https://odamex.net/w/api.php?action=feedcontributions&user=Hekksy&feedformat=atomOdaWiki - User contributions [en]2024-03-28T18:06:21ZUser contributionsMediaWiki 1.24.1https://odamex.net/w/index.php?title=Main_Page&diff=3952Main Page2020-08-15T23:20:52Z<p>Hekksy: Introduce Odalauncher to the main page for support</p>
<hr />
<div><div id="mf-home"><br />
<h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1><br />
<br />
<div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;"><br />
<div class="col-md-6"><br />
== Getting started ==<br />
* [[Odamex|What is Odamex?]]<br />
* [[How to install|Installation]]<br />
* [[Launcher | Using Odalaunch]]<br />
* [[How to play|Gameplay]]<br />
* [[How to run a server|Running a server]]<br />
* [[How to build from source|Building from source]]<br />
* [[Frequently Asked Questions|FAQ]]<br />
</div><br />
<div class="col-md-6"><br />
== Community ==<br />
* [[Policy]]<br />
* [[Forums|Message Boards]]<br />
* [[Discord|Discord]]<br />
* [[Statistics|Statistics]]<br />
* [[Credits|Credits]]<br />
* [[Contacts|Contacts]]<br />
</div><br />
</div><br />
<div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;"><br />
<div class="col-md-6"><br />
== Documentation ==<br />
* [[License]]<br />
* [[Editing|Maps & Modifications]]<br />
* [[Troubleshooting]]<br />
* [[Commands]]<br />
* [[Variables]]<br />
* [[Releases]] (version history)<br />
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]<br />
* [http://doomwiki.org/wiki/Entryway The Doom Wiki]<br />
</div><br />
<div class="col-md-6"><br />
== Development ==<br />
* [[Bugs]]<br />
* [[Svn|GitHub]]<br />
* [[Coding_standard|Coding standard]]<br />
* [[Patches|Submitting Patches]]<br />
* [[Development roadmap|Roadmap]]<br />
* [[timeline|Historical Timeline]]<br />
* [[Hacker's Guide]]<br />
</div><br />
</div><br />
<h3><center><br />
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.<br />
</center></h3><br />
</div><br />
__NOTOC__ __NOEDITSECTION__</div>Hekksyhttps://odamex.net/w/index.php?title=Launcher&diff=3951Launcher2020-08-15T20:26:04Z<p>Hekksy: /* Error Messages */</p>
<hr />
<div>The Odamex Launcher allows server information to be downloaded from the [[Master]] servers and allows players to connect<br />
<br />
It is also an aid for helping server admins with configuring their servers as described below<br />
<br />
== First Time Setup == <br />
<br />
When you first start odalaunch, a configuration file will be generated to save the settings you set up. The first thing to do is to set up file paths to tell Odalaunch where Odamex is installed and where your iwads and pwads are. To do this, go to File > Settings. From there, go to "File Locations"<br />
<br />
Odamex Path is where you put the path to directory/folder where the odamex binary (odamex.exe on windows) is located. On Linux this is typically /usr/share/odamex but it could be wherever the user installed it.<br />
<br />
WAD directories is where you tell the launcher the location of your wads. The first directory listed is where wads will be downloaded to. You can have multiple directories.<br />
<br />
== Error Messages ==<br />
<br />
Error 2 means that Odalaunch failed to launch Odamex. This usually means that the paths to the Odamex binary or the paths to iwads (doom2.wad) are not configured properly. Try looking at your configuration settings carefully.<br />
<br />
== Debugging server output == <br />
<br />
The launcher can output valuable information about servers when started with the following command in a terminal or windows command line:<br />
<br />
<code><br />
odalaunch 2> out.txt<br />
</code><br />
<br />
This will provide you with packet sizes, servers using old versions, servers returning malformed data etc.<br />
<br />
== Images ==<br />
<br />
:{|<br />
|[[image:Odamex-x11-fbsd61.png|right|thumb|100px|Odamex Launcher and Client running on X11 on FreeBSD]]<br />
|[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]]<br />
|[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]]<br />
|[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]]<br />
|-<br />
|}<br />
<br />
<br />
==See also==<br />
[[Launcher Protocol]]<br />
<br />
<br />
{{Modules}}</div>Hekksyhttps://odamex.net/w/index.php?title=Launcher&diff=3950Launcher2020-08-15T20:25:36Z<p>Hekksy: Mostly to include error 2</p>
<hr />
<div>The Odamex Launcher allows server information to be downloaded from the [[Master]] servers and allows players to connect<br />
<br />
It is also an aid for helping server admins with configuring their servers as described below<br />
<br />
== First Time Setup == <br />
<br />
When you first start odalaunch, a configuration file will be generated to save the settings you set up. The first thing to do is to set up file paths to tell Odalaunch where Odamex is installed and where your iwads and pwads are. To do this, go to File > Settings. From there, go to "File Locations"<br />
<br />
Odamex Path is where you put the path to directory/folder where the odamex binary (odamex.exe on windows) is located. On Linux this is typically /usr/share/odamex but it could be wherever the user installed it.<br />
<br />
WAD directories is where you tell the launcher the location of your wads. The first directory listed is where wads will be downloaded to. You can have multiple directories.<br />
<br />
== Error Messages ==<br />
<br />
Error 2 means that Odalaunch failed to launch Odamex. This usually means that the paths to the Odamex binary or the paths to iwads (doom2.wad) is not configured properly. Try looking at your configuration settings carefully.<br />
<br />
== Debugging server output == <br />
<br />
The launcher can output valuable information about servers when started with the following command in a terminal or windows command line:<br />
<br />
<code><br />
odalaunch 2> out.txt<br />
</code><br />
<br />
This will provide you with packet sizes, servers using old versions, servers returning malformed data etc.<br />
<br />
== Images ==<br />
<br />
:{|<br />
|[[image:Odamex-x11-fbsd61.png|right|thumb|100px|Odamex Launcher and Client running on X11 on FreeBSD]]<br />
|[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]]<br />
|[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]]<br />
|[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]]<br />
|-<br />
|}<br />
<br />
<br />
==See also==<br />
[[Launcher Protocol]]<br />
<br />
<br />
{{Modules}}</div>Hekksyhttps://odamex.net/w/index.php?title=Releases&diff=3949Releases2020-05-12T04:23:18Z<p>Hekksy: /* Changes */</p>
<hr />
<div>= Odamex 0.8.X Series =<br />
<br />
== Odamex 0.8.3 ==<br />
=== Changes ===<br />
<br />
Odamex 0.8.3 was released on May 10, 2020.<br />
<br />
====Bug-Fixes ====<br />
- Improved support for international keyboard layouts<br />
- Corrected multiple video and resolution bugs related to scaling<br />
- Fixed issue with demo recordings where multiple map indexes were being written<br />
- Bug fixes to weapon behavior in wads that utilize "ISLOBBY" (i.e. Duel2020OA.wad)<br />
<br />
==== Changes ====<br />
- Latest SDL2 and SDL2_Mixer libraries are now packaged with release<br />
- CMake and compiler optimizations<br />
<br />
==== Additions ====<br />
- 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.<br />
- 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.<br />
<br />
== Odamex 0.8.2 ==<br />
=== Changes ===<br />
<br />
Odamex 0.8.2 was released on April 4, 2020.<br />
<br />
====Bug-Fixes ====<br />
- Fix for teamscores updating during warmup<br />
- Fix color translations after changing teams<br />
- Fixed a collision error with players of differing heights when co_realactorheight was enabled<br />
- Fixes for vanilla demo desyncs<br />
- Fixed some cases where client demo settings would override the server settings<br />
- Fixed singleplayer losing inventory after map change<br />
- Fixed bug 1278: sector scroll speeds. Also reimplemented LS_Scroll_Floor<br />
- Fixed weapon offset by 1<br />
- Many fixes related to client stability regarding invalid stats, floor/ceiling height, and railgun crashes<br />
- Fixed crash when loading a game when an Icon of Sin cube was in-flight<br />
- Fixed cl_netgraph rendering out-of-bounds on small resolutions<br />
- Fixed issues with actions triggered by multiple bound keys at the same time (bug 1282)<br />
<br />
==== Changes ====<br />
- Most arguments now automatically translate to lowercase, fixing many issues that may be a result from wrong case usage<br />
- DeuTex is now used to build odamex.wad<br />
- Removed classicdemo variable since it was never used<br />
- Removed suicide spam and suicide during intermission<br />
- Rewrote a loop in SV-WriteCommands(), making the server much more efficient<br />
- Added further improvements to wad downloading by removing the constant check for MD5 hashes<br />
- Increase number of steps adjusting snd_sfxvolume, snd_musicvolume, and snd_announcervolume to 64<br />
- "players" command now also includes the number of players when used<br />
- Reverted the patch for bug 1105. No other multiplayer ports seem to support this behavior and it is not vanilla<br />
- Removed cvars "dynres_state", "dynresval", "mouse_acceleration", "mouse_threshold" since they were rarely used and caused confusion amongst the players<br />
- 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<br />
- Removed "cl_rocketrails" because it was unused<br />
- Removed "cl_unlag" and "sv_unlag". They are default behavior now<br />
- Removed "rate" cvar. The client will now allow up to what the server allows with "sv_maxrate"<br />
- Removed "cl_predictlocalplayer" cvar. It is now always enabled<br />
<br />
==== Additions ====<br />
- Added confirmation messages for addmap and insertmap<br />
- Added PAR times for The Flesh Consumed<br />
- Updated FreeDoom to version 0.12.1<br />
- Added some feedback to the user warning them if their iwad is out of date (not version 1.9)<br />
- Added back a few ZDoom/Hexen damage sectors<br />
- Intermission now plays normally during episode end. Odamex no longer jumps straight to the next map upon exit<br />
- Added the ability to spy by name (or closest to what the user keyed in)<br />
- Added new vid_filter cvar to control display filtering; options are "nearest", "linear", "best", or "0", "1", "2", respectively<br />
<br />
== Odamex 0.8.1 ==<br />
=== Changes ===<br />
<br />
Odamex 0.8.1 was released on July 22, 2019.<br />
<br />
====Bug-Fixes ====<br />
- Fixed a crash when using maplist with no wads specified<br />
- Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo<br />
- Fixed a bug where palette and blending would not be updated during intermission<br />
- Fixed active moving sectors getting stuck when switching from in-game to spectator mode<br />
- Fixed the alt key getting stuck on Windows when moving in and out of the Odamex window with tab<br />
- Fixed some vanilla demo de-syncs<br />
- Fixed some sectors not having the floor and ceiling textures updated in online mode<br />
- Fixed being able to drown in god mode<br />
- Fixed co_globalsound not working as intended<br />
- Fixed a bug where the client would hear switch activating sounds when connecting to a server<br />
- Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillar-boxes (see: Added vid_pillarbox below)<br />
- Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode<br />
- Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering<br />
<br />
==== Changes ====<br />
- The warm-up message now specifies which key needs to be pressed to "ready up"<br />
- Removed obsolete code that would only update sectors every 3rd tic that could result in de-syncs<br />
- Remove cl_updaterate since it is no longer used<br />
- Remove update_rate from userinfo since it is no longer used<br />
- In single-player mode the game will now pause if the console is on screen<br />
- The client is now much better optimized for rendering transparency<br />
- Modified some of the default binds to be more in alignment with modern shooter controls<br />
- Bobbing is now disabled in spectator mode and flying and mouselook are on by default<br />
<br />
==== Additions ====<br />
- The server will now inform the user that the maplist was cleared<br />
- Updated compatible versions of FreeDoom to include 0.10 to 0.11.2<br />
- Added sv_respawnsuper, which can enable and disable super power-ups like megasphere and invulnerability sphere<br />
- Added "lobby" support to MAPINFO to allow players to create lobby maps<br />
- Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source.<br />
- Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death.<br />
- Added hud_demobar to now hide the progression bar during the playback of a demo<br />
- Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF<br />
- Added options for filtering specific gamemode demos in the network settings<br />
- Added Nintendo Switch support (no official release yet)<br />
- Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillar-boxing in lower resolutions like 640x480<br />
- 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 <br />
happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the variable will be removed and it will be turned on permanently<br />
<br />
== Odamex 0.8.0 ==<br />
=== Changes ===<br />
<br />
Odamex 0.8.0 was released on January 25, 2018.<br />
<br />
==== General/Major: ====<br />
- SDL2 Support<br />
- Video Abstraction<br />
- Moved from SVN to GitHub<br />
- Automatic crash dump generated on Windows for client and server<br />
- AppVeyor build support<br />
- Replace deprecated Mac API<br />
- Numerous optimizations and bug fixes<br />
- Many crashes are now fixed<br />
- Optimizations to iwad identification<br />
- Optimizations to wad downloading<br />
<br />
==== Bug-Fixes ====<br />
- Fix screenshots<br />
- Draw the crosshair last, prevents it from being covered up by weapons<br />
- Fix weapon bob issues<br />
- Tweaked automap drawing and text printing<br />
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom<br />
- Fix "bumpgamma" cmd in 32bpp color mode<br />
- Odalaunch optimization<br />
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)<br />
- co_globalsound makes player pickup sounds global for all players<br />
- Fixed bouncing as flying spectator <br />
- Fix mouse movement issues with shorttics<br />
- Numerous vanilla demo recording fixes and improvements<br />
- Fixed issue with player colors. Improvements to forced player colors<br />
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes<br />
- Spy mode now displays keys people have on COOP mode<br />
<br />
==== Changes: ====<br />
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon<br />
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys<br />
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound<br />
- Merge co_fixzerotags into co_zdoomphys<br />
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it<br />
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400<br />
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom<br />
- Remove the (unused) client CVAR vid_defbits<br />
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated<br />
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability<br />
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability<br />
- Remove unused cvar sv_maxlives<br />
- New color options for text messages in the display menu.<br />
- Reimplement server CVAR sv_emptyfreeze (disabled by default)<br />
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2<br />
- Removed classic Doom CTF status bar<br />
- Various improvements on game consoles<br />
- snd_samplerate is now default 44100, but can be changed as low as 22050.<br />
<br />
==== Additions: ====<br />
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering<br />
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed<br />
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command<br />
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)<br />
- Send CTF score updates to downloading clients<br />
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg<br />
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2<br />
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players<br />
- Add cl_serverdownload to client. Enables/disables wad downloading from server<br />
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)<br />
- Add incoming/outgoing network traffic in cl_netgraph<br />
- Respect nojump/freelook MAPINFO commands.<br />
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up<br />
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.<br />
<br />
= Odamex 0.7.X Series =<br />
<br />
== Odamex 0.7.0 ==<br />
=== Changes ===<br />
<br />
Odamex 0.7.0 was released on March 27, 2014.<br />
<br />
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.<br />
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.<br />
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.<br />
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.<br />
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.<br />
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.<br />
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.<br />
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.<br />
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.<br />
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.<br />
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.<br />
-The pause key can now be used to pause a netdemo.<br />
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.<br />
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.<br />
-Fix crash that could occur when loading WAD files while a LMP demo is playing.<br />
-Improved the speed of querying servers in OdaLauncher.<br />
-Add kill/death ratio to server information in OdaLauncher.<br />
-Add server search functionality in OdaLauncher.<br />
-Add support for up to 65535 vertices in a map.<br />
-Add support for up more than 65536 segs, subsectors and nodes in a map.<br />
-Add support for the XNOD uncompressed ZDBSP extended node format.<br />
-Fix a bug that causes the server to mis-identify DOOM1.WAD.<br />
-Improve the identification of FreeDoom WAD files.<br />
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.<br />
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.<br />
-Make cheat codes case-insensitive.<br />
-Fix a crash displaying the FreeDoom CREDIT patch.<br />
-Fix toggling of latched cvars with the "toggle" client command.<br />
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).<br />
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).<br />
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).<br />
-Remove snd_timeout cvar (unused).<br />
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.<br />
-Only one CTF announcer sound will play at a time per team.<br />
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.<br />
-Fix the handling of raw lump files.<br />
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).<br />
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.<br />
-Screenshots are now in PNG format.<br />
-Fix a crash that could occur if the map changes while there are sectors moving.<br />
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.<br />
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).<br />
-Rendering engine rewritten for greatly increased visual accuracy.<br />
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.<br />
-Updated Announcer<br />
-Added cl_autoscreenshot: takes a screenshot at every intermission<br />
<br />
= Odamex 0.6.X Series =<br />
<br />
== Odamex 0.6.4 (r4064) ==<br />
=== Changes ===<br />
<br />
Odamex 0.6.4 was released on August 4, 2013. <br />
<br />
==== General/Major: ====<br />
- Added support for raw mouse input for Windows. This provides unaccelerated mouse input even when SDL is unable to (Windows Vista / 7 / 8). This is now the default for Windows users<br />
<br />
==== Bug-Fixes: ====<br />
- Fix an autoaim bug that ignored a client's cl_aimdist setting when using freelook <br />
- Fix the frame rate decrease that occurs when a player is looking directly at a very close wall and they are using a screen width that is a power-of-two (512, 1024, 2048, etc.) <br />
- Fix obituaries for rocket deaths. The obituary for splash damage was swapped with the obituary for direct hits <br />
- Add an additional small fix for a vanilla bug with co_blockmapfix enabled. Ignore the first entry in a block's list of lines, since it is not valid and typically is linedef 0 <br />
- Fix CPU slowdowns when PortMidi tries to play a section of a MIDI song that has more than 100 events in the span of one tic (28ms) <br />
- Fix a bug that sent all team chat messages to spectators on the same team <br />
- Fix freezes with maps requiring large numbers of TID, such as dvii-1u.wad MAP19 <br />
- Fix a bug that would use the past position of the wrong player when performing reconciliation with sv_unlag under certain circumstances. This could be seen by flags dropping at the location of players besides the flag carrier in CTF <br />
<br />
==== Changes: ====<br />
<br />
- Removed r_widescreen CVAR (see: Added vid_widescreen CVAR below)<br />
- Pillar boxing is used in place of horizontal stretching<br />
- Letter boxing is used in 4:3 video modes with wide field-of-view<br />
- Change the ammo usage per shot for railguns to match "Ammo use" and change weapons if the railgun does not have "Min ammo". Note that if the DeHackEd patch that implements the railgun does not otherwise specify, the railgun will use the amount of ammo per shot as the weapon it replaces.<br />
- Change the default color of team chat messages from green to orange<br />
<br />
==== Additions: ====<br />
<br />
- Added vid_maxfps CVAR to allow frame rates greater than 35. Users can cap to an arbitrary frame rate or have completely uncapped frame rates. Interpolation between game logic states is used for frame rates other than 35<br />
- Added vid_widescreen CVAR (default = 0) to indicate the user prefers a wide field-of-view<br />
- Add the -timedemo commandline parameter to gauge rendering speed. The speed of the physics can be gauged by additionally including the -nodraw parameter. The impact of the screen blitting can be gauged with the additional -noblit parameter<br />
- Add support for ZDoom in Doom format horizon lines (special #337)<br />
- Add support for the ZDoom DeHackEd weapon extensions "Ammo use" and "Min ammo" and "Ammo per shot" from Eternity<br />
<br />
== Odamex 0.6.3 (r3801) ==<br />
<br />
=== Changes ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.3 was released on April 25th, 2013.<br />
<br />
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).<br />
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).<br />
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.<br />
+ Added: Various inventory-based ACS functions from ZDoom 1.23.<br />
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.<br />
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.<br />
* Fixed a visual issue that made animated sprites appear to jiggle.<br />
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.<br />
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.<br />
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.<br />
* Faster searching for WAD resources.<br />
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.<br />
* Fixed: The orientation of rotated textures on slopes.<br />
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.<br />
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.<br />
+ Added: messagemode2 (team chat) is now bound to the Y key by default.<br />
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.<br />
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.<br />
* Fixed: A spectator could fly in any vanilla-physics server.<br />
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.<br />
* Fixed a crash that occasionally could occur when a player is downloading from the server.<br />
+ Added: The automap now follows the player who is being spied on.<br />
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.<br />
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).<br />
* Vanilla gamma now extends to level 8.0 with intermediate values possible.<br />
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.<br />
* Fixed: r_detail broke with the implementation of widescreen.<br />
* Prevent the console from hiding when the built-in demo loop plays.<br />
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.<br />
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.<br />
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.<br />
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.<br />
+ Added support for ZDoom sector special 115 - InstaKill<br />
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.<br />
* Fixed: Some long sound effects would cause the client to crash.<br />
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.<br />
* sv_unblockplayers now prevents telefragging as well.<br />
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.<br />
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.<br />
+ Added: A countdown proceding a map restart.<br />
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. <br />
* Updated Compatibility Options menu with newer compatibility flags.<br />
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.<br />
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.<br />
+ All gameplay cvars are now latched and need a map restart to activate.<br />
<br />
== Odamex 0.6.2 (r3529) ==<br />
<br />
=== Changes ===<br />
<br />
Odamex 0.6.2 was released on December 15, 2012.<br />
<br />
==== General/Major: ====<br />
<br />
==== Bug-Fixes ====<br />
<br />
==== Changes: ====<br />
<br />
==== Additions: ====<br />
<br />
== Odamex 0.6.1 (r3309) ==<br />
<br />
=== [[Odamex061_Changelog|Changes]] ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.1 was released on July 4th, 2012.<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Console optimizations. Includes a fix for aliases that contain parameters.<br />
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.<br />
* Added several ZDoom 1.23 actors, notably thing thrusters.<br />
* The vanilla disk loading icon now displays when the in-game cache is being updated.<br />
<br />
<br />
<br />
Odamex Client Changes:<br />
* Renderer improvements.<br />
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.<br />
* A variety of spectator fixes and enhancements.<br />
* New voice announcer system.<br />
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.<br />
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.<br />
* Addition of '''turnspeeds''' command. <br />
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.<br />
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.<br />
<br />
<br />
Odamex Server Changes:<br />
* Added '''sv_maxplayersperteam'''.<br />
* Addition of server lock, spectator, and team color icons in ag-odalaunch.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* You can now right-click a server in Odalaunch to get a server's IP.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]<br />
<br />
== Odamex 0.6.0 (r3177) ==<br />
<br />
=== [[Odamex06_Changelog|Changes]] ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.0 was released on May 12th, 2012.<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Addition of GPL Compatible slopes.<br />
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.<br />
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.<br />
* Brand new [[voting]] system. Includes built-in GUI.<br />
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].<br />
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.<br />
* Restored particle fountains, sparks, and the railgun.<br />
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).<br />
* Updated the ACS interpreter to ZDoom 1.23.<br />
* Launcher queries and player connections are now allowed during intermission.<br />
<br />
<br />
Odamex Client Changes:<br />
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.<br />
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.<br />
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.<br />
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.<br />
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.<br />
* New mouse options and default settings. New ZDoom mouse type.<br />
* Numerous new network options, which can be accessed through the Network Options menu.<br />
* Progress bar for wads currently being downloaded.<br />
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.<br />
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.<br />
* Ability to scale the volume of game alert sounds in Capture the Flag games.<br />
<br />
<br />
Odamex Server Changes:<br />
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].<br />
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.<br />
* Server can now control the total time of an intermission.<br />
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.<br />
* Prevent clients from using blank names on servers.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* Added high resolution icons.<br />
* Added support for wxWidgets 2.9.<br />
* Visual improvements.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]<br />
<br />
= Odamex 0.5.X Series =<br />
<br />
== Odamex 0.5.6 (r2582) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.6 was released on November 5th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* Fixed a bug that disconnected players immediately from a busy server.<br />
* Fixed a bug that caused jerky movement when players went over a tall ledge.<br />
<br />
<br />
Odamex Client Changes:<br />
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.<br />
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.<br />
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.<br />
* Prevent autoaim from aiming at teams in CTF or Team DM games.<br />
* Changed spectator chat to use the new team chat indicator sound.<br />
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.<br />
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.<br />
<br />
<br />
Odamex Server Changes:<br />
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.<br />
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* Fixed an issue where certain servers would not show in the launcher application.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.5 (r2549) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.5 was released on October 29th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* General bug fixes and code optimizations.<br />
* Improved Zdoom compatibility.<br />
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.<br />
* Dramatically improved in-game wad downloading speeds.<br />
* New [[help]] console command for both server and client.<br />
* Added [[rcon_logout]] command for clients.<br />
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.<br />
<br />
<br />
Odamex Client Changes:<br />
* Fixed a critical crash caused by sounds being played during in-game wad downloading<br />
* Addition of a Network Options menu<br />
* Many sound improvements, including better channel management<br />
* Alternate chat sound for team & spectator chat<br />
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.<br />
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.<br />
* Screenshots taken at arbitrary resolutions are no longer skewed.<br />
* Clients now have a 128 character limit on chat strings.<br />
<br />
Odamex Server Changes:<br />
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.<br />
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.<br />
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.<br />
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.<br />
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.4 (r2430) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.4 was released on August 9th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* General bug fixes and code optimizations.<br />
* Experimental Net Demos.<br />
* Experimental Unlagged.<br />
* Improved Zdoom compatibility.<br />
* Fix death cam bug from 0.5.3.<br />
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.<br />
* Apply Eternity's "west-facing spawns are silent" vanilla bug.<br />
<br />
<br />
Odamex Client Changes:<br />
* Mouse4/Mouse5 back button support.<br />
* Fix CTF ghost flags.<br />
* Fix CTF sound origin.<br />
* Scoreboard improvements.<br />
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].<br />
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.<br />
* Changed [[r_detail]] cvar default to 0.<br />
<br />
Odamex Server Changes:<br />
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.<br />
* [[co_zdoomphys]] now also enables two way wallrunning.<br />
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].<br />
* Begin removal of -config parameter support in favor of +exec.<br />
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.<br />
<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.3 (r2284) ==<br />
Odamex 0.5.3 was released on June 24th, 2011.<br />
=== Features ===<br />
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp<br />
* Restored dead player's view following the actor who killed them.<br />
<br />
=== Bug Fixes ===<br />
* Sometimes players would make a death scream when switching to spectate. Fixed.<br />
* Some video modes were duplicated under video mode options. Fixed.<br />
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.<br />
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.<br />
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.<br />
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.<br />
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.<br />
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.<br />
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.<br />
* Display names should only target living players. Fixed.<br />
* -fork would crash. Fixed.<br />
=== Notables ===<br />
''None''<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.2 (r2241) ==<br />
Odamex 0.5.2 was released on June 14th, 2011.<br />
<br />
=== Features ===<br />
* Much of the code is now shared between client and server. It is much more manageable and less desync prone<br />
* Platforms are now much better optimized<br />
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.<br />
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.<br />
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.<br />
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.<br />
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].<br />
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.<br />
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."<br />
<br />
=== Bug Fixes ===<br />
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.<br />
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.<br />
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.<br />
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.<br />
* Several vanilla demo desyncs are fixed.<br />
* Weapon changing desyncs are fixed.<br />
* Sometimes you would see the flag while you carried it. Fixed.<br />
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.<br />
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).<br />
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.<br />
* The CTF HUD display broke in 0.5.1. Fixed.<br />
* Projectile sounds (Player and Monster) would play multiple times online. Fixed. <br />
* Fixed the wrong light levels on some orthogonal linedefs.<br />
* The marine death animation played too fast online. Fixed.<br />
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.<br />
<br />
=== Notables ===<br />
* Xbox chat macros have been modifed. See README.Xbox.<br />
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.<br />
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.<br />
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.5.1 (r2038) ==<br />
Odamex 0.5.1 was released on December 10th, 2010.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations. <br />
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.<br />
* More centralizing of the game state code into the common base<br />
* Non-infinite height actors (z-height) now function.<br />
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.<br />
<br />
Odamex Client Changes:<br />
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.<br />
* Support for resolutions up to 2048x1536.<br />
* Improved prediction when moving up/down stairs and similar sectors.<br />
* Player color sliders in the menu now move much faster when holding down a direction.<br />
<br />
Odamex Server Changes:<br />
* Fixed bug where downloading clients were considered in-game.<br />
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].<br />
<br />
Odamex Xbox Changes:<br />
* Chat macro support<br />
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.<br />
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)<br />
* The launcher loads Odamex properly when it uses a long path name<br />
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag<br />
* Various other bug fixes<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
<br />
== Odamex 0.5.0 (r1793) ==<br />
Odamex 0.5.0 should be officially released on August 24th, 2010.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Dozens of bug fixes and code optimizations.<br />
* Further improved netcode for large games and coop. <br />
* Improved weapon/item desync issues.<br />
* Improved Odamex protocol.<br />
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.<br />
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.<br />
* Boom editing features are now fully supported.<br />
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.<br />
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.<br />
<br />
Odamex Client Changes:<br />
* New reorganized, scrollable menus.<br />
* Fix saving/loading for single player games.<br />
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.<br />
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.<br />
* ALT+F4 now brings up the quit screen on windows platforms.<br />
<br />
Odamex Server Changes:<br />
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].<br />
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.<br />
* Changed cvar [[co_level8soundfeature]] to be under server control.<br />
<br />
Odamex Launcher Changes:<br />
* Improved GUI.<br />
* New graphical ping indicators.<br />
* New server detail window which shows server version, revision, and settings.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
= Odamex 0.4.X Series =<br />
== Odamex 0.4.4 (r1352) ==<br />
Odamex 0.4.4 was officially released on December 25th, 2009.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Further improved client/server sector desyncs.<br />
* Improved dehacked/bex support.<br />
* Fixed memory corruption issue that affected Plutonia 2 pwad.<br />
<br />
Odamex Client Changes:<br />
* Spynext works in cooperative once again.<br />
* Resolved "No Player # Start" disconnect from servers.<br />
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.<br />
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.<br />
<br />
Odamex Server Changes:<br />
* Resolved memory leak issues.<br />
* Fixed server crash when using "clearmaplist" on win32 machines<br />
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.<br />
* Random item spawns in CTF appear to be corrected with revision 1284.<br />
* Cheats should work correctly for clients now when they are enabled server side.<br />
<br />
Odamex Launcher Changes:<br />
* General code optimizations<br />
* Increased Mac OSX support<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.4.3 (r1228) ==<br />
Odamex 0.4.3 was officially released on March 7th, 2009.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Improved client/server sector desyncs<br />
* General bug fixes and code optimizations<br />
<br />
Odamex Client Changes:<br />
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.<br />
* Video mode testing has been restored in the options menu.<br />
* Player color selection now allows for a wider range of colors to be selected from the menu.<br />
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.<br />
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.<br />
<br />
Odamex Server Changes:<br />
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.<br />
* Players no longer retain keys picked up in the previous map in coop.<br />
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.<br />
<br />
Odamex Launcher Changes:<br />
* Team Deathmatch servers reporting incorrectly has been corrected.<br />
* Directory browsing has been made more user friendly.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.4.2 (r1169) ==<br />
Odamex 0.4.2 was officially released on October 8th, 2008.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Manual flag return CTF behavior corrected<br />
* Added separate CTF sound channels to prevent CTF sound cancelling<br />
* General bug fixes and code optimizations<br />
* Wall humping can now be heard again<br />
* Silent BFG behavior corrected<br />
<br />
Odamex Client Changes:<br />
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project<br />
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)<br />
* Players who join a server during a game are properly displayed as spectators<br />
<br />
Odamex Server Changes:<br />
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.<br />
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.<br />
* [[sv_shufflemaplist]] cvar is implemented.<br />
* [[sv_doubleammo]] cvar is implemented.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]<br />
<br />
== Odamex 0.4.1 (r1037) ==<br />
Odamex 0.4.1 was officially released on August 3rd, 2008.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Freelook issues resolved<br />
* General bug fixes and code optimizations<br />
* Improved weapon desyncs<br />
* Moving platforms move smoother now<br />
* Passworded server support<br />
* Wad Downloading Fixed<br />
<br />
Odamex Client Changes:<br />
* Client joined/left notifications ([[cl_connectalert]])<br />
* More mouse code improvements<br />
* "[[serverinfo]]" console command now outputs current server CVARs neatly<br />
<br />
Odamex Server Changes:<br />
* Autoaim freelook bug fixed<br />
* "[[sv_emptyreset]]" CVAR works correctly again<br />
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time<br />
* Servers now sync CVAR states with clients<br />
<br />
Odamex Launcher Changes:<br />
* Launcher now pulls servers from every specified master address<br />
* Minor improvements and fixes<br />
<br />
=== Downloads ===<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]<br />
<br />
<br />
== Odamex 0.4.0 (r916) ==<br />
Odamex 0.4.0 was officially released on June 6th, 2008.<br />
<br />
=== Changes ===<br />
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.<br />
<br />
General Odamex Changes:<br />
* New upstream release<br />
* General bug fixes and code optimizations<br />
* Improved stability <br />
* Improved client/server network prediction <br />
* Cooperative gameplay improvements<br />
* Spectator Support<br />
* True doom2.exe physics further replicated<br />
<br />
Odamex Client Changes:<br />
* Mouse code improvements<br />
* Multiplayer target HUD<br />
* New audio code from Chocolate-Doom<br />
* Updated odamex.wad resources, new CTF sprites<br />
* Vastly improved doom2.exe demo playback<br />
<br />
Odamex Server Changes:<br />
* New [[Map_List|maplist]] options for server<br />
* [[Ban_and_exception_lists|Server banlist support]]<br />
* [[Ban_and_exception_lists|Server whitelist support]]<br />
<br />
Odamex Launcher Changes:<br />
* Ability to specify Odamex directory<br />
* Multi-threaded server querying<br />
* Launcher remembers window size after closing<br />
<br />
=== Downloads ===<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.3 (r476) =<br />
Odamex 0.3 was officially released on November 4th, 2007.<br />
<br />
Odamex 0.3 is the first version to remove the alpha status.<br />
<br />
== Changes ==<br />
A myriad of changes have been added since the previous version, such as:<br />
* Removal of non-free resources<br />
* Cvar and code additions, removals and cleanups<br />
* Single player mode readded<br />
* More bug fixes<br />
* Demo compatibility fixes<br />
* Launcher improvements<br />
<br />
A comprehensive list of changes can be found in the CHANGELOG file<br />
shipped with Odamex.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]<br />
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]<br />
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.2a (r149) =<br />
<br />
Odamex 0.2a was officially released on February 20th, 2007.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.1a (r33) =<br />
<br />
Odamex 0.1a was officially released on January 19th, 2007.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]<br />
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]</div>Hekksyhttps://odamex.net/w/index.php?title=Releases&diff=3946Releases2020-04-05T20:45:00Z<p>Hekksy: </p>
<hr />
<div>= Odamex 0.8.X Series =<br />
<br />
== Odamex 0.8.2 ==<br />
=== Changes ===<br />
<br />
Odamex 0.8.2 was released on April 4, 2020.<br />
<br />
====Bug-Fixes ====<br />
- Fix for teamscores updating during warmup<br />
- Fix color translations after changing teams<br />
- Fixed a collision error with players of differing heights when co_realactorheight was enabled<br />
- Fixes for vanilla demo desyncs<br />
- Fixed some cases where client demo settings would override the server settings<br />
- Fixed singleplayer losing inventory after map change<br />
- Fixed bug 1278: sector scroll speeds. Also reimplemented LS_Scroll_Floor<br />
- Fixed weapon offset by 1<br />
- Many fixes related to client stability regarding invalid stats, floor/ceiling height, and railgun crashes<br />
- Fixed crash when loading a game when an Icon of Sin cube was in-flight<br />
- Fixed cl_netgraph rendering out-of-bounds on small resolutions<br />
- Fixed issues with actions triggered by multiple bound keys at the same time (bug 1282)<br />
<br />
==== Changes ====<br />
- Most arguments now automatically translate to lowercase, fixing many issues that may be a result from wrong case usage<br />
- DeuTex is now used to build odamex.wad<br />
- Removed classicdemo variable since it was never used<br />
- Removed suicide spam and suicide during intermission<br />
- Rewrote a loop in SV-WriteCommands(), making the server much more efficient<br />
- Added further improvements to wad downloading by removing the constant check for MD5 hashes<br />
- Increase number of steps adjusting snd_sfxvolume, snd_musicvolume, and snd_announcervolume to 64<br />
- "players" command now also includes the number of players when used<br />
- Reverted the patch for bug 1105. No other multiplayer ports seem to support this behavior and it is not vanilla<br />
- Removed cvars "dynres_state", "dynresval", "mouse_acceleration", "mouse_threshold" since they were rarely used and caused confusion amongst the players<br />
