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Odamex 10.5.0


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8 minutes ago, SiFi270 said:

Does Odamex support loading multiple DeHackEd patches yet? If not, it might be that.

That's really not an expected use case. Dehacked by its very nature is extremely ill suited to be stacked, such a concept would be very error prone given the explicit nature of the frame table and everything related to it.

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But there are cases where you can be sure they won't conflict, mainly if one modifies the gameplay while the other only changes the text. I've just tested by loading Alien Vendetta with its external .deh and Fraggle's vanilla smooth weapons, and I ran into the same problem Doomkid's reporting, in addition to the text not changing. I tried it with Jenesis, which contains the dehacked inside the wad file, and both smooth weapons and text changes worked fine. I tried AV again without its .deh, and that went fine as well.

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My point was quite specifically about the "yet". It's not an expected part of the dehacked standard and can be extremely error prone, even if you can find very specific edge cases where it can just barely work.

Edited by Edward850

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14 hours ago, SiFi270 said:

I've just tested by loading Alien Vendetta with its external .deh and Fraggle's vanilla smooth weapons, and I ran into the same problem Doomkid's reporting, in addition to the text not changing

 

I went ahead and took some time today to look for bugs, aiming to address your use-case which indeed was broken.  Was half issues with string replacement period, half issues with instances where loading multiple DEH patches was problematic.

 

Take a look at these builds and see if they're any better for you.

Edited by AlexMax

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  • 2 weeks later...

My first question for any source port that introduces a pitching in fonts:

 

How to increase font size of the console? It's too small.

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On 5/7/2021 at 12:13 PM, riderr3 said:

How to increase font size of the console? It's too small.


We don't have a way to increase the font size of the console at the moment, but rest assured this is a problem that I'm acutely aware of as my vision is quite poor.

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Odamex 0.9.1 has been released.  Download it from Sourceforge or Github.

 

For such a big release, 0.9.0's aftermath was relatively calm. This gave us headroom to roll a number of bugfixes into this next version, but then we realized we could throw in a few extra features at the same time. So we did.

 

Spawn Inventory

 

You can now give players almost any inventory you desire with a single console variable. Health, Green Armor, Blue Armor, weapon inventory, starting weapon, ammo, and even backpacks and berserk, all modifiable from all game modes with just a single console variable.

g_spawninv "health:100 armor1:100 rweapon:3 weapons:123a bullets:50 shells:16 berserk"

This will give you a shotgun (3) as your ready weapon, a chainsaw (a) in reserve, and the rest should be self-explanatory.  Of course, trying to make spot updates to such a long variable can be a pain, so we also included a spawninv console command that can modify an existing variable.  For example spawninv shells 8 will change the number of starting shells from 16 to 8 and keep everything else the same.

 

This variable is compatible with every game mode, from Coop to Attack & Defend LMS Capture the Flag.  In game modes where you keep your inventory between levels, you will not get most of the inventory re-given between levels, but it will refresh your berserk.

 

WADs with Hashes

 

WADs can now have hashes in their filenames, and Odamex will allow you to join a server with a hashed filename as if you were using the original WAD file.  No more getting mixed up between multiple versions of a WAD with the same name, you can now have many versions of the same WAD file on your hard drive at the same time, and Odamex will select which one to use depending on what hash the server sends it.

 

For example, if you join a server running the 29-map Scythe 2, Odamex will look for a WAD named either scythe2.wad or scythe2.0bade1.wad, with "0bade1" being the first six hexdec chars in the MD5 hash of the WAD.  If the WAD with the proper hash is not found on your hard drive, Odamex will try to download the WAD file with the hash the server wants, and if found it will rename the WAD to the hashed filename (scythe2.0bade1.wad) and join the server with it.

 

Exactly six hex characters will always mean an MD5 hash.  Any other count will not be recognized, and if we add support for other hashes, we will either increase the number of hex chars or add a prefix.  The downloader will also only rename WAD files if you already have a WAD on your system by the original name, so you don't need to worry about all of your downloads having hashes, only the ambiguous ones.

