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51
Developer's Corner / Re: Odamex's RPM Package
« Last post by vain on September 06, 2019, 15:34:51 »
Yeah, sorry for delay, packages are updated now.
52
Developer's Corner / Re: Odamex's RPM Package
« Last post by Ch0wW on July 24, 2019, 12:38:58 »
Could we please get an update for the 0.8.1 release :D ?
53
Devoblog / Odamex 0.8.1 Released!
« Last post by Ralphis on July 23, 2019, 13:15:41 »
** This is a required update **

* The Release *

Odamex 0.8.1 has officially been released! The new version of Odamex has numerous bug fixes, as well as a handful of new features! Make sure to scroll down to check out the full changelog. Huge credit to AlexMax, Ch0wW, Dr. Sean, Hekksy, Hobomaster, HyperEye, Manc, and Nautilus for all of their hard work and contributions that made this release possible.

Most of the changelog can be found below:
  • Added "lobby" support to MAPINFO to allow players to create lobby maps
  • Added compatibility for Freedoom 0.10 to 0.11.2
  • Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death.
  • Added hud_demobar to now hide the progression bar during the playback of a demo
  • Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF
  • Added options for filtering specific gamemode demos in the network settings
  • Added additional default binds to be more in alignment with modern shooter controls
  • Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source.
  • Added experimental server cvar "sv_download_test" (default 0). This is a change that will stop odasrv from constantly opening and closing a wad file for a user attempting to download. We are hoping this will stop lag spikes from happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the cvar will be removed and it will be turned on permenantly
  • Added a "fast turn" bind for joysticks, similar to nxQuake2, making you react much better to oppoents or very close enemies by temporarily changing the sensitivity at the press of a button
  • Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillarboxing in lower resolutions like 640x480
  • Added sv_respawnsuper, which can enable respawning of super powerups like megasphere and invulnerability sphere
  • The warmup message now specifies which key needs to be pressed to "ready up"
  • The server will now inform the user that the maplist was cleared
  • Bobbing is now disabled in spectator mode and flying and mouselook are on by default
  • Fixed a bug where the client would hear switch activating sounds when connecting to a server
  • Fixed a bug where palette and blending would not be updated during intermission
  • Fixed a crash when using maplist with no wads specified
  • Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo
  • Fixed active moving sectors getting stuck when switching from in-game to spectator mode
  • Fixed the alt key getting stuck on Windows when moving in and out of the odamex window with tab
  • Fixed some vanilla demo desyncs
  • Fixed some sectors not having the floor and ceiling textures updated in online mode
  • Fixed being able to drown in god mode
  • Fixed co_globalsound not working as intended
  • Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering
  • Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillarboxes
  • Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode
  • In single-player mode, the game will now pause if the console is on screen
  • The client is now much better optimized for rendering transparency
  • Removed obsolete code that would only update sectors every 3rd tic that could result in desyncs
  • Remove cl_updaterate since it is no longer used
  • Remove update_rate from userinfo since it is no longer used

* Crash Dump Generator *

Despite all of the hard work that our developers put into Odamex, there can always be a bug hiding around the corner. One of the most frustrating types of bugs is one that causes Odamex to "hard crash" and shut the program. If you experience this on Windows, Odamex will now generate a crash dump file (ending in .dmp) in your Odamex directory. If this happens, you can upload that crash dump and an explanation of what happened to our bug tracker. Providing us access to this dump allows our developers to quickly uncover information regarding the crash and resolve the bug. Please create an account and provide information with your crash dump file if you experience a crash!

* Other Cool Things *

A huge shout out to Rude, who has developed plasmabump. Plasmabump is new hub for classic Doom deathmatch powered by Odamex. Official plasmabump servers track match data and use it to generate an ELO ladder, a stat-tracking system, and more. Head on over to the plasmabump site and, more importantly, hop into a plasmabump server today to stake your claim as a Doom deathmatch pro!

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 0.8.1 for your preferred platform now!

Have fun!
54
Developer's Corner / Re: Odamex 0.8.1 Release Candidate
« Last post by Ch0wW on July 23, 2019, 12:38:49 »
Since 0.8.1 had been released, could we close this thread ?

I'll make a separate thread for the Switch binaries.
55
Developer's Corner / Re: Odamex 0.8.1 Release Candidate
« Last post by Hekksy on July 16, 2019, 20:21:09 »
Here is a 64-bit build of the latest version in case anyone wants it. https://www.dropbox.com/s/a7guknefwht204h/odamex081-64-b4.zip?dl=0
56
General Discussion / Re: [NY] The Demon Crusher Server Cluster
« Last post by doomjoshuaboy on July 16, 2019, 19:02:09 »
We have a new admin to protect Zdaemon servers: Flambeau 
57
General Discussion / [NY] The Demon Crusher Server Cluster
« Last post by doomjoshuaboy on July 13, 2019, 17:30:36 »
Hello everyone
Since the Owner of Funcrusher has chosen to shutdown their servers, that had all the Cooperative, Deathmatch, Duel and Priv and Scrims servers, but we are back to business again all hosted by me using Vultr with a new name called:


The name itself came from the  2 Doom 2 maps the first one is from Map 10 music called: The Demons Dead and the other is the level name of Map 06: The Crusher. So we do basically focus on the same things like Funcrusher did.

Links:
Discord

Admins:
  • Watermelon (focusing on Zandronum Servers)
  • Flambeau (focusing on ZDaemon Servers)
DoomJoshuaBoy
58
Nitro Zone / Re: Nitro #211 - UDM2 FFA
« Last post by Drayko on June 25, 2019, 11:49:02 »
Alright.
59
Developer's Corner / Re: Odamex 0.8.1 Release Candidate
« Last post by Hekksy on June 23, 2019, 16:13:20 »
updated the thread to the latest build and added some stuff to the bottom of the changelog
60
Very nice stuff, for sure !

However, something makes me wonder : how could one create a server with your ELO stats ? Does it need another server binary ?

GOOD Q - that is actually the next step in the project.  I posted a bit premature I think, and have been refining everything since then to a suitable place. Not another server binary no- this project is using a python wrapper to run odasrv and analyzing the stdout from there.   I will be making the wrapper available for you to run on your own server, sending stats to plasmabump.com.  Next step is an api for the website so that 3rd parties can send data freely.  Give it maybe 2 weeks or so (definitely done before Quakecon/ doomcon) and I will share the wrapper for people to host!
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