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Messages - Hekksy

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106

General Discussion / Re: 32bpp color mode

« on: December 25, 2012, 12:30:10 »
A few bugs:



All player color icons appear a shade of blue in the scoreboard despite them being different colors.



Translucency effects appear to not be as translucent anymore? zddl4.wad map00 for testing

Oh no! IDL2013l.wad now includes rainbow road!


It's supposed to look like this. This screenshot was taken in 0.6.2 release:


map11 has a few issues with rendering these textures.. not sure what the problem is. They also appear tutti frutti in 8-bit mode in your modified client:


This screenshot is what it is supposed to look like. It was taken with 0.6.2 released:


Also in map11 of idl2013l, dying in the slime shows a great testcolor green screen! This is actually worse when you switch back to 8-bit mode in your modified client... because then it turns tutti frutti and crashes:


This screenshot was taken in 0.6.2 release. This area is supposed to look like this:


Last but not least, particle fountains are rendered in tutti frutti! Cool, but not intentional:


By the slime the particle fountains are green, right in front of me where the SG pickup is they are supposed to be blue. This is idl2013l map29
107

General Discussion / Re: 32bpp color mode

« on: December 24, 2012, 23:33:14 »
I have to say, this is amazing and I am very happy you did this. I am very appreciative of your work and am anxious to see what you come up with next as well :)

Of course I will be playing with this and reporting any bugs I come across.

Also how about some screenshots??

http://www.facebook.com/media/set/?set=oa.10151156938562007&type=1
108
Correct.
109
If your version of a WAD does not match the server's version, the client will automatically try to download it. In an IWAD's case, it will just kick you and give the "cannot be downloaded" error. Perhaps your doom2.wad is modified or outdated. Try using an iwad patcher to update it.
110

Maps, Wads and Mods / Re: DOOM II Projekt Xero - And greetings!

« on: November 26, 2012, 13:47:57 »
Players are usually on late at night. Also feel free to ask for games in #odamex http://odamex.net/boards/index.php/topic,2032.0.html
111

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

« on: November 07, 2012, 17:42:45 »
Bump. Just wanted to mention that Peerblock does block one of our servers called "DTX1". Add this IP to your exception list to see them:

209.144.21.69
112

General Discussion / How Did You Find Odamex?

« on: September 13, 2012, 13:26:50 »
I remember AceOfSpades and Nautilus talking about it in a public Skulltag 96f Dwango5 Duel server back in 2006. When my friend asked "What is Odamex?" they shared the link to odamex.net. Back then the site was just "ODAMEX: Coming Soon..."

After that I managed to miss the 0.1a release but got 0.2a shortly after release. From then on I watched the port in IDE but hardly played it much until the 0.4 series, when I started hanging around the IRC channels and really started to take a like to the oldschool feel. I had forgotten what classic Doom felt like after playing Skulltag and ZDoom for so long, it was refreshing and nostalgic :)

How about you?
113

General Discussion / Odamex Social Media

« on: September 02, 2012, 07:31:48 »
114

Devoblog / 32in24-12 Announced!

« on: August 12, 2012, 00:08:35 »
I don't know how many/if any of you keep up with DoomWorld, so I figured it might be worth mentioning here that Shaikoten has announced that 32in24-12 has started. The 32in24 Series is a collaboration of maps designed by mappers in a period of 24 hours, then refined over a few days. Its a fun community event that lots of Doomers like to take part in. I mention this because Odamex happens to be involved! 32in24-11 was previously a double feature for Odamex Nitro, first to test the maps one Saturday then play the finished product the next. It was pretty sweet! We are doing the same this upcoming week to celebrate a year since the launch of Odamex Nitro.

32in24-12 will be CTF this time around, the maps being in Boom format. If you would like to get involved, be sure to check out the official DoomWorld thread regarding the subject.
115

General Discussion / Idle in the servers more!

« on: July 24, 2012, 18:10:26 »
In attempt to get more people joining Odamex servers, I think I will start to idle in the Anthology CTF server more. Typically on other ports if you can get a CTF game that anyone can join going, people will tend to stay in the server all day long. I would like for Odamex to have this "Central hub CTF server" (as I call it) as well.
116

Maps, Wads and Mods / Re: ZDuCTF Conversion

« on: June 23, 2012, 05:59:06 »
ZD had an old CTF standard that involved using red and blue keycards for flags and red and blue particle fountains for player starts. Odamex does not support this because a CTF Standard was established years ago between ZDaemon and Skulltag to make maps that were compatible with both source ports. Odamex also supports this standard.
117

General Discussion / Re: zDOOM 1.22 Compatability...

« on: June 23, 2012, 05:55:26 »
I'm wondering if it really is a matter of not supporting something from ZDoom 1.22, or the fact that Odamex's ACS parser is updated to 1.23b33 which might have changed something and broken the wad. Notice that "ZDoom 1.22 is required" according to the page you linked to. Feel free to put it on the bug tracker though.

While it is few, there are a few features from ZDoom 1.22 and below that were never implemented. The only one I can think of off the top of my head is stealth monster things, which make missing things appear in bella.wad.
118
I think stopping at ZDoom 1.23 b33 and then backporting stuff from ZDoom 2 and other ports is our best option (provided we got Randy's permission). Before we start looking at what ZDoom 2 has to offer however, the bug tracker needs to be cleared out a bit more.
119

Maps, Wads and Mods / ZDuCTF Conversion

« on: May 18, 2012, 01:09:10 »
I am currently in the process of converting zductf to the CTF standard so that it can work in Odamex. So far its as easy as opening each map in db2 and using find/replace to convert the things. I also plan to update the textures to use the Odamex logo banners from Anthology.

One thing I also want to do is fix any bugs that were in the old version. Does anyone know of any maps with major issues?
120

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!


waddirs
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
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!

cl_screenshotname
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 :) **No longer relevant for 11.1.0

cl_netdemoname
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! **No longer relevant for 11.1.0

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

SR-50


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
unbindall
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"


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