 

Other New Features

  • DEH Patches in PWADs can now coexist with externally-loaded patches.
  • A new hud_bigfont setting which changes several fonts in the HUD to use a bigger font.
  • A new cl_chatsounds setting which allows you to disable sounds made when someone else on the server talks.
  • Resurrected Ghost monsters have now been reintroduced outside of demo playback, and there is a new co_novileghosts setting which can toggle the behavior.
  • A new g_coopthingfilter setting, which can suppress multiplayer things from being spawned. It can also spawn everything except weapons.
  • Dead players with no lives can now use spectator-specific buttons like mousewheel.
  • A sv_weapondrop setting much like ZDoom which has players drop their weapon on death.

Bugfixes upon Bugfixes

 

These are the major things that we just threw in because we wanted to.  The real meat of 0.9.1 is all of the bugfixes, and there's simply too many to list here, so let's just cover some of the big touchpoints:

  • A glitch in the installed version of Odamex was leading to undesirable portable behavior even when installed, resulting in a strange and misleading error message about crash directories.  This has been remedied.
  • Netdemos recorded with 0.9.1 should no longer be missing critical initial state leading to crashes or strange missing data on playback.
  • Big maps that have lots of teleport destinations in them should now load much quicker - most notably Sunlust MAP30.
  • Connecting to servers should now be significantly more reliable on bad connections.

 

EDIT: The official patch notes are located here.  Also, a special shout-out to @DCG Retrowave and SapientLion for their contributions!

Edited by AlexMax

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  • 2 weeks later...

Odamex 0.9.2 has been released.  Download it from Sourceforge or Github.

 

No gigantic feature drops this time, mostly just bugfixes and the return of the Mac client.  Some of the more notable things to talk about:

  • MAP08's sounds are no longer ear-splitting.
  • Sounds no longer vanish when many sounds are playing using the default sound channel setting of 32.
  • Many MAPINFO errors were squashed, allowing the loading of yet more WAD files with modern mapinfos.
  • Many bits of broken behavior surrounding doors were fixed.
  • Many sources of crashes were taken care of, particularly the ones that were causing severe instability in the Linux and unreleased (0.9.1) Mac client.

 

Edited by AlexMax

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  • 2 weeks later...

Odamex 0.9.3 has been released.  Download it from Sourceforge or Github.

 

Another small bugfix release to coincide with the ongoing World Doom League season:

  • An issue where a player health desync was leading to ghost players has been resolved.
  • Friendly target nameplates are now always visible unless the client turns them off.
  • During demo playback, target nameplates now show health indicators.
    • Note that at this stage the health indicator is considered a debugging tool and is not 100% accurate - thus why it's limited to demos for now.
  • Addressed an issue where non-keyboard buttons couldn't be unbound.
  • mute_spectators wasn't blocking spectator teamchat, now it does.

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On 6/12/2021 at 3:17 PM, AlexMax said:

Odamex 0.9.3 has been released.  Download it from Sourceforge or Github.

 

Another small bugfix release to coincide with the ongoing World Doom League season:

  • An issue where a player health desync was leading to ghost players has been resolved.
  • Friendly target nameplates are now always visible unless the client turns them off.
  • During demo playback, target nameplates now show health indicators.
    • Note that at this stage the health indicator is considered a debugging tool and is not 100% accurate - thus why it's limited to demos for now.
  • Addressed an issue where non-keyboard buttons couldn't be unbound.
  • mute_spectators wasn't blocking spectator teamchat, now it does.

Solid work! Will update accordingly and play again this week. Still working my way through that Plutonia II server in between work.

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  • 1 month later...

Odamex 0.9.4 has been released.  Download it from Sourceforge or Github.

