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Messages - Pseudoscientist

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16

General Discussion / Re: 32bpp color mode

« on: March 24, 2013, 08:00:13 »
Correct me if I am wrong but will this allow me to replace my old textures with the 256 color palette limit with textures with more than 256 colors?
AFAIU, not yet...
18

Technical Support / Re: Odamex 6.2.0 on Lubuntu (compile error)

« on: February 09, 2013, 11:48:59 »
just testing if my messages go through

I installed Lubuntu 12.10 in a VM, followed these instructions: http://odamex.net/boards/index.php/topic,2127.0.html#msg4656 (except 'make install' which doesn't work anyway for Odamex) and it compiled successfully.

Sorry if this isn't helpful.
19

Technical Support / Re: Odamex 6.2.0 on Lubuntu (compile error)

« on: February 09, 2013, 04:04:50 »
I installed Lubuntu 12.10 in a VM, followed these instructions: http://odamex.net/boards/index.php/topic,2127.0.html#msg4656 (except 'make install' which doesn't work anyway for Odamex) and it compiled successfully.

Sorry if this isn't helpful.
20
Alright, I re-read what Graf Zahl told me and what the exact issue is is that Keen works fine, but you can no longer transfer his code pointer to an enemy.
Take his words with a grain of salt, because Odamex isn't just some version of ZDoom. It had some changes for vanilla compatibility. From what I gather from Odamex code, A_KeenDie checks for alive monsters of the same type as the calling AActor. If there's none, the 666-tagged sector raises like a door.
That being so I was looking for an ACS based solution,
http://zdoom.org/wiki/ThingCount . It's not possible to use it for Keens AFAIU.
21
Works for me. Can you post a test wad?

Here's a test wad I made.
22

Technical Support / Re: Odamex 6.2.0 on Lubuntu (compile error)

« on: February 08, 2013, 01:30:16 »
You omitted the real error message and the name of the library you tried to install. Because of that it's difficult to say what went wrong.
Maybe someone here already had this error and will recognize it, but otherwise please post the error in full.
23

Technical Support / Re: Sloped Water

« on: January 30, 2013, 03:48:56 »
I can not swim in that section in Odamex, but can in GzDOOM.
Except the lowest part which is swimmable...
24

Technical Support / Re: Sloped Water

« on: January 29, 2013, 10:43:57 »
http://imgur.com/6dG6zxQ,DZpZFTp#1
First is GZDoom, second is Odamex.
What's the difference?
25

Technical Support / Re: Compilling Odamex 0.6.2. on Ubuntu

« on: January 29, 2013, 10:21:49 »
However, I have no idea what "IIRC" is
If I Remember Correctly
and don't know how to recompile with build type set to "Release." Could you drop a few command lines that I could copy/paste?
In the build directory
Code: [Select]
cmake -D CMAKE_BUILD_TYPE:STRING=Release && make
I have an extra question: what are the necessary files/folders to get the whole software working? Is everything in /build necessary? I have 6 folders there and, according to the name of the files they contain, most of what's inside seems to be related to cmake ("CMakeFiles").
You need the client binary (at client/odamex) and odamex.wad (from the root of source tree; should be placed in the same directory as client binary I think). The launcher (odalaunch/odalaunch) is also useful, but technically independent (of course actual playing requires the client binary and configuring path to it). There's also server (server/odasrv) which also needs odamex.wad. Otherwise it's independent of everything else.
26

Technical Support / Re: Compilling Odamex 0.6.2. on Ubuntu

« on: January 29, 2013, 07:22:00 »
Looks like you've succesfully compiled Odamex. Now, to get it working, copy odamex.wad (it should be in ~/Jeux/Doom/Odamex/odamex-src-0.6.2/ to same directory where the client binary is (it should be ~/Jeux/Doom/Odamex/odamex-src-0.6.2/build/client in your case, but you can move it to another directory), start odalaunch (should be in ~/Jeux/Doom/Odamex/odamex-src-0.6.2/odalaunch/odalaunch), configure paths from File->Settings->File Locations ("Odamex Path" should be where your Odamex client binary is).
Maybe there's a simpler way, I don't know.

BTW, IIRC by default build type is "Debug", which gives rather CPU-hungry binaries. You should probably recompile with build type set to "Release".
27

Technical Support / Re: Sloped Water

« on: January 29, 2013, 00:03:45 »
Is sloped eventually going to be supported, or is that something that was not featured in ZDOOM 1.22 or 1.23?

I'm having trouble with the water ceiling, but here's a basic example of what I'm trying to do. Works in GzDOOM, but in Odamex the sloped water does not have effect.
Can you post screenshots? It seems to work for me.
28

Technical Support / Re: Creating Slopes in DOOM Format?

« on: January 28, 2013, 23:56:02 »
Oh no...

And by "nasty surprises" do you mean I will find a lot of things that do not work as one might expect them to, do you mean a lot more features are soon to be supported in the next release, or do you mean to say that much of the work I am doing now might end up unsupported and the features I used commented out (or something) in the next release?!?

Tell me, I'm anxious to know!!! ;)
The first. I'm not aware of any features planned for removal
29
No, I don't think 11 year olds are dumb, actually, quite the opposite. Though I'm confused as to why you would get that idea from the part you quoted. Its just an amazing technical feat. Or at least it was when I was 11.
I probably overreacted, sorry. I just don't find it amazing - children learn how to use things quickly and usually have much more free time to practise (making levels in this case). If you map a lot, eventually you'll make good levels.
30

Technical Support / Re: Creating Slopes in DOOM Format?

« on: January 28, 2013, 02:46:22 »
Hmm, it appears that I do not need to edit in DOOM format at all! I feel like I'm the last to learn what I can do in regards to Odamex editing. :)
Be prepared for nasty surprises. :)
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