- 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<br />
- Removed "cl_rocketrails" because it was unused<br />
- Removed "cl_unlag" and "sv_unlag". They are default behavior now<br />
- Removed "rate" cvar. The client will now allow up to what the server allows with "sv_maxrate"<br />
- Removed "cl_predictlocalplayer" cvar. It is now always enabled<br />
<br />
==== Additions ====<br />
- Added confirmation messages for addmap and insertmap<br />
- Added PAR times for The Flesh Consumed<br />
- Updated FreeDoom to version 0.12.1<br />
- Added some feedback to the user warning them if their iwad is out of date (not version 1.9)<br />
- Added back a few ZDoom/Hexen damage sectors<br />
- Intermission now plays normally during episode end. Odamex no longer jumps straight to the next map upon exit<br />
- Added the ability to spy by name (or closest to what the user keyed in)<br />
- Added new vid_filter cvar to control display filtering; options are "nearest", "linear", "best", or "0", "1", "2", respectively<br />
<br />
== Odamex 0.8.1 ==<br />
=== Changes ===<br />
<br />
Odamex 0.8.1 was released on July 22, 2019.<br />
<br />
====Bug-Fixes ====<br />
- Fixed a crash when using maplist with no wads specified<br />
- Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo<br />
- Fixed a bug where palette and blending would not be updated during intermission<br />
- Fixed active moving sectors getting stuck when switching from in-game to spectator mode<br />
- Fixed the alt key getting stuck on Windows when moving in and out of the Odamex window with tab<br />
- Fixed some vanilla demo de-syncs<br />
- Fixed some sectors not having the floor and ceiling textures updated in online mode<br />
- Fixed being able to drown in god mode<br />
- Fixed co_globalsound not working as intended<br />
- Fixed a bug where the client would hear switch activating sounds when connecting to a server<br />
- Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillar-boxes (see: Added vid_pillarbox below)<br />
- Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode<br />
- Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering<br />
<br />
==== Changes ====<br />
- The warm-up message now specifies which key needs to be pressed to "ready up"<br />
- Removed obsolete code that would only update sectors every 3rd tic that could result in de-syncs<br />
- Remove cl_updaterate since it is no longer used<br />
- Remove update_rate from userinfo since it is no longer used<br />
- In single-player mode the game will now pause if the console is on screen<br />
- The client is now much better optimized for rendering transparency<br />
- Modified some of the default binds to be more in alignment with modern shooter controls<br />
- Bobbing is now disabled in spectator mode and flying and mouselook are on by default<br />
<br />
==== Additions ====<br />
- The server will now inform the user that the maplist was cleared<br />
- Updated compatible versions of FreeDoom to include 0.10 to 0.11.2<br />
- Added sv_respawnsuper, which can enable and disable super power-ups like megasphere and invulnerability sphere<br />
- Added "lobby" support to MAPINFO to allow players to create lobby maps<br />
- Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source.<br />
- Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death.<br />
- Added hud_demobar to now hide the progression bar during the playback of a demo<br />
- Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF<br />
- Added options for filtering specific gamemode demos in the network settings<br />
- Added Nintendo Switch support (no official release yet)<br />
- Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillar-boxing in lower resolutions like 640x480<br />
- 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 <br />
happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the variable will be removed and it will be turned on permanently<br />
<br />
== Odamex 0.8.0 ==<br />
=== Changes ===<br />
<br />
Odamex 0.8.0 was released on January 25, 2018.<br />
<br />
==== General/Major: ====<br />
- SDL2 Support<br />
- Video Abstraction<br />
- Moved from SVN to GitHub<br />
- Automatic crash dump generated on Windows for client and server<br />
- AppVeyor build support<br />
- Replace deprecated Mac API<br />
- Numerous optimizations and bug fixes<br />
- Many crashes are now fixed<br />
- Optimizations to iwad identification<br />
- Optimizations to wad downloading<br />
<br />
==== Bug-Fixes ====<br />
- Fix screenshots<br />
- Draw the crosshair last, prevents it from being covered up by weapons<br />
- Fix weapon bob issues<br />
- Tweaked automap drawing and text printing<br />
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom<br />
- Fix "bumpgamma" cmd in 32bpp color mode<br />
- Odalaunch optimization<br />
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)<br />
- co_globalsound makes player pickup sounds global for all players<br />
- Fixed bouncing as flying spectator <br />
- Fix mouse movement issues with shorttics<br />
- Numerous vanilla demo recording fixes and improvements<br />
- Fixed issue with player colors. Improvements to forced player colors<br />
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes<br />
- Spy mode now displays keys people have on COOP mode<br />
<br />
==== Changes: ====<br />
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon<br />
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys<br />
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound<br />
- Merge co_fixzerotags into co_zdoomphys<br />
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it<br />
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400<br />
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom<br />
- Remove the (unused) client CVAR vid_defbits<br />
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated<br />
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability<br />
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability<br />
- Remove unused cvar sv_maxlives<br />
- New color options for text messages in the display menu.<br />
- Reimplement server CVAR sv_emptyfreeze (disabled by default)<br />
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2<br />
- Removed classic Doom CTF status bar<br />
- Various improvements on game consoles<br />
- snd_samplerate is now default 44100, but can be changed as low as 22050.<br />
<br />
==== Additions: ====<br />
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering<br />
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed<br />
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command<br />
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)<br />
- Send CTF score updates to downloading clients<br />
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg<br />
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2<br />
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players<br />
- Add cl_serverdownload to client. Enables/disables wad downloading from server<br />
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)<br />
- Add incoming/outgoing network traffic in cl_netgraph<br />
- Respect nojump/freelook MAPINFO commands.<br />
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up<br />
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.<br />
<br />
= Odamex 0.7.X Series =<br />
<br />
== Odamex 0.7.0 ==<br />
=== Changes ===<br />
<br />
Odamex 0.7.0 was released on March 27, 2014.<br />
<br />
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.<br />
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.<br />
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.<br />
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.<br />
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.<br />
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.<br />
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.<br />
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.<br />
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.<br />
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.<br />
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.<br />
-The pause key can now be used to pause a netdemo.<br />
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.<br />
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.<br />
-Fix crash that could occur when loading WAD files while a LMP demo is playing.<br />
-Improved the speed of querying servers in OdaLauncher.<br />
-Add kill/death ratio to server information in OdaLauncher.<br />
-Add server search functionality in OdaLauncher.<br />
-Add support for up to 65535 vertices in a map.<br />
-Add support for up more than 65536 segs, subsectors and nodes in a map.<br />
-Add support for the XNOD uncompressed ZDBSP extended node format.<br />
-Fix a bug that causes the server to mis-identify DOOM1.WAD.<br />
-Improve the identification of FreeDoom WAD files.<br />
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.<br />
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.<br />
-Make cheat codes case-insensitive.<br />
-Fix a crash displaying the FreeDoom CREDIT patch.<br />
-Fix toggling of latched cvars with the "toggle" client command.<br />
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).<br />
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).<br />
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).<br />
-Remove snd_timeout cvar (unused).<br />
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.<br />
-Only one CTF announcer sound will play at a time per team.<br />
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.<br />
-Fix the handling of raw lump files.<br />
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).<br />
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.<br />
-Screenshots are now in PNG format.<br />
-Fix a crash that could occur if the map changes while there are sectors moving.<br />
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.<br />
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).<br />
-Rendering engine rewritten for greatly increased visual accuracy.<br />
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.<br />
-Updated Announcer<br />
-Added cl_autoscreenshot: takes a screenshot at every intermission<br />
<br />
= Odamex 0.6.X Series =<br />
<br />
== Odamex 0.6.4 (r4064) ==<br />
=== Changes ===<br />
<br />
Odamex 0.6.4 was released on August 4, 2013. <br />
<br />
==== General/Major: ====<br />
- Added support for raw mouse input for Windows. This provides unaccelerated mouse input even when SDL is unable to (Windows Vista / 7 / 8). This is now the default for Windows users<br />
<br />
==== Bug-Fixes: ====<br />
- Fix an autoaim bug that ignored a client's cl_aimdist setting when using freelook <br />
- Fix the frame rate decrease that occurs when a player is looking directly at a very close wall and they are using a screen width that is a power-of-two (512, 1024, 2048, etc.) <br />
- Fix obituaries for rocket deaths. The obituary for splash damage was swapped with the obituary for direct hits <br />
- Add an additional small fix for a vanilla bug with co_blockmapfix enabled. Ignore the first entry in a block's list of lines, since it is not valid and typically is linedef 0 <br />
- Fix CPU slowdowns when PortMidi tries to play a section of a MIDI song that has more than 100 events in the span of one tic (28ms) <br />
- Fix a bug that sent all team chat messages to spectators on the same team <br />
- Fix freezes with maps requiring large numbers of TID, such as dvii-1u.wad MAP19 <br />
- Fix a bug that would use the past position of the wrong player when performing reconciliation with sv_unlag under certain circumstances. This could be seen by flags dropping at the location of players besides the flag carrier in CTF <br />
<br />
==== Changes: ====<br />
<br />
- Removed r_widescreen CVAR (see: Added vid_widescreen CVAR below)<br />
- Pillar boxing is used in place of horizontal stretching<br />
- Letter boxing is used in 4:3 video modes with wide field-of-view<br />
- Change the ammo usage per shot for railguns to match "Ammo use" and change weapons if the railgun does not have "Min ammo". Note that if the DeHackEd patch that implements the railgun does not otherwise specify, the railgun will use the amount of ammo per shot as the weapon it replaces.<br />
- Change the default color of team chat messages from green to orange<br />
<br />
==== Additions: ====<br />
<br />
- Added vid_maxfps CVAR to allow frame rates greater than 35. Users can cap to an arbitrary frame rate or have completely uncapped frame rates. Interpolation between game logic states is used for frame rates other than 35<br />
- Added vid_widescreen CVAR (default = 0) to indicate the user prefers a wide field-of-view<br />
- Add the -timedemo commandline parameter to gauge rendering speed. The speed of the physics can be gauged by additionally including the -nodraw parameter. The impact of the screen blitting can be gauged with the additional -noblit parameter<br />
- Add support for ZDoom in Doom format horizon lines (special #337)<br />
- Add support for the ZDoom DeHackEd weapon extensions "Ammo use" and "Min ammo" and "Ammo per shot" from Eternity<br />
<br />
== Odamex 0.6.3 (r3801) ==<br />
<br />
=== Changes ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.3 was released on April 25th, 2013.<br />
<br />
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).<br />
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).<br />
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.<br />
+ Added: Various inventory-based ACS functions from ZDoom 1.23.<br />
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.<br />
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.<br />
* Fixed a visual issue that made animated sprites appear to jiggle.<br />
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.<br />
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.<br />
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.<br />
* Faster searching for WAD resources.<br />
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.<br />
* Fixed: The orientation of rotated textures on slopes.<br />
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.<br />
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.<br />
+ Added: messagemode2 (team chat) is now bound to the Y key by default.<br />
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.<br />
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.<br />
* Fixed: A spectator could fly in any vanilla-physics server.<br />
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.<br />
* Fixed a crash that occasionally could occur when a player is downloading from the server.<br />
+ Added: The automap now follows the player who is being spied on.<br />
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.<br />
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).<br />
* Vanilla gamma now extends to level 8.0 with intermediate values possible.<br />
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.<br />
* Fixed: r_detail broke with the implementation of widescreen.<br />
* Prevent the console from hiding when the built-in demo loop plays.<br />
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.<br />
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.<br />
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.<br />
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.<br />
+ Added support for ZDoom sector special 115 - InstaKill<br />
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.<br />
* Fixed: Some long sound effects would cause the client to crash.<br />
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.<br />
* sv_unblockplayers now prevents telefragging as well.<br />
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.<br />
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.<br />
+ Added: A countdown proceding a map restart.<br />
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. <br />
* Updated Compatibility Options menu with newer compatibility flags.<br />
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.<br />
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.<br />
+ All gameplay cvars are now latched and need a map restart to activate.<br />
<br />
== Odamex 0.6.2 (r3529) ==<br />
<br />
=== Changes ===<br />
<br />
Odamex 0.6.2 was released on December 15, 2012.<br />
<br />
==== General/Major: ====<br />
<br />
==== Bug-Fixes ====<br />
<br />
==== Changes: ====<br />
<br />
==== Additions: ====<br />
<br />
== Odamex 0.6.1 (r3309) ==<br />
<br />
=== [[Odamex061_Changelog|Changes]] ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.1 was released on July 4th, 2012.<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Console optimizations. Includes a fix for aliases that contain parameters.<br />
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.<br />
* Added several ZDoom 1.23 actors, notably thing thrusters.<br />
* The vanilla disk loading icon now displays when the in-game cache is being updated.<br />
<br />
<br />
<br />
Odamex Client Changes:<br />
* Renderer improvements.<br />
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.<br />
* A variety of spectator fixes and enhancements.<br />
* New voice announcer system.<br />
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.<br />
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.<br />
* Addition of '''turnspeeds''' command. <br />
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.<br />
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.<br />
<br />
<br />
Odamex Server Changes:<br />
* Added '''sv_maxplayersperteam'''.<br />
* Addition of server lock, spectator, and team color icons in ag-odalaunch.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* You can now right-click a server in Odalaunch to get a server's IP.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]<br />
<br />
== Odamex 0.6.0 (r3177) ==<br />
<br />
=== [[Odamex06_Changelog|Changes]] ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.0 was released on May 12th, 2012.<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Addition of GPL Compatible slopes.<br />
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.<br />
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.<br />
* Brand new [[voting]] system. Includes built-in GUI.<br />
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].<br />
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.<br />
* Restored particle fountains, sparks, and the railgun.<br />
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).<br />
* Updated the ACS interpreter to ZDoom 1.23.<br />
* Launcher queries and player connections are now allowed during intermission.<br />
<br />
<br />
Odamex Client Changes:<br />
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.<br />
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.<br />
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.<br />
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.<br />
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.<br />
* New mouse options and default settings. New ZDoom mouse type.<br />
* Numerous new network options, which can be accessed through the Network Options menu.<br />
* Progress bar for wads currently being downloaded.<br />
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.<br />
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.<br />
* Ability to scale the volume of game alert sounds in Capture the Flag games.<br />
<br />
<br />
Odamex Server Changes:<br />
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].<br />
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.<br />
* Server can now control the total time of an intermission.<br />
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.<br />
* Prevent clients from using blank names on servers.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* Added high resolution icons.<br />
* Added support for wxWidgets 2.9.<br />
* Visual improvements.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]<br />
<br />
= Odamex 0.5.X Series =<br />
<br />
== Odamex 0.5.6 (r2582) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.6 was released on November 5th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* Fixed a bug that disconnected players immediately from a busy server.<br />
* Fixed a bug that caused jerky movement when players went over a tall ledge.<br />
<br />
<br />
Odamex Client Changes:<br />
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.<br />
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.<br />
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.<br />
* Prevent autoaim from aiming at teams in CTF or Team DM games.<br />
* Changed spectator chat to use the new team chat indicator sound.<br />
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.<br />
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.<br />
<br />
<br />
Odamex Server Changes:<br />
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.<br />
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* Fixed an issue where certain servers would not show in the launcher application.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.5 (r2549) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.5 was released on October 29th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* General bug fixes and code optimizations.<br />
* Improved Zdoom compatibility.<br />
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.<br />
* Dramatically improved in-game wad downloading speeds.<br />
* New [[help]] console command for both server and client.<br />
* Added [[rcon_logout]] command for clients.<br />
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.<br />
<br />
<br />
Odamex Client Changes:<br />
* Fixed a critical crash caused by sounds being played during in-game wad downloading<br />
* Addition of a Network Options menu<br />
* Many sound improvements, including better channel management<br />
* Alternate chat sound for team & spectator chat<br />
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.<br />
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.<br />
* Screenshots taken at arbitrary resolutions are no longer skewed.<br />
* Clients now have a 128 character limit on chat strings.<br />
<br />
Odamex Server Changes:<br />
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.<br />
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.<br />
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.<br />
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.<br />
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.4 (r2430) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.4 was released on August 9th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* General bug fixes and code optimizations.<br />
* Experimental Net Demos.<br />
* Experimental Unlagged.<br />
* Improved Zdoom compatibility.<br />
* Fix death cam bug from 0.5.3.<br />
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.<br />
* Apply Eternity's "west-facing spawns are silent" vanilla bug.<br />
<br />
<br />
Odamex Client Changes:<br />
* Mouse4/Mouse5 back button support.<br />
* Fix CTF ghost flags.<br />
* Fix CTF sound origin.<br />
* Scoreboard improvements.<br />
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].<br />
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.<br />
* Changed [[r_detail]] cvar default to 0.<br />
<br />
Odamex Server Changes:<br />
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.<br />
* [[co_zdoomphys]] now also enables two way wallrunning.<br />
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].<br />
* Begin removal of -config parameter support in favor of +exec.<br />
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.<br />
<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.3 (r2284) ==<br />
Odamex 0.5.3 was released on June 24th, 2011.<br />
=== Features ===<br />
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp<br />
* Restored dead player's view following the actor who killed them.<br />
<br />
=== Bug Fixes ===<br />
* Sometimes players would make a death scream when switching to spectate. Fixed.<br />
* Some video modes were duplicated under video mode options. Fixed.<br />
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.<br />
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.<br />
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.<br />
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.<br />
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.<br />
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.<br />
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.<br />
* Display names should only target living players. Fixed.<br />
* -fork would crash. Fixed.<br />
=== Notables ===<br />
''None''<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.2 (r2241) ==<br />
Odamex 0.5.2 was released on June 14th, 2011.<br />
<br />
=== Features ===<br />
* Much of the code is now shared between client and server. It is much more manageable and less desync prone<br />
* Platforms are now much better optimized<br />
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.<br />
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.<br />
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.<br />
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.<br />
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].<br />
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.<br />
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."<br />
<br />
=== Bug Fixes ===<br />
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.<br />
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.<br />
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.<br />
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.<br />
* Several vanilla demo desyncs are fixed.<br />
* Weapon changing desyncs are fixed.<br />
* Sometimes you would see the flag while you carried it. Fixed.<br />
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.<br />
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).<br />
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.<br />
* The CTF HUD display broke in 0.5.1. Fixed.<br />
* Projectile sounds (Player and Monster) would play multiple times online. Fixed. <br />
* Fixed the wrong light levels on some orthogonal linedefs.<br />
* The marine death animation played too fast online. Fixed.<br />
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.<br />
<br />
=== Notables ===<br />
* Xbox chat macros have been modifed. See README.Xbox.<br />
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.<br />
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.<br />
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.5.1 (r2038) ==<br />
Odamex 0.5.1 was released on December 10th, 2010.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations. <br />
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.<br />
* More centralizing of the game state code into the common base<br />
* Non-infinite height actors (z-height) now function.<br />
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.<br />
<br />
Odamex Client Changes:<br />
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.<br />
* Support for resolutions up to 2048x1536.<br />
* Improved prediction when moving up/down stairs and similar sectors.<br />
* Player color sliders in the menu now move much faster when holding down a direction.<br />
<br />
Odamex Server Changes:<br />
* Fixed bug where downloading clients were considered in-game.<br />
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].<br />
<br />
Odamex Xbox Changes:<br />
* Chat macro support<br />
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.<br />
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)<br />
* The launcher loads Odamex properly when it uses a long path name<br />
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag<br />
* Various other bug fixes<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
<br />
== Odamex 0.5.0 (r1793) ==<br />
Odamex 0.5.0 should be officially released on August 24th, 2010.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Dozens of bug fixes and code optimizations.<br />
* Further improved netcode for large games and coop. <br />
* Improved weapon/item desync issues.<br />
* Improved Odamex protocol.<br />
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.<br />
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.<br />
* Boom editing features are now fully supported.<br />
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.<br />
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.<br />
<br />
Odamex Client Changes:<br />
* New reorganized, scrollable menus.<br />
* Fix saving/loading for single player games.<br />
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.<br />
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.<br />
* ALT+F4 now brings up the quit screen on windows platforms.<br />
<br />
Odamex Server Changes:<br />
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].<br />
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.<br />
* Changed cvar [[co_level8soundfeature]] to be under server control.<br />
<br />
Odamex Launcher Changes:<br />
* Improved GUI.<br />
* New graphical ping indicators.<br />
* New server detail window which shows server version, revision, and settings.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
= Odamex 0.4.X Series =<br />
== Odamex 0.4.4 (r1352) ==<br />
Odamex 0.4.4 was officially released on December 25th, 2009.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Further improved client/server sector desyncs.<br />
* Improved dehacked/bex support.<br />
* Fixed memory corruption issue that affected Plutonia 2 pwad.<br />
<br />
Odamex Client Changes:<br />
* Spynext works in cooperative once again.<br />
* Resolved "No Player # Start" disconnect from servers.<br />
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.<br />
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.<br />
<br />
Odamex Server Changes:<br />
* Resolved memory leak issues.<br />
* Fixed server crash when using "clearmaplist" on win32 machines<br />
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.<br />
* Random item spawns in CTF appear to be corrected with revision 1284.<br />
* Cheats should work correctly for clients now when they are enabled server side.<br />
<br />
Odamex Launcher Changes:<br />
* General code optimizations<br />
* Increased Mac OSX support<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.4.3 (r1228) ==<br />
Odamex 0.4.3 was officially released on March 7th, 2009.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Improved client/server sector desyncs<br />
* General bug fixes and code optimizations<br />
<br />
Odamex Client Changes:<br />
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.<br />
* Video mode testing has been restored in the options menu.<br />
* Player color selection now allows for a wider range of colors to be selected from the menu.<br />
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.<br />
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.<br />
<br />
Odamex Server Changes:<br />
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.<br />
* Players no longer retain keys picked up in the previous map in coop.<br />
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.<br />
<br />
Odamex Launcher Changes:<br />
* Team Deathmatch servers reporting incorrectly has been corrected.<br />
* Directory browsing has been made more user friendly.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.4.2 (r1169) ==<br />
Odamex 0.4.2 was officially released on October 8th, 2008.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Manual flag return CTF behavior corrected<br />
* Added separate CTF sound channels to prevent CTF sound cancelling<br />
* General bug fixes and code optimizations<br />
* Wall humping can now be heard again<br />
* Silent BFG behavior corrected<br />
<br />
Odamex Client Changes:<br />
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project<br />
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)<br />
* Players who join a server during a game are properly displayed as spectators<br />
<br />
Odamex Server Changes:<br />
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.<br />
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.<br />
* [[sv_shufflemaplist]] cvar is implemented.<br />
* [[sv_doubleammo]] cvar is implemented.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]<br />
<br />
== Odamex 0.4.1 (r1037) ==<br />
Odamex 0.4.1 was officially released on August 3rd, 2008.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Freelook issues resolved<br />
* General bug fixes and code optimizations<br />
* Improved weapon desyncs<br />
* Moving platforms move smoother now<br />
* Passworded server support<br />
* Wad Downloading Fixed<br />
<br />
Odamex Client Changes:<br />
* Client joined/left notifications ([[cl_connectalert]])<br />
* More mouse code improvements<br />
* "[[serverinfo]]" console command now outputs current server CVARs neatly<br />
<br />
Odamex Server Changes:<br />
* Autoaim freelook bug fixed<br />
* "[[sv_emptyreset]]" CVAR works correctly again<br />
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time<br />
* Servers now sync CVAR states with clients<br />
<br />
Odamex Launcher Changes:<br />
* Launcher now pulls servers from every specified master address<br />
* Minor improvements and fixes<br />
<br />
=== Downloads ===<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]<br />
<br />
<br />
== Odamex 0.4.0 (r916) ==<br />
Odamex 0.4.0 was officially released on June 6th, 2008.<br />
<br />
=== Changes ===<br />
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.<br />
<br />
General Odamex Changes:<br />
* New upstream release<br />
* General bug fixes and code optimizations<br />
* Improved stability <br />
* Improved client/server network prediction <br />
* Cooperative gameplay improvements<br />
* Spectator Support<br />
* True doom2.exe physics further replicated<br />
<br />
Odamex Client Changes:<br />
* Mouse code improvements<br />
* Multiplayer target HUD<br />
* New audio code from Chocolate-Doom<br />
* Updated odamex.wad resources, new CTF sprites<br />
* Vastly improved doom2.exe demo playback<br />
<br />
Odamex Server Changes:<br />
* New [[Map_List|maplist]] options for server<br />
* [[Ban_and_exception_lists|Server banlist support]]<br />
* [[Ban_and_exception_lists|Server whitelist support]]<br />
<br />
Odamex Launcher Changes:<br />
* Ability to specify Odamex directory<br />
* Multi-threaded server querying<br />
* Launcher remembers window size after closing<br />
<br />
=== Downloads ===<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.3 (r476) =<br />
Odamex 0.3 was officially released on November 4th, 2007.<br />
<br />
Odamex 0.3 is the first version to remove the alpha status.<br />
<br />
== Changes ==<br />
A myriad of changes have been added since the previous version, such as:<br />
* Removal of non-free resources<br />
* Cvar and code additions, removals and cleanups<br />
* Single player mode readded<br />
* More bug fixes<br />
* Demo compatibility fixes<br />
* Launcher improvements<br />
<br />
A comprehensive list of changes can be found in the CHANGELOG file<br />
shipped with Odamex.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]<br />
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]<br />
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.2a (r149) =<br />
<br />
Odamex 0.2a was officially released on February 20th, 2007.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.1a (r33) =<br />
<br />
Odamex 0.1a was officially released on January 19th, 2007.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]<br />
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]</div>Hekksyhttps://odamex.net/w/index.php?title=Frequently_Asked_Questions&diff=3945Frequently Asked Questions2019-12-27T20:24:24Z<p>Hekksy: Added Discord information and updated the URL for Doom1.wad since the old one was no longer in service</p>
<hr />
<div>Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it).<br />
<br />
== General Questions ==<br />
=== Why Odamex? ===<br />
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].<br />
<br />
=== Will Odamex support advanced features? ===<br />
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level).<br />
<br />
=== Where is the best place to get help with Odamex fast? ===<br />
If our wiki does not answer your questions, the best place to ask for help is our [[Discord]] server. Many users are online that are willing to help within minutes. After that would of course be our [[Message Boards]].<br />
<br />
== Requirements ==<br />
===What platforms can Odamex run on?===<br />
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:<br />
<br />
====Intel x86====<br />
* Windows NT family (8, 7, Vista, XP, 2000, 2003)<br />
* Windows 9x family (98, 95, Me)<br />
* Linux<br />
* FreeBSD<br />
* OpenBSD<br />
* Solaris<br />
* Mac OS X<br />
<br />
====PowerPC====<br />
* Mac OS X<br />
* Linux<br />
<br />
====SPARC====<br />
* Solaris<br />
<br />
====CONSOLE====<br />
Microsoft XBox<br />
<br />
If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].<br />
<br />
=== Are there any set hardware requirements? ===<br />
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.<br />
<br />
=== What data files are required? ===<br />
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:<br />
<br />
{|class="table table-inverse table-striped"<br />
<br />
|-<br />
! Resource !!Title !!Version !!Availability<br />
<br />
|-<br />
|DOOM1.WAD<br />
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]<br />
|v1.9<br />
|style="color:orange"|<br />
shareware<br />
<br />
|-<br />
|DOOM.WAD<br />
|[http://www.idsoftware.com Ultimate Doom]<br />
|v1.9<br />
|style="color:red"|<br />
commercial<br />
<br />
|-<br />
|DOOM2.WAD<br />
|[http://www.idsoftware.com Doom II]<br />
|v1.9<br />
|style="color:red"|<br />
commercial<br />
<br />
|-<br />
|TNT.WAD<br />
|[http://www.idsoftware.com Final Doom: TNT Evilution]<br />
|v1.9<br />
|style="color:red"|<br />
commercial<br />
<br />
|-<br />
|PLUTONIA.WAD<br />
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]<br />
|v1.9<br />
|style="color:red"|<br />
commercial<br />
<br />
|-<br />
|FREEDOOM.WAD<br />
|[http://freedoom.sourceforge.net FreeDoom]<br />
|v0.12.1<br />
|style="color:#44FF66"|<br />
free<br />
<br />
|}<br />
<br />
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. <br />
<br />
The following are free to download and use:<br />
<br />
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."<br />
* [https://doomwiki.org/wiki/DOOM1.WAD Doom Shareware] - "The wad that started it all!" (v1.9)<br />
<br />
== Playability ==<br />
=== What's up with this? I can't connect to some of the servers! ===<br />
Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator.<br />
<br />
=== There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. ===<br />
Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help.<br />
<br />
=== Help! Everyone moves too fast and I get killed within seconds! ===<br />
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.<br />
<br />
=== I am a veteran doom2.exe player. What does Odamex offer me? ===<br />
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. Additionally, the default mouse settings match that of the original exe. However the option for ZDoom mouse options is also present.<br />
<br />
=== I love enhanced gameplay and features. What does Odamex offer me? ===<br />
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). Widescreen support, uncapped framerate, and limited ZDoom 1.23 support are also optional features.<br />
<br />
=== How do I record and/or playback Demo files? ===<br />
See the [[recordvanilla]] console command<br />
<br />
== Security ==<br />
=== What is being done about the security of Odamex? ===<br />
* Multiple master support has been added to protect our network<br />
* All important communication paths have challenge/response spoof protection<br />
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text<br />
=== How will cheaters be dealt with? ===<br />
See the [[Cheating|cheating]] page.<br />
<br />
== Development ==<br />
=== When will Odamex be released? ===<br />
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog.php changelog].<br />
<br />
=== I want to contribute to Odamex! What can I do to help? ===<br />
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.<br />
<br />
=== I found a bug! What should I do? ===<br />
See [[Bugs]] for more information.<br />
<br />
== Misc ==<br />
=== What does the name 'Odamex' mean? ===<br />
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:<br />
<br />
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"<br />
* "Oh! Yes! Fur!" as read in Russian<br />
* Online Doom Multiplayer EXperience</div>Hekksyhttps://odamex.net/w/index.php?title=Frequently_Asked_Questions&diff=3944Frequently Asked Questions2019-12-27T20:20:48Z<p>Hekksy: /* What data files are required? */</p>
<hr />
<div>Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it).<br />
<br />
== General Questions ==<br />
=== Why Odamex? ===<br />
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].<br />
<br />
=== Will Odamex support advanced features? ===<br />
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level).<br />
<br />
== Requirements ==<br />
===What platforms can Odamex run on?===<br />
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:<br />
<br />
====Intel x86====<br />
* Windows NT family (8, 7, Vista, XP, 2000, 2003)<br />
* Windows 9x family (98, 95, Me)<br />
* Linux<br />
* FreeBSD<br />
* OpenBSD<br />
* Solaris<br />
* Mac OS X<br />
<br />
====PowerPC====<br />
* Mac OS X<br />
* Linux<br />
<br />
====SPARC====<br />
* Solaris<br />
<br />
====CONSOLE====<br />
Microsoft XBox<br />
<br />
If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].<br />
<br />
=== Are there any set hardware requirements? ===<br />
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.<br />
<br />
=== What data files are required? ===<br />
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:<br />
<br />
{|class="table table-inverse table-striped"<br />
<br />
|-<br />
! Resource !!Title !!Version !!Availability<br />
<br />
|-<br />
|DOOM1.WAD<br />
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]<br />
|v1.9<br />
|style="color:orange"|<br />
shareware<br />
<br />
|-<br />
|DOOM.WAD<br />
|[http://www.idsoftware.com Ultimate Doom]<br />
|v1.9<br />
|style="color:red"|<br />
commercial<br />
<br />
|-<br />
|DOOM2.WAD<br />
|[http://www.idsoftware.com Doom II]<br />
|v1.9<br />
|style="color:red"|<br />
commercial<br />
<br />
|-<br />
|TNT.WAD<br />
|[http://www.idsoftware.com Final Doom: TNT Evilution]<br />
|v1.9<br />
|style="color:red"|<br />
commercial<br />
<br />
|-<br />
|PLUTONIA.WAD<br />
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]<br />
|v1.9<br />
|style="color:red"|<br />
commercial<br />
<br />
|-<br />
|FREEDOOM.WAD<br />
|[http://freedoom.sourceforge.net FreeDoom]<br />
|v0.12.1<br />
|style="color:#44FF66"|<br />
free<br />
<br />
|}<br />
<br />
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. <br />
<br />
The following are free to download and use:<br />
<br />
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."<br />
* [https://doomwiki.org/wiki/DOOM1.WAD Doom Shareware] - "The wad that started it all!" (v1.9)<br />
<br />
== Playability ==<br />
=== What's up with this? I can't connect to some of the servers! ===<br />
Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator.<br />
<br />
=== There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. ===<br />
Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help.<br />
<br />
=== Help! Everyone moves too fast and I get killed within seconds! ===<br />
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.<br />
<br />
=== I am a veteran doom2.exe player. What does Odamex offer me? ===<br />
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. Additionally, the default mouse settings match that of the original exe. However the option for ZDoom mouse options is also present.<br />
<br />
=== I love enhanced gameplay and features. What does Odamex offer me? ===<br />
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). Widescreen support, uncapped framerate, and limited ZDoom 1.23 support are also optional features.<br />
<br />
=== How do I record and/or playback Demo files? ===<br />
See the [[recordvanilla]] console command<br />
<br />
== Security ==<br />
=== What is being done about the security of Odamex? ===<br />
* Multiple master support has been added to protect our network<br />
* All important communication paths have challenge/response spoof protection<br />
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text<br />
=== How will cheaters be dealt with? ===<br />
See the [[Cheating|cheating]] page.<br />
<br />
== Development ==<br />
=== When will Odamex be released? ===<br />
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog.php changelog].<br />
<br />
=== I want to contribute to Odamex! What can I do to help? ===<br />
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.<br />
<br />
=== I found a bug! What should I do? ===<br />
See [[Bugs]] for more information.<br />
<br />
== Misc ==<br />
=== What does the name 'Odamex' mean? ===<br />
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:<br />
<br />
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"<br />
* "Oh! Yes! Fur!" as read in Russian<br />
* Online Doom Multiplayer EXperience</div>Hekksyhttps://odamex.net/w/index.php?title=How_to_install&diff=3943How to install2019-12-27T20:17:02Z<p>Hekksy: /* Windows */</p>
<hr />
<div>As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various GitHub snapshots, and the source is a tarballed version of GitHub snapshots as well.<br />
<br />
== Downloading Odamex ==<br />
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.<br />
<br />
== Installing Odamex ==<br />
<br />
===Windows===<br />
You have a few options when installing Odamex on Windows. You may either use the 32/64-bit unified installer (recommended), or the flat zip file. The unified installer will install the executables and libraries that best match your system. For the flat zip file, simply unzip the contents into its own directory. We recommend not allowing Odamex to be installed under Program Files, as it can cause conflict with saving your Odamex personal settings and downloading patches required to play in many servers.<br />
<br />
===OS X===<br />
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.<br />
<br />
===Linux===<br />
Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback.<br />
<br />
==Installing a Doom Resource file==<br />
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.<br />
<br />
Once you have the resource files you want, there are two methods of using the file with Odamex:<br />
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.<br />
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files separate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.<br />