 

By far the most visible feature is the fact that our WAD downloader now supports (and is configured to look at) DogSoft's enormous WAD repository.  If you haven't touched your list of download sites, DogSoft should be added automatically.  Thank you so much to Mega-Dog for going above and beyond to natively support Odamex's download feature.

 

But of course, that's not all.  Odamex 0.9.4 also has a few more goodies to offer.

  • A new setlobbymap console function that can apply lobby functionality to any arbitrary map in any loadable WAD.
  • Ctrl-PageUp and Ctrl-PageDown now scroll the console 16 lines at a time.

  • In 3-Team modes, dead players on a team who is completely out of lives can now spectate other teams as well.

  • Mouse sensitivity now has much finer control when adjusting from the menu. Thanks to Hugo Locurcio for the contribution.

  • An occasional crash caused by the fuzz drawer has been pinpointed and fixed.

  • An instance of Tutti Frutti that showed up in tall wall and sky textures that had more than one post per column has been taken care of.

  • Teleport line type 208 (WR Silent, Same Angle, Also Monsters) now works again.

  • Certain classes of corrupt patches that would have crashed the game now raise an error instead.

  • odasrv on Windows now properly shows an error message in the console output.

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Cool to see this still being worked on. I began a project back with version 6.x and have yet to complete it. Since then the port has moved to SDL2 and this and that, breaking the compatibility for the systems I had targeted, but things happen. Some day I will get it done, and on that note, I look forward to checking out the new bits in this latest release!

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  • 4 weeks later...

Odamex 0.9.5 has been released.  Download it from Sourceforge or Github.

 

This is a small point release that fixes an exploit allowing players to spy other players that they weren't supposed to.  It is highly recommended that all servers update to 0.9.5 as soon as possible.

Edited by AlexMax

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  • 5 months later...
19 hours ago, AlexMax said:

Yes, 10.0.0.  At some point in the past decade and a half, Odamex went from a beta, work-in-progress port to a port stable enough to have been used for tournaments, events, and even online leagues. So instead of releasing 0.10.0, we thought it was about time to get rid of that leading "0" in our version number.

But why not 1.0.0 then?

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@AlexMaxUpdated DoomWiki regarding Odamex, MBF21, DEHEXTRA and UMAPINFO to reflect that Oda is now supporting these.

 

Congratulations on this historic release, a thanks to all the people involved into making this happen.

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Does Odamex work with D4V?  I tried loading it through Doom Runner along with the Doom2.WAD but got the error below.  I just presumed with D4V being vanilla compatible Oda would just run it.

 

 

oda-d4v error.png

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3 hours ago, Average said:

Does Odamex work with D4V?  I tried loading it through Doom Runner along with the Doom2.WAD but got the error below.  I just presumed with D4V being vanilla compatible Oda would just run it.

 

 

oda-d4v error.png

 

It did, but this animdefs lump from newer zdoom caused some parser issues that slipped by us. I actually noted this issue 5 days ago on our issue tracker. Expect it to be corrected in the near future.

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A few people in this thread ( https://www.doomworld.com/forum/topic/127475-sdl2-v-sync-and-mouse-movement/ ) asked me to provide a feedback for Odamex regarding the issue I am facing in some other source ports. Just in case if you haven't seen that thread:

 

On 2/15/2022 at 3:20 PM, PKr said:

 

I have checked Odamex. The issue doesn't exist there. The mouse movement is completely smooth in both exclusive fullscreen and windowed modes. In fact it even works at sub v-synced values, so theoretically g-sync works properly in Odamex as well. That's a bonus plus.

 

In-game framerate limiter might introduce some slight hiccups here and there when capping at <max. refresh rate values, but when leaving in game framerate limiter at unlimited and capping fps in external framerate limiters (for example in Nvidia control panel), the game is compeltely smooth.

 

So yeah, Odamex works wonderfully.

 

Edited by PKr

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17 hours ago, Ralphis said:

 

It did, but this animdefs lump from newer zdoom caused some parser issues that slipped by us. I actually noted this issue 5 days ago on our issue tracker. Expect it to be corrected in the near future.

