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Topics - Hekksy

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Technical Support / Useful Info To Make Life Easier

« on: May 12, 2012, 21:24:40 »
Hi!!! I thought I would share some useful info to make managing Odamex easier. Many people get kinda turned off when they hear Odamex does not use the traditional "-iwad / -file / -deh" method of launching. However, that does not make our system worse!

This command is used to automatically load your wad files! Now me, I personally keep my iwads and pwads seperate, so I use a ; to seperate the paths (note that it uses : for the seperator on Linux, and possibly other non-windows OSs as well)

For example, my iwads are all in c:\users\hex\doom\iwads

My pwads, however are in c:\users\hex\doom\pwads

So how would I add the paths? Easy!

waddirs "c:\users\hex\doom\pwads;c:\users\hex\doom\iwads"

cl_waddownloaddir "c:\users\hex\doom\pwads" tells Odamex where you want wads downloaded by the server to be saved at.

Additionally, here is some other useful stuff!

cl_autorecord 1
This cvar will automatically record a netdemo when you join a server

cl_splitnetdemos 1
This will stop the previous netdemo and start a new one after a map change. Handy!

This is how screenshots will be written for viewing later. You can use tokens to name your screenshots automatically! Here they are:

// Default screenshot name.  Parses the following tokens:
// %d: date in YYYYMMDD format
// %t: time in HHMMSS format
// %n: player name
// %g: gametype
// %w: WAD file loaded; either the first PWAD or the IWAD
// %m: Map lump
// %%: Literal percent sign

I recommend:
set cl_screenshotname "screenshots\Odamex_%g_%d_%t_%n_%w_%m"
NOTE: The addition of "screenshots\" will not create the directory! You must create the directory manually or else Odamex will fail to save screenshots! I hate a messy source port directory myself :)

Same thing as screenshotname but for netdemos! Uses the same tokens as mentioned above.

Once again I recommend:
set cl_netdemoname "demos\Odamex_%g_%d_%t_%n_%w_%m"
NOTE: The addition of "demos\" will not create the directory! You must create the directory manually or else Odamex will fail to save demos!

netrecord and stopnetdemo

One interesting thing Odamex can do that no other port can is the ability to start a netdemo midgame without having to reconnect to the server. The command netrecord will start a demo instantly, and stopnetdemo will stop it and save whenever you choose.

I actually have stopped using autorecord for duels, and just start and stop whenever the game starts and ends to cut dead time. Whenever you start a demo, it automatically starts a demo based on the format you use for cl_netdemoname as mentioned above. Here are my binds:
bind kp7 "netrecord"
bind kp9 "stopnetdemo"

If you do not want to edit these in-game, you can edit them in odamex.cfg if you so choose.

Playing back Demos

There are 3 ways:

1) Use IDE or Doomseeker versions that support the playback of Netdemos.

2) Type out "netplay myctfdemo" in the console, and odamex will load it if it can find it.

3) On Windows, associate .odd files with the Odamex client. When you double click the demos, Odamex will automatically load them and start playing. Odamex will load the necessary wads if they can be found (via waddirs).

Controlling a Demo
Here are the default demo controls:
Up arrow: Previous map/ restart map
Down arrow: skip to next map
left key: skip back 30 seconds
right key: skip forward 30 seconds


alias "+sr50l" "+strafe\;+left\;"
alias "+sr50r" "+strafe\;+right\;"
alias "-sr50l" "-strafe\;-left\;"
alias "-sr50r" "-strafe\;-right\;"

bind "e" "+sr50l"
bind "q" "+sr50r"

Now when using W + D to SR40, press and hold Q to enable SR50. Same for W + A with E

