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41
Technical Support / Re: Linux Mint/Ubuntu "Illegal instruction (core dumped)"
« Last post by Camjrp on June 02, 2020, 22:38:44 »
Thanks, i just followed the instructions and i think the programs where correctly compiled.
However... excuse me for my ignorance, but now where should i find the excecutables?
42
My best guess is that you're running a build that isn't compatible with your system architecture like a 64-bit build on a 32-bit system. Also, it looks like the most recent Odamex version that drdteam offers is 0.8.1: http://debian.drdteam.org/pool/multiverse/o/odamex/

You'll need Odamex 0.8.3 to connect to servers so you will want to compile the binary from the source. We have pretty good instructions here: https://odamex.net/wiki/Compiling_using_CMake#Linux
By building the binary yourself, you'll be assured that the binary is compatible with your system architecture.

Good luck!
43
Technical Support / Linux Mint/Ubuntu "Illegal instruction (core dumped)"
« Last post by Camjrp on June 01, 2020, 20:10:23 »
Hi everyone
First of all excuse me for my english.
I just installed odamex in Linux Mint 19.3 using the Repository of the "DRD Team Debian" (you cand fin the instructions in this link: http://debian.drdteam.org/)
However, after installing odamex and timidity, i cant run it (odamex)
I get this error message in the terminal:  "Illegal instruction (core dumped)"
What can i do?
Thanks to you all
44

Odamex Nitro returns for a one-night special event celebrating the release of 0.8.3! The development team spent many countless hours working on bug fixes and improved features, and now is the time to crack open the champagne. What better way to ring in the new version than getting some games in with the criminally underplayed Manual Flag Return mode? Manual Flag Return is simple; did you waste an opponent carrying your flag? Don't get comfortable yet, because you have to take that flag all the way back to your base and return it yourself. Combine that with RageCTF, and we got ourselves a party.

WHEN: Sunday, May 17th @ 5:00pm EDT
WAD: http://grandpachuck.org/files/wads/ragectf.wad
MAPS: 01 - 19



* Discussion & Download *

Join us on the official Odamex Discord to chat with other players, organize games, and track development of the project!

A comprehensive list of additions and changes can be viewed here.

Download Odamex 0.8.3 for your preferred platform now!

Have fun!
45
Devoblog / Odamex 0.8.3 Released!
« Last post by Ralphis on May 10, 2020, 19:56:34 »
** This is a required update **

* The Release *

Odamex 0.8.3 has officially been released! Since there was no post made for Odamex 0.8.2, this post will cover the combined changes for both Odamex 0.8.2 and 0.8.3. Huge credit to AlexMax, Ch0wW, Dr. Sean, Hekksy, Hobomaster, HyperEye, JSD, Manc, so-sleepy, and vilhelmgray for all of their contributions that made these releases possible. Read on to view a more comprehensive changelog.

* Input Lag Fix *

Since the project moved to SDL2 with Odamex 0.8, some players complained of input lag. Particularly, this always seemed to be most noticed with the mouse. After years of racking our brains and reviewing all of our input code, we discovered that the issue was in fact caused by changes to the window manager in Windows 8 and Windows 10. To combat this, players are now given the option of two different input modes: Fullscreen Exclusive and Fullscreen Borderless. For users on Windows 8 and Windows 10, using the Fullscreen Exclusive video mode will eliminate the video lag (and a perceived mouse lag) introduced on these systems.

