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81
Developer's Corner / Re: Odamex's PWAD Compatibility list
« Last post by Ch0wW on January 25, 2019, 15:27:53 »
DOOM64 For DOOM 2 (D64D2.WAD)
Code: [Select]
• Can run this PWAD without a crash on startup
• LANGUAGE lump is entirely unsupported (resulting in blank lines everywhere)
• MAP19B is unfinishable ONLINE, as it seem to rely on Voodoo dolls at the very end. Unsure about the other maps.
• Unknown about vanilla demos, but it should have no problem playbacking them
82
Devoblog / Re: Odamex 0.8.0 Released!
« Last post by Hekksy on January 25, 2019, 12:36:30 »
It's been a long time coming and I'm so glad its released! #blessed
83
Developer's Corner / Re: Odamex's PWAD Compatibility list
« Last post by Ch0wW on January 25, 2019, 11:27:41 »
FREEDOOM : Phase 1/2 (v 0.11.3)
Code: [Select]
• Can run this IWAD without a crash on startup
• Does have a few unknown GSTRINGS (GOTREDSKULL / HUSTR_PLRGREEN / HUSTR_PLRINDIGO / HUSTR_PLRBROWN / HUSTR_PLRRED / OB_MPROCKET / OB_MPBFG_MBF)
• Looks like the entire IWAD can be played
• Unknown about vanilla demos, but it should have no problem playbacking them
• In multiplayer, "you need a XXX key" are messed up. However, no problem in singleplayer. - EDIT : This bug is now fixed in the nightlies
84
Devoblog / Re: Odamex 0.8.0 Released!
« Last post by HumanBones on January 25, 2019, 11:07:29 »
Congratulations to the entire Odamex team on this momentous occasion! Meet us in the future, not the pasture. Thank you, next!
85
Devoblog / Re: Odamex 0.8.0 Released!
« Last post by Ch0wW on January 25, 2019, 06:43:28 »
Excellent news, as always !

Can't wait to finally play games with all of you guys ! :D
86
Devoblog / Odamex 0.8.0 Released!
« Last post by Ralphis on January 25, 2019, 06:09:52 »
** This is a required update **

* The Release *

After a brief hiatus, the Odamex Team is proud to finally present to you, Odamex 0.8.0. The long awaited new version of Odamex is packed with many "under the hood" engine improvements that will improve the overall experience. One of the most important notes is that Odamex has upgraded to SDL2, which improves performance and fixes a number of bugs in Odamex's video, sound, and input systems. Odamex has also been updated to ensure high performance on the newest versions of Mac OSX.

There are a number of improvements and enhancements to the client. For users with non-qwerty keyboard layouts, all text input should now work as expected. Mouse options have been simplified and now uses raw input at all times (users had past issues with SDL 1.X mouse input). Users can now scale their weapon's transparency using r_drawplayersprites (or set it in the display option menu). Forcing player colors (enemy or ally) has been improved.

For our vanilla Doom enthusiasts, several bugs were fixed in the vanilla demos subsystem. As a result, it fixes a lot of problems that would cause demos to desync upon recording/playing, as well as crashes for the hardcore speedrunners. We also fixed a known problem related to the -shorttic parameter. Additionally, console cvars vid_320x200 and vid_640x400 create 320x200 and 640x400 drawing surfaces and stretches them to the entire window, emulating vanilla Doom's video rendering.

Some notable additions and changes that server administrators should note are:
  • New cvar co_globalsounds: allows players to hear other players' pickup sounds
  • New cvar sv_dmfarspawn: causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
  • Merging co_fixzerotags into co_zdoomphys
  • Merging co_boomlinecheck and co_boomsectortouch are together into co_boomphys
  • Merging co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
  • Remove co_level8soundfeature (now automatically applied only in SP/COOP If co_zdoomsound is off)
  • Reimplemented sv_emptyfreeze, which freezes the server when no clients are connected. Disabled by default

* 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 *

In addition to Odamex 0.8.0's release, we must highlight the other aspects of our project that have received great attention. You may have noticed our new, beautifully overhauled website! One account will now allow you to post on the forums, edit the wiki, and report bugs on our tracker. Expect to see new features and Odamex integration on the website going forward.

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 0.8.0 for your preferred platform now!

Have fun!
87
Developer's Corner / Re: Odamex's PWAD Compatibility list
« Last post by Ch0wW on January 23, 2019, 12:49:02 »
DEUS VULT II
Code: [Select]
• Can run this PWAD without a crash on startup
• Does have lots of MAPINFO errors in the console
• Can't be played both on solo and coop, as MAP01 can't be completed.
• Unknown about vanilla demos
• Looks like this PWAD is relying a lot about the Voodoo dolls. And one voodoo doll is behind MAP01's exit.
88
General Discussion / Re: Is anyone interested in a Wii port?
« Last post by Ch0wW on January 23, 2019, 06:18:42 »
Yup, this could be a nice idea. Or to even reach out to the DevKitPro forum, could maybe give us a hand.

EDIT : I managed to fix the build with the latest Devkitpro, and has been done as a pull request + guide.
89
General Discussion / Re: Is anyone interested in a Wii port?
« Last post by Hekksy on January 22, 2019, 19:35:08 »
Perhaps reach out to prominent members of the wii modding community?
90
General Discussion / Re: Is anyone interested in a Wii port?
« Last post by Ch0wW on January 22, 2019, 11:50:15 »
For those being still interested in making this port a reality, there is one HUGE thing that should be done.

The most important element to fix is related to this Bug Report #1241 :

Using the latest DevKitPro installer, I noticed that you cannot be able to compile it, as it is stuck saying that "gctypes.h" is nowhere to be found, despite being able to see it in this following folder :
Code: [Select]
<DEVKITPRO DIRECTORY>\libogc\include
This is happening to me on Windows 10 and on WSL with Debian 9.0. Other OSes should act the same way. I checked the Makefile several times, and I'm definitely clueless.

Anyway, it is said that recent DevKitPPC builds have broken several other Wii homebrews, so I have seriously no idea how to fix this mess.

That said, there are still a few issues to fix with this port, and, if we have something too, be able to compile it to WiiU (for better options).
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