Also here is my config for smooth sailing when it comes to comfort:
Code: [Select]
set "cl_movebob" "0" // turns off bobbing while running
set "mouse_type" "1" //sets mouse to ZDOOM type
set "hud_timer" "1" //displays the HUD timer
set "hud_transparency" "0.3" //Makes the fullscreen hud partially transparent
set "snd_musicsystem" "0" //turns off music
set "r_drawplayersprites" "0.2" //makes the weapon sprites partially transparent
set "r_painintensity" "0.1" //makes the red "blood" when you take damage almost nothing
bind "backspace" "toggle vid_displayfps"
bind "tab" "+showscores"
bind "enter" "messagemode"
bind "space" "+jump"
bind "-" "sizedown"
bind "/" "toggle vid_displayfps"
bind "1" "impulse 1"
bind "2" "impulse 2"
bind "3" "impulse 3"
bind "4" "impulse 4"
bind "5" "impulse 5"
bind "6" "impulse 6"
bind "7" "impulse 7"
bind "8" "impulse 8"
bind "=" "sizeup"
bind "\\" "togglemap"
bind "]" "step"
bind "grave" "toggleconsole"
bind "a" "+moveleft"
bind "c" "+movedown"
bind "d" "+moveright"
bind "e" "+use"
bind "m" "changeteams"
bind "r" "+moveup"
bind "s" "+back"
bind "v" "+movedown"
bind "w" "+forward"
bind "y" "messagemode2"
bind "kp0" "toggle vid_32bpp"
bind "kp7" "netrecord"
bind "kp8" "stopnetdemo"
bind "kp." "flagnext"
bind "kp-" "toggle vid_320x200"
bind "kp+" "toggle vid_640x400"
bind "kpenter" "toggle vid_widescreen"
bind "uparrow" "+forward"
bind "downarrow" "+back"
bind "rightarrow" "+right"
bind "leftarrow" "+left"
bind "ins" "ready"
bind "home" "spectate"
bind "pgup" "vote_yes"
bind "pgdn" "vote_no"
bind "f1" "menu_help"
bind "f2" "menu_save"
bind "f3" "menu_load"
bind "f4" "menu_options"
bind "f7" "menu_endgame"
bind "f8" "togglemessages"
bind "f9" "callvote restart"
bind "f10" "callvote coinflip"
bind "f11" "bumpgamma"
bind "f12" "spynext"
bind "leftshift" "centerview\; toggle cl_mouselook"
bind "print" "screenshot"
bind "mouse1" "+attack"
bind "mouse2" "+strafe"
bind "mouse3" "centerview\; toggle cl_mouselook"
bind "mouse4" "cl_switchweapon 2"
bind "mwheelup" "weapprev"
bind "mwheeldown" "weapnext"
bind "joy2" "weapnext"
bind "joy4" "weapprev"
bind "joy8" "menu_main"
bind "mouse5" "cl_switchweapon 1\; impulse 1"
doublebind "g" "say gg"


Technical Support / WHOOPS! Missing DLL!

« on: May 12, 2012, 02:15:58 »
missing libgcc_s_dw2-1.dll
missing libstdc++-6.dll

If any of you downloaded the Windows 0.6 packages that were released late last night, you might have gotten a message warning about these missing DLLs. The packages on the site have already been updated, but to save some download time I uploaded the DLLs for whoever needs them.

Sorry about the inconvenience!

libgcc_s_dw2-1.dll ZIPPED
libstdc++-6.dll ZIPPED


Developer's Corner / Unofficial Release

« on: February 24, 2012, 03:00:57 »
So I decided that we could use an unofficial build to hold us over until the epic release 0.6. What I did was take the 0.5.6 source and starting adding in code from the 0.6 development branch that did not modify the netcode or odamex.wad in any way.

Here is a changelog. Despite not being an official release, some of these changes ripped from 0.6-dev are pretty awesome!

