been played and certain number of rounds have been won respectively.
    • There is also a new floating arrow sprite above attacker's flag sockets in Attack & Defend CTF.
  • A new CTF setting that prevents touch-returning the flag, g_ctf_notouchreturn.
    • Our playtesting has found that this greatly enhances Attack & Defend CTF.
  • Introducing support for a third team, colored green.
    • This team can be used with any team-based game mode, and both the HUD and scoreboard will make room for it.
  • A new in-client file downloader!
    • Utilizing the popular cURL library, this feature will download resources like WAD and DEH files from web sites.  This new system is much faster and reliable than the old odasrv-based downloader and thus the old system was removed.
    • If the files necessary to connect are not found, the new system will still check the server's sv_website setting for files to download.
    • As a fallback, the system will use an internal list to search web sites to search for the files.  You can customize this list with cl_downloadsites.
    • You can download a WAD or DEH without having to connect to a server using the new download command.
  • LANGUAGEv2 support for LANGUAGE lumps.
    • Support for the old binary-format LANGUAGE lump has been removed.
  • Numerous fixes for Boom/MBF maps.
  • Server-side logging for WDL-format statistics.
  • A new cvardoc command will export a complete list of client and server cvars to an HTML file on disk.
  • Player join queues! This way all players have equal chances to play by queuing up for a game. Excellent for duels!
  • Secrets found in Cooperative and Survival are broadcasted to all players now.
  • Support for analog controller triggers has been added.
  • The "Secret has been revealed" message is now accompanied by a unique sound.
  • Server admins can specify a -crashout launch parameter to specify where to save crash dumps to.
  • A new CVAR sv_sharekeys has been added that shares keys among all players in cooperative modes.
  • Servers will now inform clients when a setting has been changed server-side.

Third-party code contributions
  • Restored compatibility with the shareware iwad (doom1.wad). Thanks pmjdebruijn!
  • Support for "no stop teleport" special 154. Thanks Ru5tK1ng!
  • Support for 16-frame sprite supports. Thanks DeathEgg!

  • Keys were not displaying to other players when viewing them.
  • A bug that caused HOMs in netdemos.

  • Mouse movement has been modified to make it more responsive.
  • SDL2 has been updated to release 2.0.12.
  • There is now a build-time dependency on deutex in order to build odamex.wad.
  • Increased maximum resolution to 8192x6144.
  • The number is sound channels is now 32.
  • Team Deathmatch now always shows the team objective scoreboard, and the team points that go with it.
  • Tab-completion now lists all commands that the user might be looking for instead of completing to the next command in alphabetical order.
  • Team-based strings now have added team colors in the console and message area.
  • The console font has been changed to a fresh new one, courtesy of Team Eternity.
  • Updated various sprites in odamex.wad, including many of the BIGFONT letters and the marine picture frame.

* Going Forward *

Many under-the-hood changes have been implemented into this release, and because of that we anticipate a few bugs and crashes that testing did not reveal to be uncovered with un-organized play. Because of this, we can expect 0.9.1 to release within a few weeks to resolve major issues found with this release. Still, this release is solid and will be a noticeable improvement over 0.8.3. Please report all found bugs on our new GitHub Bug Tracker.

* Discussion & Download *

Have we said enough that we love our amazing Discord community? Thanks for always being there with us for great games and development help! Join the fun to chat, organize games, and track development of the Odamex project!

The official release changelog can be viewed here.

Download Odamex 0.9.0 for your preferred platform now!

Maps, Wads and Mods / Re: Tips

« on: October 29, 2020, 15:55:41 »
Community member Doomkid has some excellent youtube videos regarding map making
Updated to version 0.8.3 32-bit
-waddir is telling odamex that your wads are located in the /build/odalaunch directory. You might want to look at your paths in the configuration menu to make sure the wad paths are pointing to the appropriate locations

Technical Support / Re: Temporary Bug Tracker Thread

« on: December 21, 2019, 19:12:26 »
The patch:

Code: [Select]
Index: common/p_map.cpp
--- common/p_map.cpp (revision 3958)
+++ common/p_map.cpp (working copy)
@@ -3026,7 +3026,7 @@
  nofit = false;
  crushchange = crunch;
- if (co_boomsectortouch)
+ if (co_boomsectortouch || co_zdoomphys)
  msecnode_t *n;

Technical Support / Mouse Settings

« on: September 17, 2019, 14:44:54 »
Odamex defaults to the same mouse system as used by Vanilla Doom 2, and is designed for players to migrate their settings to Odamex. However, many players are from ZDoom or ZDoom-derived ports, and thus might run into issues trying to figure out the Odamex mouse. I have created this thread as an attempt to help solve some headaches for migrating players.

First, change your mouse settings either in the Odamex console or odamex.cfg to match these:

Code: [Select]
mouse_type 1                 // sets the mouse type to ZDoom
m_yaw 1
m_pitch 1
m_side 2                           // has to do with strafing. The default is 2 and should not be changed
m_filter 0                         // applies smooth mouse movement. Try it on and off to find what you like. I personally have it off
m_forward 0                    // turns off the mouse moving you forward when you move the mouse up. This is enforced in Vanilla Doom but most players turn it off
mouse_acceleration 0    //Makes the mouse move faster the more you move it. Was in Vanilla Doom but I recommend to turn it off to make the mouse feel more consistent
mouse_threshold 0        //idk wtf this does but it was in Vanilla Doom
mouse_sensitivity 1      // The default mouse sensitivity in ZDoom. It might not be perfectly 1:1 but it should give you an idea of what to change. This is the setting that should be modified for while the others remain the same
r_painintensity .1         //Turns down the red blood when you get shot. Some servers enforce it though.