* Changelog *

Most of the changelog can be found below:
  • Fixed bug 1278: sector scroll speeds. Also reimplemented LS_Scroll_Floor (0.8.2)
  • Fixed weapon offset by 1 (0.8.2)
  • Many Fixes related to client stability regarding invalid stats, floor/ceiling height, and railgun crashes (0.8.2)
  • Fixed crash when loading a game when an Icon of Sin cube was in-flight (0.8.2)
  • Fixed cl_netgraph rendering out-of-bounds on small resolutions (0.8.2)
  • Fixed issues with actions triggered by multiple bound keys at the same time  (bug 1282) (0.8.2)
  • Most arguments now automatically translate to lowercase, fixing Many issues that may be a result from wrong case usage (0.8.2)
  • DeuTex is now used to build odamex.wad (0.8.2)
  • Improved support for international keyboard layouts (0.8.3)
  • Corrected multiple video and resolution bugs related to scaling (0.8.3)
  • Fixed issue with demo recordings where multiple map indexes were being written (0.8.3)
  • Bug fixes to weapon behavior in wads that utilize "ISLOBBY" (i.e. Duel2020OA.wad) (0.8.3)
  • Removed classicdemo variable since it was never used (0.8.2)
  • Removed suicide spam and suicide during intermission (0.8.2)
  • Rewrote a loop in SV-WriteCommands (), making the server much more efficient (0.8.2)
  • Added further improvements to wad downloading by removing the constant check for MD5 hashes (0.8.2)
  • Increase number of steps adjusting snd_sfxvolume, snd_musicvolume, and snd_announcervolume to 64 (0.8.2)
  • "players" command now also includes the number of players when used (0.8.2)
  • Reverted the patch for bug 1105. No other multiplayer ports seem to support this behavior and it is not vanilla (0.8.2)
  • Removed cvars "dynres_state", "dynresval", "mouse_acceleration", "mouse_threshold" since they were rarely used and caused confusion amongst the players (0.8.2)
  • Removed cvar "mouse_type", we now only support the ZDoom mouse type since it was just a scaler for the Doom mouse type. Odamex will detect the users settings with the old cvar and update to the new settings automatically (0.8.2)
  • Removed "cl_rocketrails" because it was unused (0.8.2)
  • Removed "cl_unlag" and "sv_unlag". They are default behavior now (0.8.2)
  • Removed "rate" cvar. The client will now allow up to what the server allows with "sv_maxrate" (0.8.2)
  • Removed "cl_predictlocalplayer" cvar. It is now always enabled (0.8.2)
  • Latest SDL2 and SDL2_Mixer libraries are now packaged with release (0.8.3)
  • CMake and compiler optimizations (0.8.3)
  • Added confirmation messages for addmap and insertmap (0.8.2)
  • Added PAR times for the Flesh Consumed (0.8.2)
  • Updated FreeDoom to version 0.12.1 (0.8.2)
  • Added some feedback to the user warning them if their iwad is out of date  (not version 1.9) (0.8.2)
  • Added back a few ZDoom/Hexen damage sectors (0.8.2)
  • intermission now plays normally during episode end. Odamex No longer jumps straight to the next map upon exit (0.8.2)
  • Added the ability to spy by name  (or closest to what the user keyed in) (0.8.2)
  • Added new vid_filter cvar to control display filtering; options are "nearest", "linear", "best", or "0", "1", "2", respectively (0.8.2)
  • Added "Fullscreen Exclusive" mode as an available option in the vid_fullscreen. The other two existing modes were windowed and fullscreen borderless. Using Fullscreen Exclusive mode eliminates video lag  (and a perceived mouse lag) introduced on systems running Windows 8 and Windows 10. (0.8.3)
  • Client now receives control of mouse when client is in console, menu, or alt+tabbed on Windows. This behavior mirrors Valve's Source engine games and is highly useful for users with more than one monitor. (0.8.3)

* Going Forward *

This is the last release expected in the 0.8.X series. With Odamex 0.9.0, we expect to bring a large amount of new features including support for many more wads (Boom/MBF), a duel queue, new game modes, and many other under-the-hood improvements that we will reveal as we move closer to the release.

* Discussion & Download *

Also, please join us on the official Odamex Discord to chat with other players, organize games, and track development of the project!


A comprehensive list of additions and changes can be viewed here.

Download Odamex 0.8.3 for your preferred platform now!

Have fun!
46
Devoblog / Doom Is Dead? Podcast - #05 Dr. Sean
« Last post by HumanBones on January 28, 2020, 11:49:01 »


https://youtu.be/GAVZrVN2B4g

Our featured guest today is Dr. Sean, best known as the lead programmer of Odamex. Sean has worked tirelessly over the past decade to bring Odamex to the forefront of the competitive doom scene. Not only is he an accomplished coder, but he’s also one of the nicest guys you could ever meet. We were thrilled to talk with him about all things Doom, all things Odamex, and all things Sean. As always, Doom Is Dead? is sponsored by In The Keep and the drowned god Cthalha.

