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Messages - Pseudoscientist

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31
As you go back in time, you will find that ZDoom is highly incompatible with itself. The reason Rex's Darkest Hour doesn't work from 1.22 to 1.23 is because ZDoom tended to change a lot of things without regards to how things worked and how modders were accustomed to previous versions.
No Hex, the reason Darkest Hour doesn't work is becuause Odamex doesn't even have full 1.22 support, namely, ACS inventory manipulation functions are commented out in the source. I'd appreciate if you edit the wiki to stop saying Odamex supports all ZDoom 1.22 features or ZDoom 1.23 ACS, because it doesn't.
But as of right now, development is a bit slow and the priority is netcode improvements, rendering improvements, and a more robust menu system simply because these criteria are what the developers enjoy working on the most.
I'd be intersted to know if so called "uncapped frame rate" is planned, thanks.[/drive-by comment]
32
All I can really say is, I’m actually stunned. I mean, at 11, I don’t think I could’ve done what she had done in a matter of months with all that learning involved. Shoot, I don’t think I could do that now =P
Why do you think so? Do you think that 11 year olds are dumb or something?
BTW, the link is broken.
33

General Discussion / Re: 32bpp color mode

« on: December 26, 2012, 00:42:07 »
GCC does not impress me with its performance. I really don't have much to tell you on that one.
Just a note, official binaries are built with gcc.
34

General Discussion / Re: zDOOM 1.22 Compatability...

« on: December 16, 2012, 01:01:54 »
I have resolved every issue within Odamex's setting with the exception of the scripts that do not work. I.E. in Darkest Hour when you grab your space suit, it is supposed to allow you to open the doors to go outside where the gravity is lighter, but still it tells me that I need my suit on first.
Because in Odamex, ACS inventory checking functions are commented out.
35

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

« on: November 28, 2012, 13:46:21 »
Secondly, we've attempted .ogg.

Oddly, it works on Odamex fine with no problems. ZDoom however only plays music at the intermissions. (moving forward)
That's odd. You should upload it somewhere and ask on ZDoom forums.
Your demo wad has an MP3 as a map header, so if you put your Vorbis encoded file there, it might be not recognized by ZDoom. I don't know.
Re: quality, there's isn't much to expect from 96 kbps files, but check that you are encoding with variable bitrate (VBR, sometimes named "Constant quality" or similar) and not constant (variable is usually better). This goes for both MP3 and Vorbis.
36

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

« on: November 24, 2012, 05:54:13 »
However, there are probably still small bugs. One that is noticible is the exit pipe at the foot of the dam.

While walking along the dam to get to the end where the staircase down is, for some reason the pipe bleeds all over the place and we can't seem to find the cause. This doesn't happen in Zdoom and there appears to be no improper textures.
I cannot find a place with such a bleeding texture in the current download. Is it fixed already?

All teleports that I could find work (using the latest SVN build of Odamex). I think it was fixed a few days before.

Regarding the soundtrack, have you considered using MIDI and moving the high-quality version in a separate pack? Also, MP3 is obsolete. For in-game music, you should use Ogg Vorbis instead of it; it will allow you to either have a better quality with the same size or smaller size with same quality. (If you decide to use Vorbis, don't transcode from MP3, encode the lossless originals instead.)
37

Nitro Zone / Re: Nitro #55 - Odactf1 CTF

« on: September 06, 2012, 03:22:27 »
The texturing of these maps makes my eyes hurt.
38

Developer's Corner / Re: Ticcmd queue discussion

« on: September 05, 2012, 03:40:41 »
Quote
I hope to gather data regarding ticcmd queue size during gameplay for informational purposes.
Is that your "ticcmd_queue logging test" server?

I'll repeat my (draft) proposal.
Just trying to make the player move slowly enough is not quite correct; Doom doesn't allow you to stop suddenly unless you crash into an object or a wall. So speed should be changing slowly as well.
Not knowing a few consecutive ticcmds doesn't introduce much uncertainty to player position. (It grows quickly with the number of ticcmds, though.)
The current behavior, however, somewhat helps client experiencing a short latency spike by suddenly stopping them and thus disrupting their enemies' aim. Creating artificial latency spikes is, however, useless for cheaters, because of the additional latency which can't disappear at cheater's will (the queue on the server).
Ticcmd queue is also, in effect, an anti-speedhack. This should be preserved also.
Thus, I propose the following:
- If the server stops receiving ticcmds form the player and exhausts the ticcmd queue, start to estimate possible player positions. As long as uncertainty doesn't exceed some threshold OR the player cannot be visible anyway, predict the player position and increment the player's counter. (Client probably should be aware that player's position is server's speculation.) When it does, stop predicting.
- When the lost ticcmds arrive, immediately execute counter commands, set counter to zero, and put the rest in queue.

Notes:
If we're uncertain if player will cross a special line, stop predicting.

Problems:
- If the player firing command was lost, it might have been better for him to be "frozen" and hope the enemy will miss adn his own shot will hit.

In coop, ticcmd queue doesn't help much but ensures that monsters will kill you. It probably should be off in coop configs.
39

Developer's Corner / demoplayback meaning? (answered)

« on: July 26, 2012, 04:12:21 »
What's the meaning of demoplayback variable in the source? Is it supposed to mean just that a demo is playing or paused, as the code checking for it seems to suggest? I'm asking because it's apparently not set during netdemo playback.

EDIT:
[2012-07-31 23:13:46] <mnbvzxc> what the meaning of demoplayback variable in the source? Is it supposed to mean that some demo is playing or  paused, including netdemos?
[2012-07-31 23:24:26] |<-- bond_ has left irc.oftc.net (Ping timeout: 480 seconds)
[2012-07-31 23:25:45] <dr_sean> mnbvzxc: it refers to playing a vanilla LMP demo only
[2012-07-31 23:26:29] <dr_sean> netdemos would have netdemo.isPlaying() and netdemo.isPaused()
40

Technical Support / Re: IRC Client?

« on: July 20, 2012, 15:38:03 »
Yes.
41

Maps, Wads and Mods / Re: Chaindude's Odamex announcer

« on: July 06, 2012, 10:05:33 »
PS: Just make sure to set Game SFX to OFF in the sound options, so the announcer plays as intended.
o_O you're kidding, right? how can you play well w/o sound? What happens if you don't switch off sound, BTW?
42
As for vetting gametypes, I think that this runs contrary to "everyone policing his own server" goal. Just not providing dedicated functionality to implement AOW-style mods (but still keeping it theoretically possible) is as much (IMHO) as Odamex project should ever do for that purpose.

Option #2 is not worth any serious consideration for the reasons above and also because it's not cross-platform compatible.
#1 has been in effect already for a few years. Some proposals have been made but none implemented AFAIK. Its benefit is that clients can do better prediction than is the case with (limited) scripting language (#3).

As for original question: Those features which are needed by maps considered important to support, and those with technical merit that simplify editing (or allow some new features) for Odamex. (FWIW, IMO ACS and Hexen format bots are messy and lack technical merit. Although some parts of it have some merit. So the question is: what "important" maps need?)
43

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

« on: June 18, 2012, 07:55:32 »
Decay you must have noticed this already but level 18 is missing bridge things in center
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