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Topic: Odamex information?  (Read 16936 times)

Offline Disciple-X

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Odamex information?
« on: October 23, 2006, 16:35:42 »
I have been trying to find out more info regarding Odamex. I know it will compete with Zdaemon. I only know this little bit of info because it got leaked around on the ZD forums. I have been grossly uninformed as to what technical aspects of Odamex are employed. Is it a modified source port from Scratch? Does it use Zdoom architecture at all? I am concerned about this as I am making a very detailed wad project called Crimson, and it uses Zdoom v1.23 as it's base for production. My wad project will be a huge waste of time and energy if Zdaemon loses to Odamex. I looked all over the site for some zdoom related keywords, but found nothing. Crimson will be compatible with all version of Zdoom starting from v1.23 and up, Zdaemon, GZdoom, and SkullTag. I would like to add support for Odamex, but I may not be able to if Odamex's ultimate goal is to reproduce classic Doom/Doom2 in a Windows environment only.
« Last Edit: October 23, 2006, 19:33:07 by deathz0r »

Offline Whiteboy567

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Re: Odamex information?
« Reply #1 on: October 23, 2006, 16:39:50 »
Sucks, Odamex is one version up. It's based off of csdoom 0.62 which in turn is based off of Zdoom 1.22.
« Last Edit: October 23, 2006, 16:40:55 by Whiteboy567 »

Offline Disciple-X

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Re: Odamex information?
« Reply #2 on: October 23, 2006, 16:46:16 »
Well that's great... means the mp3 and slopes that make up a large majority of the special effects in Crimson are useles. Is there any intention of moving to a v1.23 architecture? Zdaemon started off on v1.22, but then moved to 1.23, so i was just wondering if that was a possibility.

Here's what i have going so far with the project.

http://forums.zdaemon.org/viewtopic.php?t=9024

Offline deathz0r

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Re: Odamex information?
« Reply #3 on: October 23, 2006, 17:02:14 »
Is there any intention of moving to a v1.23 architecture? Zdaemon started off on v1.22, but then moved to 1.23, so i was just wondering if that was a possibility.
Zero chance, I'm afraid. Almost all of the Hexen map format and code has been removed due to license conflictions.

Offline leileilol

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Re: Odamex information?
« Reply #4 on: October 23, 2006, 17:22:23 »
Well that's great... means the mp3 and slopes that make up a large majority of the special effects in Crimson are useles.

Don't rely on stolen music then and make a level.

Odamex is as legal and pure as it gets for a multiplayer Doom source port, period.

(it's also not going to be a dicktatorship either)
u

Offline Disciple-X

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Re: Odamex information?
« Reply #5 on: October 23, 2006, 17:56:11 »
remember the days of old wad editing where you "WISHED" you could add some cool effect that doom2.exe did not offer. An effect that, if properly implmented, could really increase the enjoyability of a great DM map? That is Crimson.

Stolen music? There is no "music" in Crimson. I did have some fun screwing around with the mp3 format in the alpha versions though... sticking witty intermission music in. The public release will stick with atmosphere, however. I even messed around with the Doom64 and Playstation doom soundtrack... which are now long gone in the current state of the project.

As for stealing, could you tell people to stop putting horrible sound effects into wads with good DM layouts? Example: DW5M1, great map, but it is annoying hearing Jim Carey and the Heretic guy everytime you die as well as the damn Heretic message sound. I am sure that was a blast to hear back in 1995-1996, but it gets old when you have been playing Doom that long online.

Offline Ralphis

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Re: Odamex information?
« Reply #6 on: October 23, 2006, 18:52:51 »
Odamex currently supports mp3, ogg, and other various popular audio formats.

No go on the slopes I'm afraid.

Offline AlexMax

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Re: Odamex information?
« Reply #7 on: October 23, 2006, 19:19:17 »
If you want some idea of what to expect when you run your maps in Odamex, run it on ZDoom 1.22.

If you want to ensure that you're map will be "Boom Compatable", which is what I personally aim for, just in case other source ports add multiplayer, test in prBoom and Eternity.

Offline deathz0r

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Re: Odamex information?
« Reply #8 on: October 23, 2006, 19:27:56 »
Temporaily locking thread. There's a error with viewing this thread in IE that needs to resolved. Hang tight!

Offline deathz0r

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Re: Odamex information?
« Reply #9 on: October 23, 2006, 19:51:20 »
Thread's unlocked!
If you want some idea of what to expect when you run your maps in Odamex, run it on ZDoom 1.22.
That's inaccurate, simply because the Hexen map format does not exist in Odamex like I mentioned earlier.

Offline AlexMax

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Re: Odamex information?
« Reply #10 on: October 23, 2006, 20:16:02 »
Thread's unlocked!That's inaccurate, simply because the Hexen map format does not exist in Odamex like I mentioned earlier.

I have no idea why that didn't occour to me, thanks. :)

Offline Disciple-X

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Re: Odamex information?
« Reply #11 on: October 24, 2006, 08:37:44 »
Well, Crimson is so far into the Zdoom v1.23 realm that the likely hood of it being compatible with Odamex is minimal. It also uses box skies, sound sequences, and Large scale scenery. One limitation of v1.22 of zdoom was that large levels would become oddly glitchy and lindefs would do weird things with textures when levels were very oversized. I may be able to make a Crimson varient for Odamex that removes slopes and other Zdoom effects and just focuses on the sound design and atmospheric mp3s. I'm glad that Odamex uses OGG format, as OGG can be looped properly where as mp3s always insert silence at the end/beginning everytime you save your audio. I do not think any current version of zdoom even supports OGG.
Also, I am already very familiar with the difference between v1.22 and other versions of Zdoom. I was working on a wad project that was v1.22 compatible long ago so that it could work with older versions of Zdaemon and CSdoom, then v1.23 came out and was implemented into the new Zdaemon, so I was able to be more flexible with my wad projects when that happened.
« Last Edit: October 24, 2006, 08:47:02 by Disciple-X »

Offline Manc

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Re: Odamex information?
« Reply #12 on: October 24, 2006, 10:52:22 »
The thing to remember is that while this is BASED on a bit of zdoom, Odamex itself isn't really zdoom compatible.  The features you're talking about are zdoom features, not doom or boom features. 
Odamex Web Administrator

Offline Xenaero

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Re: Odamex information?
« Reply #13 on: October 24, 2006, 10:54:00 »
So there's limited or no ACS compatability as far as scripting goes? Boom compatable isn't bad at all, just wondering in a bells-and-whistles mapping case.
And now a picture for the frame we set aside
Below the bassline a secret place awaits for us to hide
To pass the time as the war goes on-and-on
Post-apocalyptic sunset, Post-apocalyptic dawn

Offline Ralphis

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Re: Odamex information?
« Reply #14 on: October 24, 2006, 11:16:28 »
ACS is non-existant