LISTEN ON:

Buzzsprout
Apple Podcasts
Spotify
Stitcher

47
Technical Support / Re: Temporary Bug Tracker Thread
« Last post by Hekksy on December 21, 2019, 19:12:26 »
The patch:

Code: [Select]
Index: common/p_map.cpp
===================================================================
--- common/p_map.cpp (revision 3958)
+++ common/p_map.cpp (working copy)
@@ -3026,7 +3026,7 @@
  nofit = false;
  crushchange = crunch;
 
- if (co_boomsectortouch)
+ if (co_boomsectortouch || co_zdoomphys)
  {
  msecnode_t *n;
48
Maps, Wads and Mods / Re: Vignettes of Deathmatch (VoDM1) OldSchool Deathmatch
« Last post by Doomkid on October 16, 2019, 02:09:31 »
These maps are cool, they've got that early 2000s vibe. They look fun to play in, haven't actually had any DMs in them yet but they look up my alley. Well done, looking forward to a finalizaed version.
49
Technical Support / Mouse Settings
« Last post by Hekksy on September 17, 2019, 14:44:54 »
Odamex defaults to the same mouse system as used by Vanilla Doom 2, and is designed for players to migrate their settings to Odamex. However, many players are from ZDoom or ZDoom-derived ports, and thus might run into issues trying to figure out the Odamex mouse. I have created this thread as an attempt to help solve some headaches for migrating players.


First, change your mouse settings either in the Odamex console or odamex.cfg to match these:

Code: [Select]
mouse_type 1                 // sets the mouse type to ZDoom
m_yaw 1
m_pitch 1
m_side 2                           // has to do with strafing. The default is 2 and should not be changed
m_filter 0                         // applies smooth mouse movement. Try it on and off to find what you like. I personally have it off
m_forward 0                    // turns off the mouse moving you forward when you move the mouse up. This is enforced in Vanilla Doom but most players turn it off
mouse_acceleration 0    //Makes the mouse move faster the more you move it. Was in Vanilla Doom but I recommend to turn it off to make the mouse feel more consistent
mouse_threshold 0        //idk wtf this does but it was in Vanilla Doom
mouse_sensitivity 1      // The default mouse sensitivity in ZDoom. It might not be perfectly 1:1 but it should give you an idea of what to change. This is the setting that should be modified for while the others remain the same
r_painintensity .1         //Turns down the red blood when you get shot. Some servers enforce it though.

After you have made these changes, try adjusting just mouse_sensitivity up and down to find a comfortable level.

I hope this helps!
50
General Discussion / MDF FFA Tournament US #5 - September 21st @ 5pm EST
« Last post by HumanBones on September 15, 2019, 11:00:17 »
Multiplayer Doom Federation FFA Tournament US #5 September 2019 - https://discord.gg/YQyg4cf

Date: Saturday, September 21st @ 5pm EST

Objective:

The objective of the tournament is to accumulate the most points throughout a series of rounds, playing across a total of 6 maps. The target is for each player to play every map twice. Points are awarded based on scoring position.

Point Distribution:

1st place: 6 points
2nd place: 4 points
3rd place: 3 points
4th place: 2 points
5th and under: 1 point

Gameplay:

All players of a particular round join the server at once and will play the same number of maps, but the actual lineup of each round will be randomized. Admins will announce the player lineup for every following round, and the selected players will join the game and the map will be restarted for them. This should speed up the proceedings while keeping the tourney spiritually free-for-all. If it’s not your round, you simply idle in the server.

The maps have been chosen for their variation of styles (pace, spam, player/frag/time limit) and we’ll try to make sure everyone plays across all of them, but this part will be heavily dependent on the player signups and randomization. It should ensure, however, that you don’t meet the same opponents often.

Maps:

Dwango6 map09
Chill3 map01
Obsdm map01
Obsdm map19
UDM2 map02
Greenwar map09

WAD: <will be provided soon>
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