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Messages - AlexMax

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16

General Discussion / Re: odamex

« on: November 07, 2007, 09:23:59 »
Will we be able to log on odamex like zdaemon and keep level and expirence?

I'm wondering what the actual point of such a system would be?  ZDaemon Experience does not actually translate to real world skill, only how much you have played on one or two particular servers.  Other than that, it has no real benefit to the player.
17

Technical Support / Re: Where is linux launcher

« on: October 19, 2007, 16:59:39 »
You need timidity in order to hear music.
18

Devoblog / Re: Odamex October Contest

« on: October 08, 2007, 07:15:48 »
Since when did Odamex have an official sky?
19

General Discussion / Windows Nightlies

« on: October 02, 2007, 19:00:39 »
After much headache, I have finally been able to set up a system of nightly Odamex builds for testing purposes.  Every night at 6AM, or whenever I click the magic button (tm), a new build is uploaded.

However, I must stress that these builds are for TESTING PURPOSES and probably will break on most of the servers you try to connect to.  If you want to actually play these builds with other people, join our IRC channel and bug me to organize a test session.  And please run odamex-dbg.bat instead of odamex.exe (type in start to start the game and then continue to continue past a breakpoint), because if you crash, gdb will be able to catch the program, and we can diagnose what went wrong assuming you get a backtrace (type in bt).

Confused?  I'll be writing a wiki article soon on how to properly test and how to use GDB.  But if you don't know what you're doing, don't download it.  It's that simple.

The filenames are named odamex-svn-###.zip.  The number at the end is the SVN revision.  You can find out what has changed in that particular revision by looking at the SVN Tracker or Changelog, both of which are accessable from the left hand panel.

So what is actually avalible in the zip file you download?  The zip come with a Win32 Debug compiled version of odamex, the odamex server, a copy of GDB, and a batch file to run Odamex with GDB. This should make testing orders of magnitude easier.  By the way, thanks for actually reading this the whole way through, you need to click on the sixth word on the sentance at the bottom of the page to actually go to the downloads page.  However, my script is not yet advanced enough to tell if compiling has failed. So if you download the latest revision and it turns out to be missing odamex.exe, that’s why.  And for godsakes, if you get one of these defective builds, tell me

Also, it goes without saying that these builds are not endorsed by the Odamex team, and in fact are liable to start and stop being updated without notice.  This is something I hacked together in my spare time.

If you have read everything click here to access the nightlies
20

General Discussion / The 0.3 thread

« on: September 25, 2007, 22:01:11 »
So...do you guys think that it might be appropriate to release a 0.3?  0.2 is light years behind SVN as it stands, and it might be a good idea to give the people a more up to date precompiled executable, even if it doesn't include cardboard or the new spectator code.

The bugtracker is pretty full.  The only question is, what should be considered a blocking problem?
21

Maps, Wads and Mods / Re: Classic CTF

« on: September 25, 2007, 21:57:17 »
What's this about anthology?
22

Maps, Wads and Mods / Re: Classic CTF

« on: September 21, 2007, 07:49:53 »
It has just occoured to me that one of my projects, Classic CTF, has been laying dormant for a good long while, untouched. Classic CTF, for those who aren’t in the know, are conversions of 8 of the more popular ZDCTFMP maps to a Boom compatable map format. I have not touched it in months out of lack of interest, but I think that I might want to release it in the next week or so.

So, go ahead and take a look at the downloads section of my website, download the latest Classic CTF beta, and give it a good looksee to see if I’ve made any mistakes or have broken any of the maps by accident. I know of at least one bug in the remake that I’ve squashed having to do with a jump from Rocket Launcher to the top of the map on Something Epic, and another having to do with a hiding place that was used in UAC Headquarters but there might be more, so please take a look.
23

Developer's Corner / Re: New Release

« on: September 08, 2007, 22:50:15 »
I'm not sure.  It is quite stable, from a crashing point of view, but prediction is still buggy and is what most people notice first when they play.  Map features that don't work, corpse problems, stuttering players, players appearing out from behind walls, etc.  I think we need to stamp those problems out as much as possible before calling the codebase 'stable'.

denis mentioned that we need tools of some sort in order to fix prediction.  What sort of tools, denis?  How would we go about getting or making them?
24

General Discussion / Re: CTF & Team colors

« on: May 09, 2007, 11:08:45 »
The "CTF Standard" was more of a convenience factor than anything.  If you can find a CTF standard that's more defined than a general "make sure these map things work the same", then feel free to show me.  To be honest, I remember proposing flags of any color a while back to the ZDaemon crew, though they may not remember, because I have a set of green recolored ZDaemon flags sitting on my hard drive.

