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Messages - Hekksy

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136

Nitro Zone / Nitro #47 - FreeDM

« on: July 11, 2012, 20:07:39 »


Its Deathmatch! Only free! Join us this Saturday for a round of FreeDM, a complete iwad chock full of Deathmatch maps based on the FreeDoom project.

WAD: FreeDM (NOTE: Rename freedm.wad to freedm08b.wad)
Maps: 32 (01-32)
Mode: 12-Player DM
Fraglimit: 40
Server: CoffeeNet - MWI1 & DTX1
Date: Saturday, July 14th, 2012 @ 8pm EDT


See you there!
137

Nitro Zone / Re: Nitro #45 - Core CTF

« on: June 28, 2012, 16:17:44 »
Hi Twily! Welcome to Odamex! I think I played you in a server last night while I was at my friend's house. I was using the alias "Seenas," but I usually go around as "[UD]HeX9109" or with my IDL tag of "[BSK]HeX9109." When you see me in a server feel free to play with me any time. The reason people play Odamex is because they enjoy a good game of oldschool Doom, and you are welcome to play on my DTX1 and MWI1 CoffeeNet servers any time :)
138

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.
139

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.
140

Nitro Zone / Nitro #44 - Tlsd2004

« on: June 20, 2012, 18:54:04 »


Well, we had to pull what was originally posted due to a an issue that might cause some other issues. HEH MY BAD! So we're going to go with tlsd2004 instead. Hope you guys enjoy!

WAD: TLSD2004
Maps: 01 - 16 (minus map10, 12, and 15)
Mode: 20-Player DM
Fraglimit: 50
Server: CoffeeNet - MWI1 & DTX1
Date: Saturday, June 23rd, 2012 @ 8pm EDT


See you there!
141
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.
142

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?
143

Nitro Zone / Nitro #39 - Anthology CTF

« on: May 16, 2012, 20:53:46 »


I've been looking forward to this for a long time.

As taken from the text file:
Quote
Anthology CTF is the 3 classic ZDCTF map packs merged into one file and features bug fixes, optimized resources, and enhanced maps.


Additional history:
Quote
This project was started by Nes, then handed off to AlexMax for finishing. Alex never did finish it though, so I (HeX9109) took the liberty of finishing it seeing as we needed this pack for Odamex as the older packs used the obsolete key standard that no longer works in most modern source ports. I received permission from CodeImp to use Technocracy, and Meph seems to have disappeared forever so map31 is whatever.


WADs: Anthology ovox1a
Maps: 1 - 32 (minus 10 and 29)
Mode: CTF 8vs8
Timelimit 15
Server: CoffeeNet - MWI1 & DTX1
Date: Saturday, May 19th, 2012 @ 8pm EDT


I hope to see all of you there! Its going to be great!
144

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 :)

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!

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"


145

Technical Support / Re: 0.6 Launcher, changes?

« on: May 12, 2012, 12:50:09 »
Yes, the launcher protocol has changed a bit from 0.5.6. You need to use Odalaunch 0.6.0 to see the 0.6 servers.

Until someone can help you further, I can point you to this so you can at least see the servers and connect manually


http://odamex.net/servers.php
146

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



147

General Discussion / Re: Odamex co-op game over lan?

« on: May 01, 2012, 23:55:04 »
Sure, just launch the server how you want and have everyone connect to it. If its all on the same IP, you can use "connect localhost"
148

Maps, Wads and Mods / Re: Velocity II: The Abstraction

« on: April 24, 2012, 06:44:41 »
Sexy! Can't wait to play it :)
149

Maps, Wads and Mods / Re: Odamex editing features

« on: March 21, 2012, 22:44:09 »
For now, some ZDoom 1.23 in order to be compatible with the more important multiplayer Doom mods. Beyond that, Odamex will probably be going its own way with editing features. Of course, nothing is set in stone.
150

Developer's Corner / Re: Unofficial 0.5.6.3u Release

« on: March 20, 2012, 13:01:40 »
Once again a new version to improve the mouse code. I accidentally skipped a revision when importing the new mouse code into 0.5.6... Sorry!
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