Message Boards

 Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Hekksy

Pages: 1 ... 8 9 [10] 11 12
136

Maps, Wads and Mods / Re: Odactf2012

« on: November 14, 2011, 01:18:10 »
More like a "Here is what I'm doing to expect it soon" post. If you want to make a map though, I wouldn't mind adding a map33. Just make sure its in Hexen format but uses no more than BOOM. Also only textures from idl2012.
137

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. :)
138

Devoblog / Odamex 0.5.3 Released

« on: June 24, 2011, 14:44:38 »
Due to a bug in the server that the development team found after the release of 0.5.2, here is 0.5.3. While this is technically just a maintenance release, it does have some pretty cool changes alongside the server fix. A list of changes and downloads can be found on the Releases page.

Otherwise, you know where to get the download. ITS RIGHT ABOVE YOU.
139

Devoblog / Odamex 0.5.2 Released!

« on: June 15, 2011, 00:01:33 »
Its that time again, release time!

First of all I think we should thank the newest Odamex developer, Dr_Sean. Sean showed up from nowhere and started fixing bugs like nobody's mama's business. As a result of his hard work Odamex is looking fantastic thanks to several fixes regarding things like orthogonal linedef lights, death frames, and multiple sounds played with projectiles.

Odamex is now more stable than ever. Several crashes such as changing resolutions on certain servers, and being kicked from games via the "SZP pointer null" bug have been fixed. Russell and Ladna were also hard at work and made sector prediction MUCH smoother. Additionally, all of the bugs that crept up between 0.5.0 and 0.5.1 due to the directx video change have been fixed.

Another grand feature with this release is experimental ZDoom support! Odamex now has Hexen map format, ZDoom water, real actor height, aircontrol, earthquakes, rocket jumping, and other cool ZDoom 1.22/1.23 stuff.
Do not fret oldschoolers: all ZDoom effects are 100% server toggleable. With the new cvar co_zdoomphys, you can disable or enable zdoom behavior. Odamex is the first and only port to do this!

So grab Odamex 0.5.2 and kill your friends today!

You can check out the full changelog by clicking me
140

Devoblog / Updates and Stuffs

« on: March 08, 2011, 18:14:31 »
I'm tired of this site being dead and the first thing I see on the front page being "Damnit," so here are some updates as to what the heck is going on!

First of all Manc is not gone. In fact he has been hard at work implementing some pretty cool things into Odamex. Russell has also been bending his brain around sectors and recently implemented a new patch that makes them about 99.9% smooth and sexy. With these features and a recent reimplementation of the classic DOOM scoreboard for 4 or less players, expect to see 0.5.2 out pretty soon and 0.6 out within the next few months. Oh and upnp support too!
Also don't forget to check out Odamex Nitro! We play games of Odamex at 11 p.m. CST. We haven't been playing lately due to lack of organization but that doesn't mean we're done with it. Recently we had a server with a pretty good number of people thanks to Unidoom! Neat!

So yeah Odamex is fine. People are coding for it and people are playing. We are still in need of a lead developer and could always use some help implemting features and squashing bugs. If you want to help Odamex be sure to hang out in #odamex on OFTC to see where you can start. Also people seem to be discouraged by not seeing people playing on the server list; don't be! There are plenty of Odamex players willing to play in #odamex and in #altdeath on QuakeNet. Don't be shy to ask for a game!
141

General Discussion / Re: Odamex No LAN Connectivity!!!

« on: February 06, 2011, 13:45:14 »
Servers take a while to show up on the master. When using IDE, you can set "localhost" as a server by going into the OPTIONS tab and going to "Custom Servers" from there hit "Add" and hit the "localhost" button. After that hit apply.

If that fails, simply launch Odamex, open the console, and type "connect localhost"
142

General Discussion / Odamex Nitro!

« on: January 17, 2011, 00:26:13 »
Lately at night, I and several other players have been playing games of Odamex for fun. I have decided to resurrect Odamex Sunday Nitro as...wait for it... ODAMEX NITRO!

Thats right! EVERY NIGHT we will be playing games of Odamex. What will be played? Well whatever the hell we feel like! Be sure to hang out in #odamex to chill during the wait for the game to start...or just start playing!

