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Messages - Dr. Sean

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31

Technical Support / Re: Sloped Water

« on: February 06, 2013, 17:53:23 »
Sloped water is not supported only in the sense that it wasn't something I anticipated and therefore did not test! I don't think it will be too difficult to look next time I look at the transfer heights/deep water stuff.
32

General Discussion / Re: Searching/browsing for wads proposal

« on: January 14, 2013, 17:06:59 »
I think tab-completion would be a good option here as well or instead.
33

Technical Support / Re: Creating Slopes in DOOM Format?

« on: January 09, 2013, 20:50:45 »
The terminology that DoomBuilder uses for the format you want is "ZDoom (Doom in Doom Format)". The following are the numbers for the slope linedef specials in that format:

Code: [Select]
340:       // Slope the Floor in front of the line
341:       // Slope the Ceiling in front of the line
342:       // Slope the Floor+Ceiling in front of the line
343:       // Slope the Floor behind the line
344:       // Slope the Ceiling behind the line
345:       // Slope the Floor+Ceiling behind the line
346:       // Slope the Floor behind+Ceiling in front of the line
347:       // Slope the Floor in front+Ceiling behind the line
34
Your version of Odamex 0.6 does not match the server 0.6.2.

When you run Odamex and type version into the console, what does it say?
35

Technical Support / Re: Getting Odamex to work on Ubuntu

« on: December 08, 2012, 15:33:04 »
That's unfortunately due to the PortMidi and PortTime libraries being combined on some Linux systems but being separate libraries on others. Our build system for Odamex 0.6.2 works around this problem.

The simplest way to work around this compilation problem is to disable PortMidi support in Odamex until we release Odamex 0.6.2 in a couple days.

You can disable the PortMidi library by opening the client/sdl/i_musicsystem.h file and changing the following lines near the top of the file from:

Code: [Select]
#ifdef PORTMIDI
#include "portmidi.h"
#endif  // PORTMIDI

to be:

Code: [Select]
#undef PORTMIDI
#ifdef PORTMIDI
#include "portmidi.h"
#endif  // PORTMIDI

36

Technical Support / Re: Getting Odamex to work on Ubuntu

« on: December 07, 2012, 12:30:36 »
jiiiiim,

My assumption is that you're looking to compile from the source, so that is what I'll base these instructions on.

First, download the source tarball and extract it to your home directory:
Code: [Select]
tar xjf odamex-src-0.6.1.tar.bz2
Then you'll need to make sure you have all the appropriate packages needed to compile:
Code: [Select]
sudo apt-get install g++ make cmake libsdl1.2-dev libsdl-mixer1.2-dev libwxgtk2.8-dev libportmidi-dev
Now you need to generate the Makefile for Odamex:
Code: [Select]
cd odamex-src-0.6.1
mkdir build
cd build
cmake ..

Finally, you can compile:
Code: [Select]
make && sudo make install
37

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

« on: November 26, 2012, 16:10:10 »
Thank you!

We've also noticed the majority of players in locked servers around the times we check.

Is this normal or a glitch of some kind?

That's most likely the IDL private CTF servers. It's not private to exclude newcomers - it's more like the password is freely available but it's password protected to make sure players are aware of the server's rules and how the system of organizing games works to prevent frustration for all involved.
38

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

« on: November 25, 2012, 20:13:28 »
As for the bleeding textures, has it been updated to accept floor textures on walls as well?

I'm pretty sure the "bleeding textures" issue you noticed is probably a mid-texture on a two-sided linedef far above the player's head that seems to bleed into view. That is due to an integer overflow when calculating the texture's scale and the problem was fixed by clipping those textures in our SVN code.
39

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

« on: November 21, 2012, 17:44:53 »
Instead we decided it would be neat to see some of the other levels you'll go into or just left outside a window, ect, of the level you're currently in.

I'm currently doing the same thing with a few of my own deathmatch maps. It's a pretty cool concept!
40

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

« on: November 21, 2012, 17:25:44 »
First, let me say thank you for your interest in Odamex and your efforts to help the community grow!