==Obtaining a resource file from Doom versions installed from Steam==<br />
If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, Odamex will be able to auto-detect the installations. In the event autodetection does not work, the iwads can be found in the following locations to be grabbed manually:<br />
<br />
{| class="table table-striped table-inverse"<br />
|-<br />
! Resource File<br />
! File Location<br />
|-<br />
| DOOM.WAD<br />
| C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD*<br />
|-<br />
| DOOM2.WAD<br />
| C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD*<br />
|-<br />
| PLUTONIA.WAD<br />
| C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD*<br />
|-<br />
| TNT.WAD<br />
| C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD*<br />
|}<br />
<br />
(*) If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)."<br />
<br />
==Running Odamex==<br />
Odamex comes with three binary executables :<br />
*• '''Odalaunch''': This is the official Odamex Launcher. You will use this to see online servers and join online games.<br />
*• '''Odamex''': This is the Odamex executable. If you want to hop directly into the program for Singleplayer or testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a multiplayer game.<br />
*• '''Odasrv''': This is the dedicated server executable.<br />
<br />
==See Also==<br />
* [[Setting Odamex up on Debian]]</div>Hekksyhttps://odamex.net/w/index.php?title=How_to_install&diff=3942How to install2019-12-27T20:16:24Z<p>Hekksy: </p>
<hr />
<div>As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various GitHub snapshots, and the source is a tarballed version of GitHub snapshots as well.<br />
<br />
== Downloading Odamex ==<br />
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.<br />
<br />
== Installing Odamex ==<br />
<br />
===Windows===<br />
You have a few options when installing Odamex on Windows. You may either use the 32/64-bit unified installer (recommended), or the flat zip file. The unified installer will install the executables and libraries that best match your system. For the flat zip file, simply unzip the contents into its own directory. We recommend not allowing Odamex to be installed under Program Files, as it can cause conflict with saving your Odamex personal settings.<br />
<br />
===OS X===<br />
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.<br />
<br />
===Linux===<br />
Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback.<br />
<br />
==Installing a Doom Resource file==<br />
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.<br />
<br />
Once you have the resource files you want, there are two methods of using the file with Odamex:<br />
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.<br />
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files separate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.<br />
==Obtaining a resource file from Doom versions installed from Steam==<br />
If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, Odamex will be able to auto-detect the installations. In the event autodetection does not work, the iwads can be found in the following locations to be grabbed manually:<br />
<br />
{| class="table table-striped table-inverse"<br />
|-<br />
! Resource File<br />
! File Location<br />
|-<br />
| DOOM.WAD<br />
| C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD*<br />
|-<br />
| DOOM2.WAD<br />
| C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD*<br />
|-<br />
| PLUTONIA.WAD<br />
| C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD*<br />
|-<br />
| TNT.WAD<br />
| C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD*<br />
|}<br />
<br />
(*) If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)."<br />
<br />
==Running Odamex==<br />
Odamex comes with three binary executables :<br />
*• '''Odalaunch''': This is the official Odamex Launcher. You will use this to see online servers and join online games.<br />
*• '''Odamex''': This is the Odamex executable. If you want to hop directly into the program for Singleplayer or testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a multiplayer game.<br />
*• '''Odasrv''': This is the dedicated server executable.<br />
<br />
==See Also==<br />
* [[Setting Odamex up on Debian]]</div>Hekksyhttps://odamex.net/w/index.php?title=How_to_install&diff=3941How to install2019-12-27T20:11:36Z<p>Hekksy: /* Running Odamex */</p>
<hr />
<div>As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well.<br />
<br />
== Downloading Odamex ==<br />
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.<br />
<br />
== Installing Odamex ==<br />
<br />
===Windows===<br />
You have a few options when installing Odamex on Windows. You may either use the 32/64-bit unified installer, or the flat zip file. The unified installer will install the executables and libraries that best match your system. For the flat zip file, simply unzip the contents into its own directory. We recommend not allowing Odamex to be installed under Program Files, as it can cause conflict with saving your Odamex personal settings.<br />
<br />
===OS X===<br />
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.<br />
<br />
===Linux===<br />
Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback.<br />
<br />
==Installing a Doom Resource file==<br />
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.<br />
<br />
Once you have the resource files you want, there are two methods of using the file with Odamex:<br />
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.<br />
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.<br />
==Obtaining a resource file from Doom versions installed from Steam==<br />
If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation.<br />
<br />
{| class="table table-striped table-inverse"<br />
|-<br />
! Resource File<br />
! File Location<br />
|-<br />
| DOOM.WAD<br />
| C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD*<br />
|-<br />
| DOOM2.WAD<br />
| C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD*<br />
|-<br />
| PLUTONIA.WAD<br />
| C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD*<br />
|-<br />
| TNT.WAD<br />
| C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD*<br />
|}<br />
<br />
(*) If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)."<br />
<br />
==Running Odamex==<br />
Odamex comes with three binary executables :<br />
*• '''Odalaunch''': This is the official Odamex Launcher. You will use this to see online servers and join online games.<br />
*• '''Odamex''': This is the Odamex executable. If you want to hop directly into the program for Singleplayer or testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a multiplayer game.<br />
*• '''Odasrv''': This is the dedicated server executable.<br />
<br />
==See Also==<br />
* [[Setting Odamex up on Debian]]</div>Hekksyhttps://odamex.net/w/index.php?title=How_to_install&diff=3940How to install2019-12-27T20:10:11Z<p>Hekksy: /* Windows */</p>
<hr />
<div>As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well.<br />
<br />
== Downloading Odamex ==<br />
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.<br />
<br />
== Installing Odamex ==<br />
<br />
===Windows===<br />
You have a few options when installing Odamex on Windows. You may either use the 32/64-bit unified installer, or the flat zip file. The unified installer will install the executables and libraries that best match your system. For the flat zip file, simply unzip the contents into its own directory. We recommend not allowing Odamex to be installed under Program Files, as it can cause conflict with saving your Odamex personal settings.<br />
<br />
===OS X===<br />
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.<br />
<br />
===Linux===<br />
Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback.<br />
<br />
==Installing a Doom Resource file==<br />
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.<br />
<br />
Once you have the resource files you want, there are two methods of using the file with Odamex:<br />
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.<br />
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.<br />
==Obtaining a resource file from Doom versions installed from Steam==<br />
If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation.<br />
<br />
{| class="table table-striped table-inverse"<br />
|-<br />
! Resource File<br />
! File Location<br />
|-<br />
| DOOM.WAD<br />
| C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD*<br />
|-<br />
| DOOM2.WAD<br />
| C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD*<br />
|-<br />
| PLUTONIA.WAD<br />
| C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD*<br />
|-<br />
| TNT.WAD<br />
| C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD*<br />
|}<br />
<br />
(*) If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)."<br />
<br />
==Running Odamex==<br />
Odamex comes with three binary executables :<br />
*• '''Odalaunch''': This is the official Odamex Launcher. Most likely, this is what you will want to use.<br />
*• '''Odamex''': This is the Odamex executable. If you want to hop directly into the program for Singleplayer or testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a multiplayer game.<br />
*• '''Odasrv''': This is the dedicated server executable.<br />
<br />
==See Also==<br />
* [[Setting Odamex up on Debian]]</div>Hekksyhttps://odamex.net/w/index.php?title=How_to_run_a_server&diff=3939How to run a server2019-12-27T20:08:26Z<p>Hekksy: /* Software updates */</p>
<hr />
<div>If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. <br />
<br />
== Basics of Configuring a Server ==<br />
<br />
The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.<br />
<br />
=== Public/private server ===<br />
<br />
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[sv_usemasters|usemasters]] appropriately.<br />
<br />
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[sv_hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].<br />
<br />
=== Useful settings ===<br />
<br />
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:<br />
<br />
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". <br />
<br />
*'''[[map]] MAPxx or ExMx''' -- Goes to the specified map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1<br />
<br />
*'''[[sv_gametype]] x''' -- Sets the indicated game mode, where "x" represents the value of the desired mode. Please refer to the sv_gametype article for more information on what modes are currently available in Odamex.<br />
<br />
*'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively.<br />
<br />
''Check out the [[Basic Server Settings]] article for a longer list of useful settings.''<br />
<br />
== Further configuration ==<br />
=== Map and WAD cycles ===<br />
<br />
You may wish to set up a map or wad rotation using the [[addmap]] command.<br />
<br />
== Useful commands ==<br />
==== rquit ====<br />
You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave).<br />
<br />
==== usemasters ====<br />
[[sv_usemasters]] is used to set your server as either private or public.<br />
<br />
==== if ====<br />
The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server.<br />
<br />
=== Other commands ===<br />
Please see [[:Category:Server commands|Server commands]].<br />
<br />
== Useful variables ==<br />
[[sv_startmapscript]] and [[sv_endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic map cycling.<br />
<br />
=== Other variables ===<br />
Please see [[:Category:Server variables|Server variables]].<br />
<br />
== Handy Tips ==<br />
==== Setting game modes ====<br />
See [[sv_gametype]] article.<br />
<br />
==== Running a Cooperative server ====<br />
Some single player maps with coop spawns aren't designed that well and the map may become unfinishable (doors become unopenable, paths become blocked etc).<br />
To mitigate this, set [[emptyreset]] 1, this allows the map to be reloaded each time when everyone leaves. Which has a higher chance of being finished, it also allows a fresh map to be played with all monsters alive again.<br />
<br />
== Optional Services ==<br />
We provide a range of extended services for running servers to improve experience of both players and server administrators.<br />
<br />
=== Master servers ===<br />
See information about our [[Master|master servers]].<br />
<br />
=== Software updates ===<br />
Odamex currently does not support automatic software updates. Thus, server runners are responsible for making sure their Odamex server is up-to-date, as older server versions will not appear on newer versions of the Odamex Launcher.<br />
<br />
== Getting help ==<br />
<br />
You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request.</div>Hekksyhttps://odamex.net/w/index.php?title=Odamex&diff=3938Odamex2019-12-27T20:03:03Z<p>Hekksy: </p>
<hr />
<div>Odamex is a free and open source port for the classic first-person-shooter [http://doomwiki.org/wiki/Doom Doom]. The goal of Odamex is to emulate the look and feel of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.<br />
<br />
== Features ==<br />
<br />
=== Odamex and Standard Doom ===<br />
Features that make Odamex closest to the original Doom:<br />
* Out-of-the-box settings for classic Doom gameplay<br />
* Doom2.exe gameplay-related nuances have been reimplemented as standard<br />
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe<br />
* Demo playback support for Doom LMP demos.<br />
* Functional Deathmatch and Cooperative game modes, single player is also supported.<br />
<br />
=== Odamex and Enhanced Doom ===<br />
New additions Odamex brings to the Doom battleground:<br />
* Client and Server environment with in-game joining<br />
* Incredibly smooth backwards reconciliation netcode<br />
* Theoretical support for up to 255 players<br />
* Widescreen support<br />
* Hi-resolution rendering modes, with support up to 1080p<br />
*A true-color renderer, allowing colors beyond that of Doom's palette (8-bit is default and 100% supported)<br />
* Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors!<br />
* The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor<br />
* The ability to toggle the ZDoom 1.22 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years<br />
* A new HUD and scoreboard with info better suited for a multiplayer environment<br />
* A warm-up mode.<br />
* New Team Deathmatch and Capture the Flag game modes<br />
* An announcer for Capture the Flag<br />
* Netdemos to record playing online<br />
* Automatic downloading and verification of WAD files from the server<br />
* Map cycling support<br />
* On-the-fly WAD loading:<br />
** When combined with map cycling, you can create a map AND wad rotation server!<br />
** Wads can be loaded in single player mode too, no need to restart the client.<br />
* RCON (Remote Console) Support<br />
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!<br />
* System Independence, meaning it can run on:<br />
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8<br />
** Linux (x86, ppc, amd64)<br />
** MacOSX<br />
** BSD<br />
** Sun Solaris<br />
** Microsoft XBox<br />
** Nintendo Wii & Wii U<br />
** Possibly more...if it can run SDL 1.2 or SDL2 it might run Odamex!<br />
<br />
* Game launcher includes most standard features found in other launchers, plus more:<br />
** Sorting capabilities.<br />
** Filtering capabilities (future addition)<br />
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.<br />
<br />
=== Odamex and map authoring ===<br />
Whats in it for map authors?<br />
* Patch support includes (loaded from command line or DEHACKED lump)<br />
** DEHACKED (DEH)<br />
** Boom EXtensions (BEX)<br />
* BOOM map format support.<br />
* ZDoom map format (Doom in Hexen).<br />
* ACS up to ZDoom 1.23 Beta33.<br />
* ODAMEX supports multiple music and sound formats, for example:<br />
** WAVE/RIFF<br />
** AIFF<br />
** VOC<br />
** MOD XM S3M 669 IT MED and more (using included mikmod)<br />
** MIDI (using timidity or native midi hardware)<br />
** OggVorbis (requiring ogg/vorbis libraries on system)<br />
** MP3 (requiring SMPEG library on system)<br />
** Basically any music format that SDL_mixer supports!<br />
<br />
=== Odamex and developers ===<br />
Developers also benefit from Odamex:<br />
* Full source code available, based on the GNU GPLv2 license.<br />
* Source code compiles on multiple hardware/software combinations including native 64-bit<br />
* [https://odamex.net/wiki/Compiling_using_CMake CMake] is fully implemented for all Odamex projects<br />
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles.<br />
* Compiles with GCC as well as Microsoft Visual C++ 6.0<br />
<br />
== Questions ==<br />
Got a few questions? Take a look at the [[FAQ]]<br />
<br />
== Games ==<br />
All of the following games are supported:<br />
* [http://doomwiki.org/wiki/Doom Doom]<br />
* [http://doomwiki.org/wiki/Doom_II Doom II]<br />
* [http://doomwiki.org/wiki/Doom Ultimate Doom]<br />
* [http://doomwiki.org/wiki/TNT:_Evilution Final Doom - TNT: Evilution]<br />
* [http://doomwiki.org/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]<br />
* [http://doomwiki.org/wiki/Doom Shareware Doom]<br />
* [http://doomwiki.org/wiki/Chex_Quest Chex Quest]<br />
* [http://freedoom.sourceforge.net/ FreeDoom]</div>Hekksyhttps://odamex.net/w/index.php?title=Odamex&diff=3937Odamex2019-12-27T20:02:31Z<p>Hekksy: /* Odamex and Enhanced Doom */</p>
<hr />
<div>Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. The goal of Odamex is to emulate the look and feel of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.<br />
<br />
== Features ==<br />
<br />
=== Odamex and Standard Doom ===<br />
Features that make Odamex closest to the original Doom:<br />
* Out-of-the-box settings for classic Doom gameplay<br />
* Doom2.exe gameplay-related nuances have been reimplemented as standard<br />
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe<br />
* Demo playback support for Doom LMP demos.<br />
* Functional Deathmatch and Cooperative game modes, single player is also supported.<br />
<br />
=== Odamex and Enhanced Doom ===<br />
New additions Odamex brings to the Doom battleground:<br />
* Client and Server environment with in-game joining<br />
* Incredibly smooth backwards reconciliation netcode<br />
* Theoretical support for up to 255 players<br />
* Widescreen support<br />
* Hi-resolution rendering modes, with support up to 1080p<br />
*A true-color renderer, allowing colors beyond that of Doom's palette (8-bit is default and 100% supported)<br />
* Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors!<br />
* The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor<br />
* The ability to toggle the ZDoom 1.22 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years<br />
* A new HUD and scoreboard with info better suited for a multiplayer environment<br />
* A warm-up mode.<br />
* New Team Deathmatch and Capture the Flag game modes<br />
* An announcer for Capture the Flag<br />
* Netdemos to record playing online<br />
* Automatic downloading and verification of WAD files from the server<br />
* Map cycling support<br />
* On-the-fly WAD loading:<br />
** When combined with map cycling, you can create a map AND wad rotation server!<br />
** Wads can be loaded in single player mode too, no need to restart the client.<br />
* RCON (Remote Console) Support<br />
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!<br />
* System Independence, meaning it can run on:<br />
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8<br />
** Linux (x86, ppc, amd64)<br />
** MacOSX<br />
** BSD<br />
** Sun Solaris<br />
** Microsoft XBox<br />
** Nintendo Wii & Wii U<br />
** Possibly more...if it can run SDL 1.2 or SDL2 it might run Odamex!<br />
<br />
* Game launcher includes most standard features found in other launchers, plus more:<br />
** Sorting capabilities.<br />
** Filtering capabilities (future addition)<br />
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.<br />
<br />
=== Odamex and map authoring ===<br />
Whats in it for map authors?<br />
* Patch support includes (loaded from command line or DEHACKED lump)<br />
** DEHACKED (DEH)<br />
** Boom EXtensions (BEX)<br />
* BOOM map format support.<br />
* ZDoom map format (Doom in Hexen).<br />
* ACS up to ZDoom 1.23 Beta33.<br />
* ODAMEX supports multiple music and sound formats, for example:<br />
** WAVE/RIFF<br />
** AIFF<br />
** VOC<br />
** MOD XM S3M 669 IT MED and more (using included mikmod)<br />
** MIDI (using timidity or native midi hardware)<br />
** OggVorbis (requiring ogg/vorbis libraries on system)<br />
** MP3 (requiring SMPEG library on system)<br />
** Basically any music format that SDL_mixer supports!<br />
<br />
=== Odamex and developers ===<br />
Developers also benefit from Odamex:<br />
* Full source code available, based on the GNU GPLv2 license.<br />
* Source code compiles on multiple hardware/software combinations including native 64-bit<br />
* [https://odamex.net/wiki/Compiling_using_CMake CMake] is fully implemented for all Odamex projects<br />
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles.<br />
* Compiles with GCC as well as Microsoft Visual C++ 6.0<br />
<br />
== Questions ==<br />
Got a few questions? Take a look at the [[FAQ]]<br />
<br />
== Games ==<br />
All of the following games are supported:<br />
* [http://doomwiki.org/wiki/Doom Doom]<br />
* [http://doomwiki.org/wiki/Doom_II Doom II]<br />
* [http://doomwiki.org/wiki/Doom Ultimate Doom]<br />
* [http://doomwiki.org/wiki/TNT:_Evilution Final Doom - TNT: Evilution]<br />
* [http://doomwiki.org/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]<br />
* [http://doomwiki.org/wiki/Doom Shareware Doom]<br />
* [http://doomwiki.org/wiki/Chex_Quest Chex Quest]<br />
* [http://freedoom.sourceforge.net/ FreeDoom]</div>Hekksyhttps://odamex.net/w/index.php?title=Odamex&diff=3936Odamex2019-12-27T19:58:27Z<p>Hekksy: /* Odamex and developers */</p>
<hr />
<div>Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. The goal of Odamex is to emulate the look and feel of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.<br />
<br />
== Features ==<br />
<br />
=== Odamex and Standard Doom ===<br />
Features that make Odamex closest to the original Doom:<br />
* Out-of-the-box settings for classic Doom gameplay<br />
* Doom2.exe gameplay-related nuances have been reimplemented as standard<br />
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe<br />
* Demo playback support for Doom LMP demos.<br />
* Functional Deathmatch and Cooperative game modes, single player is also supported.<br />
<br />
=== Odamex and Enhanced Doom ===<br />
New additions Odamex brings to the Doom battleground:<br />
* Client and Server environment with in-game joining<br />
* Incredibly smooth backwards reconciliation netcode<br />
* Theoretical support for up to 255 players<br />
* Widescreen support<br />
* Hi-resolution rendering modes, with support up to 1080p<br />
*A true-color renderer, allowing colors beyond that of Doom's palette (8-bit is default and 100% supported)<br />
* Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors!<br />
* The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor.<br />
* The ability to toggle the ZDoom 1.22 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years.<br />
* A new HUD and scoreboard with info better suited for a multiplayer environment.<br />
* A warm-up mode. <br />
* New Team Deathmatch and Capture the Flag game modes.<br />
* An announcer for Capture the Flag.<br />
* Automatic downloading and verification of WAD files from the server.<br />
* Map cycling support.<br />
* On-the-fly WAD loading:<br />
** When combined with map cycling, you can create a map AND wad rotation server!<br />
** Wads can be loaded in single player mode too, no need to restart the client.<br />
* RCON (Remote Console) Support.<br />
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!<br />
* System Independence, meaning it can run on:<br />
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8<br />
** Linux (x86, ppc, amd64)<br />
** MacOSX<br />
** BSD<br />
** Sun Solaris<br />
** Microsoft XBox<br />
** Nintendo Wii & Wii U<br />
** Possibly more...if it can run SDL 1.2 or SDL2 it might run Odamex!<br />
<br />
* Game launcher includes most standard features found in other launchers, plus more:<br />
** Sorting capabilities.<br />
** Filtering capabilities (future addition)<br />
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.<br />
<br />
=== Odamex and map authoring ===<br />
Whats in it for map authors?<br />
* Patch support includes (loaded from command line or DEHACKED lump)<br />
** DEHACKED (DEH)<br />
** Boom EXtensions (BEX)<br />
* BOOM map format support.<br />
* ZDoom map format (Doom in Hexen).<br />
* ACS up to ZDoom 1.23 Beta33.<br />
* ODAMEX supports multiple music and sound formats, for example:<br />
** WAVE/RIFF<br />
** AIFF<br />
** VOC<br />
** MOD XM S3M 669 IT MED and more (using included mikmod)<br />
** MIDI (using timidity or native midi hardware)<br />
** OggVorbis (requiring ogg/vorbis libraries on system)<br />
** MP3 (requiring SMPEG library on system)<br />
** Basically any music format that SDL_mixer supports!<br />
<br />
=== Odamex and developers ===<br />
Developers also benefit from Odamex:<br />
* Full source code available, based on the GNU GPLv2 license.<br />
* Source code compiles on multiple hardware/software combinations including native 64-bit<br />
* [https://odamex.net/wiki/Compiling_using_CMake CMake] is fully implemented for all Odamex projects<br />
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles.<br />
* Compiles with GCC as well as Microsoft Visual C++ 6.0<br />
<br />
== Questions ==<br />
Got a few questions? Take a look at the [[FAQ]]<br />
<br />
== Games ==<br />
All of the following games are supported:<br />
* [http://doomwiki.org/wiki/Doom Doom]<br />
* [http://doomwiki.org/wiki/Doom_II Doom II]<br />
* [http://doomwiki.org/wiki/Doom Ultimate Doom]<br />
* [http://doomwiki.org/wiki/TNT:_Evilution Final Doom - TNT: Evilution]<br />
* [http://doomwiki.org/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]<br />
* [http://doomwiki.org/wiki/Doom Shareware Doom]<br />
* [http://doomwiki.org/wiki/Chex_Quest Chex Quest]<br />
* [http://freedoom.sourceforge.net/ FreeDoom]</div>Hekksyhttps://odamex.net/w/index.php?title=Odamex&diff=3935Odamex2019-12-27T19:56:05Z<p>Hekksy: </p>
<hr />
<div>Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. The goal of Odamex is to emulate the look and feel of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.<br />
<br />
== Features ==<br />
<br />
=== Odamex and Standard Doom ===<br />
Features that make Odamex closest to the original Doom:<br />
* Out-of-the-box settings for classic Doom gameplay<br />
* Doom2.exe gameplay-related nuances have been reimplemented as standard<br />
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe<br />
* Demo playback support for Doom LMP demos.<br />
* Functional Deathmatch and Cooperative game modes, single player is also supported.<br />
<br />
=== Odamex and Enhanced Doom ===<br />
New additions Odamex brings to the Doom battleground:<br />
* Client and Server environment with in-game joining<br />
* Incredibly smooth backwards reconciliation netcode<br />
* Theoretical support for up to 255 players<br />
* Widescreen support<br />
* Hi-resolution rendering modes, with support up to 1080p<br />
*A true-color renderer, allowing colors beyond that of Doom's palette (8-bit is default and 100% supported)<br />
* Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors!<br />
* The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor.<br />
* The ability to toggle the ZDoom 1.22 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years.<br />
* A new HUD and scoreboard with info better suited for a multiplayer environment.<br />
* A warm-up mode. <br />
* New Team Deathmatch and Capture the Flag game modes.<br />
* An announcer for Capture the Flag.<br />
* Automatic downloading and verification of WAD files from the server.<br />
* Map cycling support.<br />
* On-the-fly WAD loading:<br />
** When combined with map cycling, you can create a map AND wad rotation server!<br />
** Wads can be loaded in single player mode too, no need to restart the client.<br />
* RCON (Remote Console) Support.<br />
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!<br />
* System Independence, meaning it can run on:<br />
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8<br />
** Linux (x86, ppc, amd64)<br />
** MacOSX<br />
** BSD<br />
** Sun Solaris<br />
** Microsoft XBox<br />
** Nintendo Wii & Wii U<br />
** Possibly more...if it can run SDL 1.2 or SDL2 it might run Odamex!<br />
<br />
* Game launcher includes most standard features found in other launchers, plus more:<br />
** Sorting capabilities.<br />
** Filtering capabilities (future addition)<br />
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.<br />
<br />
=== Odamex and map authoring ===<br />
Whats in it for map authors?<br />
* Patch support includes (loaded from command line or DEHACKED lump)<br />
** DEHACKED (DEH)<br />
** Boom EXtensions (BEX)<br />
* BOOM map format support.<br />
* ZDoom map format (Doom in Hexen).<br />
* ACS up to ZDoom 1.23 Beta33.<br />
* ODAMEX supports multiple music and sound formats, for example:<br />
** WAVE/RIFF<br />
** AIFF<br />
** VOC<br />
** MOD XM S3M 669 IT MED and more (using included mikmod)<br />
** MIDI (using timidity or native midi hardware)<br />
** OggVorbis (requiring ogg/vorbis libraries on system)<br />
** MP3 (requiring SMPEG library on system)<br />
** Basically any music format that SDL_mixer supports!<br />
<br />
=== Odamex and developers ===<br />
Developers also benefit from Odamex:<br />
* Full source code available, based on the GNU GPLv2 license.<br />
* Source code compiles on multiple hardware/software combinations including native 64-bit<br />
* [[CMake]] is fully implemented for all Odamex projects<br />
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles.<br />
* Compiles with GCC as well as Microsoft Visual C++ 6.0<br />
<br />
== Questions ==<br />
Got a few questions? Take a look at the [[FAQ]]<br />
<br />
== Games ==<br />
All of the following games are supported:<br />
* [http://doomwiki.org/wiki/Doom Doom]<br />
* [http://doomwiki.org/wiki/Doom_II Doom II]<br />
* [http://doomwiki.org/wiki/Doom Ultimate Doom]<br />
* [http://doomwiki.org/wiki/TNT:_Evilution Final Doom - TNT: Evilution]<br />
* [http://doomwiki.org/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]<br />
* [http://doomwiki.org/wiki/Doom Shareware Doom]<br />
* [http://doomwiki.org/wiki/Chex_Quest Chex Quest]<br />
* [http://freedoom.sourceforge.net/ FreeDoom]</div>Hekksyhttps://odamex.net/w/index.php?title=Odamex&diff=3934Odamex2019-12-27T19:54:56Z<p>Hekksy: </p>
<hr />
<div>Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. The goal of Odamex is to emulate the look and feel of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.<br />
<br />
== Features ==<br />
<br />
=== Odamex and Standard Doom ===<br />
Features that make Odamex closest to the original Doom:<br />
* Out-of-the-box settings for classic Doom gameplay<br />
* Doom2.exe gameplay-related nuances have been reimplemented as standard<br />
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe<br />
* Demo playback support for Doom LMP demos.<br />
* Functional Deathmatch and Cooperative game modes, single player is also supported.<br />
<br />
=== Odamex and Enhanced Doom ===<br />
New additions Odamex brings to the Doom battleground:<br />
* Client and Server environment with in-game joining<br />
* Incredibly smooth backwards reconciliation netcode<br />
* Theoretical support for up to 255 players<br />
* Widescreen support<br />
* Hi-resolution rendering modes, with support up to 1080p<br />
*A true-color renderer, allowing colors beyond that of Doom's palette (8-bit is default and 100% supported)<br />
* Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors!<br />
* The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor.<br />
* The ability to toggle the ZDoom 1.22 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years.<br />
* A new HUD and scoreboard with info better suited for a multiplayer environment.<br />
* A warm-up mode. <br />
* New Team Deathmatch and Capture the Flag game modes.<br />
* An announcer for Capture the Flag.<br />
* Automatic downloading and verification of WAD files from the server.<br />
* Map cycling support.<br />
* On-the-fly WAD loading:<br />
** When combined with map cycling, you can create a map AND wad rotation server!<br />
** Wads can be loaded in single player mode too, no need to restart the client.<br />
* RCON (Remote Console) Support.<br />
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!<br />
* System Independence, meaning it can run on:<br />
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8<br />
** Linux (x86, ppc, amd64)<br />
** MacOSX<br />
** BSD<br />
** Sun Solaris<br />
** Microsoft XBox<br />
** Nintendo Wii & Wii U<br />
** Possibly more...if it can run SDL 1.2 or SDL2 it might run Odamex!<br />
<br />
* Game launcher includes most standard features found in other launchers, plus more:<br />
** Sorting capabilities.<br />
** Filtering capabilities (future addition)<br />
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.<br />
<br />
=== Odamex and map authoring ===<br />
Whats in it for map authors?<br />
* Patch support includes (loaded from command line or DEHACKED lump)<br />
** DEHACKED (DEH)<br />
** Boom EXtensions (BEX)<br />
* BOOM map format support.<br />
* ZDoom map format (Doom in Hexen).<br />
* ACS up to ZDoom 1.23 Beta33.<br />
* ODAMEX supports multiple music and sound formats, for example:<br />
** WAVE/RIFF<br />
** AIFF<br />
** VOC<br />
** MOD XM S3M 669 IT MED and more (using included mikmod)<br />
** MIDI (using timidity or native midi hardware)<br />
** OggVorbis (requiring ogg/vorbis libraries on system)<br />
** MP3 (requiring SMPEG library on system)<br />
** Basically any music format that SDL_mixer supports!<br />
<br />
=== Odamex and developers ===<br />
Developers also benefit from Odamex:<br />
* Full source code available, based on the GNU GPLv2 license.<br />
* Source code compiles on multiple hardware/software combinations including native 64-bit<br />
* [[CMake]] is fully implemented for all Odamex projects<br />
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles.<br />
* Compiles with GCC as well as Microsoft Visual C++ 6.0<br />
<br />
== Questions ==<br />
Got a few questions? Take a look at the [[FAQ]]<br />
<br />
== Games ==<br />
All of the following games are supported:<br />
* [http://doomwiki.org/wiki/Doom Doom]<br />
* [http://doomwiki.org/wiki/Doom_II Doom II]<br />
* [http://doomwiki.org/wiki/Doom Ultimate Doom]<br />
* [http://doomwiki.org/wiki/TNT:_Evilution Final Doom - TNT: Evilution]<br />
* [http://doomwiki.org/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]<br />
* [http://doomwiki.org/wiki/Doom Shareware Doom]<br />
* [http://doomwiki.org/wiki/Chex_Quest - Chex Quest]<br />
* [http://freedoom.sourceforge.net/ FreeDoom]</div>Hekksyhttps://odamex.net/w/index.php?title=Odamex&diff=3933Odamex2019-12-27T19:54:12Z<p>Hekksy: updated doom wiki and modified the about section a bit</p>
<hr />
<div>Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. The goal of Odamex is to emulate the look and feel of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.<br />
<br />
== Features ==<br />
<br />
=== Odamex and Standard Doom ===<br />
Features that make Odamex closest to the original Doom:<br />
* Out-of-the-box settings for classic Doom gameplay<br />
* Doom2.exe gameplay-related nuances have been reimplemented as standard<br />
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe<br />
* Demo playback support for Doom LMP demos.<br />
* Functional Deathmatch and Cooperative game modes, single player is also supported.<br />
<br />
=== Odamex and Enhanced Doom ===<br />
New additions Odamex brings to the Doom battleground:<br />
* Client and Server environment with in-game joining<br />
* Incredibly smooth backwards reconciliation netcode<br />
* Theoretical support for up to 255 players<br />
* Widescreen support<br />
* Hi-resolution rendering modes, with support up to 1080p<br />
*A true-color renderer, allowing colors beyond that of Doom's palette (8-bit is default and 100% supported)<br />
* Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors!<br />
* The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor.<br />
* The ability to toggle the ZDoom 1.22 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years.<br />
* A new HUD and scoreboard with info better suited for a multiplayer environment.<br />
* A warm-up mode. <br />
* New Team Deathmatch and Capture the Flag game modes.<br />
* An announcer for Capture the Flag.<br />
* Automatic downloading and verification of WAD files from the server.<br />
* Map cycling support.<br />
* On-the-fly WAD loading:<br />
** When combined with map cycling, you can create a map AND wad rotation server!<br />
** Wads can be loaded in single player mode too, no need to restart the client.<br />
* RCON (Remote Console) Support.<br />
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!<br />
* System Independence, meaning it can run on:<br />
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8<br />
** Linux (x86, ppc, amd64)<br />
** MacOSX<br />
** BSD<br />
** Sun Solaris<br />
** Microsoft XBox<br />
** Nintendo Wii & Wii U<br />
** Possibly more...if it can run SDL 1.2 or SDL2 it might run Odamex!<br />
<br />
* Game launcher includes most standard features found in other launchers, plus more:<br />
** Sorting capabilities.<br />
** Filtering capabilities (future addition)<br />
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.<br />
<br />
=== Odamex and map authoring ===<br />
Whats in it for map authors?<br />
* Patch support includes (loaded from command line or DEHACKED lump)<br />
** DEHACKED (DEH)<br />
** Boom EXtensions (BEX)<br />
* BOOM map format support.<br />
* ZDoom map format (Doom in Hexen).<br />
* ACS up to ZDoom 1.23 Beta33.<br />
* ODAMEX supports multiple music and sound formats, for example:<br />
** WAVE/RIFF<br />
** AIFF<br />
** VOC<br />
** MOD XM S3M 669 IT MED and more (using included mikmod)<br />
** MIDI (using timidity or native midi hardware)<br />
** OggVorbis (requiring ogg/vorbis libraries on system)<br />
** MP3 (requiring SMPEG library on system)<br />
** Basically any music format that SDL_mixer supports!<br />
<br />
=== Odamex and developers ===<br />
Developers also benefit from Odamex:<br />
* Full source code available, based on the GNU GPLv2 license.<br />
* Source code compiles on multiple hardware/software combinations including native 64-bit<br />
* [[CMake]] is fully implemented for all Odamex projects<br />
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles.<br />
* Compiles with GCC as well as Microsoft Visual C++ 6.0<br />
<br />
== Questions ==<br />
Got a few questions? Take a look at the [[FAQ]]<br />
<br />
== Games ==<br />
All of the following games are supported:<br />
* [http://doomwiki.org/wiki/Doom Doom]<br />
* [http://doomwiki.org/wiki/Doom_II Doom II]<br />
* [http://doomwiki.org/wiki/Doom Ultimate Doom]<br />
* [http://doomwiki.org/wiki/TNT:_Evilution Final Doom - TNT: Evilution]<br />
* [http://doomwiki.org/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]<br />
* [http://doomwiki.org/wiki/Doom Shareware Doom]<br />
* [http://doomwiki.org/wiki/Chex_Quest]<br />
* [http://freedoom.sourceforge.net/ FreeDoom]</div>Hekksyhttps://odamex.net/w/index.php?title=Releases&diff=3929Releases2019-07-26T19:16:27Z<p>Hekksy: /* Changes */</p>
<hr />
<div>= Odamex 0.8.X Series =<br />
<br />
== Odamex 0.8.1 ==<br />
=== Changes ===<br />
<br />
Odamex 0.8.1 was released on July 22, 2019.<br />
<br />
====Bug-Fixes ====<br />
- Fixed a crash when using maplist with no wads specified<br />
- Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo<br />
- Fixed a bug where palette and blending would not be updated during intermission<br />
- Fixed active moving sectors getting stuck when switching from in-game to spectator mode<br />
- Fixed the alt key getting stuck on Windows when moving in and out of the Odamex window with tab<br />
- Fixed some vanilla demo de-syncs<br />
- Fixed some sectors not having the floor and ceiling textures updated in online mode<br />
- Fixed being able to drown in god mode<br />
- Fixed co_globalsound not working as intended<br />
- Fixed a bug where the client would hear switch activating sounds when connecting to a server<br />
- Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillar-boxes (see: Added vid_pillarbox below)<br />
- Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode<br />
- Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering<br />
<br />
==== Changes ====<br />
- The warm-up message now specifies which key needs to be pressed to "ready up"<br />
- Removed obsolete code that would only update sectors every 3rd tic that could result in de-syncs<br />
- Remove cl_updaterate since it is no longer used<br />
- Remove update_rate from userinfo since it is no longer used<br />
- In single-player mode the game will now pause if the console is on screen<br />
- The client is now much better optimized for rendering transparency<br />
- Modified some of the default binds to be more in alignment with modern shooter controls<br />
- Bobbing is now disabled in spectator mode and flying and mouselook are on by default<br />
<br />
==== Additions ====<br />
- The server will now inform the user that the maplist was cleared<br />
- Updated compatible versions of FreeDoom to include 0.10 to 0.11.2<br />
- Added sv_respawnsuper, which can enable and disable super power-ups like megasphere and invulnerability sphere<br />
- Added "lobby" support to MAPINFO to allow players to create lobby maps<br />
- Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source.<br />
- Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death.<br />
- Added hud_demobar to now hide the progression bar during the playback of a demo<br />
- Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF<br />
- Added options for filtering specific gamemode demos in the network settings<br />
- Added Nintendo Switch support (no official release yet)<br />
- Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillar-boxing in lower resolutions like 640x480<br />
- 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 <br />
happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the variable will be removed and it will be turned on permanently<br />
<br />
== Odamex 0.8.0 ==<br />
=== Changes ===<br />
<br />
Odamex 0.8.0 was released on January 25, 2018.<br />
<br />
==== General/Major: ====<br />
- SDL2 Support<br />
- Video Abstraction<br />
- Moved from SVN to GitHub<br />
- Automatic crash dump generated on Windows for client and server<br />
- AppVeyor build support<br />
- Replace deprecated Mac API<br />
- Numerous optimizations and bug fixes<br />
- Many crashes are now fixed<br />
- Optimizations to iwad identification<br />
- Optimizations to wad downloading<br />
<br />
==== Bug-Fixes ====<br />
- Fix screenshots<br />
- Draw the crosshair last, prevents it from being covered up by weapons<br />
- Fix weapon bob issues<br />
- Tweaked automap drawing and text printing<br />
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom<br />
- Fix "bumpgamma" cmd in 32bpp color mode<br />
- Odalaunch optimization<br />
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)<br />
- co_globalsound makes player pickup sounds global for all players<br />
- Fixed bouncing as flying spectator <br />
- Fix mouse movement issues with shorttics<br />
- Numerous vanilla demo recording fixes and improvements<br />
- Fixed issue with player colors. Improvements to forced player colors<br />
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes<br />
- Spy mode now displays keys people have on COOP mode<br />
<br />
==== Changes: ====<br />
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon<br />
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys<br />
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound<br />
- Merge co_fixzerotags into co_zdoomphys<br />
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it<br />
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400<br />
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom<br />
- Remove the (unused) client CVAR vid_defbits<br />
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated<br />
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability<br />
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability<br />
- Remove unused cvar sv_maxlives<br />
- New color options for text messages in the display menu.<br />
- Reimplement server CVAR sv_emptyfreeze (disabled by default)<br />
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2<br />
- Removed classic Doom CTF status bar<br />
- Various improvements on game consoles<br />
- snd_samplerate is now default 44100, but can be changed as low as 22050.<br />
<br />
==== Additions: ====<br />
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering<br />
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed<br />
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command<br />
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)<br />
- Send CTF score updates to downloading clients<br />
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg<br />
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2<br />
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players<br />
- Add cl_serverdownload to client. Enables/disables wad downloading from server<br />
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)<br />
- Add incoming/outgoing network traffic in cl_netgraph<br />
- Respect nojump/freelook MAPINFO commands.<br />
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up<br />
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.<br />
<br />
= Odamex 0.7.X Series =<br />
<br />
== Odamex 0.7.0 ==<br />
=== Changes ===<br />
<br />
Odamex 0.7.0 was released on March 27, 2014.<br />
<br />
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.<br />
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.<br />
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.<br />
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.<br />
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.<br />
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.<br />
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.<br />
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.<br />
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.<br />
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.<br />
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.<br />
-The pause key can now be used to pause a netdemo.<br />
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.<br />
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.<br />
-Fix crash that could occur when loading WAD files while a LMP demo is playing.<br />
