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Messages - Ralphis

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1

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.

Fixes

  • 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!
2

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!
3

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!
4

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!
5

General Discussion / Re: NXW - Nonstop Xtreme Warriors

« on: April 28, 2016, 12:52:43 »
Nice! Feel free to come scrim against the top CTF players on the planet in #wdl on irc.quakenet.org
6

Devoblog / Re: Odamex is Looking for Programming Talent

« on: February 06, 2016, 01:19:14 »
I've been praying to this idol of Dr. Sean for months but it hasn't worked :(
7

Developer's Corner / Re: Attempting to Port to Android

« on: July 16, 2015, 01:04:07 »
Hi fellowzdoomer,

I don't think we really have any internal experts on Android, but I did reach out to CSG about this (as he's compiled some android ports) and he said that he "always checks for native_app_glue". I'm not sure if this helps. He said he would look into it further. I'll be sure to post any follow-ups.
8

Technical Support / Re: Mouselook

« on: March 07, 2015, 14:45:02 »
Doom originally did not allow for jumping and freelook, so a lot of servers choose to disable this to play like the original games
9

Maps, Wads and Mods / Re: DWANGO 20th Anniversary!

« on: September 29, 2014, 14:32:52 »
Awesome! Can't wait to play some of this
10
I'm in
11

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!
12

Nitro Zone / Re: Nitro #102: CupCtf + IDLMappingContest2012 CTF

« on: August 04, 2013, 20:56:28 »
Just show up on Saturday at the posted time and join the server!
13

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 irc.quakenet.org #nadoom.
14

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.
15

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:

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