Code: [Select]
Fixed: Spynext shaking as a result of EarthQuake accidently being called. (r2602 & r2655)
Fixed: Angle calculation errors with co_silentrespawns. (r2613, r2614, and r2615)
Fixed: An issue with the player's view jumping when changing resolutions (r2619)
Added: hud_scaletext. Scale with a factor of 1 - 5 (1 being original size). Default is 2. (2621)
Fixed: Some CTF scoreboard numbers being overwritten. (r2629)
Fixed: Console asliases could not contain any uppercase letters. (r2638)
Added: Enhanced ZDoom mouse option. With this option, you can import settings from ZDoom. It will even automatically scale ZDoom and Doom settings to and from each other. (r2649, r2650, r2694, r2695, and r2750)
Modified: "Game is full" now only displays when the player tries to join a full game. Also "Press USE to join" no longer displays when the game is full. (r2654)
Fixed: Prevent client segfaults from occuring when the client does not receive the message to spawn its player object until after the start of the level. (r2662)
Added: The bind for Turn180. (r2666)
Fixed: DEHACKED patch height (r2782)
Fixed: Picking up a flag should have the brief yellow screen flash, like picking up other Doom items. (2788)
Added: A HUD timer on the fullscreen HUD
==========Updated for
Fixed: Scale the printing of target names on the screen according to hud_scaletext. (r2802)
Fixed: Scale the printing of the 'Press USE to join' overlay message according to hud_scaletext. (r2803)
==========Updated for
Modified: Missed some important mouse code that dr_sean pointed out. (r2712)
Modified: sv_ticbuffer is now defauled to 1 on the server. (r2815)
Added: kpup, down, left, right, and enter can be bound now. (r2820)
Modified: co_allowdropoff is supposed to always be disabled for vanilla demos. (r2828)

All of these changes *should* be compatible for playing on 0.5.6 servers. Remember this build is NOT endorsed by the odamex team and is NOT official. This product includes NO warranty etc.

Update Zip - For those that want to do a quickie install over 0.5.6.

Full install - The big package for those of you who that have yet to install Odamex. This build even contains a small update to odamex.wad, updated flag pole sprites! Also note this build comes bundled with Doomseeker.

Nitro Zone / Nitro #27 - Velocity CTF

« on: February 23, 2012, 20:41:02 »

We would like to use this opportunity to allow the Odamex community to experience the final version of Velocity CTF! If you have not checked out Velocity yet, shame on you! However you can use this opportunity to play what is in my opinion the most polished CTF map pack since the original zdctfmp. I hope you all enjoy!

WAD: Velocity CTF
Maps: 12 (1-12)
Mode: 12 player CTF (6vs6)
5 points || 15 minute time limit
Server: CoffeeNet - DTX1 & MWI1
Date: Saturday, February 25th 2012 @ 8pm EDT

Nitro Zone / Nitro #25 - Staph1 FFA

« on: February 09, 2012, 02:14:35 »

I would like to dedicate Nitro #25 to one of the lead developers, Dr_Sean. He showed up from nowhere about a year ago and started fixing Odamex bugs like a madman. Before he became a full-time Odamex developer, he and some of his work buddies worked on a 6-map deathmatch set called staph1.wad. It may only be 6 maps, but these 6 maps are fantastic for large or small games, and do not get old fast being rotated.

Thanks for all your hard work Sean :)

WAD: Staph1
Maps: 6 (map01-06)
Mode: 10 player FFA
Fraglimit 100
Server: CoffeeNet - DTX1 & MWI1
Date: Saturday, February 11th 2012 @ 8pm EDT

Maps, Wads and Mods / Private vs Public CTF

« on: February 06, 2012, 17:06:27 »
So I've come to the conclusion that using IDL2012 as a base for odactfmp public CTF map pack was a bad idea. Why? Most of the maps are best suited for 3vs3, rather than 5vs5/6vs6/8vs8 that most public servers enable. The map pack was supposed to be the pack that kept players in the servers for hours with long games where people can quit/join whenever without the server dying down much.

So I plan to modify the structure a bit. I don't know if I want to make two seperate map packs, or just divide the maps so that, for example, map01 - map20 would be pub, and map21 - map40 would be maps better suited for private CTF.