-Improved the speed of querying servers in OdaLauncher.<br />
-Add kill/death ratio to server information in OdaLauncher.<br />
-Add server search functionality in OdaLauncher.<br />
-Add support for up to 65535 vertices in a map.<br />
-Add support for up more than 65536 segs, subsectors and nodes in a map.<br />
-Add support for the XNOD uncompressed ZDBSP extended node format.<br />
-Fix a bug that causes the server to mis-identify DOOM1.WAD.<br />
-Improve the identification of FreeDoom WAD files.<br />
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.<br />
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.<br />
-Make cheat codes case-insensitive.<br />
-Fix a crash displaying the FreeDoom CREDIT patch.<br />
-Fix toggling of latched cvars with the "toggle" client command.<br />
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).<br />
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).<br />
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).<br />
-Remove snd_timeout cvar (unused).<br />
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.<br />
-Only one CTF announcer sound will play at a time per team.<br />
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.<br />
-Fix the handling of raw lump files.<br />
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).<br />
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.<br />
-Screenshots are now in PNG format.<br />
-Fix a crash that could occur if the map changes while there are sectors moving.<br />
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.<br />
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).<br />
-Rendering engine rewritten for greatly increased visual accuracy.<br />
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.<br />
-Updated Announcer<br />
-Added cl_autoscreenshot: takes a screenshot at every intermission<br />
<br />
= Odamex 0.6.X Series =<br />
<br />
== Odamex 0.6.4 (r4064) ==<br />
=== Changes ===<br />
<br />
Odamex 0.6.4 was released on August 4, 2013. <br />
<br />
==== General/Major: ====<br />
- Added support for raw mouse input for Windows. This provides unaccelerated mouse input even when SDL is unable to (Windows Vista / 7 / 8). This is now the default for Windows users<br />
<br />
==== Bug-Fixes: ====<br />
- Fix an autoaim bug that ignored a client's cl_aimdist setting when using freelook <br />
- Fix the frame rate decrease that occurs when a player is looking directly at a very close wall and they are using a screen width that is a power-of-two (512, 1024, 2048, etc.) <br />
- Fix obituaries for rocket deaths. The obituary for splash damage was swapped with the obituary for direct hits <br />
- Add an additional small fix for a vanilla bug with co_blockmapfix enabled. Ignore the first entry in a block's list of lines, since it is not valid and typically is linedef 0 <br />
- Fix CPU slowdowns when PortMidi tries to play a section of a MIDI song that has more than 100 events in the span of one tic (28ms) <br />
- Fix a bug that sent all team chat messages to spectators on the same team <br />
- Fix freezes with maps requiring large numbers of TID, such as dvii-1u.wad MAP19 <br />
- Fix a bug that would use the past position of the wrong player when performing reconciliation with sv_unlag under certain circumstances. This could be seen by flags dropping at the location of players besides the flag carrier in CTF <br />
<br />
==== Changes: ====<br />
<br />
- Removed r_widescreen CVAR (see: Added vid_widescreen CVAR below)<br />
- Pillar boxing is used in place of horizontal stretching<br />
- Letter boxing is used in 4:3 video modes with wide field-of-view<br />
- Change the ammo usage per shot for railguns to match "Ammo use" and change weapons if the railgun does not have "Min ammo". Note that if the DeHackEd patch that implements the railgun does not otherwise specify, the railgun will use the amount of ammo per shot as the weapon it replaces.<br />
- Change the default color of team chat messages from green to orange<br />
<br />
==== Additions: ====<br />
<br />
- Added vid_maxfps CVAR to allow frame rates greater than 35. Users can cap to an arbitrary frame rate or have completely uncapped frame rates. Interpolation between game logic states is used for frame rates other than 35<br />
- Added vid_widescreen CVAR (default = 0) to indicate the user prefers a wide field-of-view<br />
- Add the -timedemo commandline parameter to gauge rendering speed. The speed of the physics can be gauged by additionally including the -nodraw parameter. The impact of the screen blitting can be gauged with the additional -noblit parameter<br />
- Add support for ZDoom in Doom format horizon lines (special #337)<br />
- Add support for the ZDoom DeHackEd weapon extensions "Ammo use" and "Min ammo" and "Ammo per shot" from Eternity<br />
<br />
== Odamex 0.6.3 (r3801) ==<br />
<br />
=== Changes ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.3 was released on April 25th, 2013.<br />
<br />
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).<br />
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).<br />
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.<br />
+ Added: Various inventory-based ACS functions from ZDoom 1.23.<br />
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.<br />
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.<br />
* Fixed a visual issue that made animated sprites appear to jiggle.<br />
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.<br />
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.<br />
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.<br />
* Faster searching for WAD resources.<br />
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.<br />
* Fixed: The orientation of rotated textures on slopes.<br />
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.<br />
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.<br />
+ Added: messagemode2 (team chat) is now bound to the Y key by default.<br />
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.<br />
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.<br />
* Fixed: A spectator could fly in any vanilla-physics server.<br />
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.<br />
* Fixed a crash that occasionally could occur when a player is downloading from the server.<br />
+ Added: The automap now follows the player who is being spied on.<br />
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.<br />
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).<br />
* Vanilla gamma now extends to level 8.0 with intermediate values possible.<br />
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.<br />
* Fixed: r_detail broke with the implementation of widescreen.<br />
* Prevent the console from hiding when the built-in demo loop plays.<br />
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.<br />
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.<br />
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.<br />
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.<br />
+ Added support for ZDoom sector special 115 - InstaKill<br />
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.<br />
* Fixed: Some long sound effects would cause the client to crash.<br />
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.<br />
* sv_unblockplayers now prevents telefragging as well.<br />
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.<br />
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.<br />
+ Added: A countdown proceding a map restart.<br />
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. <br />
* Updated Compatibility Options menu with newer compatibility flags.<br />
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.<br />
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.<br />
+ All gameplay cvars are now latched and need a map restart to activate.<br />
<br />
== Odamex 0.6.2 (r3529) ==<br />
<br />
=== Changes ===<br />
<br />
Odamex 0.6.2 was released on December 15, 2012.<br />
<br />
==== General/Major: ====<br />
<br />
==== Bug-Fixes ====<br />
<br />
==== Changes: ====<br />
<br />
==== Additions: ====<br />
<br />
== Odamex 0.6.1 (r3309) ==<br />
<br />
=== [[Odamex061_Changelog|Changes]] ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.1 was released on July 4th, 2012.<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Console optimizations. Includes a fix for aliases that contain parameters.<br />
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.<br />
* Added several ZDoom 1.23 actors, notably thing thrusters.<br />
* The vanilla disk loading icon now displays when the in-game cache is being updated.<br />
<br />
<br />
<br />
Odamex Client Changes:<br />
* Renderer improvements.<br />
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.<br />
* A variety of spectator fixes and enhancements.<br />
* New voice announcer system.<br />
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.<br />
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.<br />
* Addition of '''turnspeeds''' command. <br />
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.<br />
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.<br />
<br />
<br />
Odamex Server Changes:<br />
* Added '''sv_maxplayersperteam'''.<br />
* Addition of server lock, spectator, and team color icons in ag-odalaunch.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* You can now right-click a server in Odalaunch to get a server's IP.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]<br />
<br />
== Odamex 0.6.0 (r3177) ==<br />
<br />
=== [[Odamex06_Changelog|Changes]] ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.0 was released on May 12th, 2012.<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Addition of GPL Compatible slopes.<br />
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.<br />
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.<br />
* Brand new [[voting]] system. Includes built-in GUI.<br />
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].<br />
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.<br />
* Restored particle fountains, sparks, and the railgun.<br />
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).<br />
* Updated the ACS interpreter to ZDoom 1.23.<br />
* Launcher queries and player connections are now allowed during intermission.<br />
<br />
<br />
Odamex Client Changes:<br />
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.<br />
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.<br />
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.<br />
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.<br />
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.<br />
* New mouse options and default settings. New ZDoom mouse type.<br />
* Numerous new network options, which can be accessed through the Network Options menu.<br />
* Progress bar for wads currently being downloaded.<br />
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.<br />
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.<br />
* Ability to scale the volume of game alert sounds in Capture the Flag games.<br />
<br />
<br />
Odamex Server Changes:<br />
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].<br />
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.<br />
* Server can now control the total time of an intermission.<br />
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.<br />
* Prevent clients from using blank names on servers.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* Added high resolution icons.<br />
* Added support for wxWidgets 2.9.<br />
* Visual improvements.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]<br />
<br />
= Odamex 0.5.X Series =<br />
<br />
== Odamex 0.5.6 (r2582) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.6 was released on November 5th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* Fixed a bug that disconnected players immediately from a busy server.<br />
* Fixed a bug that caused jerky movement when players went over a tall ledge.<br />
<br />
<br />
Odamex Client Changes:<br />
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.<br />
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.<br />
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.<br />
* Prevent autoaim from aiming at teams in CTF or Team DM games.<br />
* Changed spectator chat to use the new team chat indicator sound.<br />
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.<br />
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.<br />
<br />
<br />
Odamex Server Changes:<br />
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.<br />
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* Fixed an issue where certain servers would not show in the launcher application.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.5 (r2549) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.5 was released on October 29th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* General bug fixes and code optimizations.<br />
* Improved Zdoom compatibility.<br />
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.<br />
* Dramatically improved in-game wad downloading speeds.<br />
* New [[help]] console command for both server and client.<br />
* Added [[rcon_logout]] command for clients.<br />
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.<br />
<br />
<br />
Odamex Client Changes:<br />
* Fixed a critical crash caused by sounds being played during in-game wad downloading<br />
* Addition of a Network Options menu<br />
* Many sound improvements, including better channel management<br />
* Alternate chat sound for team & spectator chat<br />
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.<br />
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.<br />
* Screenshots taken at arbitrary resolutions are no longer skewed.<br />
* Clients now have a 128 character limit on chat strings.<br />
<br />
Odamex Server Changes:<br />
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.<br />
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.<br />
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.<br />
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.<br />
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.4 (r2430) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.4 was released on August 9th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* General bug fixes and code optimizations.<br />
* Experimental Net Demos.<br />
* Experimental Unlagged.<br />
* Improved Zdoom compatibility.<br />
* Fix death cam bug from 0.5.3.<br />
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.<br />
* Apply Eternity's "west-facing spawns are silent" vanilla bug.<br />
<br />
<br />
Odamex Client Changes:<br />
* Mouse4/Mouse5 back button support.<br />
* Fix CTF ghost flags.<br />
* Fix CTF sound origin.<br />
* Scoreboard improvements.<br />
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].<br />
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.<br />
* Changed [[r_detail]] cvar default to 0.<br />
<br />
Odamex Server Changes:<br />
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.<br />
* [[co_zdoomphys]] now also enables two way wallrunning.<br />
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].<br />
* Begin removal of -config parameter support in favor of +exec.<br />
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.<br />
<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.3 (r2284) ==<br />
Odamex 0.5.3 was released on June 24th, 2011.<br />
=== Features ===<br />
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp<br />
* Restored dead player's view following the actor who killed them.<br />
<br />
=== Bug Fixes ===<br />
* Sometimes players would make a death scream when switching to spectate. Fixed.<br />
* Some video modes were duplicated under video mode options. Fixed.<br />
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.<br />
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.<br />
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.<br />
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.<br />
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.<br />
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.<br />
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.<br />
* Display names should only target living players. Fixed.<br />
* -fork would crash. Fixed.<br />
=== Notables ===<br />
''None''<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.2 (r2241) ==<br />
Odamex 0.5.2 was released on June 14th, 2011.<br />
<br />
=== Features ===<br />
* Much of the code is now shared between client and server. It is much more manageable and less desync prone<br />
* Platforms are now much better optimized<br />
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.<br />
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.<br />
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.<br />
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.<br />
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].<br />
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.<br />
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."<br />
<br />
=== Bug Fixes ===<br />
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.<br />
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.<br />
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.<br />
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.<br />
* Several vanilla demo desyncs are fixed.<br />
* Weapon changing desyncs are fixed.<br />
* Sometimes you would see the flag while you carried it. Fixed.<br />
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.<br />
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).<br />
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.<br />
* The CTF HUD display broke in 0.5.1. Fixed.<br />
* Projectile sounds (Player and Monster) would play multiple times online. Fixed. <br />
* Fixed the wrong light levels on some orthogonal linedefs.<br />
* The marine death animation played too fast online. Fixed.<br />
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.<br />
<br />
=== Notables ===<br />
* Xbox chat macros have been modifed. See README.Xbox.<br />
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.<br />
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.<br />
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.5.1 (r2038) ==<br />
Odamex 0.5.1 was released on December 10th, 2010.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations. <br />
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.<br />
* More centralizing of the game state code into the common base<br />
* Non-infinite height actors (z-height) now function.<br />
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.<br />
<br />
Odamex Client Changes:<br />
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.<br />
* Support for resolutions up to 2048x1536.<br />
* Improved prediction when moving up/down stairs and similar sectors.<br />
* Player color sliders in the menu now move much faster when holding down a direction.<br />
<br />
Odamex Server Changes:<br />
* Fixed bug where downloading clients were considered in-game.<br />
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].<br />
<br />
Odamex Xbox Changes:<br />
* Chat macro support<br />
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.<br />
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)<br />
* The launcher loads Odamex properly when it uses a long path name<br />
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag<br />
* Various other bug fixes<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
<br />
== Odamex 0.5.0 (r1793) ==<br />
Odamex 0.5.0 should be officially released on August 24th, 2010.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Dozens of bug fixes and code optimizations.<br />
* Further improved netcode for large games and coop. <br />
* Improved weapon/item desync issues.<br />
* Improved Odamex protocol.<br />
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.<br />
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.<br />
* Boom editing features are now fully supported.<br />
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.<br />
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.<br />
<br />
Odamex Client Changes:<br />
* New reorganized, scrollable menus.<br />
* Fix saving/loading for single player games.<br />
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.<br />
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.<br />
* ALT+F4 now brings up the quit screen on windows platforms.<br />
<br />
Odamex Server Changes:<br />
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].<br />
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.<br />
* Changed cvar [[co_level8soundfeature]] to be under server control.<br />
<br />
Odamex Launcher Changes:<br />
* Improved GUI.<br />
* New graphical ping indicators.<br />
* New server detail window which shows server version, revision, and settings.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
= Odamex 0.4.X Series =<br />
== Odamex 0.4.4 (r1352) ==<br />
Odamex 0.4.4 was officially released on December 25th, 2009.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Further improved client/server sector desyncs.<br />
* Improved dehacked/bex support.<br />
* Fixed memory corruption issue that affected Plutonia 2 pwad.<br />
<br />
Odamex Client Changes:<br />
* Spynext works in cooperative once again.<br />
* Resolved "No Player # Start" disconnect from servers.<br />
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.<br />
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.<br />
<br />
Odamex Server Changes:<br />
* Resolved memory leak issues.<br />
* Fixed server crash when using "clearmaplist" on win32 machines<br />
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.<br />
* Random item spawns in CTF appear to be corrected with revision 1284.<br />
* Cheats should work correctly for clients now when they are enabled server side.<br />
<br />
Odamex Launcher Changes:<br />
* General code optimizations<br />
* Increased Mac OSX support<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.4.3 (r1228) ==<br />
Odamex 0.4.3 was officially released on March 7th, 2009.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Improved client/server sector desyncs<br />
* General bug fixes and code optimizations<br />
<br />
Odamex Client Changes:<br />
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.<br />
* Video mode testing has been restored in the options menu.<br />
* Player color selection now allows for a wider range of colors to be selected from the menu.<br />
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.<br />
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.<br />
<br />
Odamex Server Changes:<br />
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.<br />
* Players no longer retain keys picked up in the previous map in coop.<br />
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.<br />
<br />
Odamex Launcher Changes:<br />
* Team Deathmatch servers reporting incorrectly has been corrected.<br />
* Directory browsing has been made more user friendly.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.4.2 (r1169) ==<br />
Odamex 0.4.2 was officially released on October 8th, 2008.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Manual flag return CTF behavior corrected<br />
* Added separate CTF sound channels to prevent CTF sound cancelling<br />
* General bug fixes and code optimizations<br />
* Wall humping can now be heard again<br />
* Silent BFG behavior corrected<br />
<br />
Odamex Client Changes:<br />
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project<br />
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)<br />
* Players who join a server during a game are properly displayed as spectators<br />
<br />
Odamex Server Changes:<br />
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.<br />
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.<br />
* [[sv_shufflemaplist]] cvar is implemented.<br />
* [[sv_doubleammo]] cvar is implemented.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]<br />
<br />
== Odamex 0.4.1 (r1037) ==<br />
Odamex 0.4.1 was officially released on August 3rd, 2008.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Freelook issues resolved<br />
* General bug fixes and code optimizations<br />
* Improved weapon desyncs<br />
* Moving platforms move smoother now<br />
* Passworded server support<br />
* Wad Downloading Fixed<br />
<br />
Odamex Client Changes:<br />
* Client joined/left notifications ([[cl_connectalert]])<br />
* More mouse code improvements<br />
* "[[serverinfo]]" console command now outputs current server CVARs neatly<br />
<br />
Odamex Server Changes:<br />
* Autoaim freelook bug fixed<br />
* "[[sv_emptyreset]]" CVAR works correctly again<br />
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time<br />
* Servers now sync CVAR states with clients<br />
<br />
Odamex Launcher Changes:<br />
* Launcher now pulls servers from every specified master address<br />
* Minor improvements and fixes<br />
<br />
=== Downloads ===<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]<br />
<br />
<br />
== Odamex 0.4.0 (r916) ==<br />
Odamex 0.4.0 was officially released on June 6th, 2008.<br />
<br />
=== Changes ===<br />
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.<br />
<br />
General Odamex Changes:<br />
* New upstream release<br />
* General bug fixes and code optimizations<br />
* Improved stability <br />
* Improved client/server network prediction <br />
* Cooperative gameplay improvements<br />
* Spectator Support<br />
* True doom2.exe physics further replicated<br />
<br />
Odamex Client Changes:<br />
* Mouse code improvements<br />
* Multiplayer target HUD<br />
* New audio code from Chocolate-Doom<br />
* Updated odamex.wad resources, new CTF sprites<br />
* Vastly improved doom2.exe demo playback<br />
<br />
Odamex Server Changes:<br />
* New [[Map_List|maplist]] options for server<br />
* [[Ban_and_exception_lists|Server banlist support]]<br />
* [[Ban_and_exception_lists|Server whitelist support]]<br />
<br />
Odamex Launcher Changes:<br />
* Ability to specify Odamex directory<br />
* Multi-threaded server querying<br />
* Launcher remembers window size after closing<br />
<br />
=== Downloads ===<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.3 (r476) =<br />
Odamex 0.3 was officially released on November 4th, 2007.<br />
<br />
Odamex 0.3 is the first version to remove the alpha status.<br />
<br />
== Changes ==<br />
A myriad of changes have been added since the previous version, such as:<br />
* Removal of non-free resources<br />
* Cvar and code additions, removals and cleanups<br />
* Single player mode readded<br />
* More bug fixes<br />
* Demo compatibility fixes<br />
* Launcher improvements<br />
<br />
A comprehensive list of changes can be found in the CHANGELOG file<br />
shipped with Odamex.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]<br />
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]<br />
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.2a (r149) =<br />
<br />
Odamex 0.2a was officially released on February 20th, 2007.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.1a (r33) =<br />
<br />
Odamex 0.1a was officially released on January 19th, 2007.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]<br />
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]</div>Hekksyhttps://odamex.net/w/index.php?title=Releases&diff=3928Releases2019-07-26T19:15:53Z<p>Hekksy: /* Changes */ TODO actually compile the changelog since it was lost to time</p>
<hr />
<div>= Odamex 0.8.X Series =<br />
<br />
== Odamex 0.8.1 ==<br />
=== Changes ===<br />
<br />
Odamex 0.8.1 was released on July 22, 2019.<br />
<br />
====Bug-Fixes ====<br />
- Fixed a crash when using maplist with no wads specified<br />
- Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo<br />
- Fixed a bug where palette and blending would not be updated during intermission<br />
- Fixed active moving sectors getting stuck when switching from in-game to spectator mode<br />
- Fixed the alt key getting stuck on Windows when moving in and out of the Odamex window with tab<br />
- Fixed some vanilla demo de-syncs<br />
- Fixed some sectors not having the floor and ceiling textures updated in online mode<br />
- Fixed being able to drown in god mode<br />
- Fixed co_globalsound not working as intended<br />
- Fixed a bug where the client would hear switch activating sounds when connecting to a server<br />
- Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillar-boxes (see: Added vid_pillarbox below)<br />
- Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode<br />
- Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering<br />
<br />
==== Changes ====<br />
- The warm-up message now specifies which key needs to be pressed to "ready up"<br />
- Removed obsolete code that would only update sectors every 3rd tic that could result in de-syncs<br />
- Remove cl_updaterate since it is no longer used<br />
- Remove update_rate from userinfo since it is no longer used<br />
- In single-player mode the game will now pause if the console is on screen<br />
- The client is now much better optimized for rendering transparency<br />
- Modified some of the default binds to be more in alignment with modern shooter controls<br />
- Bobbing is now disabled in spectator mode and flying and mouselook are on by default<br />
<br />
==== Additions ====<br />
- The server will now inform the user that the maplist was cleared<br />
- Updated compatible versions of FreeDoom to include 0.10 to 0.11.2<br />
- Added sv_respawnsuper, which can enable and disable super power-ups like megasphere and invulnerability sphere<br />
- Added "lobby" support to MAPINFO to allow players to create lobby maps<br />
- Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source.<br />
- Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death.<br />
- Added hud_demobar to now hide the progression bar during the playback of a demo<br />
- Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF<br />
- Added options for filtering specific gamemode demos in the network settings<br />
- Added Nintendo Switch support (no official release yet)<br />
- Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillar-boxing in lower resolutions like 640x480<br />
- 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 <br />
happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the variable will be removed and it will be turned on permanently<br />
<br />
== Odamex 0.8.0 ==<br />
=== Changes ===<br />
<br />
Odamex 0.8.0 was released on January 25, 2018.<br />
<br />
==== General/Major: ====<br />
- SDL2 Support<br />
- Video Abstraction<br />
- Moved from SVN to GitHub<br />
- Automatic crash dump generated on Windows for client and server<br />
- AppVeyor build support<br />
- Replace deprecated Mac API<br />
- Numerous optimizations and bug fixes<br />
- Many crashes are now fixed<br />
- Optimizations to iwad identification<br />
- Optimizations to wad downloading<br />
<br />
==== Bug-Fixes ====<br />
- Fix screenshots<br />
- Draw the crosshair last, prevents it from being covered up by weapons<br />
- Fix weapon bob issues<br />
- Tweaked automap drawing and text printing<br />
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom<br />
- Fix "bumpgamma" cmd in 32bpp color mode<br />
- Odalaunch optimization<br />
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)<br />
- co_globalsound makes player pickup sounds global for all players<br />
- Fixed bouncing as flying spectator <br />
- Fix mouse movement issues with shorttics<br />
- Numerous vanilla demo recording fixes and improvements<br />
- Fixed issue with player colors. Improvements to forced player colors<br />
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes<br />
- Spy mode now displays keys people have on COOP mode<br />
<br />
==== Changes: ====<br />
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon<br />
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys<br />
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound<br />
- Merge co_fixzerotags into co_zdoomphys<br />
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it<br />
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400<br />
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom<br />
- Remove the (unused) client CVAR vid_defbits<br />
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated<br />
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability<br />
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability<br />
- Remove unused cvar sv_maxlives<br />
- New color options for text messages in the display menu.<br />
- Reimplement server CVAR sv_emptyfreeze (disabled by default)<br />
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2<br />
- Removed classic Doom CTF status bar<br />
- Various improvements on game consoles<br />
- snd_samplerate is now default 44100, but can be changed as low as 22050.<br />
<br />
==== Additions: ====<br />
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering<br />
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed<br />
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command<br />
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)<br />
- Send CTF score updates to downloading clients<br />
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg<br />
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2<br />
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players<br />
- Add cl_serverdownload to client. Enables/disables wad downloading from server<br />
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)<br />
- Add incoming/outgoing network traffic in cl_netgraph<br />
- Respect nojump/freelook MAPINFO commands.<br />
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up<br />
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.<br />
<br />
= Odamex 0.7.X Series =<br />
<br />
== Odamex 0.7.0 ==<br />
=== Changes ===<br />
<br />
Odamex 0.7.0 was released on March 27, 2014.<br />
<br />
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.<br />
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.<br />
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.<br />
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.<br />
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.<br />
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.<br />
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.<br />
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.<br />
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.<br />
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.<br />
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.<br />
-The pause key can now be used to pause a netdemo.<br />
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.<br />
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.<br />
-Fix crash that could occur when loading WAD files while a LMP demo is playing.<br />
-Improved the speed of querying servers in OdaLauncher.<br />
-Add kill/death ratio to server information in OdaLauncher.<br />
-Add server search functionality in OdaLauncher.<br />
-Add support for up to 65535 vertices in a map.<br />
-Add support for up more than 65536 segs, subsectors and nodes in a map.<br />
-Add support for the XNOD uncompressed ZDBSP extended node format.<br />
-Fix a bug that causes the server to mis-identify DOOM1.WAD.<br />
-Improve the identification of FreeDoom WAD files.<br />
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.<br />
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.<br />
-Make cheat codes case-insensitive.<br />
-Fix a crash displaying the FreeDoom CREDIT patch.<br />
-Fix toggling of latched cvars with the "toggle" client command.<br />
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).<br />
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).<br />
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).<br />
-Remove snd_timeout cvar (unused).<br />
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.<br />
-Only one CTF announcer sound will play at a time per team.<br />
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.<br />
-Fix the handling of raw lump files.<br />
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).<br />
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.<br />
-Screenshots are now in PNG format.<br />
-Fix a crash that could occur if the map changes while there are sectors moving.<br />
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.<br />
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).<br />
-Rendering engine rewritten for greatly increased visual accuracy.<br />
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.<br />
-Updated Announcer<br />
-Added cl_autoscreenshot: takes a screenshot at every intermission<br />
<br />
= Odamex 0.6.X Series =<br />
<br />
== Odamex 0.6.4 (r4064) ==<br />
=== Changes ===<br />
<br />
Odamex 0.6.4 was released on August 4, 2013. <br />
<br />
==== General/Major: ====<br />
- Added support for raw mouse input for Windows. This provides unaccelerated mouse input even when SDL is unable to (Windows Vista / 7 / 8). This is now the default for Windows users<br />
<br />
==== Bug-Fixes: ====<br />
- Fix an autoaim bug that ignored a client's cl_aimdist setting when using freelook <br />
- Fix the frame rate decrease that occurs when a player is looking directly at a very close wall and they are using a screen width that is a power-of-two (512, 1024, 2048, etc.) <br />
- Fix obituaries for rocket deaths. The obituary for splash damage was swapped with the obituary for direct hits <br />
- Add an additional small fix for a vanilla bug with co_blockmapfix enabled. Ignore the first entry in a block's list of lines, since it is not valid and typically is linedef 0 <br />
- Fix CPU slowdowns when PortMidi tries to play a section of a MIDI song that has more than 100 events in the span of one tic (28ms) <br />
- Fix a bug that sent all team chat messages to spectators on the same team <br />
- Fix freezes with maps requiring large numbers of TID, such as dvii-1u.wad MAP19 <br />
- Fix a bug that would use the past position of the wrong player when performing reconciliation with sv_unlag under certain circumstances. This could be seen by flags dropping at the location of players besides the flag carrier in CTF <br />
<br />
==== Changes: ====<br />
<br />
- Removed r_widescreen CVAR (see: Added vid_widescreen CVAR below)<br />
- Pillar boxing is used in place of horizontal stretching<br />
- Letter boxing is used in 4:3 video modes with wide field-of-view<br />
- Change the ammo usage per shot for railguns to match "Ammo use" and change weapons if the railgun does not have "Min ammo". Note that if the DeHackEd patch that implements the railgun does not otherwise specify, the railgun will use the amount of ammo per shot as the weapon it replaces.<br />
- Change the default color of team chat messages from green to orange<br />
<br />
==== Additions: ====<br />
<br />
- Added vid_maxfps CVAR to allow frame rates greater than 35. Users can cap to an arbitrary frame rate or have completely uncapped frame rates. Interpolation between game logic states is used for frame rates other than 35<br />
- Added vid_widescreen CVAR (default = 0) to indicate the user prefers a wide field-of-view<br />
- Add the -timedemo commandline parameter to gauge rendering speed. The speed of the physics can be gauged by additionally including the -nodraw parameter. The impact of the screen blitting can be gauged with the additional -noblit parameter<br />
- Add support for ZDoom in Doom format horizon lines (special #337)<br />
- Add support for the ZDoom DeHackEd weapon extensions "Ammo use" and "Min ammo" and "Ammo per shot" from Eternity<br />
<br />
== Odamex 0.6.3 (r3801) ==<br />
<br />
=== Changes ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.3 was released on April 25th, 2013.<br />
<br />
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).<br />
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).<br />
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.<br />
+ Added: Various inventory-based ACS functions from ZDoom 1.23.<br />
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.<br />
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.<br />
* Fixed a visual issue that made animated sprites appear to jiggle.<br />
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.<br />
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.<br />
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.<br />
* Faster searching for WAD resources.<br />
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.<br />
* Fixed: The orientation of rotated textures on slopes.<br />
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.<br />
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.<br />
+ Added: messagemode2 (team chat) is now bound to the Y key by default.<br />
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.<br />
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.<br />
* Fixed: A spectator could fly in any vanilla-physics server.<br />
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.<br />
* Fixed a crash that occasionally could occur when a player is downloading from the server.<br />
+ Added: The automap now follows the player who is being spied on.<br />
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.<br />
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).<br />
* Vanilla gamma now extends to level 8.0 with intermediate values possible.<br />
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.<br />
* Fixed: r_detail broke with the implementation of widescreen.<br />
* Prevent the console from hiding when the built-in demo loop plays.<br />
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.<br />
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.<br />
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.<br />
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.<br />
+ Added support for ZDoom sector special 115 - InstaKill<br />
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.<br />
* Fixed: Some long sound effects would cause the client to crash.<br />
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.<br />
* sv_unblockplayers now prevents telefragging as well.<br />
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.<br />
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.<br />
+ Added: A countdown proceding a map restart.<br />
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. <br />
* Updated Compatibility Options menu with newer compatibility flags.<br />
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.<br />
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.<br />
+ All gameplay cvars are now latched and need a map restart to activate.<br />
<br />
== Odamex 0.6.2 (r3529) ==<br />
<br />
=== Changes ===<br />
<br />
Odamex 0.6.3 was released on December 15, 2012.<br />
<br />
==== General/Major: ====<br />
<br />
==== Bug-Fixes ====<br />
<br />
==== Changes: ====<br />
<br />
==== Additions: ====<br />
<br />
== Odamex 0.6.1 (r3309) ==<br />
<br />
=== [[Odamex061_Changelog|Changes]] ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.1 was released on July 4th, 2012.<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Console optimizations. Includes a fix for aliases that contain parameters.<br />
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.<br />
* Added several ZDoom 1.23 actors, notably thing thrusters.<br />
* The vanilla disk loading icon now displays when the in-game cache is being updated.<br />
<br />
<br />
<br />
Odamex Client Changes:<br />
* Renderer improvements.<br />
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.<br />
* A variety of spectator fixes and enhancements.<br />
* New voice announcer system.<br />
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.<br />
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.<br />
* Addition of '''turnspeeds''' command. <br />
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.<br />
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.<br />
<br />
<br />
Odamex Server Changes:<br />
* Added '''sv_maxplayersperteam'''.<br />
* Addition of server lock, spectator, and team color icons in ag-odalaunch.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* You can now right-click a server in Odalaunch to get a server's IP.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]<br />
<br />
== Odamex 0.6.0 (r3177) ==<br />
<br />
=== [[Odamex06_Changelog|Changes]] ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.0 was released on May 12th, 2012.<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Addition of GPL Compatible slopes.<br />
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.<br />
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.<br />
* Brand new [[voting]] system. Includes built-in GUI.<br />
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].<br />
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.<br />
* Restored particle fountains, sparks, and the railgun.<br />
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).<br />
* Updated the ACS interpreter to ZDoom 1.23.<br />
* Launcher queries and player connections are now allowed during intermission.<br />
<br />
<br />
Odamex Client Changes:<br />
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.<br />
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.<br />
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.<br />
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.<br />
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.<br />
* New mouse options and default settings. New ZDoom mouse type.<br />
* Numerous new network options, which can be accessed through the Network Options menu.<br />
* Progress bar for wads currently being downloaded.<br />
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.<br />
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.<br />
* Ability to scale the volume of game alert sounds in Capture the Flag games.<br />
<br />
<br />
Odamex Server Changes:<br />
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].<br />
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.<br />
* Server can now control the total time of an intermission.<br />
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.<br />
* Prevent clients from using blank names on servers.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* Added high resolution icons.<br />
* Added support for wxWidgets 2.9.<br />
* Visual improvements.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]<br />
<br />
= Odamex 0.5.X Series =<br />
<br />
== Odamex 0.5.6 (r2582) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.6 was released on November 5th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* Fixed a bug that disconnected players immediately from a busy server.<br />
* Fixed a bug that caused jerky movement when players went over a tall ledge.<br />
<br />
<br />
Odamex Client Changes:<br />
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.<br />
