Message Boards

Topic: doom compatibility  (Read 8038 times)

Offline doomgater

  • Posts: 2
    • View Profile
    • doomgate
doom compatibility
« on: October 25, 2006, 01:56:30 »
HOW compatible with vanilla doom will odamex be? Is it intended to be as-compatible-as-possible (like chocodoom?)?

A good compatibility test is this wad: http://doomgate.de/files/dgtc/dgtc.zip
It is a training wad for wallrunnimg, strafejumping and rocketjumping. Up to now, the jump across the third pit in this wad is only possible with vanilla DOS DOOM and Chocolate Doom. All other ports fail (Including Doom95(!)).
Could you please try it out? When you have any problems with the wad, please let me know. Unfortunately, the attached information is written in german, my native language...


frag on!

Offline Russell

  • Developer
  • Posts: 70
    • View Profile
Re: doom compatibility
« Reply #1 on: October 25, 2006, 04:35:46 »
Yes, odamex remains true to oldschool doom multiplayer, which is a higher priority than anything else.

But it also adds some newschool things, such as teamplay and capture the flag.

I also tested the wad and watched the demos with chocolate-doom.

everything but the rocket jumping seems to work, unless I was doing it wrong, fire against wall + backwards?

Offline AlexMax

  • Developer
  • Posts: 84
    • View Profile
    • AlexMax @ Github
Re: doom compatibility
« Reply #2 on: October 25, 2006, 08:49:13 »
Does it not work even in prBoom compatability mode?

Can you submit an lmp that demonstrates the wad in action in DOS/Choco Doom?
« Last Edit: October 25, 2006, 08:50:16 by AlexMax »

Offline Belial

  • Posts: 3
  • Member
    • View Profile
Re: doom compatibility
« Reply #3 on: October 25, 2006, 09:50:57 »
Of course it works fine in PrBoom.

Offline doomgater

  • Posts: 2
    • View Profile
    • doomgate
Re: doom compatibility
« Reply #4 on: October 26, 2006, 04:09:47 »
everything but the rocket jumping seems to work, unless I was doing it wrong, fire against wall + backwards?

'Fire against the wall + backwards' is correct. But as I said,
only original DOS Doom and ChocoDoom can do this. In the meantime I've read that ODAMEX is loosely based on ZDoom 1.22, therfore it is clear, that I will not be able to perform this jump, because ZDoom can't, too....

But anyway. I am  looking forwards to seeing an new star on the doom port sky shining :-)

Quote from: Belial
Of course it works fine in PrBoom.
Does this mean that you really did the 3rd pit (Rocket jump) in dgtc.wad with PRBoom?

frag on!

Offline Belial

  • Posts: 3
  • Member
    • View Profile
Re: doom compatibility
« Reply #5 on: October 26, 2006, 10:03:15 »
Umm, that's what I said.

The demos played back fine and I could do it myself easily.

Offline Voxel

  • Developer
  • Posts: 22
    • View Profile
    • Voxelsoft
Re: doom compatibility
« Reply #6 on: October 28, 2006, 19:00:08 »
In the meantime I've read that ODAMEX is loosely based on ZDoom 1.22, therfore it is clear, that I will not be able to perform this jump, because ZDoom can't, too....

Odamex is in active development. That means even if you have read something yesterday, the current featureset might already be different. As we strive for gameplay compatibility with vanilla, the inability to reproduce such a jump would be considered an open bug to be resolved. So it is not clear at all. Especially as your comment has been noticed by several members of the dev team...
« Last Edit: November 09, 2006, 05:34:15 by Voxel »

Offline {BaRaKa}

  • Posts: 3
  • Member
    • View Profile
Re: doom compatibility
« Reply #7 on: November 20, 2006, 10:18:08 »
"Yes, odamex remains true to oldschool doom multiplayer, which is a higher priority than anything else."



EYAH BABY!

Offline AlexMax

  • Developer
  • Posts: 84
    • View Profile
    • AlexMax @ Github
Re: doom compatibility
« Reply #8 on: November 20, 2006, 14:40:30 »
"Yes, odamex remains true to oldschool doom multiplayer, which is a higher priority than anything else."



EYAH BABY!

Welcome home, #nightmare crew. :)

Offline Slayer

  • Posts: 31
  • Time to start piling up the bodies!
    • View Profile
    • DUI
Re: doom compatibility
« Reply #9 on: November 21, 2006, 23:54:26 »
"Yes, odamex remains true to oldschool doom multiplayer, which is a higher priority than anything else."



EYAH BABY!

LOL you registered on the forums?! (is suprised)

Offline GhostlyDeath

  • Posts: 25
  • Democrats will destroy this flag!
    • View Profile
    • ReMooD
Re: doom compatibility
« Reply #10 on: December 07, 2006, 19:21:33 »
Full DOOM2.EXE like gameplay (except for HUD, Video and such), Bumping, wallwunning, rocketjumping, pickups are menu sounds and such?
ReMooD Project Leader - http://remood.sf.net/
Strawberry Doom Project Leader
Odamex Team Member

Offline Manc

  • Administrator
  • Posts: 77
  • Fist to the face!
    • View Profile
    • odamex.net
Re: doom compatibility
« Reply #11 on: December 13, 2006, 18:13:05 »
Full DOOM2.EXE like gameplay (except for HUD, Video and such), Bumping, wallwunning, rocketjumping, pickups are menu sounds and such?
I don't know about that last one but yes, yes, yes and yes.
Odamex Web Administrator