Here is the maplist, and what I personally think the maps are best suited for:

Code: [Select]
map01 - zdctfmp map01 - Priv
map02 - zdctfmp map02 - Priv
map03 - zdctfmp map03 - Priv
map04 - osctfmp- map05 - Pub
map05 - chaoscore map01 - Priv
map06 - 32in24-4 map01 - Pub
map07 - zdctfmp map07  - both
map08 - zdctfmp map08 - after that last IDL round, neither
map09 - IDL Contest 07 - pub
map10 - IDL Contest 21 - pub
map11 - zdctfmp2 map11 - pub
map12 - 32in24-4 map16 - pub
map13 - 32in24-4 map13 - pub
map14 - 32in24-4 map09 - priv
map15 - zdctfmp2 map15 - pub
map16 - zdctfmp2 map16 - priv
map17 - 32in24-4 map17 - priv
map18 - odactf1 map02 - both
map19 - IDL Contest 20 - both
map20 - zdectfmp2 map01 - priv
map21 - 32in24-4 map08 - priv
map22 - 32in24-7 map22 - pub
map23 - zdectfmp- map02 - pub
map24 - IDL Contest 10 - pub
map25 - odactf1 map04 - pub
map26 - zdctfmp3- map26 - both
map27 - bpctf map26 - pub
map28 - chaoscore map11 - both
map29 - zdectfmp2 map19 - both
map30 - zductf map30 - priv
map31 - 32in24-4 map31 - priv
map32 - 32in24-7 map27 - priv

Thoughts? What do you think the maps are better suited for? What maps should be replaced by other maps? Do you recommend any maps that are better suited for public CTF?

Nitro Zone / Nitro #24 - Gothic Deathmatch Double Feature

« on: February 02, 2012, 22:46:20 »

Let's think of a classic set of maps that are underplayed despite being totally awesome. Hmmmmmm. GOT IT! Gothic Deathmatch & Gothic Deathmatch II.

WAD: Gothicdm & Gothic2
Maps: 32 (map01-32) (both wads)
Mode: 12 player FFA
Server: CoffeeNet - DTX1 & MWI1
Date: Saturday, February 4th 2012 @ 8pm EDT

Technical Support / The CoffeeNet Network [DTX1] & [MWI1]

« on: January 21, 2012, 23:42:58 »
I realized that new people might not know a lot about our community so I might as well make a thread!

CoffeeNet hosts two servers for Odamex. One of them is located in Dallas, Texas and is called DTX1. Another is located in Madison, Wisconsin and is called MWI1. Both servers are full time dedicated DOOM servers. They are freely available to play on by anyone at any time. My servers are mostly Deathmatch-oriented, but I host a little bit of co-op as well.

Despite only myself (HeX9109) and MiX-MaN having server access, there are a few people that also have RCON:

If you are interested in having a server slot with your own RCON, feel free to contact MiX-MaN on his IRC network. If you have any questions regarding what is already hosted, feel free to send me a private message or post here.

Have a lovely day :)

Nitro Zone / Nitro #22 - GREENWAR

« on: January 20, 2012, 11:11:15 »

Oh YEAH. You know what the original greenwar is. This Saturday, we're busting out the classic and playing it oldschool style. If you want to miss an awesome super amazingly fun time, be sure to not show up. However, I don't recommend missing it.

WAD: Greenwar
Maps: map01 - map32
Mode: 12 player FFA
Server: CoffeeNet - DTX1 & MWI1
Date: Saturday, January 21st 2012 @ 8pm EDT

Nitro Zone / Nitro #21 - Shareware Deathmatch

« on: January 13, 2012, 23:28:44 »

Don't own Doom? No problem! Join us this Saturday for a game of Shareware deathmatch, featuring the free version of Doom that allowed anyone to try before buying the game back in 1993.

WAD: Doom1 iwad
Maps: e1m1 - e1m9
Mode: 10 player FFA
Server: CoffeeNet - DTX1 & MWI1
Date: Saturday, January 14th 2012 @ 8pm EDT


Nitro Zone / Nitro #20 - Odactf2012 for 2012

« on: January 05, 2012, 13:39:56 »

What better way to start the new year off with a Nitro hosting a wad designed to kick start the competitive Odamex community? We decided to host odactfmp because it contains the best maps from every other map pack SO HEY WHY NOT.

Oh and manual flag return will be on also. If you have not experienced CTF with manual return yet... you don't know what fun you're missing!!!