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.<br />
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.<br />
* Prevent autoaim from aiming at teams in CTF or Team DM games.<br />
* Changed spectator chat to use the new team chat indicator sound.<br />
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.<br />
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.<br />
<br />
<br />
Odamex Server Changes:<br />
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.<br />
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* Fixed an issue where certain servers would not show in the launcher application.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.5 (r2549) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.5 was released on October 29th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* General bug fixes and code optimizations.<br />
* Improved Zdoom compatibility.<br />
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.<br />
* Dramatically improved in-game wad downloading speeds.<br />
* New [[help]] console command for both server and client.<br />
* Added [[rcon_logout]] command for clients.<br />
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.<br />
<br />
<br />
Odamex Client Changes:<br />
* Fixed a critical crash caused by sounds being played during in-game wad downloading<br />
* Addition of a Network Options menu<br />
* Many sound improvements, including better channel management<br />
* Alternate chat sound for team & spectator chat<br />
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.<br />
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.<br />
* Screenshots taken at arbitrary resolutions are no longer skewed.<br />
* Clients now have a 128 character limit on chat strings.<br />
<br />
Odamex Server Changes:<br />
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.<br />
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.<br />
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.<br />
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.<br />
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.4 (r2430) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.4 was released on August 9th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* General bug fixes and code optimizations.<br />
* Experimental Net Demos.<br />
* Experimental Unlagged.<br />
* Improved Zdoom compatibility.<br />
* Fix death cam bug from 0.5.3.<br />
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.<br />
* Apply Eternity's "west-facing spawns are silent" vanilla bug.<br />
<br />
<br />
Odamex Client Changes:<br />
* Mouse4/Mouse5 back button support.<br />
* Fix CTF ghost flags.<br />
* Fix CTF sound origin.<br />
* Scoreboard improvements.<br />
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].<br />
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.<br />
* Changed [[r_detail]] cvar default to 0.<br />
<br />
Odamex Server Changes:<br />
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.<br />
* [[co_zdoomphys]] now also enables two way wallrunning.<br />
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].<br />
* Begin removal of -config parameter support in favor of +exec.<br />
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.<br />
<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.3 (r2284) ==<br />
Odamex 0.5.3 was released on June 24th, 2011.<br />
=== Features ===<br />
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp<br />
* Restored dead player's view following the actor who killed them.<br />
<br />
=== Bug Fixes ===<br />
* Sometimes players would make a death scream when switching to spectate. Fixed.<br />
* Some video modes were duplicated under video mode options. Fixed.<br />
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.<br />
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.<br />
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.<br />
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.<br />
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.<br />
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.<br />
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.<br />
* Display names should only target living players. Fixed.<br />
* -fork would crash. Fixed.<br />
=== Notables ===<br />
''None''<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.2 (r2241) ==<br />
Odamex 0.5.2 was released on June 14th, 2011.<br />
<br />
=== Features ===<br />
* Much of the code is now shared between client and server. It is much more manageable and less desync prone<br />
* Platforms are now much better optimized<br />
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.<br />
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.<br />
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.<br />
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.<br />
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].<br />
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.<br />
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."<br />
<br />
=== Bug Fixes ===<br />
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.<br />
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.<br />
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.<br />
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.<br />
* Several vanilla demo desyncs are fixed.<br />
* Weapon changing desyncs are fixed.<br />
* Sometimes you would see the flag while you carried it. Fixed.<br />
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.<br />
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).<br />
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.<br />
* The CTF HUD display broke in 0.5.1. Fixed.<br />
* Projectile sounds (Player and Monster) would play multiple times online. Fixed. <br />
* Fixed the wrong light levels on some orthogonal linedefs.<br />
* The marine death animation played too fast online. Fixed.<br />
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.<br />
<br />
=== Notables ===<br />
* Xbox chat macros have been modifed. See README.Xbox.<br />
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.<br />
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.<br />
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.5.1 (r2038) ==<br />
Odamex 0.5.1 was released on December 10th, 2010.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations. <br />
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.<br />
* More centralizing of the game state code into the common base<br />
* Non-infinite height actors (z-height) now function.<br />
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.<br />
<br />
Odamex Client Changes:<br />
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.<br />
* Support for resolutions up to 2048x1536.<br />
* Improved prediction when moving up/down stairs and similar sectors.<br />
* Player color sliders in the menu now move much faster when holding down a direction.<br />
<br />
Odamex Server Changes:<br />
* Fixed bug where downloading clients were considered in-game.<br />
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].<br />
<br />
Odamex Xbox Changes:<br />
* Chat macro support<br />
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.<br />
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)<br />
* The launcher loads Odamex properly when it uses a long path name<br />
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag<br />
* Various other bug fixes<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
<br />
== Odamex 0.5.0 (r1793) ==<br />
Odamex 0.5.0 should be officially released on August 24th, 2010.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Dozens of bug fixes and code optimizations.<br />
* Further improved netcode for large games and coop. <br />
* Improved weapon/item desync issues.<br />
* Improved Odamex protocol.<br />
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.<br />
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.<br />
* Boom editing features are now fully supported.<br />
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.<br />
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.<br />
<br />
Odamex Client Changes:<br />
* New reorganized, scrollable menus.<br />
* Fix saving/loading for single player games.<br />
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.<br />
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.<br />
* ALT+F4 now brings up the quit screen on windows platforms.<br />
<br />
Odamex Server Changes:<br />
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].<br />
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.<br />
* Changed cvar [[co_level8soundfeature]] to be under server control.<br />
<br />
Odamex Launcher Changes:<br />
* Improved GUI.<br />
* New graphical ping indicators.<br />
* New server detail window which shows server version, revision, and settings.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
= Odamex 0.4.X Series =<br />
== Odamex 0.4.4 (r1352) ==<br />
Odamex 0.4.4 was officially released on December 25th, 2009.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Further improved client/server sector desyncs.<br />
* Improved dehacked/bex support.<br />
* Fixed memory corruption issue that affected Plutonia 2 pwad.<br />
<br />
Odamex Client Changes:<br />
* Spynext works in cooperative once again.<br />
* Resolved "No Player # Start" disconnect from servers.<br />
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.<br />
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.<br />
<br />
Odamex Server Changes:<br />
* Resolved memory leak issues.<br />
* Fixed server crash when using "clearmaplist" on win32 machines<br />
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.<br />
* Random item spawns in CTF appear to be corrected with revision 1284.<br />
* Cheats should work correctly for clients now when they are enabled server side.<br />
<br />
Odamex Launcher Changes:<br />
* General code optimizations<br />
* Increased Mac OSX support<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.4.3 (r1228) ==<br />
Odamex 0.4.3 was officially released on March 7th, 2009.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Improved client/server sector desyncs<br />
* General bug fixes and code optimizations<br />
<br />
Odamex Client Changes:<br />
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.<br />
* Video mode testing has been restored in the options menu.<br />
* Player color selection now allows for a wider range of colors to be selected from the menu.<br />
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.<br />
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.<br />
<br />
Odamex Server Changes:<br />
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.<br />
* Players no longer retain keys picked up in the previous map in coop.<br />
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.<br />
<br />
Odamex Launcher Changes:<br />
* Team Deathmatch servers reporting incorrectly has been corrected.<br />
* Directory browsing has been made more user friendly.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.4.2 (r1169) ==<br />
Odamex 0.4.2 was officially released on October 8th, 2008.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Manual flag return CTF behavior corrected<br />
* Added separate CTF sound channels to prevent CTF sound cancelling<br />
* General bug fixes and code optimizations<br />
* Wall humping can now be heard again<br />
* Silent BFG behavior corrected<br />
<br />
Odamex Client Changes:<br />
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project<br />
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)<br />
* Players who join a server during a game are properly displayed as spectators<br />
<br />
Odamex Server Changes:<br />
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.<br />
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.<br />
* [[sv_shufflemaplist]] cvar is implemented.<br />
* [[sv_doubleammo]] cvar is implemented.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]<br />
<br />
== Odamex 0.4.1 (r1037) ==<br />
Odamex 0.4.1 was officially released on August 3rd, 2008.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Freelook issues resolved<br />
* General bug fixes and code optimizations<br />
* Improved weapon desyncs<br />
* Moving platforms move smoother now<br />
* Passworded server support<br />
* Wad Downloading Fixed<br />
<br />
Odamex Client Changes:<br />
* Client joined/left notifications ([[cl_connectalert]])<br />
* More mouse code improvements<br />
* "[[serverinfo]]" console command now outputs current server CVARs neatly<br />
<br />
Odamex Server Changes:<br />
* Autoaim freelook bug fixed<br />
* "[[sv_emptyreset]]" CVAR works correctly again<br />
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time<br />
* Servers now sync CVAR states with clients<br />
<br />
Odamex Launcher Changes:<br />
* Launcher now pulls servers from every specified master address<br />
* Minor improvements and fixes<br />
<br />
=== Downloads ===<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]<br />
<br />
<br />
== Odamex 0.4.0 (r916) ==<br />
Odamex 0.4.0 was officially released on June 6th, 2008.<br />
<br />
=== Changes ===<br />
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.<br />
<br />
General Odamex Changes:<br />
* New upstream release<br />
* General bug fixes and code optimizations<br />
* Improved stability <br />
* Improved client/server network prediction <br />
* Cooperative gameplay improvements<br />
* Spectator Support<br />
* True doom2.exe physics further replicated<br />
<br />
Odamex Client Changes:<br />
* Mouse code improvements<br />
* Multiplayer target HUD<br />
* New audio code from Chocolate-Doom<br />
* Updated odamex.wad resources, new CTF sprites<br />
* Vastly improved doom2.exe demo playback<br />
<br />
Odamex Server Changes:<br />
* New [[Map_List|maplist]] options for server<br />
* [[Ban_and_exception_lists|Server banlist support]]<br />
* [[Ban_and_exception_lists|Server whitelist support]]<br />
<br />
Odamex Launcher Changes:<br />
* Ability to specify Odamex directory<br />
* Multi-threaded server querying<br />
* Launcher remembers window size after closing<br />
<br />
=== Downloads ===<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.3 (r476) =<br />
Odamex 0.3 was officially released on November 4th, 2007.<br />
<br />
Odamex 0.3 is the first version to remove the alpha status.<br />
<br />
== Changes ==<br />
A myriad of changes have been added since the previous version, such as:<br />
* Removal of non-free resources<br />
* Cvar and code additions, removals and cleanups<br />
* Single player mode readded<br />
* More bug fixes<br />
* Demo compatibility fixes<br />
* Launcher improvements<br />
<br />
A comprehensive list of changes can be found in the CHANGELOG file<br />
shipped with Odamex.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]<br />
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]<br />
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.2a (r149) =<br />
<br />
Odamex 0.2a was officially released on February 20th, 2007.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.1a (r33) =<br />
<br />
Odamex 0.1a was officially released on January 19th, 2007.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]<br />
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]</div>Hekksyhttps://odamex.net/w/index.php?title=Releases&diff=3927Releases2019-07-26T19:01:48Z<p>Hekksy: /* Odamex 0.6.4 (r4064) */ Finally added the changelog</p>
<hr />
<div>= Odamex 0.8.X Series =<br />
<br />
== Odamex 0.8.1 ==<br />
=== Changes ===<br />
<br />
Odamex 0.8.1 was released on July 22, 2019.<br />
<br />
====Bug-Fixes ====<br />
- Fixed a crash when using maplist with no wads specified<br />
- Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo<br />
- Fixed a bug where palette and blending would not be updated during intermission<br />
- Fixed active moving sectors getting stuck when switching from in-game to spectator mode<br />
- Fixed the alt key getting stuck on Windows when moving in and out of the Odamex window with tab<br />
- Fixed some vanilla demo de-syncs<br />
- Fixed some sectors not having the floor and ceiling textures updated in online mode<br />
- Fixed being able to drown in god mode<br />
- Fixed co_globalsound not working as intended<br />
- Fixed a bug where the client would hear switch activating sounds when connecting to a server<br />
- Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillar-boxes (see: Added vid_pillarbox below)<br />
- Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode<br />
- Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering<br />
<br />
==== Changes ====<br />
- The warm-up message now specifies which key needs to be pressed to "ready up"<br />
- Removed obsolete code that would only update sectors every 3rd tic that could result in de-syncs<br />
- Remove cl_updaterate since it is no longer used<br />
- Remove update_rate from userinfo since it is no longer used<br />
- In single-player mode the game will now pause if the console is on screen<br />
- The client is now much better optimized for rendering transparency<br />
- Modified some of the default binds to be more in alignment with modern shooter controls<br />
- Bobbing is now disabled in spectator mode and flying and mouselook are on by default<br />
<br />
==== Additions ====<br />
- The server will now inform the user that the maplist was cleared<br />
- Updated compatible versions of FreeDoom to include 0.10 to 0.11.2<br />
- Added sv_respawnsuper, which can enable and disable super power-ups like megasphere and invulnerability sphere<br />
- Added "lobby" support to MAPINFO to allow players to create lobby maps<br />
- Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source.<br />
- Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death.<br />
- Added hud_demobar to now hide the progression bar during the playback of a demo<br />
- Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF<br />
- Added options for filtering specific gamemode demos in the network settings<br />
- Added Nintendo Switch support (no official release yet)<br />
- Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillar-boxing in lower resolutions like 640x480<br />
- 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 <br />
happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the variable will be removed and it will be turned on permanently<br />
<br />
== Odamex 0.8.0 ==<br />
=== Changes ===<br />
<br />
Odamex 0.8.0 was released on January 25, 2018.<br />
<br />
==== General/Major: ====<br />
- SDL2 Support<br />
- Video Abstraction<br />
- Moved from SVN to GitHub<br />
- Automatic crash dump generated on Windows for client and server<br />
- AppVeyor build support<br />
- Replace deprecated Mac API<br />
- Numerous optimizations and bug fixes<br />
- Many crashes are now fixed<br />
- Optimizations to iwad identification<br />
- Optimizations to wad downloading<br />
<br />
==== Bug-Fixes ====<br />
- Fix screenshots<br />
- Draw the crosshair last, prevents it from being covered up by weapons<br />
- Fix weapon bob issues<br />
- Tweaked automap drawing and text printing<br />
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom<br />
- Fix "bumpgamma" cmd in 32bpp color mode<br />
- Odalaunch optimization<br />
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)<br />
- co_globalsound makes player pickup sounds global for all players<br />
- Fixed bouncing as flying spectator <br />
- Fix mouse movement issues with shorttics<br />
- Numerous vanilla demo recording fixes and improvements<br />
- Fixed issue with player colors. Improvements to forced player colors<br />
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes<br />
- Spy mode now displays keys people have on COOP mode<br />
<br />
==== Changes: ====<br />
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon<br />
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys<br />
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound<br />
- Merge co_fixzerotags into co_zdoomphys<br />
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it<br />
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400<br />
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom<br />
- Remove the (unused) client CVAR vid_defbits<br />
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated<br />
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability<br />
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability<br />
- Remove unused cvar sv_maxlives<br />
- New color options for text messages in the display menu.<br />
- Reimplement server CVAR sv_emptyfreeze (disabled by default)<br />
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2<br />
- Removed classic Doom CTF status bar<br />
- Various improvements on game consoles<br />
- snd_samplerate is now default 44100, but can be changed as low as 22050.<br />
<br />
==== Additions: ====<br />
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering<br />
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed<br />
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command<br />
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)<br />
- Send CTF score updates to downloading clients<br />
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg<br />
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2<br />
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players<br />
- Add cl_serverdownload to client. Enables/disables wad downloading from server<br />
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)<br />
- Add incoming/outgoing network traffic in cl_netgraph<br />
- Respect nojump/freelook MAPINFO commands.<br />
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up<br />
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.<br />
<br />
= Odamex 0.7.X Series =<br />
<br />
== Odamex 0.7.0 ==<br />
=== Changes ===<br />
<br />
Odamex 0.7.0 was released on March 27, 2014.<br />
<br />
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.<br />
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.<br />
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.<br />
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.<br />
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.<br />
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.<br />
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.<br />
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.<br />
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.<br />
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.<br />
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.<br />
-The pause key can now be used to pause a netdemo.<br />
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.<br />
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.<br />
-Fix crash that could occur when loading WAD files while a LMP demo is playing.<br />
-Improved the speed of querying servers in OdaLauncher.<br />
-Add kill/death ratio to server information in OdaLauncher.<br />
-Add server search functionality in OdaLauncher.<br />
-Add support for up to 65535 vertices in a map.<br />
-Add support for up more than 65536 segs, subsectors and nodes in a map.<br />
-Add support for the XNOD uncompressed ZDBSP extended node format.<br />
-Fix a bug that causes the server to mis-identify DOOM1.WAD.<br />
-Improve the identification of FreeDoom WAD files.<br />
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.<br />
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.<br />
-Make cheat codes case-insensitive.<br />
-Fix a crash displaying the FreeDoom CREDIT patch.<br />
-Fix toggling of latched cvars with the "toggle" client command.<br />
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).<br />
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).<br />
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).<br />
-Remove snd_timeout cvar (unused).<br />
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.<br />
-Only one CTF announcer sound will play at a time per team.<br />
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.<br />
-Fix the handling of raw lump files.<br />
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).<br />
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.<br />
-Screenshots are now in PNG format.<br />
-Fix a crash that could occur if the map changes while there are sectors moving.<br />
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.<br />
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).<br />
-Rendering engine rewritten for greatly increased visual accuracy.<br />
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.<br />
-Updated Announcer<br />
-Added cl_autoscreenshot: takes a screenshot at every intermission<br />
<br />
= Odamex 0.6.X Series =<br />
<br />
== Odamex 0.6.4 (r4064) ==<br />
=== Changes ===<br />
<br />
Odamex 0.6.4 was released on August 4, 2013. <br />
<br />
==== General/Major: ====<br />
- Added support for raw mouse input for Windows. This provides unaccelerated mouse input even when SDL is unable to (Windows Vista / 7 / 8). This is now the default for Windows users<br />
<br />
==== Bug-Fixes: ====<br />
- Fix an autoaim bug that ignored a client's cl_aimdist setting when using freelook <br />
- Fix the frame rate decrease that occurs when a player is looking directly at a very close wall and they are using a screen width that is a power-of-two (512, 1024, 2048, etc.) <br />
- Fix obituaries for rocket deaths. The obituary for splash damage was swapped with the obituary for direct hits <br />
- Add an additional small fix for a vanilla bug with co_blockmapfix enabled. Ignore the first entry in a block's list of lines, since it is not valid and typically is linedef 0 <br />
- Fix CPU slowdowns when PortMidi tries to play a section of a MIDI song that has more than 100 events in the span of one tic (28ms) <br />
- Fix a bug that sent all team chat messages to spectators on the same team <br />
- Fix freezes with maps requiring large numbers of TID, such as dvii-1u.wad MAP19 <br />
- Fix a bug that would use the past position of the wrong player when performing reconciliation with sv_unlag under certain circumstances. This could be seen by flags dropping at the location of players besides the flag carrier in CTF <br />
<br />
==== Changes: ====<br />
<br />
- Removed r_widescreen CVAR (see: Added vid_widescreen CVAR below)<br />
- Pillar boxing is used in place of horizontal stretching<br />
- Letter boxing is used in 4:3 video modes with wide field-of-view<br />
- Change the ammo usage per shot for railguns to match "Ammo use" and change weapons if the railgun does not have "Min ammo". Note that if the DeHackEd patch that implements the railgun does not otherwise specify, the railgun will use the amount of ammo per shot as the weapon it replaces.<br />
- Change the default color of team chat messages from green to orange<br />
<br />
==== Additions: ====<br />
<br />
- Added vid_maxfps CVAR to allow frame rates greater than 35. Users can cap to an arbitrary frame rate or have completely uncapped frame rates. Interpolation between game logic states is used for frame rates other than 35<br />
- Added vid_widescreen CVAR (default = 0) to indicate the user prefers a wide field-of-view<br />
- Add the -timedemo commandline parameter to gauge rendering speed. The speed of the physics can be gauged by additionally including the -nodraw parameter. The impact of the screen blitting can be gauged with the additional -noblit parameter<br />
- Add support for ZDoom in Doom format horizon lines (special #337)<br />
- Add support for the ZDoom DeHackEd weapon extensions "Ammo use" and "Min ammo" and "Ammo per shot" from Eternity<br />
<br />
== Odamex 0.6.3 (r3801) ==<br />
<br />
=== Changes ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.3 was released on April 25th, 2013.<br />
<br />
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).<br />
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).<br />
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.<br />
+ Added: Various inventory-based ACS functions from ZDoom 1.23.<br />
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.<br />
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.<br />
* Fixed a visual issue that made animated sprites appear to jiggle.<br />
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.<br />
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.<br />
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.<br />
* Faster searching for WAD resources.<br />
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.<br />
* Fixed: The orientation of rotated textures on slopes.<br />
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.<br />
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.<br />
+ Added: messagemode2 (team chat) is now bound to the Y key by default.<br />
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.<br />
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.<br />
* Fixed: A spectator could fly in any vanilla-physics server.<br />
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.<br />
* Fixed a crash that occasionally could occur when a player is downloading from the server.<br />
+ Added: The automap now follows the player who is being spied on.<br />
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.<br />
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).<br />
* Vanilla gamma now extends to level 8.0 with intermediate values possible.<br />
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.<br />
* Fixed: r_detail broke with the implementation of widescreen.<br />
* Prevent the console from hiding when the built-in demo loop plays.<br />
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.<br />
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.<br />
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.<br />
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.<br />
+ Added support for ZDoom sector special 115 - InstaKill<br />
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.<br />
* Fixed: Some long sound effects would cause the client to crash.<br />
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.<br />
* sv_unblockplayers now prevents telefragging as well.<br />
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.<br />
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.<br />
+ Added: A countdown proceding a map restart.<br />
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. <br />
* Updated Compatibility Options menu with newer compatibility flags.<br />
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.<br />
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.<br />
+ All gameplay cvars are now latched and need a map restart to activate.<br />
<br />
== Odamex 0.6.2 (r3529) ==<br />
<br />
=== [[Odamex062_Changelog|Changes]] ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
Odamex 0.6.2 was released on December 15th, 2012.<br />
<br />
<br />
== Odamex 0.6.1 (r3309) ==<br />
<br />
=== [[Odamex061_Changelog|Changes]] ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.1 was released on July 4th, 2012.<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Console optimizations. Includes a fix for aliases that contain parameters.<br />
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.<br />
* Added several ZDoom 1.23 actors, notably thing thrusters.<br />
* The vanilla disk loading icon now displays when the in-game cache is being updated.<br />
<br />
<br />
<br />
Odamex Client Changes:<br />
* Renderer improvements.<br />
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.<br />
* A variety of spectator fixes and enhancements.<br />
* New voice announcer system.<br />
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.<br />
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.<br />
* Addition of '''turnspeeds''' command. <br />
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.<br />
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.<br />
<br />
<br />
Odamex Server Changes:<br />
* Added '''sv_maxplayersperteam'''.<br />
* Addition of server lock, spectator, and team color icons in ag-odalaunch.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* You can now right-click a server in Odalaunch to get a server's IP.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]<br />
<br />
== Odamex 0.6.0 (r3177) ==<br />
<br />
=== [[Odamex06_Changelog|Changes]] ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.0 was released on May 12th, 2012.<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Addition of GPL Compatible slopes.<br />
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.<br />
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.<br />
* Brand new [[voting]] system. Includes built-in GUI.<br />
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].<br />
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.<br />
* Restored particle fountains, sparks, and the railgun.<br />
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).<br />
* Updated the ACS interpreter to ZDoom 1.23.<br />
* Launcher queries and player connections are now allowed during intermission.<br />
<br />
<br />
Odamex Client Changes:<br />
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.<br />
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.<br />
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.<br />
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.<br />
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.<br />
* New mouse options and default settings. New ZDoom mouse type.<br />
* Numerous new network options, which can be accessed through the Network Options menu.<br />
* Progress bar for wads currently being downloaded.<br />
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.<br />
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.<br />
* Ability to scale the volume of game alert sounds in Capture the Flag games.<br />
<br />
<br />
Odamex Server Changes:<br />
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].<br />
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.<br />
* Server can now control the total time of an intermission.<br />
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.<br />
* Prevent clients from using blank names on servers.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* Added high resolution icons.<br />
* Added support for wxWidgets 2.9.<br />
* Visual improvements.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]<br />
<br />
= Odamex 0.5.X Series =<br />
<br />
== Odamex 0.5.6 (r2582) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.6 was released on November 5th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* Fixed a bug that disconnected players immediately from a busy server.<br />
* Fixed a bug that caused jerky movement when players went over a tall ledge.<br />
<br />
<br />
Odamex Client Changes:<br />
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.<br />
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.<br />
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.<br />
* Prevent autoaim from aiming at teams in CTF or Team DM games.<br />
* Changed spectator chat to use the new team chat indicator sound.<br />
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.<br />
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.<br />
<br />
<br />
Odamex Server Changes:<br />
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.<br />
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* Fixed an issue where certain servers would not show in the launcher application.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.5 (r2549) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.5 was released on October 29th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* General bug fixes and code optimizations.<br />
* Improved Zdoom compatibility.<br />
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.<br />
* Dramatically improved in-game wad downloading speeds.<br />
* New [[help]] console command for both server and client.<br />
* Added [[rcon_logout]] command for clients.<br />
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.<br />
<br />
<br />
Odamex Client Changes:<br />
* Fixed a critical crash caused by sounds being played during in-game wad downloading<br />
* Addition of a Network Options menu<br />
* Many sound improvements, including better channel management<br />
* Alternate chat sound for team & spectator chat<br />
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.<br />
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.<br />
* Screenshots taken at arbitrary resolutions are no longer skewed.<br />
* Clients now have a 128 character limit on chat strings.<br />
<br />
Odamex Server Changes:<br />
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.<br />
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.<br />
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.<br />
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.<br />
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.4 (r2430) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.4 was released on August 9th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* General bug fixes and code optimizations.<br />
* Experimental Net Demos.<br />
* Experimental Unlagged.<br />
* Improved Zdoom compatibility.<br />
* Fix death cam bug from 0.5.3.<br />
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.<br />
* Apply Eternity's "west-facing spawns are silent" vanilla bug.<br />
<br />
<br />
Odamex Client Changes:<br />
* Mouse4/Mouse5 back button support.<br />
* Fix CTF ghost flags.<br />
* Fix CTF sound origin.<br />
* Scoreboard improvements.<br />
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].<br />
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.<br />
* Changed [[r_detail]] cvar default to 0.<br />
<br />
Odamex Server Changes:<br />
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.<br />
* [[co_zdoomphys]] now also enables two way wallrunning.<br />
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].<br />
* Begin removal of -config parameter support in favor of +exec.<br />
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.<br />
<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.3 (r2284) ==<br />
Odamex 0.5.3 was released on June 24th, 2011.<br />
=== Features ===<br />
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp<br />
* Restored dead player's view following the actor who killed them.<br />
<br />
=== Bug Fixes ===<br />
* Sometimes players would make a death scream when switching to spectate. Fixed.<br />
* Some video modes were duplicated under video mode options. Fixed.<br />
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.<br />
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.<br />
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.<br />
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.<br />
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.<br />
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.<br />
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.<br />
* Display names should only target living players. Fixed.<br />
* -fork would crash. Fixed.<br />
=== Notables ===<br />
''None''<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.2 (r2241) ==<br />
Odamex 0.5.2 was released on June 14th, 2011.<br />
<br />
=== Features ===<br />
* Much of the code is now shared between client and server. It is much more manageable and less desync prone<br />
* Platforms are now much better optimized<br />
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.<br />
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.<br />
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.<br />
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.<br />
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].<br />
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.<br />
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."<br />
<br />
=== Bug Fixes ===<br />
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.<br />
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.<br />
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.<br />
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.<br />
* Several vanilla demo desyncs are fixed.<br />
* Weapon changing desyncs are fixed.<br />
* Sometimes you would see the flag while you carried it. Fixed.<br />
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.<br />
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).<br />
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.<br />
* The CTF HUD display broke in 0.5.1. Fixed.<br />
* Projectile sounds (Player and Monster) would play multiple times online. Fixed. <br />
* Fixed the wrong light levels on some orthogonal linedefs.<br />
* The marine death animation played too fast online. Fixed.<br />
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.<br />
<br />
=== Notables ===<br />
* Xbox chat macros have been modifed. See README.Xbox.<br />
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.<br />
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.<br />
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.5.1 (r2038) ==<br />
Odamex 0.5.1 was released on December 10th, 2010.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations. <br />
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.<br />
* More centralizing of the game state code into the common base<br />
* Non-infinite height actors (z-height) now function.<br />
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.<br />
<br />
Odamex Client Changes:<br />
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.<br />
* Support for resolutions up to 2048x1536.<br />
* Improved prediction when moving up/down stairs and similar sectors.<br />
* Player color sliders in the menu now move much faster when holding down a direction.<br />
<br />
Odamex Server Changes:<br />
* Fixed bug where downloading clients were considered in-game.<br />
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].<br />
<br />
Odamex Xbox Changes:<br />
* Chat macro support<br />
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.<br />
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)<br />
* The launcher loads Odamex properly when it uses a long path name<br />
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag<br />
* Various other bug fixes<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
<br />
== Odamex 0.5.0 (r1793) ==<br />
Odamex 0.5.0 should be officially released on August 24th, 2010.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Dozens of bug fixes and code optimizations.<br />
* Further improved netcode for large games and coop. <br />
* Improved weapon/item desync issues.<br />
* Improved Odamex protocol.<br />
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.<br />
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.<br />
* Boom editing features are now fully supported.<br />
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.<br />
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.<br />
<br />
Odamex Client Changes:<br />
* New reorganized, scrollable menus.<br />
* Fix saving/loading for single player games.<br />
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.<br />
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.<br />
* ALT+F4 now brings up the quit screen on windows platforms.<br />
<br />
Odamex Server Changes:<br />
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].<br />
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.<br />
* Changed cvar [[co_level8soundfeature]] to be under server control.<br />
<br />
Odamex Launcher Changes:<br />
* Improved GUI.<br />
* New graphical ping indicators.<br />
* New server detail window which shows server version, revision, and settings.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
= Odamex 0.4.X Series =<br />
== Odamex 0.4.4 (r1352) ==<br />
Odamex 0.4.4 was officially released on December 25th, 2009.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Further improved client/server sector desyncs.<br />
* Improved dehacked/bex support.<br />
* Fixed memory corruption issue that affected Plutonia 2 pwad.<br />
<br />
Odamex Client Changes:<br />
* Spynext works in cooperative once again.<br />
* Resolved "No Player # Start" disconnect from servers.<br />
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.<br />
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.<br />
<br />
Odamex Server Changes:<br />
* Resolved memory leak issues.<br />
* Fixed server crash when using "clearmaplist" on win32 machines<br />
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.<br />
* Random item spawns in CTF appear to be corrected with revision 1284.<br />
* Cheats should work correctly for clients now when they are enabled server side.<br />
<br />
Odamex Launcher Changes:<br />
* General code optimizations<br />
* Increased Mac OSX support<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.4.3 (r1228) ==<br />
Odamex 0.4.3 was officially released on March 7th, 2009.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Improved client/server sector desyncs<br />
* General bug fixes and code optimizations<br />
<br />
Odamex Client Changes:<br />
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.<br />
* Video mode testing has been restored in the options menu.<br />
* Player color selection now allows for a wider range of colors to be selected from the menu.<br />
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.<br />
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.<br />
<br />
Odamex Server Changes:<br />
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.<br />
* Players no longer retain keys picked up in the previous map in coop.<br />
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.<br />
<br />
Odamex Launcher Changes:<br />
* Team Deathmatch servers reporting incorrectly has been corrected.<br />
* Directory browsing has been made more user friendly.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.4.2 (r1169) ==<br />
Odamex 0.4.2 was officially released on October 8th, 2008.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Manual flag return CTF behavior corrected<br />
* Added separate CTF sound channels to prevent CTF sound cancelling<br />
* General bug fixes and code optimizations<br />
* Wall humping can now be heard again<br />
* Silent BFG behavior corrected<br />
<br />
Odamex Client Changes:<br />
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project<br />
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)<br />
* Players who join a server during a game are properly displayed as spectators<br />
<br />
Odamex Server Changes:<br />
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.<br />
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.<br />
* [[sv_shufflemaplist]] cvar is implemented.<br />
* [[sv_doubleammo]] cvar is implemented.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]<br />
<br />
== Odamex 0.4.1 (r1037) ==<br />
Odamex 0.4.1 was officially released on August 3rd, 2008.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Freelook issues resolved<br />
* General bug fixes and code optimizations<br />
* Improved weapon desyncs<br />