After you have made these changes, try adjusting just mouse_sensitivity up and down to find a comfortable level.

I hope this helps!

Developer's Corner / Re: Odamex 0.8.1 Release Candidate

« on: July 16, 2019, 20:21:09 »
Here is a 64-bit build of the latest version in case anyone wants it.

Developer's Corner / Re: Odamex 0.8.1 Release Candidate

« on: June 23, 2019, 16:13:20 »
updated the thread to the latest build and added some stuff to the bottom of the changelog

Developer's Corner / Odamex 0.8.1 Release Candidate

« on: June 17, 2019, 09:13:46 »
Hi friends:

Attached is the release candidate for Odamex 0.8.1. It is a 32-bit Windows build of the client only. 64-bit and with the full package will be released once 0.8.1 is officially released. To install this, I strongly recommend that you create a second folder for Odamex (I call mine odamex-dev) and extract the files into that folder. Then, grab your odamex.cfg from your normal install and it should be ready to go.

Here is a list of changes with this release since 0.8.1:

Code: [Select]
* the server will now inform the user that the maplist was cleared
* fixed a crash when using maplist with no wads specified
* updated compatible versions of freedoom to include 0.10 to 0.11.2
* fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo
* the warmup message now specifies which key needs to be pressed to "ready up"
* fixed a bug where palette and blending would not be updated during intermission
* added sv_respawnsuper, which can enable and disable super powerups like megasphere and invulnerability sphere
* 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
* 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
* in single-player mode the game will now pause if the console is on screen
* added "lobby" support to MAPINFO to allow players to create lobby maps
* added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source.
* fixed a bug where the client would hear switch activating sounds when connecting to a server
* the client is now much better optimized for rendering transparency
* fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillarboxes
* changed some of the default binds to be more in alignment with modern shooter controls
* bobbing is now disabled in spectator mode and flying and mouselook are on by default
* 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 Nintendo Switch support
* Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode
* 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 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
* fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering

Please note that this RC is not compatible with 0.8.0 servers due to updates and bug fixes in the netcode. If you want a server to test with, feel free to use [NJ] Homeless Town - 0.8.1 Dev Testing - Duel 2020 - This server will not show up in Odalauncher because it uses a different release version (unless you make your own build of the launcher with updated code)

Of course if you have questions or run into issues, please ask us here or on our Discord server :)

Download Odamex Win32 0.8.1RC Client

Nitro Zone / Nitro #211 - UDM2 FFA

« on: April 07, 2019, 14:19:41 »

This week we will be playing the legendary udm2.wad, an awesome but often overlooked entry into the UDM series of wads.

Nitro will only be having USA sessions until further notice due to our EU server having limited access right now.


On hiatus


Maps: 01-12
Players: 13 player deathmatch
Server: [NY] Vulture Culture
When: Sunday, April 7th @ 9pm EST

I am experimenting with the time slot this week. It will be moved an hour back in attempt to help players that are often late to the event.

Nitro Zone / Nitro #210 - Diet DBAB

« on: March 24, 2019, 15:11:16 »

Hey everyone, EU Nitro will not be happening this week due to Ch0wW's server having issues. NA Nitro is happening though and it will be Diet DBAB standard FFA. The 10 maps look and feel great to play!




WAD: Diet Don't Be a Bitch
Maps: 10 (map01 - map10)
Players: 10-player FFA
Server: [NY] Vulture Culture
When: Sunday, March 24th @ 8pm EST

Maps, Wads and Mods / Re: EXCELLENT Deathmatch Wads

« on: March 15, 2019, 16:00:55 »
Very good list except it is messing staph1 ;)

Nitro Zone / Nitro #209 - ZDCTFMPX EU & TLSD2004 INSTAGIB NA

« on: March 15, 2019, 15:54:45 »

Hey y'all, Hekksy here. Flags with fly in Europe this Sunday with ZDCTFMPX, a very large assortment of CTF maps merged together to create an awesome session. In the Americas we're going to have some TLSD2004 INSTAGIB because we're quakin' in our boots. Expect modified server settings like different aircontrol. We're still experimenting with it. It's going to be a one-hit blast though.

Have fun kids!


Maps: To be determined
Players: 8v8 Capture the Flag
Server: [ • Phobos]
When: Sunday, March 17th @ 9pm GMT (4pm EST)


WAD: TLSD2004 uigib13
Maps: 16 (map01 - map16)
Players: 16-player Instagib Deathmatch
Server: [NY] Vulture Culture
When: Sunday, March 17th @ 8pm EST

Traditional deathmatch will be back next week. Also it's worth mentioning that DoomJoshuaBoy will not be having an Aussie session this week because he is away from home. It will resume next week.

Nitro Zone / Nitro #206 - Onslaught 3 + Forever+brit11

« on: March 03, 2019, 00:27:46 »

You know, HumanBones was feeling some brit11 for us Americans this week. He decided to throw Forever in as well. Sure, why not. EU will be getting onslaught 3 for their session.


WAD: Onslaught DM 3
Maps: 21  (01-21)
Players: 16 Player FFA
Server: [NY] Vulture Culture
When: Sunday, March 3rd @ 9pm GMT (4pm EST)


WAD: brit11 & Forever
Maps: 10 (01-06) (01-04)
Players: 16-Player DM
Server: [NY] Vulture Culture
When: Sunday, March 3rd @ 8pm EST
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