We do aim to provide compatibility for what we deem the most crucial ZDoom features but of course we have to pick which features would best serve Odamex's design goals. Although I do not know what issues you specifically ran into with your initial tests in Odamex, you may be unaware that bridge-things require a compatibility setting (co_realactorheights) to be enabled to function correctly.

In our forthcoming 0.6.2 release, you will be able to use patches taller than 256 pixels. Sometime later, I also plan on allowing flats and wall textures to be used interchangeably as well.

Welcome to the community and if you have specific bugs or feature requests, don't hesitate to post them on our bug tracker!
41
PortMidi with CMake has gotten some attention by us since the 0.6.1 release and is hopefully now good to go. Have you tried building SVN /trunk in the last few weeks?
42

General Discussion / Re: How Did You Find Odamex?

« on: September 14, 2012, 07:47:47 »
A couple of the guys at my office were talking about playing Doom when we were young, which quickly lead to me googling how to play DM on a modern machine. Since I wanted to play something resembling the original game and something cross-platform that would run on my Linux workstation, I got four players to fire up Chocolate Doom for a couple days. It soon became apparent that we needed C/S features since players needed to be able to come and go as their real work dictated.

Somehow, some additional searching turned up Odamex 0.5.0 and I set up a private LAN server and we were hooked. Odamex 0.5.0 played great on a LAN and we didn't need (nor did we know about) features like unlagged, interpolation, moving sector prediction, etc.

After making a few maps of my own, I opened our LAN server to public where HeX9109 and Ralphis were able to get 20 players in the server. Based on the response I saw, I knew I wanted to help out the Odamex project and contacted HeX9109, who referred me to #odamex-dev. And that was that...
43

Developer's Corner / Ticcmd queue discussion

« on: September 04, 2012, 15:53:41 »
Background:
A ticcmd is a collection of data that represents the action buttons a player presses during a particular gametic (1/35 second frame). This includes the amount of movement in the forward/backwards direction, the amount of movement in the left/right direction, status of the +use, +jump, and +attack buttons, and the desired view angle and view pitch.

The ticcmd queue was introduced in Odamex 0.5.6 as a means to smooth the stream of ticcmds going from clients to the server so that the server can process one ticcmd every gametic on average and keep players moving smoothly regardless of sudden spikes in network latency (also called network jitter). At the start of a gametic, the server will enqueue incoming ticcmds for each player and then process the first ticcmd in the queue. If there is a latency spike, the player will typically have a period where the server doesn't receive any ticcmds from the player and then will subsequently receive several ticcmds at once. The means the player's ticcmd queue will be shrinking (or empty) for a few gametics and then will suddenly grow with several ticcmds.

Problem:
When a player has a latency spike, they are often left with a ticcmd queue with several ticcmds. This creates additional latency between when the player sends the server the ticcmd and when the server processes it. Additional latency is undesirable and Odamex attempts to reduce this latency in a couple manners.

The server will process all of the ticcmds in a player's ticcmd queue when the player is dead, since the dead player does not require smooth movement. Additionally, if a player is not visible to any other players, the server will process 2 ticcmds once every 0.5 seconds as well as if the player is standing still.

Although these methods allows the player reduce the size of their ticcmd queue, it is far from ideal. Odamex may need other ways to reduce the queue size. I hope to gather data regarding ticcmd queue size during gameplay for informational purposes.

44

General Discussion / Re: SR-50 : Setup Guide (Odamex Version)

« on: August 22, 2012, 17:32:26 »
Note that you will have to press your +sr button every time Odamex starts, prior to trying to use this SR-50 configuration. Turnspeeds defaults to 640 in ZDoom-based ports and this configuration relies on it being 0, but pressing your +sr button resets it to 0.
45

Technical Support / Re: Launcher failing to launch game

« on: August 02, 2012, 08:35:21 »
I'm assuming that Odamex loads and stays in the full console mode instead of connecting to a server and joining a game.  It's difficult to guess exactly at the problem when you say "nothing happens", so could you take a screenshot for us?  You can do that by simply entering "screenshot" into the console, which I hope will give us all the relevant debugging info.
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