* Moving platforms move smoother now<br />
* Passworded server support<br />
* Wad Downloading Fixed<br />
<br />
Odamex Client Changes:<br />
* Client joined/left notifications ([[cl_connectalert]])<br />
* More mouse code improvements<br />
* "[[serverinfo]]" console command now outputs current server CVARs neatly<br />
<br />
Odamex Server Changes:<br />
* Autoaim freelook bug fixed<br />
* "[[sv_emptyreset]]" CVAR works correctly again<br />
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time<br />
* Servers now sync CVAR states with clients<br />
<br />
Odamex Launcher Changes:<br />
* Launcher now pulls servers from every specified master address<br />
* Minor improvements and fixes<br />
<br />
=== Downloads ===<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]<br />
<br />
<br />
== Odamex 0.4.0 (r916) ==<br />
Odamex 0.4.0 was officially released on June 6th, 2008.<br />
<br />
=== Changes ===<br />
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.<br />
<br />
General Odamex Changes:<br />
* New upstream release<br />
* General bug fixes and code optimizations<br />
* Improved stability <br />
* Improved client/server network prediction <br />
* Cooperative gameplay improvements<br />
* Spectator Support<br />
* True doom2.exe physics further replicated<br />
<br />
Odamex Client Changes:<br />
* Mouse code improvements<br />
* Multiplayer target HUD<br />
* New audio code from Chocolate-Doom<br />
* Updated odamex.wad resources, new CTF sprites<br />
* Vastly improved doom2.exe demo playback<br />
<br />
Odamex Server Changes:<br />
* New [[Map_List|maplist]] options for server<br />
* [[Ban_and_exception_lists|Server banlist support]]<br />
* [[Ban_and_exception_lists|Server whitelist support]]<br />
<br />
Odamex Launcher Changes:<br />
* Ability to specify Odamex directory<br />
* Multi-threaded server querying<br />
* Launcher remembers window size after closing<br />
<br />
=== Downloads ===<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.3 (r476) =<br />
Odamex 0.3 was officially released on November 4th, 2007.<br />
<br />
Odamex 0.3 is the first version to remove the alpha status.<br />
<br />
== Changes ==<br />
A myriad of changes have been added since the previous version, such as:<br />
* Removal of non-free resources<br />
* Cvar and code additions, removals and cleanups<br />
* Single player mode readded<br />
* More bug fixes<br />
* Demo compatibility fixes<br />
* Launcher improvements<br />
<br />
A comprehensive list of changes can be found in the CHANGELOG file<br />
shipped with Odamex.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]<br />
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]<br />
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.2a (r149) =<br />
<br />
Odamex 0.2a was officially released on February 20th, 2007.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.1a (r33) =<br />
<br />
Odamex 0.1a was officially released on January 19th, 2007.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]<br />
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]</div>Hekksyhttps://odamex.net/w/index.php?title=Main_Page&diff=3926Main Page2019-07-24T19:15:20Z<p>Hekksy: </p>
<hr />
<div><div id="mf-home"><br />
<h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1><br />
<br />
<div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;"><br />
<div class="col-md-6"><br />
== Getting started ==<br />
* [[Odamex|What is Odamex?]]<br />
* [[How to install|Installation]]<br />
* [[How to play|Gameplay]]<br />
* [[How to run a server|Running a server]]<br />
* [[How to build from source|Building from source]]<br />
* [[Frequently Asked Questions|FAQ]]<br />
</div><br />
<div class="col-md-6"><br />
== Community ==<br />
* [[Policy]]<br />
* [[Forums|Message Boards]]<br />
* [[Discord|Discord]]<br />
* [[Statistics|Statistics]]<br />
* [[Credits|Credits]]<br />
* [[Contacts|Contacts]]<br />
</div><br />
</div><br />
<div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;"><br />
<div class="col-md-6"><br />
== Documentation ==<br />
* [[License]]<br />
* [[Editing|Maps & Modifications]]<br />
* [[Troubleshooting]]<br />
* [[Commands]]<br />
* [[Variables]]<br />
* [[Releases]] (version history)<br />
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]<br />
* [http://doomwiki.org/wiki/Entryway The Doom Wiki]<br />
</div><br />
<div class="col-md-6"><br />
== Development ==<br />
* [[Bugs]]<br />
* [[Svn|GitHub]]<br />
* [[Coding_standard|Coding standard]]<br />
* [[Patches|Submitting Patches]]<br />
* [[Development roadmap|Roadmap]]<br />
* [[timeline|Historical Timeline]]<br />
* [[Hacker's Guide]]<br />
</div><br />
</div><br />
<h3><center><br />
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.<br />
</center></h3><br />
</div><br />
__NOTOC__ __NOEDITSECTION__</div>Hekksyhttps://odamex.net/w/index.php?title=Releases&diff=3925Releases2019-07-24T19:11:12Z<p>Hekksy: /* Odamex 0.8.1 */ Official changelog</p>
<hr />
<div>= Odamex 0.8.X Series =<br />
<br />
== Odamex 0.8.1 ==<br />
=== Changes ===<br />
<br />
Odamex 0.8.1 was released on July 22, 2019.<br />
<br />
====Bug-Fixes ====<br />
- Fixed a crash when using maplist with no wads specified<br />
- Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo<br />
- Fixed a bug where palette and blending would not be updated during intermission<br />
- Fixed active moving sectors getting stuck when switching from in-game to spectator mode<br />
- Fixed the alt key getting stuck on Windows when moving in and out of the Odamex window with tab<br />
- Fixed some vanilla demo de-syncs<br />
- Fixed some sectors not having the floor and ceiling textures updated in online mode<br />
- Fixed being able to drown in god mode<br />
- Fixed co_globalsound not working as intended<br />
- Fixed a bug where the client would hear switch activating sounds when connecting to a server<br />
- Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillar-boxes (see: Added vid_pillarbox below)<br />
- Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode<br />
- Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering<br />
<br />
==== Changes ====<br />
- The warm-up message now specifies which key needs to be pressed to "ready up"<br />
- Removed obsolete code that would only update sectors every 3rd tic that could result in de-syncs<br />
- Remove cl_updaterate since it is no longer used<br />
- Remove update_rate from userinfo since it is no longer used<br />
- In single-player mode the game will now pause if the console is on screen<br />
- The client is now much better optimized for rendering transparency<br />
- Modified some of the default binds to be more in alignment with modern shooter controls<br />
- Bobbing is now disabled in spectator mode and flying and mouselook are on by default<br />
<br />
==== Additions ====<br />
- The server will now inform the user that the maplist was cleared<br />
- Updated compatible versions of FreeDoom to include 0.10 to 0.11.2<br />
- Added sv_respawnsuper, which can enable and disable super power-ups like megasphere and invulnerability sphere<br />
- Added "lobby" support to MAPINFO to allow players to create lobby maps<br />
- Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source.<br />
- Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death.<br />
- Added hud_demobar to now hide the progression bar during the playback of a demo<br />
- Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF<br />
- Added options for filtering specific gamemode demos in the network settings<br />
- Added Nintendo Switch support (no official release yet)<br />
- Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillar-boxing in lower resolutions like 640x480<br />
- 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 <br />
happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the variable will be removed and it will be turned on permanently<br />
<br />
== Odamex 0.8.0 ==<br />
=== Changes ===<br />
<br />
Odamex 0.8.0 was released on January 25, 2018.<br />
<br />
==== General/Major: ====<br />
- SDL2 Support<br />
- Video Abstraction<br />
- Moved from SVN to GitHub<br />
- Automatic crash dump generated on Windows for client and server<br />
- AppVeyor build support<br />
- Replace deprecated Mac API<br />
- Numerous optimizations and bug fixes<br />
- Many crashes are now fixed<br />
- Optimizations to iwad identification<br />
- Optimizations to wad downloading<br />
<br />
==== Bug-Fixes ====<br />
- Fix screenshots<br />
- Draw the crosshair last, prevents it from being covered up by weapons<br />
- Fix weapon bob issues<br />
- Tweaked automap drawing and text printing<br />
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom<br />
- Fix "bumpgamma" cmd in 32bpp color mode<br />
- Odalaunch optimization<br />
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)<br />
- co_globalsound makes player pickup sounds global for all players<br />
- Fixed bouncing as flying spectator <br />
- Fix mouse movement issues with shorttics<br />
- Numerous vanilla demo recording fixes and improvements<br />
- Fixed issue with player colors. Improvements to forced player colors<br />
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes<br />
- Spy mode now displays keys people have on COOP mode<br />
<br />
==== Changes: ====<br />
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon<br />
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys<br />
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound<br />
- Merge co_fixzerotags into co_zdoomphys<br />
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it<br />
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400<br />
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom<br />
- Remove the (unused) client CVAR vid_defbits<br />
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated<br />
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability<br />
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability<br />
- Remove unused cvar sv_maxlives<br />
- New color options for text messages in the display menu.<br />
- Reimplement server CVAR sv_emptyfreeze (disabled by default)<br />
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2<br />
- Removed classic Doom CTF status bar<br />
- Various improvements on game consoles<br />
- snd_samplerate is now default 44100, but can be changed as low as 22050.<br />
<br />
==== Additions: ====<br />
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering<br />
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed<br />
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command<br />
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)<br />
- Send CTF score updates to downloading clients<br />
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg<br />
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2<br />
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players<br />
- Add cl_serverdownload to client. Enables/disables wad downloading from server<br />
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)<br />
- Add incoming/outgoing network traffic in cl_netgraph<br />
- Respect nojump/freelook MAPINFO commands.<br />
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up<br />
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.<br />
<br />
= Odamex 0.7.X Series =<br />
<br />
== Odamex 0.7.0 ==<br />
=== Changes ===<br />
<br />
Odamex 0.7.0 was released on March 27, 2014.<br />
<br />
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.<br />
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.<br />
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.<br />
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.<br />
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.<br />
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.<br />
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.<br />
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.<br />
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.<br />
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.<br />
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.<br />
-The pause key can now be used to pause a netdemo.<br />
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.<br />
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.<br />
-Fix crash that could occur when loading WAD files while a LMP demo is playing.<br />
-Improved the speed of querying servers in OdaLauncher.<br />
-Add kill/death ratio to server information in OdaLauncher.<br />
-Add server search functionality in OdaLauncher.<br />
-Add support for up to 65535 vertices in a map.<br />
-Add support for up more than 65536 segs, subsectors and nodes in a map.<br />
-Add support for the XNOD uncompressed ZDBSP extended node format.<br />
-Fix a bug that causes the server to mis-identify DOOM1.WAD.<br />
-Improve the identification of FreeDoom WAD files.<br />
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.<br />
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.<br />
-Make cheat codes case-insensitive.<br />
-Fix a crash displaying the FreeDoom CREDIT patch.<br />
-Fix toggling of latched cvars with the "toggle" client command.<br />
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).<br />
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).<br />
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).<br />
-Remove snd_timeout cvar (unused).<br />
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.<br />
-Only one CTF announcer sound will play at a time per team.<br />
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.<br />
-Fix the handling of raw lump files.<br />
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).<br />
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.<br />
-Screenshots are now in PNG format.<br />
-Fix a crash that could occur if the map changes while there are sectors moving.<br />
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.<br />
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).<br />
-Rendering engine rewritten for greatly increased visual accuracy.<br />
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.<br />
-Updated Announcer<br />
-Added cl_autoscreenshot: takes a screenshot at every intermission<br />
<br />
= Odamex 0.6.X Series =<br />
<br />
== Odamex 0.6.4 (r4064) ==<br />
<br />
== Odamex 0.6.3 (r3801) ==<br />
<br />
=== Changes ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.3 was released on April 25th, 2013.<br />
<br />
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).<br />
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).<br />
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.<br />
+ Added: Various inventory-based ACS functions from ZDoom 1.23.<br />
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.<br />
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.<br />
* Fixed a visual issue that made animated sprites appear to jiggle.<br />
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.<br />
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.<br />
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.<br />
* Faster searching for WAD resources.<br />
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.<br />
* Fixed: The orientation of rotated textures on slopes.<br />
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.<br />
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.<br />
+ Added: messagemode2 (team chat) is now bound to the Y key by default.<br />
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.<br />
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.<br />
* Fixed: A spectator could fly in any vanilla-physics server.<br />
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.<br />
* Fixed a crash that occasionally could occur when a player is downloading from the server.<br />
+ Added: The automap now follows the player who is being spied on.<br />
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.<br />
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).<br />
* Vanilla gamma now extends to level 8.0 with intermediate values possible.<br />
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.<br />
* Fixed: r_detail broke with the implementation of widescreen.<br />
* Prevent the console from hiding when the built-in demo loop plays.<br />
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.<br />
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.<br />
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.<br />
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.<br />
+ Added support for ZDoom sector special 115 - InstaKill<br />
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.<br />
* Fixed: Some long sound effects would cause the client to crash.<br />
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.<br />
* sv_unblockplayers now prevents telefragging as well.<br />
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.<br />
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.<br />
+ Added: A countdown proceding a map restart.<br />
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. <br />
* Updated Compatibility Options menu with newer compatibility flags.<br />
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.<br />
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.<br />
+ All gameplay cvars are now latched and need a map restart to activate.<br />
<br />
== Odamex 0.6.2 (r3529) ==<br />
<br />
=== [[Odamex062_Changelog|Changes]] ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
Odamex 0.6.2 was released on December 15th, 2012.<br />
<br />
<br />
== Odamex 0.6.1 (r3309) ==<br />
<br />
=== [[Odamex061_Changelog|Changes]] ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.1 was released on July 4th, 2012.<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Console optimizations. Includes a fix for aliases that contain parameters.<br />
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.<br />
* Added several ZDoom 1.23 actors, notably thing thrusters.<br />
* The vanilla disk loading icon now displays when the in-game cache is being updated.<br />
<br />
<br />
<br />
Odamex Client Changes:<br />
* Renderer improvements.<br />
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.<br />
* A variety of spectator fixes and enhancements.<br />
* New voice announcer system.<br />
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.<br />
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.<br />
* Addition of '''turnspeeds''' command. <br />
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.<br />
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.<br />
<br />
<br />
Odamex Server Changes:<br />
* Added '''sv_maxplayersperteam'''.<br />
* Addition of server lock, spectator, and team color icons in ag-odalaunch.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* You can now right-click a server in Odalaunch to get a server's IP.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]<br />
<br />
== Odamex 0.6.0 (r3177) ==<br />
<br />
=== [[Odamex06_Changelog|Changes]] ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.0 was released on May 12th, 2012.<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Addition of GPL Compatible slopes.<br />
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.<br />
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.<br />
* Brand new [[voting]] system. Includes built-in GUI.<br />
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].<br />
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.<br />
* Restored particle fountains, sparks, and the railgun.<br />
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).<br />
* Updated the ACS interpreter to ZDoom 1.23.<br />
* Launcher queries and player connections are now allowed during intermission.<br />
<br />
<br />
Odamex Client Changes:<br />
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.<br />
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.<br />
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.<br />
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.<br />
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.<br />
* New mouse options and default settings. New ZDoom mouse type.<br />
* Numerous new network options, which can be accessed through the Network Options menu.<br />
* Progress bar for wads currently being downloaded.<br />
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.<br />
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.<br />
* Ability to scale the volume of game alert sounds in Capture the Flag games.<br />
<br />
<br />
Odamex Server Changes:<br />
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].<br />
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.<br />
* Server can now control the total time of an intermission.<br />
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.<br />
* Prevent clients from using blank names on servers.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* Added high resolution icons.<br />
* Added support for wxWidgets 2.9.<br />
* Visual improvements.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]<br />
<br />
= Odamex 0.5.X Series =<br />
<br />
== Odamex 0.5.6 (r2582) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.6 was released on November 5th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* Fixed a bug that disconnected players immediately from a busy server.<br />
* Fixed a bug that caused jerky movement when players went over a tall ledge.<br />
<br />
<br />
Odamex Client Changes:<br />
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.<br />
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.<br />
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.<br />
* Prevent autoaim from aiming at teams in CTF or Team DM games.<br />
* Changed spectator chat to use the new team chat indicator sound.<br />
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.<br />
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.<br />
<br />
<br />
Odamex Server Changes:<br />
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.<br />
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* Fixed an issue where certain servers would not show in the launcher application.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.5 (r2549) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.5 was released on October 29th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* General bug fixes and code optimizations.<br />
* Improved Zdoom compatibility.<br />
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.<br />
* Dramatically improved in-game wad downloading speeds.<br />
* New [[help]] console command for both server and client.<br />
* Added [[rcon_logout]] command for clients.<br />
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.<br />
<br />
<br />
Odamex Client Changes:<br />
* Fixed a critical crash caused by sounds being played during in-game wad downloading<br />
* Addition of a Network Options menu<br />
* Many sound improvements, including better channel management<br />
* Alternate chat sound for team & spectator chat<br />
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.<br />
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.<br />
* Screenshots taken at arbitrary resolutions are no longer skewed.<br />
* Clients now have a 128 character limit on chat strings.<br />
<br />
Odamex Server Changes:<br />
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.<br />
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.<br />
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.<br />
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.<br />
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.4 (r2430) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.4 was released on August 9th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* General bug fixes and code optimizations.<br />
* Experimental Net Demos.<br />
* Experimental Unlagged.<br />
* Improved Zdoom compatibility.<br />
* Fix death cam bug from 0.5.3.<br />
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.<br />
* Apply Eternity's "west-facing spawns are silent" vanilla bug.<br />
<br />
<br />
Odamex Client Changes:<br />
* Mouse4/Mouse5 back button support.<br />
* Fix CTF ghost flags.<br />
* Fix CTF sound origin.<br />
* Scoreboard improvements.<br />
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].<br />
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.<br />
* Changed [[r_detail]] cvar default to 0.<br />
<br />
Odamex Server Changes:<br />
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.<br />
* [[co_zdoomphys]] now also enables two way wallrunning.<br />
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].<br />
* Begin removal of -config parameter support in favor of +exec.<br />
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.<br />
<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.3 (r2284) ==<br />
Odamex 0.5.3 was released on June 24th, 2011.<br />
=== Features ===<br />
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp<br />
* Restored dead player's view following the actor who killed them.<br />
<br />
=== Bug Fixes ===<br />
* Sometimes players would make a death scream when switching to spectate. Fixed.<br />
* Some video modes were duplicated under video mode options. Fixed.<br />
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.<br />
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.<br />
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.<br />
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.<br />
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.<br />
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.<br />
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.<br />
* Display names should only target living players. Fixed.<br />
* -fork would crash. Fixed.<br />
=== Notables ===<br />
''None''<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.2 (r2241) ==<br />
Odamex 0.5.2 was released on June 14th, 2011.<br />
<br />
=== Features ===<br />
* Much of the code is now shared between client and server. It is much more manageable and less desync prone<br />
* Platforms are now much better optimized<br />
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.<br />
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.<br />
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.<br />
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.<br />
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].<br />
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.<br />
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."<br />
<br />
=== Bug Fixes ===<br />
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.<br />
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.<br />
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.<br />
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.<br />
* Several vanilla demo desyncs are fixed.<br />
* Weapon changing desyncs are fixed.<br />
* Sometimes you would see the flag while you carried it. Fixed.<br />
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.<br />
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).<br />
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.<br />
* The CTF HUD display broke in 0.5.1. Fixed.<br />
* Projectile sounds (Player and Monster) would play multiple times online. Fixed. <br />
* Fixed the wrong light levels on some orthogonal linedefs.<br />
* The marine death animation played too fast online. Fixed.<br />
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.<br />
<br />
=== Notables ===<br />
* Xbox chat macros have been modifed. See README.Xbox.<br />
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.<br />
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.<br />
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.5.1 (r2038) ==<br />
Odamex 0.5.1 was released on December 10th, 2010.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations. <br />
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.<br />
* More centralizing of the game state code into the common base<br />
* Non-infinite height actors (z-height) now function.<br />
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.<br />
<br />
Odamex Client Changes:<br />
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.<br />
* Support for resolutions up to 2048x1536.<br />
* Improved prediction when moving up/down stairs and similar sectors.<br />
* Player color sliders in the menu now move much faster when holding down a direction.<br />
<br />
Odamex Server Changes:<br />
* Fixed bug where downloading clients were considered in-game.<br />
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].<br />
<br />
Odamex Xbox Changes:<br />
* Chat macro support<br />
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.<br />
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)<br />
* The launcher loads Odamex properly when it uses a long path name<br />
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag<br />
* Various other bug fixes<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
<br />
== Odamex 0.5.0 (r1793) ==<br />
Odamex 0.5.0 should be officially released on August 24th, 2010.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Dozens of bug fixes and code optimizations.<br />
* Further improved netcode for large games and coop. <br />
* Improved weapon/item desync issues.<br />
* Improved Odamex protocol.<br />
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.<br />
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.<br />
* Boom editing features are now fully supported.<br />
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.<br />
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.<br />
<br />
Odamex Client Changes:<br />
* New reorganized, scrollable menus.<br />
* Fix saving/loading for single player games.<br />
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.<br />
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.<br />
* ALT+F4 now brings up the quit screen on windows platforms.<br />
<br />
Odamex Server Changes:<br />
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].<br />
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.<br />
* Changed cvar [[co_level8soundfeature]] to be under server control.<br />
<br />
Odamex Launcher Changes:<br />
* Improved GUI.<br />
* New graphical ping indicators.<br />
* New server detail window which shows server version, revision, and settings.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
= Odamex 0.4.X Series =<br />
== Odamex 0.4.4 (r1352) ==<br />
Odamex 0.4.4 was officially released on December 25th, 2009.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Further improved client/server sector desyncs.<br />
* Improved dehacked/bex support.<br />
* Fixed memory corruption issue that affected Plutonia 2 pwad.<br />
<br />
Odamex Client Changes:<br />
* Spynext works in cooperative once again.<br />
* Resolved "No Player # Start" disconnect from servers.<br />
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.<br />
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.<br />
<br />
Odamex Server Changes:<br />
* Resolved memory leak issues.<br />
* Fixed server crash when using "clearmaplist" on win32 machines<br />
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.<br />
* Random item spawns in CTF appear to be corrected with revision 1284.<br />
* Cheats should work correctly for clients now when they are enabled server side.<br />
<br />
Odamex Launcher Changes:<br />
* General code optimizations<br />
* Increased Mac OSX support<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.4.3 (r1228) ==<br />
Odamex 0.4.3 was officially released on March 7th, 2009.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Improved client/server sector desyncs<br />
* General bug fixes and code optimizations<br />
<br />
Odamex Client Changes:<br />
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.<br />
* Video mode testing has been restored in the options menu.<br />
* Player color selection now allows for a wider range of colors to be selected from the menu.<br />
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.<br />
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.<br />
<br />
Odamex Server Changes:<br />
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.<br />
* Players no longer retain keys picked up in the previous map in coop.<br />
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.<br />
<br />
Odamex Launcher Changes:<br />
* Team Deathmatch servers reporting incorrectly has been corrected.<br />
* Directory browsing has been made more user friendly.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.4.2 (r1169) ==<br />
Odamex 0.4.2 was officially released on October 8th, 2008.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Manual flag return CTF behavior corrected<br />
* Added separate CTF sound channels to prevent CTF sound cancelling<br />
* General bug fixes and code optimizations<br />
* Wall humping can now be heard again<br />
* Silent BFG behavior corrected<br />
<br />
Odamex Client Changes:<br />
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project<br />
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)<br />
* Players who join a server during a game are properly displayed as spectators<br />
<br />
Odamex Server Changes:<br />
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.<br />
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.<br />
* [[sv_shufflemaplist]] cvar is implemented.<br />
* [[sv_doubleammo]] cvar is implemented.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]<br />
<br />
== Odamex 0.4.1 (r1037) ==<br />
Odamex 0.4.1 was officially released on August 3rd, 2008.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Freelook issues resolved<br />
* General bug fixes and code optimizations<br />
* Improved weapon desyncs<br />
* Moving platforms move smoother now<br />
* Passworded server support<br />
* Wad Downloading Fixed<br />
<br />
Odamex Client Changes:<br />
* Client joined/left notifications ([[cl_connectalert]])<br />
* More mouse code improvements<br />
* "[[serverinfo]]" console command now outputs current server CVARs neatly<br />
<br />
Odamex Server Changes:<br />
* Autoaim freelook bug fixed<br />
* "[[sv_emptyreset]]" CVAR works correctly again<br />
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time<br />
* Servers now sync CVAR states with clients<br />
<br />
Odamex Launcher Changes:<br />
* Launcher now pulls servers from every specified master address<br />
* Minor improvements and fixes<br />
<br />
=== Downloads ===<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]<br />
<br />
<br />
== Odamex 0.4.0 (r916) ==<br />
Odamex 0.4.0 was officially released on June 6th, 2008.<br />
<br />
=== Changes ===<br />
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.<br />
<br />
General Odamex Changes:<br />
* New upstream release<br />
* General bug fixes and code optimizations<br />
* Improved stability <br />
* Improved client/server network prediction <br />
* Cooperative gameplay improvements<br />
* Spectator Support<br />
* True doom2.exe physics further replicated<br />
<br />
Odamex Client Changes:<br />
* Mouse code improvements<br />
* Multiplayer target HUD<br />
* New audio code from Chocolate-Doom<br />
* Updated odamex.wad resources, new CTF sprites<br />
* Vastly improved doom2.exe demo playback<br />
<br />
Odamex Server Changes:<br />
* New [[Map_List|maplist]] options for server<br />
* [[Ban_and_exception_lists|Server banlist support]]<br />
* [[Ban_and_exception_lists|Server whitelist support]]<br />
<br />
Odamex Launcher Changes:<br />
* Ability to specify Odamex directory<br />
* Multi-threaded server querying<br />
* Launcher remembers window size after closing<br />
<br />
=== Downloads ===<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.3 (r476) =<br />
Odamex 0.3 was officially released on November 4th, 2007.<br />
<br />
Odamex 0.3 is the first version to remove the alpha status.<br />
<br />
== Changes ==<br />
A myriad of changes have been added since the previous version, such as:<br />
* Removal of non-free resources<br />
* Cvar and code additions, removals and cleanups<br />
* Single player mode readded<br />
* More bug fixes<br />
* Demo compatibility fixes<br />
* Launcher improvements<br />
<br />
A comprehensive list of changes can be found in the CHANGELOG file<br />
shipped with Odamex.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]<br />
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]<br />
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.2a (r149) =<br />
<br />
Odamex 0.2a was officially released on February 20th, 2007.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.1a (r33) =<br />
<br />
Odamex 0.1a was officially released on January 19th, 2007.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]<br />
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]</div>Hekksyhttps://odamex.net/w/index.php?title=Releases&diff=3924Releases2019-07-23T17:08:26Z<p>Hekksy: rough draft of changes, will finish later</p>
<hr />
<div>= Odamex 0.8.X Series =<br />
<br />
== Odamex 0.8.1 ==<br />
===Changes ===<br />
Odamex 0.8.1 was released on July 22, 2019.<br />
<br />
- the server will now inform the user that the maplist was cleared<br />
- fixed a crash when using maplist with no wads specified<br />
- updated compatible versions of freedoom to include 0.10 to 0.11.2<br />
- fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo<br />
- the warmup message now specifies which key needs to be pressed to "ready up"<br />
- fixed a bug where palette and blending would not be updated during intermission<br />
- added sv_respawnsuper, which can enable and disable super powerups like megasphere and invulnerability sphere<br />
- removed obsolete code that would only update sectors every 3rd tic that could result in desyncs<br />
- remove cl_updaterate since it is no longer used<br />
- remove update_rate from userinfo since it is no longer used<br />
- fixed active moving sectors getting stuck when switching from in-game to spectator mode<br />
- fixed the alt key getting stuck on Windows when moving in and out of the odamex window with tab<br />
- fixed some vanilla demo desyncs<br />
- fixed some sectors not having the floor and ceiling textures updated in online mode<br />
- fixed being able to drown in god mode<br />
- fixed co_globalsound not working as intended<br />
- in single-player mode the game will now pause if the console is on screen<br />
- added "lobby" support to MAPINFO to allow players to create lobby maps<br />
- added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source.<br />
- fixed a bug where the client would hear switch activating sounds when connecting to a server<br />
- the client is now much better optimized for rendering transparency<br />
- fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillarboxes<br />
- changed some of the default binds to be more in alignment with modern shooter controls<br />
- bobbing is now disabled in spectator mode and flying and mouselook are on by default<br />
- added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death.<br />
- added hud_demobar to now hide the progression bar during the playback of a demo<br />
- added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF<br />
- added options for filtering specific gamemode demos in the network settings<br />
- added Nintendo Switch support<br />
- fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode<br />
- 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<br />
- 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<br />
- fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering<br />
<br />
== Odamex 0.8.0 ==<br />
=== Changes ===<br />
<br />
Odamex 0.8.0 was released on January 25, 2018.<br />
<br />
==== General/Major: ====<br />
- SDL2 Support<br />
- Video Abstraction<br />
- Moved from SVN to GitHub<br />
- Automatic crash dump generated on Windows for client and server<br />
- AppVeyor build support<br />
- Replace deprecated Mac API<br />
- Numerous optimizations and bug fixes<br />
- Many crashes are now fixed<br />
- Optimizations to iwad identification<br />
- Optimizations to wad downloading<br />
<br />
==== Bug-Fixes ====<br />
- Fix screenshots<br />
- Draw the crosshair last, prevents it from being covered up by weapons<br />
- Fix weapon bob issues<br />
- Tweaked automap drawing and text printing<br />
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom<br />
- Fix "bumpgamma" cmd in 32bpp color mode<br />
- Odalaunch optimization<br />
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)<br />
- co_globalsound makes player pickup sounds global for all players<br />
- Fixed bouncing as flying spectator <br />
- Fix mouse movement issues with shorttics<br />
- Numerous vanilla demo recording fixes and improvements<br />
- Fixed issue with player colors. Improvements to forced player colors<br />
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes<br />
- Spy mode now displays keys people have on COOP mode<br />
<br />
==== Changes: ====<br />
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon<br />
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys<br />
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound<br />
- Merge co_fixzerotags into co_zdoomphys<br />
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it<br />
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400<br />
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom<br />
- Remove the (unused) client CVAR vid_defbits<br />
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated<br />
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability<br />
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability<br />
- Remove unused cvar sv_maxlives<br />
- New color options for text messages in the display menu.<br />
- Reimplement server CVAR sv_emptyfreeze (disabled by default)<br />
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2<br />
- Removed classic Doom CTF status bar<br />
- Various improvements on game consoles<br />
- snd_samplerate is now default 44100, but can be changed as low as 22050.<br />
<br />
==== Additions: ====<br />
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering<br />
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed<br />
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command<br />
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)<br />
- Send CTF score updates to downloading clients<br />
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg<br />
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2<br />
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players<br />
- Add cl_serverdownload to client. Enables/disables wad downloading from server<br />
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)<br />
- Add incoming/outgoing network traffic in cl_netgraph<br />
- Respect nojump/freelook MAPINFO commands.<br />
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up<br />
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.<br />
<br />
= Odamex 0.7.X Series =<br />
<br />
== Odamex 0.7.0 ==<br />
=== Changes ===<br />
<br />
Odamex 0.7.0 was released on March 27, 2014.<br />
<br />
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.<br />
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.<br />
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.<br />
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.<br />
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.<br />
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.<br />
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.<br />
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.<br />
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.<br />
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.<br />
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.<br />
-The pause key can now be used to pause a netdemo.<br />
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.<br />
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.<br />
-Fix crash that could occur when loading WAD files while a LMP demo is playing.<br />
-Improved the speed of querying servers in OdaLauncher.<br />
-Add kill/death ratio to server information in OdaLauncher.<br />
-Add server search functionality in OdaLauncher.<br />
-Add support for up to 65535 vertices in a map.<br />
-Add support for up more than 65536 segs, subsectors and nodes in a map.<br />
-Add support for the XNOD uncompressed ZDBSP extended node format.<br />
-Fix a bug that causes the server to mis-identify DOOM1.WAD.<br />
-Improve the identification of FreeDoom WAD files.<br />
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.<br />
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.<br />
-Make cheat codes case-insensitive.<br />
-Fix a crash displaying the FreeDoom CREDIT patch.<br />
-Fix toggling of latched cvars with the "toggle" client command.<br />
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).<br />
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).<br />
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).<br />
-Remove snd_timeout cvar (unused).<br />
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.<br />
-Only one CTF announcer sound will play at a time per team.<br />
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.<br />
-Fix the handling of raw lump files.<br />
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).<br />
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.<br />
-Screenshots are now in PNG format.<br />
-Fix a crash that could occur if the map changes while there are sectors moving.<br />
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.<br />
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).<br />
-Rendering engine rewritten for greatly increased visual accuracy.<br />
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.<br />
-Updated Announcer<br />
-Added cl_autoscreenshot: takes a screenshot at every intermission<br />
<br />
= Odamex 0.6.X Series =<br />
<br />
== Odamex 0.6.4 (r4064) ==<br />
<br />
== Odamex 0.6.3 (r3801) ==<br />
<br />
=== Changes ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.3 was released on April 25th, 2013.<br />
<br />
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).<br />
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).<br />
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.<br />
+ Added: Various inventory-based ACS functions from ZDoom 1.23.<br />
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.<br />
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.<br />
* Fixed a visual issue that made animated sprites appear to jiggle.<br />
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.<br />
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.<br />
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.<br />
* Faster searching for WAD resources.<br />
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.<br />
* Fixed: The orientation of rotated textures on slopes.<br />
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.<br />
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.<br />
+ Added: messagemode2 (team chat) is now bound to the Y key by default.<br />