Nice idea.  I see no reason why Odamex should be limited to just red and blue.  However, the problem with such an idea is that we're strained for manpower enough as it is, and right now we'd just like to get Odamex into a state where people will bother playing it.  File something on the bugtracker as a 'feature', and maybe once we get some bigger problems sorted out we'll come back to it.
25

Devoblog / Re: Bugtest Weekends Are Go!

« on: April 27, 2007, 10:46:52 »
Thanks for the newspost manc. =)
26

General Discussion / Re: Bugtest weekends

« on: April 14, 2007, 22:31:36 »
I'm happy to report that these bugtest weekends have been largely sucessful.  For the past couple of weekends, we have managed to find a ton of bugs, and also to rekindle development interest.  Therefore, I am going to be continuing these for the forseeable future.

Great job guys. =)
27

Technical Support / Re: Mac OS X 0.2a Package Request

« on: April 04, 2007, 21:26:32 »
what issues are you running into?
28

General Discussion / Bugtest weekends

« on: April 04, 2007, 21:18:11 »
With the sucess of last week's bugtestfest, I am now hereby inagurating a new event that takes place sometime durring the weekend, basically when it is most convenient for me and other people, but otherwise on Saturday nights.

Our objective is twofold.  One, we go through the list of unresolved bugs in the bugtracker and see if we can add more information to them, especially ones that say "please test".  Two, if we find more bugs, we post them.

Our requirements are simple.  All we need are at least three people, preferably a half dozen or so, and occationally a lot, that can compile odamex on their own, run it against gdb, and are able to follow my agenda (i.e., not expect to be entertained, but instead actually follow along with what I'm trying to test).  Why three?  Because in my experience, more players tends to bring the bugs to the forfront.

So, how do you compile odamex?  Simple, check the wiki for instructions.  How do you run gdb against odamex?  Simply grab gdb for your platform, stick it in your odamex directory, run gdb odamex at the command line, then type start (and then continue if it hits a breakpoint before loading completely).  Then, if the program crashes, you need to type in bt at the prompt, paste the output in the pastebin and then copy the URL of the pasted backtrace into #odamex so we can discuss it further or perhaps even add a bug report pertaining to it.  And keep gdb open until someone says you can just restart the program, just in case a developer wants you to run more gdb commands to help pinpoint the problem.

Note that this is not encouraging all bugtesting to take place one day a week.  Really, I'm starting this so people can learn how to compile and run odamex against gdb, and hopefully get more people doing bug testing at all other times durring the week.  The bugtracker has become stale, filled to the brim with tons of bugs that haven't had any followup.  It's time we change that.
29

Developer's Corner / Re: Vicious bug testing/discovery cycles

« on: April 01, 2007, 22:45:23 »
We could name it Saturday Night Bugfest! I totally did not rip off Skulltag's FNF name convention, no siree.

Saturday Night Bugfest X Turbo The New Challengers 2000

EDIT: Also, what is very important is that if denis says "Please test r<whatever>" that we actually...you know...follow up.  So far he's done this with the coop bug we found and I'd like for us to follow up more often.
30

Maps, Wads and Mods / Re: Classic CTF

« on: March 29, 2007, 15:48:10 »
I haven't worked on this in forever.  Can someone who has massive amounts of ZDCTFMP experience help test this mapset so I can consider it finished or unfinished?  Keep in mind that I havent really paid attention to pro strategies on this map since a few months after creation, so if you can tell me some inconsistencies that I could possibly fix PLEASE do so.
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