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Messages - Ant P.

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General Discussion / Re: Where Er'rybody At?

« on: December 12, 2014, 21:23:35 »
I'm still alive, haven't had time to play this for ages. I poke at my server settings every so often but that's about it...

Might have some free time this month, dunno.

General Discussion / Re: Community Questionnaire

« on: August 22, 2014, 19:27:43 »
What is your username and what does it mean?
It's a name. And an abbreviation that fits in the name field of old games.
It's also technically a password since it has mixed-case and punctuation, but I'm not that dumb.

What was the first doom you ever played? (Doom, Doom 2, Final Doom, Doom64, Doom3)
I vaguely remember playing 64 back when it was new. I had the GBA Doom port for a while too. Didn't actually have a PC at home until much later (and still don't have one that can run D3 properly).

What was the first (unofficial) source port you ever played and when?
ZDaemon, mid 2004 or so.

What was the first (unofficial) pwad you ever played and when?
Brit11, mid 2004 or so.

What is your favorite game mode?
CTF because nobody can tell me apart from the other people who know how to aim when we're all the same colour

If you are in a clan, what clan and why are you in it?
This one time I made a joke clan based entirely around the fact ZD's crappy code allowed green/yellow team spawnpoints in every game mode even when they made no sense. Oda killed it :(

What is your fondest memory of multiplayer Doom?
Finding ways to break ctf maps and screw with people until it mutated into some sort of competitive sport with entire pwads built around things like rjumping and gliding. Getting 4-5 people standing in a totem pole at the top of a wall 10 screens tall just 'cuz we could.
odalaunch needs a specific "make odalaunch"  command to build. Not sure why it's not done in "make all" (maybe because it's a heavyweight optional extra) but it's always been that way.

Technical Support / Re: No music on LMDE mate 64-bit custom build

« on: September 11, 2013, 09:35:50 »
Try doing:
Code: [Select]
export SDL_SOUNDFONTS="/path/to/Fluid-R3.sf2"
Okay I *think* I've given this enough testing and it looks like it works, so here's what I ended up with:
Code: [Select]
addmap map01 dwango5.wad
addmap map02
addmap map06
addmap map07
addmap map12
addmap map13
addmap map19
addmap map01 brit10.wad
addmap map02
addmap map03
addmap map04
addmap map05
addmap map06
addmap map01 brit11.wad
addmap map02
addmap map03
addmap map04
addmap map05
addmap map06
addmap map07
sv_endmapscript "exec config/inc/brit11sfx.cfg"
// ↓
Code: [Select]
if sv_nextmap eq "map01" sv_nomonsters 0
if sv_curmap eq "map19" sv_nomonsters 1
if sv_curmap eq "map06" sv_nomonsters 1

It gets me what I wanted, but it relies on the exact maplist order, so things like map vote and shufflemaplist are right out.
Or can we have one added?

My main reason being, I want to do this in a multi-wad rotation (for the extra sounds in brit11):
Code: [Select]
sv_nomonsters 1
if sv_nextwad "doom2.wad brit11.wad" sv_nomonsters 0

Technical Support / Re: Temporary Bug Tracker Thread

« on: July 07, 2013, 14:50:34 »
Bugzilla still down?

Bug Title: Random lockups in rend32 branch
Operating System: Linux
Odamex Version: SVN r3958
Bug Description:
Game sometimes freezes hard, can't be exited due to still grabbing keyboard/mouse.

Got a few backtraces that all look similar:

Code: [Select]
#0  rt_draw4cols (sx=136) at /home/ant/code/odamex/client/src/r_drawt.cpp:457
#1  0x000000000059aa05 in R_RenderColumnRange (start=104, stop=271, top=0x74b500 <negonearray>, bottom=0x74e200 <viewheightarray>, posts=0x7d5340 <spriteposts>, colblast=0x612b46 <SpriteColumnBlaster()>,
    hcolblast=0x612b5b <SpriteHColumnBlaster()>, calc_light=false, columnmethod=1) at /home/ant/code/odamex/client/src/r_segs.cpp:402
#2  0x0000000000612e52 in R_DrawVisSprite (vis=0xbbc040, x1=104, x2=271) at /home/ant/code/odamex/client/src/r_things.cpp:789
#3  0x0000000000614602 in R_DrawSprite (spr=0xbbc040) at /home/ant/code/odamex/client/src/r_things.cpp:1400
#4  0x0000000000614a10 in R_DrawMasked () at /home/ant/code/odamex/client/src/r_things.cpp:1472
#5  0x0000000000599ca6 in R_RenderPlayerView (player=0x18019a0) at /home/ant/code/odamex/client/src/r_main.cpp:1192
#6  0x000000000060c392 in D_Display () at /home/ant/code/odamex/client/src/d_main.cpp:288
#7  0x0000000000583a25 in CL_RenderTics () at /home/ant/code/odamex/client/src/cl_main.cpp:658
#8  0x000000000055bb8e in D_RunTics (logic_func=0x583a27 <CL_RunTics()>, render_func=0x583a1c <CL_RenderTics()>) at /home/ant/code/odamex/common/d_main.cpp:1162
#9  0x000000000060c5b3 in D_DoomLoop () at /home/ant/code/odamex/client/src/d_main.cpp:364
#10 0x000000000060da8c in D_DoomMain () at /home/ant/code/odamex/client/src/d_main.cpp:994
#11 0x000000000057b4c4 in main (argc=1, argv=0x7fffa7a27a48) at /home/ant/code/odamex/client/sdl/i_main.cpp:224
Code: [Select]
#0  0x00000000005dd43d in rt_draw4cols (sx=456) at /home/ant/code/odamex/client/src/r_drawt.cpp:514
#1  0x000000000059aa05 in R_RenderColumnRange (start=0, stop=1283, top=0x74b500 <negonearray>, bottom=0x74e200 <viewheightarray>, posts=0x7d5340 <spriteposts>, colblast=0x612b46 <SpriteColumnBlaster()>,
    hcolblast=0x612b5b <SpriteHColumnBlaster()>, calc_light=false, columnmethod=1) at /home/ant/code/odamex/client/src/r_segs.cpp:402
#2  0x0000000000612e52 in R_DrawVisSprite (vis=0x2d786c0, x1=0, x2=1283) at /home/ant/code/odamex/client/src/r_things.cpp:789
#3  0x0000000000614602 in R_DrawSprite (spr=0x2d786c0) at /home/ant/code/odamex/client/src/r_things.cpp:1400
#4  0x0000000000614a10 in R_DrawMasked () at /home/ant/code/odamex/client/src/r_things.cpp:1472
#5  0x0000000000599ca6 in R_RenderPlayerView (player=0x35a6450) at /home/ant/code/odamex/client/src/r_main.cpp:1192
#6  0x000000000060c392 in D_Display () at /home/ant/code/odamex/client/src/d_main.cpp:288
#7  0x0000000000583a25 in CL_RenderTics () at /home/ant/code/odamex/client/src/cl_main.cpp:658
#8  0x000000000055bb8e in D_RunTics (logic_func=0x583a27 <CL_RunTics()>, render_func=0x583a1c <CL_RenderTics()>) at /home/ant/code/odamex/common/d_main.cpp:1162
#9  0x000000000060c5b3 in D_DoomLoop () at /home/ant/code/odamex/client/src/d_main.cpp:364
#10 0x000000000060da8c in D_DoomMain () at /home/ant/code/odamex/client/src/d_main.cpp:994
#11 0x000000000057b4c4 in main (argc=3, argv=0x7fffedc12dd8) at /home/ant/code/odamex/client/sdl/i_main.cpp:224

Technical Support / Re: Temporary Bug Tracker Thread

« on: June 12, 2013, 13:17:14 »

Bug Title: Client doesn't save custom window size correctly
Operating System: Linux
Odamex Version: 0.6.3
Bug Description:
* Resize window to any non-default size
* Close odamex, reopen it
* Window comes back full height of screen

Slopes have a thin black line drawing around them that don't look quite right.
Has that wad been updated to newctf? Haven't played it in years...

Developer's Corner / Re: Highscores/Stats of some sort idea

« on: April 28, 2013, 20:17:01 »
I kind of like how Mumble does authentication: client generates a self-signed SSL certificate on first run, and it just uses plain SSL cert checking after that, the user never gets prompted for a password.

late edit: Xonotic seems to use a similar thing. Might be worth having a look at.

Devoblog / Re: Odamex 0.6.3 Released

« on: April 26, 2013, 12:52:03 »
Freedoom and Ultimate Freedoom can now join Doom and Doom 2 servers
That right there is a huge improvement.

It's going to be much easier to attract cheapskates new players when we don't have to convince them to buy a 20-year-old game first.

Nitro Zone / Re: Nitro #86 - Scythe Co-op

« on: April 13, 2013, 15:04:56 »
Well, it's 20:00 GMT now. I think someone forgot to put the server up...

General Discussion / Re: Searching/browsing for wads proposal

« on: January 23, 2013, 17:02:27 »
Fun little feature I just figured out by accident while trying to reply to this: Odamex accepts console commands on stdin.

You can start it up in tmux/screen/etc., then use those for remote control with shell tab completion. For example:
Code: [Select]
tmux new -d -s odamex-$$ 'odamex'
tmux send -t odamex-$$ 'netplay ' /home/ant/.odamex/demos/DM_20130113_010334_dwomga1.wad_map136.odd Enter

(netdemos need tab completion wayyy more than wads do)

General Discussion / Re: 32bpp color mode

« on: January 13, 2013, 11:38:50 »
Is there a "stable version" source tarball available? Current HEAD doesn't compile under Linux at all, and it's impossible to checkout any other revisions because of the line endings problem.

General Discussion / Re: 32bpp color mode

« on: January 02, 2013, 10:38:54 »
I guess it's not only an upstream thing... there's a .gitattributes file making it convert line endings. That's overriding any local config I try to use.
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