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.<br />
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.<br />
* Fixed: A spectator could fly in any vanilla-physics server.<br />
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.<br />
* Fixed a crash that occasionally could occur when a player is downloading from the server.<br />
+ Added: The automap now follows the player who is being spied on.<br />
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.<br />
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).<br />
* Vanilla gamma now extends to level 8.0 with intermediate values possible.<br />
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.<br />
* Fixed: r_detail broke with the implementation of widescreen.<br />
* Prevent the console from hiding when the built-in demo loop plays.<br />
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.<br />
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.<br />
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.<br />
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.<br />
+ Added support for ZDoom sector special 115 - InstaKill<br />
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.<br />
* Fixed: Some long sound effects would cause the client to crash.<br />
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.<br />
* sv_unblockplayers now prevents telefragging as well.<br />
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.<br />
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.<br />
+ Added: A countdown proceding a map restart.<br />
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. <br />
* Updated Compatibility Options menu with newer compatibility flags.<br />
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.<br />
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.<br />
+ All gameplay cvars are now latched and need a map restart to activate.<br />
<br />
== Odamex 0.6.2 (r3529) ==<br />
<br />
=== [[Odamex062_Changelog|Changes]] ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
Odamex 0.6.2 was released on December 15th, 2012.<br />
<br />
<br />
== Odamex 0.6.1 (r3309) ==<br />
<br />
=== [[Odamex061_Changelog|Changes]] ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.1 was released on July 4th, 2012.<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Console optimizations. Includes a fix for aliases that contain parameters.<br />
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.<br />
* Added several ZDoom 1.23 actors, notably thing thrusters.<br />
* The vanilla disk loading icon now displays when the in-game cache is being updated.<br />
<br />
<br />
<br />
Odamex Client Changes:<br />
* Renderer improvements.<br />
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.<br />
* A variety of spectator fixes and enhancements.<br />
* New voice announcer system.<br />
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.<br />
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.<br />
* Addition of '''turnspeeds''' command. <br />
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.<br />
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.<br />
<br />
<br />
Odamex Server Changes:<br />
* Added '''sv_maxplayersperteam'''.<br />
* Addition of server lock, spectator, and team color icons in ag-odalaunch.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* You can now right-click a server in Odalaunch to get a server's IP.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]<br />
<br />
== Odamex 0.6.0 (r3177) ==<br />
<br />
=== [[Odamex06_Changelog|Changes]] ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.0 was released on May 12th, 2012.<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Addition of GPL Compatible slopes.<br />
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.<br />
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.<br />
* Brand new [[voting]] system. Includes built-in GUI.<br />
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].<br />
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.<br />
* Restored particle fountains, sparks, and the railgun.<br />
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).<br />
* Updated the ACS interpreter to ZDoom 1.23.<br />
* Launcher queries and player connections are now allowed during intermission.<br />
<br />
<br />
Odamex Client Changes:<br />
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.<br />
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.<br />
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.<br />
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.<br />
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.<br />
* New mouse options and default settings. New ZDoom mouse type.<br />
* Numerous new network options, which can be accessed through the Network Options menu.<br />
* Progress bar for wads currently being downloaded.<br />
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.<br />
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.<br />
* Ability to scale the volume of game alert sounds in Capture the Flag games.<br />
<br />
<br />
Odamex Server Changes:<br />
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].<br />
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.<br />
* Server can now control the total time of an intermission.<br />
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.<br />
* Prevent clients from using blank names on servers.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* Added high resolution icons.<br />
* Added support for wxWidgets 2.9.<br />
* Visual improvements.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]<br />
<br />
= Odamex 0.5.X Series =<br />
<br />
== Odamex 0.5.6 (r2582) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.6 was released on November 5th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* Fixed a bug that disconnected players immediately from a busy server.<br />
* Fixed a bug that caused jerky movement when players went over a tall ledge.<br />
<br />
<br />
Odamex Client Changes:<br />
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.<br />
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.<br />
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.<br />
* Prevent autoaim from aiming at teams in CTF or Team DM games.<br />
* Changed spectator chat to use the new team chat indicator sound.<br />
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.<br />
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.<br />
<br />
<br />
Odamex Server Changes:<br />
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.<br />
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* Fixed an issue where certain servers would not show in the launcher application.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.5 (r2549) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.5 was released on October 29th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* General bug fixes and code optimizations.<br />
* Improved Zdoom compatibility.<br />
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.<br />
* Dramatically improved in-game wad downloading speeds.<br />
* New [[help]] console command for both server and client.<br />
* Added [[rcon_logout]] command for clients.<br />
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.<br />
<br />
<br />
Odamex Client Changes:<br />
* Fixed a critical crash caused by sounds being played during in-game wad downloading<br />
* Addition of a Network Options menu<br />
* Many sound improvements, including better channel management<br />
* Alternate chat sound for team & spectator chat<br />
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.<br />
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.<br />
* Screenshots taken at arbitrary resolutions are no longer skewed.<br />
* Clients now have a 128 character limit on chat strings.<br />
<br />
Odamex Server Changes:<br />
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.<br />
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.<br />
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.<br />
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.<br />
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.4 (r2430) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.4 was released on August 9th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* General bug fixes and code optimizations.<br />
* Experimental Net Demos.<br />
* Experimental Unlagged.<br />
* Improved Zdoom compatibility.<br />
* Fix death cam bug from 0.5.3.<br />
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.<br />
* Apply Eternity's "west-facing spawns are silent" vanilla bug.<br />
<br />
<br />
Odamex Client Changes:<br />
* Mouse4/Mouse5 back button support.<br />
* Fix CTF ghost flags.<br />
* Fix CTF sound origin.<br />
* Scoreboard improvements.<br />
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].<br />
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.<br />
* Changed [[r_detail]] cvar default to 0.<br />
<br />
Odamex Server Changes:<br />
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.<br />
* [[co_zdoomphys]] now also enables two way wallrunning.<br />
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].<br />
* Begin removal of -config parameter support in favor of +exec.<br />
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.<br />
<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.3 (r2284) ==<br />
Odamex 0.5.3 was released on June 24th, 2011.<br />
=== Features ===<br />
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp<br />
* Restored dead player's view following the actor who killed them.<br />
<br />
=== Bug Fixes ===<br />
* Sometimes players would make a death scream when switching to spectate. Fixed.<br />
* Some video modes were duplicated under video mode options. Fixed.<br />
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.<br />
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.<br />
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.<br />
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.<br />
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.<br />
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.<br />
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.<br />
* Display names should only target living players. Fixed.<br />
* -fork would crash. Fixed.<br />
=== Notables ===<br />
''None''<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.2 (r2241) ==<br />
Odamex 0.5.2 was released on June 14th, 2011.<br />
<br />
=== Features ===<br />
* Much of the code is now shared between client and server. It is much more manageable and less desync prone<br />
* Platforms are now much better optimized<br />
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.<br />
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.<br />
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.<br />
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.<br />
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].<br />
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.<br />
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."<br />
<br />
=== Bug Fixes ===<br />
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.<br />
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.<br />
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.<br />
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.<br />
* Several vanilla demo desyncs are fixed.<br />
* Weapon changing desyncs are fixed.<br />
* Sometimes you would see the flag while you carried it. Fixed.<br />
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.<br />
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).<br />
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.<br />
* The CTF HUD display broke in 0.5.1. Fixed.<br />
* Projectile sounds (Player and Monster) would play multiple times online. Fixed. <br />
* Fixed the wrong light levels on some orthogonal linedefs.<br />
* The marine death animation played too fast online. Fixed.<br />
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.<br />
<br />
=== Notables ===<br />
* Xbox chat macros have been modifed. See README.Xbox.<br />
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.<br />
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.<br />
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.5.1 (r2038) ==<br />
Odamex 0.5.1 was released on December 10th, 2010.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations. <br />
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.<br />
* More centralizing of the game state code into the common base<br />
* Non-infinite height actors (z-height) now function.<br />
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.<br />
<br />
Odamex Client Changes:<br />
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.<br />
* Support for resolutions up to 2048x1536.<br />
* Improved prediction when moving up/down stairs and similar sectors.<br />
* Player color sliders in the menu now move much faster when holding down a direction.<br />
<br />
Odamex Server Changes:<br />
* Fixed bug where downloading clients were considered in-game.<br />
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].<br />
<br />
Odamex Xbox Changes:<br />
* Chat macro support<br />
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.<br />
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)<br />
* The launcher loads Odamex properly when it uses a long path name<br />
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag<br />
* Various other bug fixes<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
<br />
== Odamex 0.5.0 (r1793) ==<br />
Odamex 0.5.0 should be officially released on August 24th, 2010.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Dozens of bug fixes and code optimizations.<br />
* Further improved netcode for large games and coop. <br />
* Improved weapon/item desync issues.<br />
* Improved Odamex protocol.<br />
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.<br />
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.<br />
* Boom editing features are now fully supported.<br />
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.<br />
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.<br />
<br />
Odamex Client Changes:<br />
* New reorganized, scrollable menus.<br />
* Fix saving/loading for single player games.<br />
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.<br />
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.<br />
* ALT+F4 now brings up the quit screen on windows platforms.<br />
<br />
Odamex Server Changes:<br />
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].<br />
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.<br />
* Changed cvar [[co_level8soundfeature]] to be under server control.<br />
<br />
Odamex Launcher Changes:<br />
* Improved GUI.<br />
* New graphical ping indicators.<br />
* New server detail window which shows server version, revision, and settings.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
= Odamex 0.4.X Series =<br />
== Odamex 0.4.4 (r1352) ==<br />
Odamex 0.4.4 was officially released on December 25th, 2009.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Further improved client/server sector desyncs.<br />
* Improved dehacked/bex support.<br />
* Fixed memory corruption issue that affected Plutonia 2 pwad.<br />
<br />
Odamex Client Changes:<br />
* Spynext works in cooperative once again.<br />
* Resolved "No Player # Start" disconnect from servers.<br />
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.<br />
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.<br />
<br />
Odamex Server Changes:<br />
* Resolved memory leak issues.<br />
* Fixed server crash when using "clearmaplist" on win32 machines<br />
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.<br />
* Random item spawns in CTF appear to be corrected with revision 1284.<br />
* Cheats should work correctly for clients now when they are enabled server side.<br />
<br />
Odamex Launcher Changes:<br />
* General code optimizations<br />
* Increased Mac OSX support<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.4.3 (r1228) ==<br />
Odamex 0.4.3 was officially released on March 7th, 2009.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Improved client/server sector desyncs<br />
* General bug fixes and code optimizations<br />
<br />
Odamex Client Changes:<br />
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.<br />
* Video mode testing has been restored in the options menu.<br />
* Player color selection now allows for a wider range of colors to be selected from the menu.<br />
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.<br />
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.<br />
<br />
Odamex Server Changes:<br />
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.<br />
* Players no longer retain keys picked up in the previous map in coop.<br />
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.<br />
<br />
Odamex Launcher Changes:<br />
* Team Deathmatch servers reporting incorrectly has been corrected.<br />
* Directory browsing has been made more user friendly.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.4.2 (r1169) ==<br />
Odamex 0.4.2 was officially released on October 8th, 2008.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Manual flag return CTF behavior corrected<br />
* Added separate CTF sound channels to prevent CTF sound cancelling<br />
* General bug fixes and code optimizations<br />
* Wall humping can now be heard again<br />
* Silent BFG behavior corrected<br />
<br />
Odamex Client Changes:<br />
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project<br />
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)<br />
* Players who join a server during a game are properly displayed as spectators<br />
<br />
Odamex Server Changes:<br />
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.<br />
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.<br />
* [[sv_shufflemaplist]] cvar is implemented.<br />
* [[sv_doubleammo]] cvar is implemented.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]<br />
<br />
== Odamex 0.4.1 (r1037) ==<br />
Odamex 0.4.1 was officially released on August 3rd, 2008.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Freelook issues resolved<br />
* General bug fixes and code optimizations<br />
* Improved weapon desyncs<br />
* Moving platforms move smoother now<br />
* Passworded server support<br />
* Wad Downloading Fixed<br />
<br />
Odamex Client Changes:<br />
* Client joined/left notifications ([[cl_connectalert]])<br />
* More mouse code improvements<br />
* "[[serverinfo]]" console command now outputs current server CVARs neatly<br />
<br />
Odamex Server Changes:<br />
* Autoaim freelook bug fixed<br />
* "[[sv_emptyreset]]" CVAR works correctly again<br />
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time<br />
* Servers now sync CVAR states with clients<br />
<br />
Odamex Launcher Changes:<br />
* Launcher now pulls servers from every specified master address<br />
* Minor improvements and fixes<br />
<br />
=== Downloads ===<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]<br />
<br />
<br />
== Odamex 0.4.0 (r916) ==<br />
Odamex 0.4.0 was officially released on June 6th, 2008.<br />
<br />
=== Changes ===<br />
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.<br />
<br />
General Odamex Changes:<br />
* New upstream release<br />
* General bug fixes and code optimizations<br />
* Improved stability <br />
* Improved client/server network prediction <br />
* Cooperative gameplay improvements<br />
* Spectator Support<br />
* True doom2.exe physics further replicated<br />
<br />
Odamex Client Changes:<br />
* Mouse code improvements<br />
* Multiplayer target HUD<br />
* New audio code from Chocolate-Doom<br />
* Updated odamex.wad resources, new CTF sprites<br />
* Vastly improved doom2.exe demo playback<br />
<br />
Odamex Server Changes:<br />
* New [[Map_List|maplist]] options for server<br />
* [[Ban_and_exception_lists|Server banlist support]]<br />
* [[Ban_and_exception_lists|Server whitelist support]]<br />
<br />
Odamex Launcher Changes:<br />
* Ability to specify Odamex directory<br />
* Multi-threaded server querying<br />
* Launcher remembers window size after closing<br />
<br />
=== Downloads ===<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.3 (r476) =<br />
Odamex 0.3 was officially released on November 4th, 2007.<br />
<br />
Odamex 0.3 is the first version to remove the alpha status.<br />
<br />
== Changes ==<br />
A myriad of changes have been added since the previous version, such as:<br />
* Removal of non-free resources<br />
* Cvar and code additions, removals and cleanups<br />
* Single player mode readded<br />
* More bug fixes<br />
* Demo compatibility fixes<br />
* Launcher improvements<br />
<br />
A comprehensive list of changes can be found in the CHANGELOG file<br />
shipped with Odamex.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]<br />
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]<br />
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.2a (r149) =<br />
<br />
Odamex 0.2a was officially released on February 20th, 2007.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.1a (r33) =<br />
<br />
Odamex 0.1a was officially released on January 19th, 2007.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]<br />
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]</div>Hekksyhttps://odamex.net/w/index.php?title=Development_roadmap&diff=3922Development roadmap2019-07-12T21:49:28Z<p>Hekksy: This page is very out of date. Hoping to make it more close to the current standing</p>
<hr />
<div>This section is a roadmap for planned and wanted features for Odamex. This is a volunteer project. You, as a volunteer, make the decisions, this is merely a rough guide. Patches are welcome to improve the Odamex project!<br />
<br />
=== Completed ===<br />
* Console paste<br />
* WAD Switching<br />
* WAD Downloading<br />
* Linux/OSX/BSD/Win32/SPARC compatibility<br />
* Capture The Flag game mode<br />
* Network compression<br />
* cvar overrides and server tags<br />
* GPL compatibility<br />
* Boom playable (some missing features)<br />
* Spectator support<br />
* Vanilla demo playback<br />
* Smooth prediction<br />
* Demo recording<br />
* Crash Reporting (Windows only)<br />
<br />
=== Confirmed Future Improvements ===<br />
* Voodoo doll support <br />
* Complete Boom support<br />
* Support for different fonts (console and in-game)<br />
* Demo retro compatibility with older versions / future versions<br />
* Survival game mode<br />
* Last Man Standing and Team LMS<br />
* PNG Support<br />
* UDMF Support<br />
<br />
=== Proposed ===<br />
* IPv6 support<br />
* In-game launcher<br />
* Both TCP(no-nagle) and UDP options<br />
* Console select/copy, buffer scroll up/down<br />
* [[accelerated software rendering]]<br />
* [[Multilingual Support]]<br />
* OpenGL rendering<br />
* Account system for player statistics<br />
* Dual/Tri-head display support, like doom2.exe -left and -right commands<br />
* Bots <br />
* BIGFONT support<br />
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]<br />
<br />
== See also ==<br />
* [[Next release]]</div>Hekksyhttps://odamex.net/w/index.php?title=Releases&diff=3921Releases2019-06-17T16:09:04Z<p>Hekksy: /* Odamex 0.6.4 (rxxxx) */</p>
<hr />
<div>= Odamex 0.8.X Series =<br />
<br />
== Odamex 0.8.0 ==<br />
=== Changes ===<br />
<br />
Odamex 0.8.0 was released on January 25, 2018.<br />
<br />
==== General/Major: ====<br />
- SDL2 Support<br />
- Video Abstraction<br />
- Moved from SVN to GitHub<br />
- Automatic crash dump generated on Windows for client and server<br />
- AppVeyor build support<br />
- Replace deprecated Mac API<br />
- Numerous optimizations and bug fixes<br />
- Many crashes are now fixed<br />
- Optimizations to iwad identification<br />
- Optimizations to wad downloading<br />
<br />
==== Bug-Fixes ====<br />
- Fix screenshots<br />
- Draw the crosshair last, prevents it from being covered up by weapons<br />
- Fix weapon bob issues<br />
- Tweaked automap drawing and text printing<br />
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom<br />
- Fix "bumpgamma" cmd in 32bpp color mode<br />
- Odalaunch optimization<br />
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)<br />
- co_globalsound makes player pickup sounds global for all players<br />
- Fixed bouncing as flying spectator <br />
- Fix mouse movement issues with shorttics<br />
- Numerous vanilla demo recording fixes and improvements<br />
- Fixed issue with player colors. Improvements to forced player colors<br />
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes<br />
- Spy mode now displays keys people have on COOP mode<br />
<br />
==== Changes: ====<br />
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon<br />
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys<br />
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound<br />
- Merge co_fixzerotags into co_zdoomphys<br />
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it<br />
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400<br />
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom<br />
- Remove the (unused) client CVAR vid_defbits<br />
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated<br />
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability<br />
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability<br />
- Remove unused cvar sv_maxlives<br />
- New color options for text messages in the display menu.<br />
- Reimplement server CVAR sv_emptyfreeze (disabled by default)<br />
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2<br />
- Removed classic Doom CTF status bar<br />
- Various improvements on game consoles<br />
- snd_samplerate is now default 44100, but can be changed as low as 22050.<br />
<br />
==== Additions: ====<br />
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering<br />
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed<br />
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command<br />
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)<br />
- Send CTF score updates to downloading clients<br />
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg<br />
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2<br />
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players<br />
- Add cl_serverdownload to client. Enables/disables wad downloading from server<br />
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)<br />
- Add incoming/outgoing network traffic in cl_netgraph<br />
- Respect nojump/freelook MAPINFO commands.<br />
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up<br />
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.<br />
<br />
= Odamex 0.7.X Series =<br />
<br />
== Odamex 0.7.0 ==<br />
=== Changes ===<br />
<br />
Odamex 0.7.0 was released on March 27, 2014.<br />
<br />
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.<br />
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.<br />
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.<br />
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.<br />
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.<br />
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.<br />
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.<br />
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.<br />
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.<br />
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.<br />
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.<br />
-The pause key can now be used to pause a netdemo.<br />
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.<br />
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.<br />
-Fix crash that could occur when loading WAD files while a LMP demo is playing.<br />
-Improved the speed of querying servers in OdaLauncher.<br />
-Add kill/death ratio to server information in OdaLauncher.<br />
-Add server search functionality in OdaLauncher.<br />
-Add support for up to 65535 vertices in a map.<br />
-Add support for up more than 65536 segs, subsectors and nodes in a map.<br />
-Add support for the XNOD uncompressed ZDBSP extended node format.<br />
-Fix a bug that causes the server to mis-identify DOOM1.WAD.<br />
-Improve the identification of FreeDoom WAD files.<br />
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.<br />
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.<br />
-Make cheat codes case-insensitive.<br />
-Fix a crash displaying the FreeDoom CREDIT patch.<br />
-Fix toggling of latched cvars with the "toggle" client command.<br />
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).<br />
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).<br />
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).<br />
-Remove snd_timeout cvar (unused).<br />
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.<br />
-Only one CTF announcer sound will play at a time per team.<br />
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.<br />
-Fix the handling of raw lump files.<br />
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).<br />
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.<br />
-Screenshots are now in PNG format.<br />
-Fix a crash that could occur if the map changes while there are sectors moving.<br />
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.<br />
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).<br />
-Rendering engine rewritten for greatly increased visual accuracy.<br />
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.<br />
-Updated Announcer<br />
-Added cl_autoscreenshot: takes a screenshot at every intermission<br />
<br />
= Odamex 0.6.X Series =<br />
<br />
== Odamex 0.6.4 (r4064) ==<br />
<br />
== Odamex 0.6.3 (r3801) ==<br />
<br />
=== Changes ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.3 was released on April 25th, 2013.<br />
<br />
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).<br />
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).<br />
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.<br />
+ Added: Various inventory-based ACS functions from ZDoom 1.23.<br />
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.<br />
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.<br />
* Fixed a visual issue that made animated sprites appear to jiggle.<br />
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.<br />
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.<br />
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.<br />
* Faster searching for WAD resources.<br />
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.<br />
* Fixed: The orientation of rotated textures on slopes.<br />
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.<br />
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.<br />
+ Added: messagemode2 (team chat) is now bound to the Y key by default.<br />
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.<br />
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.<br />
* Fixed: A spectator could fly in any vanilla-physics server.<br />
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.<br />
* Fixed a crash that occasionally could occur when a player is downloading from the server.<br />
+ Added: The automap now follows the player who is being spied on.<br />
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.<br />
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).<br />
* Vanilla gamma now extends to level 8.0 with intermediate values possible.<br />
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.<br />
* Fixed: r_detail broke with the implementation of widescreen.<br />
* Prevent the console from hiding when the built-in demo loop plays.<br />
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.<br />
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.<br />
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.<br />
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.<br />
+ Added support for ZDoom sector special 115 - InstaKill<br />
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.<br />
* Fixed: Some long sound effects would cause the client to crash.<br />
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.<br />
* sv_unblockplayers now prevents telefragging as well.<br />
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.<br />
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.<br />
+ Added: A countdown proceding a map restart.<br />
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. <br />
* Updated Compatibility Options menu with newer compatibility flags.<br />
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.<br />
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.<br />
+ All gameplay cvars are now latched and need a map restart to activate.<br />
<br />
== Odamex 0.6.2 (r3529) ==<br />
<br />
=== [[Odamex062_Changelog|Changes]] ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
Odamex 0.6.2 was released on December 15th, 2012.<br />
<br />
<br />
== Odamex 0.6.1 (r3309) ==<br />
<br />
=== [[Odamex061_Changelog|Changes]] ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.1 was released on July 4th, 2012.<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Console optimizations. Includes a fix for aliases that contain parameters.<br />
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.<br />
* Added several ZDoom 1.23 actors, notably thing thrusters.<br />
* The vanilla disk loading icon now displays when the in-game cache is being updated.<br />
<br />
<br />
<br />
Odamex Client Changes:<br />
* Renderer improvements.<br />
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.<br />
* A variety of spectator fixes and enhancements.<br />
* New voice announcer system.<br />
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.<br />
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.<br />
* Addition of '''turnspeeds''' command. <br />
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.<br />
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.<br />
<br />
<br />
Odamex Server Changes:<br />
* Added '''sv_maxplayersperteam'''.<br />
* Addition of server lock, spectator, and team color icons in ag-odalaunch.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* You can now right-click a server in Odalaunch to get a server's IP.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]<br />
<br />
== Odamex 0.6.0 (r3177) ==<br />
<br />
=== [[Odamex06_Changelog|Changes]] ===<br />
''View full changelog above for more a more in-depth look.''<br />
<br />
<br />
Odamex 0.6.0 was released on May 12th, 2012.<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Addition of GPL Compatible slopes.<br />
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.<br />
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.<br />
* Brand new [[voting]] system. Includes built-in GUI.<br />
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].<br />
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.<br />
* Restored particle fountains, sparks, and the railgun.<br />
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).<br />
* Updated the ACS interpreter to ZDoom 1.23.<br />
* Launcher queries and player connections are now allowed during intermission.<br />
<br />
<br />
Odamex Client Changes:<br />
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.<br />
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.<br />
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.<br />
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.<br />
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.<br />
* New mouse options and default settings. New ZDoom mouse type.<br />
* Numerous new network options, which can be accessed through the Network Options menu.<br />
* Progress bar for wads currently being downloaded.<br />
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.<br />
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.<br />
* Ability to scale the volume of game alert sounds in Capture the Flag games.<br />
<br />
<br />
Odamex Server Changes:<br />
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].<br />
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.<br />
* Server can now control the total time of an intermission.<br />
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.<br />
* Prevent clients from using blank names on servers.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* Added high resolution icons.<br />
* Added support for wxWidgets 2.9.<br />
* Visual improvements.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]<br />
<br />
= Odamex 0.5.X Series =<br />
<br />
== Odamex 0.5.6 (r2582) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.6 was released on November 5th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* Fixed a bug that disconnected players immediately from a busy server.<br />
* Fixed a bug that caused jerky movement when players went over a tall ledge.<br />
<br />
<br />
Odamex Client Changes:<br />
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.<br />
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.<br />
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.<br />
* Prevent autoaim from aiming at teams in CTF or Team DM games.<br />
* Changed spectator chat to use the new team chat indicator sound.<br />
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.<br />
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.<br />
<br />
<br />
Odamex Server Changes:<br />
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.<br />
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.<br />
<br />
<br />
Odamex Launcher Changes:<br />
* Fixed an issue where certain servers would not show in the launcher application.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.5 (r2549) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.5 was released on October 29th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* General bug fixes and code optimizations.<br />
* Improved Zdoom compatibility.<br />
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.<br />
* Dramatically improved in-game wad downloading speeds.<br />
* New [[help]] console command for both server and client.<br />
* Added [[rcon_logout]] command for clients.<br />
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.<br />
<br />
<br />
Odamex Client Changes:<br />
* Fixed a critical crash caused by sounds being played during in-game wad downloading<br />
* Addition of a Network Options menu<br />
* Many sound improvements, including better channel management<br />
* Alternate chat sound for team & spectator chat<br />
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.<br />
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.<br />
* Screenshots taken at arbitrary resolutions are no longer skewed.<br />
* Clients now have a 128 character limit on chat strings.<br />
<br />
Odamex Server Changes:<br />
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.<br />
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.<br />
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.<br />
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.<br />
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.4 (r2430) ==<br />
<br />
=== Changes ===<br />
Odamex 0.5.4 was released on August 9th, 2011.<br />
<br />
General Odamex Changes:<br />
<br />
* General bug fixes and code optimizations.<br />
* Experimental Net Demos.<br />
* Experimental Unlagged.<br />
* Improved Zdoom compatibility.<br />
* Fix death cam bug from 0.5.3.<br />
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.<br />
* Apply Eternity's "west-facing spawns are silent" vanilla bug.<br />
<br />
<br />
Odamex Client Changes:<br />
* Mouse4/Mouse5 back button support.<br />
* Fix CTF ghost flags.<br />
* Fix CTF sound origin.<br />
* Scoreboard improvements.<br />
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].<br />
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.<br />
* Changed [[r_detail]] cvar default to 0.<br />
<br />
Odamex Server Changes:<br />
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.<br />
* [[co_zdoomphys]] now also enables two way wallrunning.<br />
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].<br />
* Begin removal of -config parameter support in favor of +exec.<br />
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.<br />
<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.3 (r2284) ==<br />
Odamex 0.5.3 was released on June 24th, 2011.<br />
=== Features ===<br />
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp<br />
* Restored dead player's view following the actor who killed them.<br />
<br />
=== Bug Fixes ===<br />
* Sometimes players would make a death scream when switching to spectate. Fixed.<br />
* Some video modes were duplicated under video mode options. Fixed.<br />
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.<br />
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.<br />
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.<br />
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.<br />
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.<br />
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.<br />
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.<br />
* Display names should only target living players. Fixed.<br />
* -fork would crash. Fixed.<br />
=== Notables ===<br />
''None''<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]<br />
<br />
== Odamex 0.5.2 (r2241) ==<br />
Odamex 0.5.2 was released on June 14th, 2011.<br />
<br />
=== Features ===<br />
* Much of the code is now shared between client and server. It is much more manageable and less desync prone<br />
* Platforms are now much better optimized<br />
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.<br />
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.<br />
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.<br />
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.<br />
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].<br />
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.<br />
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."<br />
<br />
=== Bug Fixes ===<br />
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.<br />
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.<br />
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.<br />
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.<br />
* Several vanilla demo desyncs are fixed.<br />
* Weapon changing desyncs are fixed.<br />
* Sometimes you would see the flag while you carried it. Fixed.<br />
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.<br />
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).<br />
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.<br />
* The CTF HUD display broke in 0.5.1. Fixed.<br />
* Projectile sounds (Player and Monster) would play multiple times online. Fixed. <br />
* Fixed the wrong light levels on some orthogonal linedefs.<br />
* The marine death animation played too fast online. Fixed.<br />
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.<br />
<br />
=== Notables ===<br />
* Xbox chat macros have been modifed. See README.Xbox.<br />
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.<br />
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.<br />
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.5.1 (r2038) ==<br />
Odamex 0.5.1 was released on December 10th, 2010.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations. <br />
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.<br />
* More centralizing of the game state code into the common base<br />
* Non-infinite height actors (z-height) now function.<br />
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.<br />
<br />
Odamex Client Changes:<br />
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.<br />
* Support for resolutions up to 2048x1536.<br />
* Improved prediction when moving up/down stairs and similar sectors.<br />
* Player color sliders in the menu now move much faster when holding down a direction.<br />
<br />
Odamex Server Changes:<br />
* Fixed bug where downloading clients were considered in-game.<br />
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].<br />
<br />
Odamex Xbox Changes:<br />
* Chat macro support<br />
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.<br />
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)<br />
* The launcher loads Odamex properly when it uses a long path name<br />
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag<br />
* Various other bug fixes<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
<br />
== Odamex 0.5.0 (r1793) ==<br />
Odamex 0.5.0 should be officially released on August 24th, 2010.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Dozens of bug fixes and code optimizations.<br />
* Further improved netcode for large games and coop. <br />
* Improved weapon/item desync issues.<br />
* Improved Odamex protocol.<br />
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.<br />
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.<br />
* Boom editing features are now fully supported.<br />
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.<br />
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.<br />
<br />
Odamex Client Changes:<br />
* New reorganized, scrollable menus.<br />
* Fix saving/loading for single player games.<br />
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.<br />
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.<br />
* ALT+F4 now brings up the quit screen on windows platforms.<br />
<br />
Odamex Server Changes:<br />
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].<br />
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.<br />
* Changed cvar [[co_level8soundfeature]] to be under server control.<br />
<br />
Odamex Launcher Changes:<br />
* Improved GUI.<br />
* New graphical ping indicators.<br />
* New server detail window which shows server version, revision, and settings.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
= Odamex 0.4.X Series =<br />
== Odamex 0.4.4 (r1352) ==<br />
Odamex 0.4.4 was officially released on December 25th, 2009.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* General bug fixes and code optimizations.<br />
* Further improved client/server sector desyncs.<br />
* Improved dehacked/bex support.<br />
* Fixed memory corruption issue that affected Plutonia 2 pwad.<br />
<br />
Odamex Client Changes:<br />
* Spynext works in cooperative once again.<br />
* Resolved "No Player # Start" disconnect from servers.<br />
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.<br />
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.<br />
<br />
Odamex Server Changes:<br />
* Resolved memory leak issues.<br />
* Fixed server crash when using "clearmaplist" on win32 machines<br />
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.<br />
* Random item spawns in CTF appear to be corrected with revision 1284.<br />
* Cheats should work correctly for clients now when they are enabled server side.<br />
<br />
Odamex Launcher Changes:<br />
* General code optimizations<br />
* Increased Mac OSX support<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.4.3 (r1228) ==<br />