WAD: Odactfmp || Odactfmp Patch1 || Odavox
Maps: 32 (map32 to map01 in reverse)
Mode: 6vs6 CTF
Server: CoffeeNet - DTX1 & MWI1
Date: Saturday, January 7th 2012 @ 8pm EDT


Nitro Zone / Nitro #17 - Doom The Way id Did FFA

« on: December 08, 2011, 23:39:39 »

In honor of Doom's birthday this Saturday, we're going to dedicate this Nitro to a little project aimed to recreate the mapping style and feeling of the original Doom. When you get your shiny new copy of Doom The Way id Did, you can play it classic deathmatch-style right here on Odamex!

WAD: DTWID (Download link provided after release this Saturday)
Maps: 27 (e1m1 - e3m9)
Mode: 10-Player DM
Server: CoffeeNet
Date: Saturday, December 10th @ 8pm EDT

NOTE: DOOM.WAD is required to play this! Hope you remember how to play Doom before the time of the SSG...

Nitro Zone / Nitro #16 - Odactf2012 CTF

« on: December 02, 2011, 20:44:15 »

ALRIGHT. THIS IS IT. Odactfmp is going to be Nitro. I stayed up ALL NIGHT fixing it up and making it perfect, and I am very happy with the final result. I hope you all enjoy it.

Odactfmp (known previously as odactf2012) is 32 of the best CTF maps ever made compiled into one map pack and not only modified to work in Odamex, but to include new skies, music, and pimped out odamex-rocking textures. I'd personally like to thank Infurnus, Wartorn, Catoptromancy, and Ralphis for their work on the project. The wad is a HEAVILY modified IDL2012. Several maps were replaced and unused content was removed to reduce the size of the wad for those of you that use the in-game downloader.

WAD: Odactfmp
Maps: 32 (1-32)
Mode: 5vs5 CTF
Server: CoffeeNet
Date: Saturday, December 3rd @ 8pm EDT


Nitro Zone / Nitro #15 - 32in24-8 Dwango2008 FFA

« on: November 25, 2011, 13:33:59 »

OK. I promise promise promise PROMISE we will have a CTF again soon. I'm working on finishing Odactf2012 and I really want to have it for next nitro BUT NO PROMISES.

So what then? Well we've been having a lot of 32in24 and Dwango lately so lets mix it up... Dwango2008 it is! This is definitely one of my favorite 32in24s. It takes the original IWAD maps and mixes them up for a perfect deathmatch experience!

WAD: 32in24-8
Maps: 33 (1-33)
Mode: 12-Player DM
Server: CoffeeNet
Date: Saturday, November 26th @ 8pm EDT


Maps, Wads and Mods / Odactf2012

« on: November 13, 2011, 01:01:39 »
Alright, so I'm going to take IDL2012 and do some stuff with it to make it odactf2012. What am I gonna do? Well...

1) Replace the maps that don't work in Odamex with ones that do. Some maps are already remade so that slopes are replaced with stairs (example: map08 from classic CTF) so I can use those.
2) Replace the OGG music. As much as I love Ralphis' selection it just isn't friendly with wad downloading. I am either going to:
a) Replace it with midi/mus music or
b) Have no music and leave it to mus wads

3) Replace the graphics to be Odamex/IDL oriented. Also try to trim out any unused content to lighten the wad up.

Luckily most of the maps work, so I only need to replace a few:

map04 -> osctfmp map05
map06 -> 32in24-4 map01
map07 -> classicctf map07 (zdctf07 with slopes replaced)
map08 -> classicctf map08 (zdctf08 with slopes replaced)
map11 -> Fixed map11 (slopes to stairs)
map18 -> odactf1 map02
map19 -> Fixed map19 (slopes to stairs)
map20 -> odactf1 map07
map23 -> zdectfmp map02 (older version of Ganon castle)
map28 -> modified to fix stupid ACS switch that could have easily been an exe switch.
map29 -> odactf1 map04

I am open for suggestions. These maps are really just "extra maps" that are compatible with Odamex and I feel are the best bet for maps that didnt already make the cut for idl2012. Hopefully I can get this done soonish. :)
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