There is no server dedicated for Odamex Nitro. We literally decide what to play when the event begin and jump into a server. It will normally be standard Deathmatch but expect some Team DM and CTF to be played too :)

The best part? EVERYBODY is invited to these games, and we encourage you to come!

Games start around 11'O'Clock Central Standard Time. BE SURE TO JOIN #ODAMEX OR LOOK FOR PLAYERS IN ODALAUNCH/DOOMSEEKER/IDE!

Thanks to everyone that comes!!!
143

Devoblog / Re: Odamex Seeking Lead Developer (and others)

« on: September 20, 2010, 14:48:29 »
Check out the thread right below this one and use context clues to figure it out
144

General Discussion / Re: Doom 2 Torrent, Please!

« on: September 15, 2010, 22:47:02 »
You can't. Odamex is for the CLASSIC Doom engine. Doom 3 uses a 100% different engine from the one Odamex was built from.
145

General Discussion / Re: Doom 2 Torrent, Please!

« on: September 15, 2010, 15:25:25 »
Odamex itself is free, however you have to buy Doom2 because it is still commercially sold by id software.

http://www.amazon.com/s/ref=nb_sb_noss?url=search-alias%3Daps&field-keywords=Doom+2&x=0&y=0

http://www.idsoftware.com/games/doom/doom2/

http://store.steampowered.com/app/2300/

We will NEVER freely give away Doom2 and will not endorse any kind of pirating for it.

Until you buy Doom, feel free to use shareware doom (doom1.wad) or freedoom

EDIT: And in case you were confused, you need to buy Doom2 for PC or MAC so you can get doom2.wad from the installation. Xbox Doom2 from Doom 3: Collector's Edition and Doom 3:RoE will not work.
146

Devoblog / Re: Odamex 0.5.0 Officially Released!

« on: August 24, 2010, 21:05:44 »
Hell yeah! GET FIRED UP!!!
147

Devoblog / Re: Odamex 0.4.4 on the horizon..

« on: November 02, 2009, 10:29:40 »
Yay!!! ^_______^
148

General Discussion / Re: CTF Games to Spark Interest

« on: December 19, 2008, 07:17:11 »
This event kinda of died because everyone, including myself admittedly, never got it going D:.

I want to bring this back to life tho!

EVERY night, a group of players (the people of #odagames) will pick a game for us to play the next day. The next day at 7:00 CST we will gather in the server and get the games going! Both Ralphis and I have access to DTX1, and I'm sure if neither of us are around GhostlyDeath would be happy to substitute.

Thoughts?
149
DOMINATION
Design Document


[What is Domination?]

Domination is a gamemode that has recently been implemented into Skulltag. It no longer requires ACS, so now if Odamex were to implement it the two ports would be compatible boom-wise. The gamemode is inspired from UT's Domination gamemode and works well with Doom's fast-paced gameplay.

[How is Domination played?]
Domination is played with teams. The teams fight against each in order to take control of specific sectors called "control nodes." In order for a map to work, a SECTINFO lump has to be compatible with it. The SECTINFO lump tells the corresponding sector where control nodes are located.

Here is an example of what a SECTINFO lump would look like to define node points in maps:
Code: [Select]
[MAP01]
points =
{
   "The Temple" = {226},
   "Deadman's Ridge" = {298},
   "The Alien Hive" = {321}
}

[MAP04]
points =
{
   "The Void" = {25},
   "The Maze" = {1177},
   "The Library" = {1014}
}

[What are the rules of Domination?]

No specific rule changes not already described below. Just be sure to give the right SECTINFO points and add team starts :-)

{Scoring}

In various parts of the map there are "control nodes." When a player takes control of a node (the node is usually a teleporter surrounded by fog that changes color to match the team that controls it, white when nobody controls it), every 3 seconds a point is given to that team. Pointlimit will determine how many points is required for a team to be declared winner. The average pointlimit is usually somewhere around 200.

Here is an image of what a basic control node looks like in Domination for Skulltag.
http://img133.imageshack.us/my.php?image=doom0515nt2.png


This is all subject to change and open to input.
150

General Discussion / Re: Simplifying the Mouse Options

« on: August 26, 2008, 21:31:44 »
I suggest removing acceleration from the menu and setting it to 0 by default, BUT leaving the console command for it still intact.

I use mouse acceleration. :)
Pages: 1 ... 8 9 [10] 11 12