Odamex 0.4.3 was officially released on March 7th, 2009.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Improved client/server sector desyncs<br />
* General bug fixes and code optimizations<br />
<br />
Odamex Client Changes:<br />
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.<br />
* Video mode testing has been restored in the options menu.<br />
* Player color selection now allows for a wider range of colors to be selected from the menu.<br />
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.<br />
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.<br />
<br />
Odamex Server Changes:<br />
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.<br />
* Players no longer retain keys picked up in the previous map in coop.<br />
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.<br />
<br />
Odamex Launcher Changes:<br />
* Team Deathmatch servers reporting incorrectly has been corrected.<br />
* Directory browsing has been made more user friendly.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]<br />
<br />
== Odamex 0.4.2 (r1169) ==<br />
Odamex 0.4.2 was officially released on October 8th, 2008.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Manual flag return CTF behavior corrected<br />
* Added separate CTF sound channels to prevent CTF sound cancelling<br />
* General bug fixes and code optimizations<br />
* Wall humping can now be heard again<br />
* Silent BFG behavior corrected<br />
<br />
Odamex Client Changes:<br />
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project<br />
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)<br />
* Players who join a server during a game are properly displayed as spectators<br />
<br />
Odamex Server Changes:<br />
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.<br />
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.<br />
* [[sv_shufflemaplist]] cvar is implemented.<br />
* [[sv_doubleammo]] cvar is implemented.<br />
<br />
=== Downloads ===<br />
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]<br />
<br />
== Odamex 0.4.1 (r1037) ==<br />
Odamex 0.4.1 was officially released on August 3rd, 2008.<br />
<br />
=== Changes ===<br />
<br />
General Odamex Changes:<br />
* Freelook issues resolved<br />
* General bug fixes and code optimizations<br />
* Improved weapon desyncs<br />
* Moving platforms move smoother now<br />
* Passworded server support<br />
* Wad Downloading Fixed<br />
<br />
Odamex Client Changes:<br />
* Client joined/left notifications ([[cl_connectalert]])<br />
* More mouse code improvements<br />
* "[[serverinfo]]" console command now outputs current server CVARs neatly<br />
<br />
Odamex Server Changes:<br />
* Autoaim freelook bug fixed<br />
* "[[sv_emptyreset]]" CVAR works correctly again<br />
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time<br />
* Servers now sync CVAR states with clients<br />
<br />
Odamex Launcher Changes:<br />
* Launcher now pulls servers from every specified master address<br />
* Minor improvements and fixes<br />
<br />
=== Downloads ===<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]<br />
<br />
<br />
== Odamex 0.4.0 (r916) ==<br />
Odamex 0.4.0 was officially released on June 6th, 2008.<br />
<br />
=== Changes ===<br />
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.<br />
<br />
General Odamex Changes:<br />
* New upstream release<br />
* General bug fixes and code optimizations<br />
* Improved stability <br />
* Improved client/server network prediction <br />
* Cooperative gameplay improvements<br />
* Spectator Support<br />
* True doom2.exe physics further replicated<br />
<br />
Odamex Client Changes:<br />
* Mouse code improvements<br />
* Multiplayer target HUD<br />
* New audio code from Chocolate-Doom<br />
* Updated odamex.wad resources, new CTF sprites<br />
* Vastly improved doom2.exe demo playback<br />
<br />
Odamex Server Changes:<br />
* New [[Map_List|maplist]] options for server<br />
* [[Ban_and_exception_lists|Server banlist support]]<br />
* [[Ban_and_exception_lists|Server whitelist support]]<br />
<br />
Odamex Launcher Changes:<br />
* Ability to specify Odamex directory<br />
* Multi-threaded server querying<br />
* Launcher remembers window size after closing<br />
<br />
=== Downloads ===<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]<br />
* Mac OS X Binaries (Currently Unavailable)<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.3 (r476) =<br />
Odamex 0.3 was officially released on November 4th, 2007.<br />
<br />
Odamex 0.3 is the first version to remove the alpha status.<br />
<br />
== Changes ==<br />
A myriad of changes have been added since the previous version, such as:<br />
* Removal of non-free resources<br />
* Cvar and code additions, removals and cleanups<br />
* Single player mode readded<br />
* More bug fixes<br />
* Demo compatibility fixes<br />
* Launcher improvements<br />
<br />
A comprehensive list of changes can be found in the CHANGELOG file<br />
shipped with Odamex.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]<br />
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]<br />
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.2a (r149) =<br />
<br />
Odamex 0.2a was officially released on February 20th, 2007.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]<br />
<br />
= Odamex 0.1a (r33) =<br />
<br />
Odamex 0.1a was officially released on January 19th, 2007.<br />
<br />
== Downloads ==<br />
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]<br />
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]<br />
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]</div>Hekksyhttps://odamex.net/w/index.php?title=Compiling_using_CMake&diff=3901Compiling using CMake2019-01-23T20:44:21Z<p>Hekksy: /* Server notes */</p>
<hr />
<div>According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.<br />
<br />
== Compatibility ==<br />
* '''Windows'''<br />
**• ''Visual C++ 2010 (up to 2017)'' can compile the client, server and master without issues.<br />
**• ''MinGW Makefiles'' can compile the client, server and master without issues.<br />
**• ''Code::Blocks (MinGW)'' can compile the client, server and master without issues.<br />
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.<br />
* '''Mac OS X'''<br />
**• ''Makefiles'' on Mac OS X 10.6 can compile the client, server, launchers and master.<br />
* '''Linux'''<br />
**• ''Makefiles'' can compile the client, server, launcher, and master without issue.<br />
**• ''Code::Blocks'' uses Makefiles, so is equally as compatible.<br />
* '''FreeBSD'''<br />
**• ''Makefiles'' can compile the client, server and master without issue.<br />
<br />
== Windows ==<br />
<br />
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]<br />
<br />
=== Installing CMake ===<br />
<br />
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].<br />
<br />
=== Compiling Odamex ===<br />
<br />
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: <br />
<br />
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.<br />
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.<br />
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.<br />
<br />
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.<br />
<br />
==== MinGW Makefiles ====<br />
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].<br />
# Follow the installation instructions for any [[Required Libraries]] you might need.<br />
# Start up the CMake GUI tool.<br />
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.<br />
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.<br />
# Click '''Configure'''.<br />
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.<br />
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.<br />
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.<br />
#* If you don't care about building the client, skip to the next step.<br />
#* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''.<br />
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.<br />
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.<br />
# Click '''Generate'''.<br />
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.<br />
# Run the following command:<br />
#* If you want to build everything: <code>mingw32-make</code><br />
#* If you want to build just the client: <code>mingw32-make odamex</code><br />
#* If you want to build just the server: <code>mingw32-make odasrv</code><br />
#* If you want to build just the master: <code>mingw32-make odamast</code><br />
#* If you want to clean up your build tree: <code>mingw32-make clean</code><br />
<br />
==== Code::Blocks ====<br />
The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks.<br />
<br />
==== Visual C++ ====<br />
# Follow the installation instructions for any [[Required Libraries]] you might need.<br />
# Install a copy of Visual C++. We highly recommend you Visual Studio 2017 Community, available for free [https://visualstudio.microsoft.com/downloads here].<br />
# Start up the CMake GUI tool.<br />
# In the input field labeled '''Where is the source code:''', pick out the folder where you checked out Odamex.<br />
# In the input field labeled '''Where to build the binaries:''', create a folder somewhere where you would like the workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.<br />
# Click on '''Configure'''.<br />
# You should see a dialog box pop up. From the drop-down list, pick:<br />
#*• '''"Visual Studio 15 2017"''' if you want to build 32-bit (x86) binaries.<br />
#*• '''"Visual Studio 15 2017 Win64"''' if you want to build 64-bit (x64) binaries.<br />
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.<br />
# After a few moments, you will see warnings that a few libraries (such as SDL2 and SDL2_mixer) could not be found.<br />
#*• If you don't care about building the client, skip to the next step.<br />
#*• If you want to build the client, you need to set the '''SDL2_INCLUDE_DIR''', '''SDL2_LIBRARY''', '''SDL2_MIXER_INCLUDE_DIR''' and '''SDL2_MIXER_LIBRARY''' cache variables. You may need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL2_LIBRARY''' should point directly at the file <tt>SDL2.lib</tt> in the <tt>lib</tt> directory, and '''SDL2_MIXER_LIBRARY''' should point directly at '''SDL2_mixer.lib'''.<br />
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDL2_MIXER_LIBRARY''' points to <tt>SDL2_mixer.lib</tt>, and '''SDL2_LIBRARY''' points to <tt>SDL2.lib</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.<br />
# Click on '''Generate'''.<br />
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual Studio.<br />
# Press F5 to build the entire project.<br />
<br />
=== Running Odamex ===<br />
<br />
The first time you run the client or server, you might run into some issues.<br />
<br />
==== Client notes ====<br />
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]<br />
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:<br />
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.<br />
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.<br />
* <tt>odamex.wad</tt> from the base odamex GitHub checkout folder.<br />
* A DOOM IWAD from one of your installations of DOOM.<br />
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.<br />
<br />
==== Server notes ====<br />
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:<br />
* <tt>odamex.wad</tt> from the base odamex GitHub checkout folder.<br />
* A DOOM IWAD from one of your installations of DOOM.<br />
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.<br />
<br />
== Linux ==<br />
<br />
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].<br />
<br />
=== Installing CMake ===<br />
<br />
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.<br />
<br />
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code><br />
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code><br />
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code><br />
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code><br />
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code><br />
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code><br />
<br />
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.<br />
<br />
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code><br />
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code><br />
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code><br />
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code><br />
<br />
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].<br />
<br />
=== Compiling Odamex ===<br />
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]<br />
Once you have Odamex checked out from GitHub, change to the directory where you checked it out. From there, the process is relatively simple:<br />
<br />
<pre>mkdir build && cd build && cmake ..</pre><br />
<br />
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.<br />
<br />
Once <tt>cmake</tt> finishes its job, run the following command:<br />
* If you want to build everything: <code>make</code><br />
* If you want to build just the client: <code>make odamex</code><br />
* If you want to build just the server: <code>make odasrv</code><br />
* If you want to build just the master: <code>make odamast</code><br />
* If you want to clean up your build tree: <code>make clean</code><br />
<br />
===== Build Types =====<br />
<br />
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:<br />
<br />
* Debug: Debug information, -O1 optimization.<br />
* Release: No debug information, -O3 optimization.<br />
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.<br />
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].<br />
<br />
To specify a build type, you need to pass it with your cmake command like so:<br />
<br />
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre><br />
<br />
==== Using Clang + LLVM ====<br />
<br />
If you prefer to use clang instead of gcc, you can:<br />
<br />
<pre>export CC=/usr/bin/clang<br />
export CXX=/usr/bin/clang++<br />
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre><br />
<br />
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.<br />
<br />
==== Alternate SDL installations ====<br />
<br />
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)<br />
<br />
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre><br />
<br />
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <br />
<br />
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre><br />
<br />
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).<br />
<br />
==== GUI Tool ====<br />
<br />
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.<br />
<br />
== Mac OS X ==<br />
<br />
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].<br />
<br />
You can also install the latest version using your package manager of choice:<br />
* Homebrew: <code>brew install cmake</code><br />
<br />
=== Compiling Odamex ===<br />
<br />
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]<br />
<br />
==== Xcode ====<br />
<br />
CMake supports generating Xcode project files.<br />
<br />
<pre>cmake -G Xcode ..</pre><br />
<br />
==== OS X 10.4 Tiger ====<br />
<br />
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.<br />
<br />
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \<br />
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \<br />
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre><br />
<br />
These options can also be used to support any other installed SDK when something other than the system default is desired.<br />
<br />
==== Universal Binaries ====<br />
<br />
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:<br />
<br />
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre><br />
<br />
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.<br />
<br />
== FreeBSD ==<br />
<br />
FreeBSD has CMake in its ports tree as a port and a package:<br />
* Package: <code>pkg_add -r cmake</code><br />
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code><br />
<br />
=== Compiling Odamex ===<br />
<br />
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]</div>Hekksyhttps://odamex.net/w/index.php?title=Compiling_using_CMake&diff=3900Compiling using CMake2019-01-23T20:44:11Z<p>Hekksy: /* Client notes */</p>
<hr />
<div>According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.<br />
<br />
== Compatibility ==<br />
* '''Windows'''<br />
**• ''Visual C++ 2010 (up to 2017)'' can compile the client, server and master without issues.<br />
**• ''MinGW Makefiles'' can compile the client, server and master without issues.<br />
**• ''Code::Blocks (MinGW)'' can compile the client, server and master without issues.<br />
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.<br />
* '''Mac OS X'''<br />
**• ''Makefiles'' on Mac OS X 10.6 can compile the client, server, launchers and master.<br />
* '''Linux'''<br />
**• ''Makefiles'' can compile the client, server, launcher, and master without issue.<br />
**• ''Code::Blocks'' uses Makefiles, so is equally as compatible.<br />
* '''FreeBSD'''<br />
**• ''Makefiles'' can compile the client, server and master without issue.<br />
<br />
== Windows ==<br />
<br />
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]<br />
<br />
=== Installing CMake ===<br />
<br />
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].<br />
<br />
=== Compiling Odamex ===<br />
<br />
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: <br />
<br />
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.<br />
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.<br />
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.<br />
<br />
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.<br />
<br />
==== MinGW Makefiles ====<br />
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].<br />
# Follow the installation instructions for any [[Required Libraries]] you might need.<br />
# Start up the CMake GUI tool.<br />
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.<br />
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.<br />
# Click '''Configure'''.<br />
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.<br />
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.<br />
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.<br />
#* If you don't care about building the client, skip to the next step.<br />
#* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''.<br />
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.<br />
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.<br />
# Click '''Generate'''.<br />
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.<br />
# Run the following command:<br />
#* If you want to build everything: <code>mingw32-make</code><br />
#* If you want to build just the client: <code>mingw32-make odamex</code><br />
#* If you want to build just the server: <code>mingw32-make odasrv</code><br />
#* If you want to build just the master: <code>mingw32-make odamast</code><br />
#* If you want to clean up your build tree: <code>mingw32-make clean</code><br />
<br />
==== Code::Blocks ====<br />
The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks.<br />
<br />
==== Visual C++ ====<br />
# Follow the installation instructions for any [[Required Libraries]] you might need.<br />
# Install a copy of Visual C++. We highly recommend you Visual Studio 2017 Community, available for free [https://visualstudio.microsoft.com/downloads here].<br />
# Start up the CMake GUI tool.<br />
# In the input field labeled '''Where is the source code:''', pick out the folder where you checked out Odamex.<br />
# In the input field labeled '''Where to build the binaries:''', create a folder somewhere where you would like the workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.<br />
# Click on '''Configure'''.<br />
# You should see a dialog box pop up. From the drop-down list, pick:<br />
#*• '''"Visual Studio 15 2017"''' if you want to build 32-bit (x86) binaries.<br />
#*• '''"Visual Studio 15 2017 Win64"''' if you want to build 64-bit (x64) binaries.<br />
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.<br />
# After a few moments, you will see warnings that a few libraries (such as SDL2 and SDL2_mixer) could not be found.<br />
#*• If you don't care about building the client, skip to the next step.<br />
#*• If you want to build the client, you need to set the '''SDL2_INCLUDE_DIR''', '''SDL2_LIBRARY''', '''SDL2_MIXER_INCLUDE_DIR''' and '''SDL2_MIXER_LIBRARY''' cache variables. You may need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL2_LIBRARY''' should point directly at the file <tt>SDL2.lib</tt> in the <tt>lib</tt> directory, and '''SDL2_MIXER_LIBRARY''' should point directly at '''SDL2_mixer.lib'''.<br />
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDL2_MIXER_LIBRARY''' points to <tt>SDL2_mixer.lib</tt>, and '''SDL2_LIBRARY''' points to <tt>SDL2.lib</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.<br />
# Click on '''Generate'''.<br />
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual Studio.<br />
# Press F5 to build the entire project.<br />
<br />
=== Running Odamex ===<br />
<br />
The first time you run the client or server, you might run into some issues.<br />
<br />
==== Client notes ====<br />
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]<br />
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:<br />
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.<br />
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.<br />
* <tt>odamex.wad</tt> from the base odamex GitHub checkout folder.<br />
* A DOOM IWAD from one of your installations of DOOM.<br />
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.<br />
<br />
==== Server notes ====<br />
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:<br />
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.<br />
* A DOOM IWAD from one of your installations of DOOM.<br />
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.<br />
<br />
== Linux ==<br />
<br />
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].<br />
<br />
=== Installing CMake ===<br />
<br />
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.<br />
<br />
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code><br />
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code><br />
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code><br />
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code><br />
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code><br />
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code><br />
<br />
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.<br />
<br />
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code><br />
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code><br />
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code><br />
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code><br />
<br />
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].<br />
<br />
=== Compiling Odamex ===<br />
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]<br />
Once you have Odamex checked out from GitHub, change to the directory where you checked it out. From there, the process is relatively simple:<br />
<br />
<pre>mkdir build && cd build && cmake ..</pre><br />
<br />
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.<br />
<br />
Once <tt>cmake</tt> finishes its job, run the following command:<br />
* If you want to build everything: <code>make</code><br />
* If you want to build just the client: <code>make odamex</code><br />
* If you want to build just the server: <code>make odasrv</code><br />
* If you want to build just the master: <code>make odamast</code><br />
* If you want to clean up your build tree: <code>make clean</code><br />
<br />
===== Build Types =====<br />
<br />
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:<br />
<br />
* Debug: Debug information, -O1 optimization.<br />
* Release: No debug information, -O3 optimization.<br />
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.<br />
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].<br />
<br />
To specify a build type, you need to pass it with your cmake command like so:<br />
<br />
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre><br />
<br />
==== Using Clang + LLVM ====<br />
<br />
If you prefer to use clang instead of gcc, you can:<br />
<br />
<pre>export CC=/usr/bin/clang<br />
export CXX=/usr/bin/clang++<br />
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre><br />
<br />
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.<br />
<br />
==== Alternate SDL installations ====<br />
<br />
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)<br />
<br />
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre><br />
<br />
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <br />
<br />
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre><br />
<br />
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).<br />
<br />
==== GUI Tool ====<br />
<br />
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.<br />
<br />
== Mac OS X ==<br />
<br />
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].<br />
<br />
You can also install the latest version using your package manager of choice:<br />
* Homebrew: <code>brew install cmake</code><br />
<br />
=== Compiling Odamex ===<br />
<br />
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]<br />
<br />
==== Xcode ====<br />
<br />
CMake supports generating Xcode project files.<br />
<br />
<pre>cmake -G Xcode ..</pre><br />
<br />
==== OS X 10.4 Tiger ====<br />
<br />
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.<br />
<br />
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \<br />
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \<br />
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre><br />
<br />
These options can also be used to support any other installed SDK when something other than the system default is desired.<br />
<br />
==== Universal Binaries ====<br />
<br />
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:<br />
<br />
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre><br />
<br />
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.<br />
<br />
== FreeBSD ==<br />
<br />
FreeBSD has CMake in its ports tree as a port and a package:<br />
* Package: <code>pkg_add -r cmake</code><br />
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code><br />
<br />
=== Compiling Odamex ===<br />
<br />
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]</div>Hekksyhttps://odamex.net/w/index.php?title=Compiling_using_CMake&diff=3899Compiling using CMake2019-01-23T20:43:44Z<p>Hekksy: /* Compiling Odamex */</p>
<hr />
<div>According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.<br />
<br />
== Compatibility ==<br />
* '''Windows'''<br />
**• ''Visual C++ 2010 (up to 2017)'' can compile the client, server and master without issues.<br />
**• ''MinGW Makefiles'' can compile the client, server and master without issues.<br />
**• ''Code::Blocks (MinGW)'' can compile the client, server and master without issues.<br />
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.<br />
* '''Mac OS X'''<br />
**• ''Makefiles'' on Mac OS X 10.6 can compile the client, server, launchers and master.<br />
* '''Linux'''<br />
**• ''Makefiles'' can compile the client, server, launcher, and master without issue.<br />
**• ''Code::Blocks'' uses Makefiles, so is equally as compatible.<br />
* '''FreeBSD'''<br />
**• ''Makefiles'' can compile the client, server and master without issue.<br />
<br />
== Windows ==<br />
<br />
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]<br />
<br />
=== Installing CMake ===<br />
<br />
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].<br />
<br />
=== Compiling Odamex ===<br />
<br />
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: <br />
<br />
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.<br />
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.<br />
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.<br />
<br />
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.<br />
<br />
==== MinGW Makefiles ====<br />
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].<br />
# Follow the installation instructions for any [[Required Libraries]] you might need.<br />
# Start up the CMake GUI tool.<br />
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.<br />
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.<br />
# Click '''Configure'''.<br />
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.<br />
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.<br />
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.<br />
#* If you don't care about building the client, skip to the next step.<br />
#* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''.<br />
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.<br />
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.<br />
# Click '''Generate'''.<br />
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.<br />
# Run the following command:<br />
#* If you want to build everything: <code>mingw32-make</code><br />
#* If you want to build just the client: <code>mingw32-make odamex</code><br />
#* If you want to build just the server: <code>mingw32-make odasrv</code><br />
#* If you want to build just the master: <code>mingw32-make odamast</code><br />
#* If you want to clean up your build tree: <code>mingw32-make clean</code><br />
<br />
==== Code::Blocks ====<br />
The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks.<br />
<br />
==== Visual C++ ====<br />
# Follow the installation instructions for any [[Required Libraries]] you might need.<br />
# Install a copy of Visual C++. We highly recommend you Visual Studio 2017 Community, available for free [https://visualstudio.microsoft.com/downloads here].<br />
# Start up the CMake GUI tool.<br />
# In the input field labeled '''Where is the source code:''', pick out the folder where you checked out Odamex.<br />
# In the input field labeled '''Where to build the binaries:''', create a folder somewhere where you would like the workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.<br />
# Click on '''Configure'''.<br />
# You should see a dialog box pop up. From the drop-down list, pick:<br />
#*• '''"Visual Studio 15 2017"''' if you want to build 32-bit (x86) binaries.<br />
#*• '''"Visual Studio 15 2017 Win64"''' if you want to build 64-bit (x64) binaries.<br />
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.<br />
# After a few moments, you will see warnings that a few libraries (such as SDL2 and SDL2_mixer) could not be found.<br />
#*• If you don't care about building the client, skip to the next step.<br />
#*• If you want to build the client, you need to set the '''SDL2_INCLUDE_DIR''', '''SDL2_LIBRARY''', '''SDL2_MIXER_INCLUDE_DIR''' and '''SDL2_MIXER_LIBRARY''' cache variables. You may need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL2_LIBRARY''' should point directly at the file <tt>SDL2.lib</tt> in the <tt>lib</tt> directory, and '''SDL2_MIXER_LIBRARY''' should point directly at '''SDL2_mixer.lib'''.<br />
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDL2_MIXER_LIBRARY''' points to <tt>SDL2_mixer.lib</tt>, and '''SDL2_LIBRARY''' points to <tt>SDL2.lib</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.<br />
# Click on '''Generate'''.<br />
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual Studio.<br />
# Press F5 to build the entire project.<br />
<br />
=== Running Odamex ===<br />
<br />
The first time you run the client or server, you might run into some issues.<br />
<br />
==== Client notes ====<br />
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]<br />
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:<br />
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.<br />
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.<br />
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.<br />
* A DOOM IWAD from one of your installations of DOOM.<br />
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.<br />
<br />
==== Server notes ====<br />
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:<br />
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.<br />
* A DOOM IWAD from one of your installations of DOOM.<br />
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.<br />
<br />
== Linux ==<br />
<br />
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].<br />
<br />
=== Installing CMake ===<br />
<br />
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.<br />
<br />
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code><br />
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code><br />
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code><br />
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code><br />
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code><br />
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code><br />
<br />
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.<br />
<br />
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code><br />
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code><br />
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code><br />
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code><br />
<br />
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].<br />
<br />
=== Compiling Odamex ===<br />
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]<br />
Once you have Odamex checked out from GitHub, change to the directory where you checked it out. From there, the process is relatively simple:<br />
<br />
<pre>mkdir build && cd build && cmake ..</pre><br />
<br />
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.<br />
<br />
Once <tt>cmake</tt> finishes its job, run the following command:<br />
* If you want to build everything: <code>make</code><br />
* If you want to build just the client: <code>make odamex</code><br />
* If you want to build just the server: <code>make odasrv</code><br />
* If you want to build just the master: <code>make odamast</code><br />
* If you want to clean up your build tree: <code>make clean</code><br />
<br />
===== Build Types =====<br />
<br />
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:<br />
<br />
* Debug: Debug information, -O1 optimization.<br />
* Release: No debug information, -O3 optimization.<br />
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.<br />
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].<br />
<br />
To specify a build type, you need to pass it with your cmake command like so:<br />
<br />
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre><br />
<br />
==== Using Clang + LLVM ====<br />
<br />
If you prefer to use clang instead of gcc, you can:<br />
<br />
<pre>export CC=/usr/bin/clang<br />
export CXX=/usr/bin/clang++<br />
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre><br />
<br />
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.<br />
<br />
==== Alternate SDL installations ====<br />
<br />
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)<br />
<br />
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre><br />
<br />
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <br />
<br />
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre><br />
<br />
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).<br />
<br />
==== GUI Tool ====<br />
<br />
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.<br />
<br />
== Mac OS X ==<br />
<br />
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].<br />
<br />
You can also install the latest version using your package manager of choice:<br />
* Homebrew: <code>brew install cmake</code><br />
<br />
=== Compiling Odamex ===<br />
<br />
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]<br />
<br />
==== Xcode ====<br />
<br />
CMake supports generating Xcode project files.<br />
<br />
<pre>cmake -G Xcode ..</pre><br />
<br />
==== OS X 10.4 Tiger ====<br />
<br />
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.<br />
<br />
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \<br />
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \<br />
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre><br />
<br />
These options can also be used to support any other installed SDK when something other than the system default is desired.<br />
<br />
==== Universal Binaries ====<br />
<br />
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:<br />
<br />
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre><br />
<br />
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.<br />
<br />
== FreeBSD ==<br />
<br />
FreeBSD has CMake in its ports tree as a port and a package:<br />
* Package: <code>pkg_add -r cmake</code><br />
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code><br />
<br />
=== Compiling Odamex ===<br />
<br />
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]</div>Hekksyhttps://odamex.net/w/index.php?title=Compiling_using_CMake&diff=3898Compiling using CMake2019-01-23T20:43:20Z<p>Hekksy: /* Compiling Odamex */</p>
<hr />
<div>According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.<br />
<br />
== Compatibility ==<br />
* '''Windows'''<br />
**• ''Visual C++ 2010 (up to 2017)'' can compile the client, server and master without issues.<br />
**• ''MinGW Makefiles'' can compile the client, server and master without issues.<br />
**• ''Code::Blocks (MinGW)'' can compile the client, server and master without issues.<br />
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.<br />
* '''Mac OS X'''<br />
**• ''Makefiles'' on Mac OS X 10.6 can compile the client, server, launchers and master.<br />
* '''Linux'''<br />
**• ''Makefiles'' can compile the client, server, launcher, and master without issue.<br />
**• ''Code::Blocks'' uses Makefiles, so is equally as compatible.<br />
* '''FreeBSD'''<br />
**• ''Makefiles'' can compile the client, server and master without issue.<br />
<br />
== Windows ==<br />
<br />
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]<br />
<br />
=== Installing CMake ===<br />
<br />
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].<br />
<br />
=== Compiling Odamex ===<br />
<br />
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: <br />
<br />
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.<br />
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.<br />
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.<br />
<br />
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.<br />
<br />
==== MinGW Makefiles ====<br />
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].<br />
# Follow the installation instructions for any [[Required Libraries]] you might need.<br />
# Start up the CMake GUI tool.<br />
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.<br />
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.<br />
# Click '''Configure'''.<br />
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.<br />
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.<br />
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.<br />
#* If you don't care about building the client, skip to the next step.<br />
#* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''.<br />
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.<br />
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.<br />
# Click '''Generate'''.<br />
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.<br />
# Run the following command:<br />
#* If you want to build everything: <code>mingw32-make</code><br />
#* If you want to build just the client: <code>mingw32-make odamex</code><br />
#* If you want to build just the server: <code>mingw32-make odasrv</code><br />
#* If you want to build just the master: <code>mingw32-make odamast</code><br />
#* If you want to clean up your build tree: <code>mingw32-make clean</code><br />
<br />
==== Code::Blocks ====<br />
The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks.<br />
<br />
==== Visual C++ ====<br />
# Follow the installation instructions for any [[Required Libraries]] you might need.<br />
# Install a copy of Visual C++. We highly recommend you Visual Studio 2017 Community, available for free [https://visualstudio.microsoft.com/downloads here].<br />
# Start up the CMake GUI tool.<br />
# In the input field labeled '''Where is the source code:''', pick out the folder where you checked out Odamex.<br />
# In the input field labeled '''Where to build the binaries:''', create a folder somewhere where you would like the workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.<br />
# Click on '''Configure'''.<br />
# You should see a dialog box pop up. From the drop-down list, pick:<br />
#*• '''"Visual Studio 15 2017"''' if you want to build 32-bit (x86) binaries.<br />
#*• '''"Visual Studio 15 2017 Win64"''' if you want to build 64-bit (x64) binaries.<br />
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.<br />
# After a few moments, you will see warnings that a few libraries (such as SDL2 and SDL2_mixer) could not be found.<br />
#*• If you don't care about building the client, skip to the next step.<br />
#*• If you want to build the client, you need to set the '''SDL2_INCLUDE_DIR''', '''SDL2_LIBRARY''', '''SDL2_MIXER_INCLUDE_DIR''' and '''SDL2_MIXER_LIBRARY''' cache variables. You may need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL2_LIBRARY''' should point directly at the file <tt>SDL2.lib</tt> in the <tt>lib</tt> directory, and '''SDL2_MIXER_LIBRARY''' should point directly at '''SDL2_mixer.lib'''.<br />
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDL2_MIXER_LIBRARY''' points to <tt>SDL2_mixer.lib</tt>, and '''SDL2_LIBRARY''' points to <tt>SDL2.lib</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.<br />
# Click on '''Generate'''.<br />
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual Studio.<br />
# Press F5 to build the entire project.<br />
<br />
=== Running Odamex ===<br />
<br />
The first time you run the client or server, you might run into some issues.<br />
<br />
==== Client notes ====<br />
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]<br />
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:<br />
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.<br />
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.<br />
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.<br />
* A DOOM IWAD from one of your installations of DOOM.<br />
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.<br />
<br />
==== Server notes ====<br />
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:<br />
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.<br />
* A DOOM IWAD from one of your installations of DOOM.<br />
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.<br />
<br />
== Linux ==<br />
<br />
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].<br />
<br />
=== Installing CMake ===<br />
<br />
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.<br />
<br />
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code><br />
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code><br />
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code><br />
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code><br />
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code><br />
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code><br />
<br />
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.<br />
<br />
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code><br />
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code><br />
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code><br />
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code><br />
<br />
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].<br />
<br />
=== Compiling Odamex ===<br />
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]<br />
Once you have Odamex checked out from [[GitHub]], change to the directory where you checked it out. From there, the process is relatively simple:<br />
<br />
<pre>mkdir build && cd build && cmake ..</pre><br />
<br />
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.<br />
<br />
Once <tt>cmake</tt> finishes its job, run the following command:<br />
* If you want to build everything: <code>make</code><br />
* If you want to build just the client: <code>make odamex</code><br />
* If you want to build just the server: <code>make odasrv</code><br />
* If you want to build just the master: <code>make odamast</code><br />
* If you want to clean up your build tree: <code>make clean</code><br />
<br />
===== Build Types =====<br />
<br />
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:<br />
<br />
* Debug: Debug information, -O1 optimization.<br />
* Release: No debug information, -O3 optimization.<br />
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.<br />
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].<br />
<br />
To specify a build type, you need to pass it with your cmake command like so:<br />
<br />
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre><br />
<br />
==== Using Clang + LLVM ====<br />
<br />
If you prefer to use clang instead of gcc, you can:<br />
<br />
<pre>export CC=/usr/bin/clang<br />
export CXX=/usr/bin/clang++<br />
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre><br />
<br />
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.<br />
<br />
==== Alternate SDL installations ====<br />
<br />
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)<br />
<br />
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre><br />
<br />
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <br />
<br />
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre><br />
<br />
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).<br />
<br />
==== GUI Tool ====<br />
<br />
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.<br />
<br />
== Mac OS X ==<br />
<br />
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].<br />
<br />
You can also install the latest version using your package manager of choice:<br />
* Homebrew: <code>brew install cmake</code><br />
<br />
=== Compiling Odamex ===<br />
<br />
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]<br />
<br />
==== Xcode ====<br />
<br />
CMake supports generating Xcode project files.<br />
<br />
<pre>cmake -G Xcode ..</pre><br />
<br />
==== OS X 10.4 Tiger ====<br />
<br />
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.<br />
<br />
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \<br />
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \<br />
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre><br />
<br />
These options can also be used to support any other installed SDK when something other than the system default is desired.<br />
<br />
==== Universal Binaries ====<br />
<br />
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:<br />
<br />
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre><br />
<br />
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.<br />
<br />
== FreeBSD ==<br />
<br />
FreeBSD has CMake in its ports tree as a port and a package:<br />
* Package: <code>pkg_add -r cmake</code><br />
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code><br />
<br />
=== Compiling Odamex ===<br />
<br />
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]</div>Hekksy