Oh, cool beans.  Can I ask if the mod is vanilla compatible why does a ZDoom lump cause a problem  Is it something to do with Odamex being based on ZDoom so it confuses D4V?  Just curious. :)

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On 2/15/2022 at 8:42 AM, Gez said:

But why not 1.0.0 then? 

 

Up to now we had around 9 major releases of Odamex, and we wanted to keep that version number going while getting rid of the vestigial 0.  Anyone curious about version "9.0" can just look at a version history and understand what happened immediately.  GNU Emacs did something similar when going from 1.12 to 13.0.

 

4 hours ago, Average said:

Oh, cool beans.  Can I ask if the mod is vanilla compatible why does a ZDoom lump cause a problem  Is it something to do with Odamex being based on ZDoom so it confuses D4V?  Just curious. :)

 

Odamex understands an older form of ANIMDEFS so it tries to parse the lump, but it doesn't understand all of the tokens modern ZDoom does so it gets confused and ends up in a ditch.  We'll take care of it.

Edited by AlexMax

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3 hours ago, Average said:

Oh, cool beans.  Can I ask if the mod is vanilla compatible why does a ZDoom lump cause a problem  Is it something to do with Odamex being based on ZDoom so it confuses D4V?  Just curious. :)

 

It's what AlexMax said above. It's the opposite of what you asked - Odamex doesn't confuse D4V, D4V confuses Odamex. D4V includes certain modern ZDoom lumps inside of it. When Odamex gets to that lump, it doesn't know what to do. This will likely be resolved in the first patch release. I intend on throwing up at least 1 server to play through with D4V!

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  • 2 weeks later...

 

Hello!

I have found a few bugs.

First, there's this physics bug that I can consistently reproduce on E2M7.


Second, while playing co-op, I have seen some bugs with crushers. They are inconsistent, so I wasn't able to record them, but sometimes crushers stay down way longer than they should, and sometimes the position they look they are in doesn't match the position they are actually in.

Third, also while playing co-op, we had a really weird bug, which I also wasn't able to reproduce and record yet. At some point, I encountered 2 monsters, that couldn't do damage to me and I could walk through them. The other player wasn't able to see them at all - he sent me a screenshot where I was in an empty hallway, while from my perspective, I was attacked by those harmless monsters.

Edited by Llednar

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2 hours ago, Llednar said:

 

Hello!

I have found a few bugs.

First, there's this physics bug that I can consistently reproduce on E2M7.


Second, while playing co-op, I have seen some bugs with crushers. They are inconsistent, so I wasn't able to record them, but sometimes crushers stay down way longer than they should, and sometimes the position they look they are in doesn't match the position they are actually in.

Third, also while playing co-op, we had a really weird bug, which I also wasn't able to reproduce and record yet. At some point, I encountered 2 monsters, that couldn't do damage to me and I could walk through them. The other player wasn't able to see them at all - he sent me a screenshot where I was in an empty hallway, while from my perspective, I was attacked by those harmless monsters.

 

First off, thank you for the feedback and bug reports. Here's the situation on your three bugs:

 

1) The e2m7 issue is a bug introduced in Odamex 10. It looks like this came in with MBF21 map support. It's due to linedefs on this map, and this map only, that have linedefs masked with 0xFE00. It looks like Boom and other ports create a workaround for this and we will be exploring one as well. These line flags activate "Block Player", among others, in MBF21 format.

 

2 & 3) These are netcode desyncs. We are aware of both, but always accept bug reports and demos that demonstrate them. Odamex has a feature that you can start/stop netdemo recording at any time, as well as set it to automatically record for you. Most of these options are found in the Options > Networking menu. To start or stop a demo online, at any time, you can pass the following commands in the console:

 

netrecord

stopnetdemo

 

The resulting file will be an .odd. The best place to file issues is our Github Issue Tracker: https://github.com/odamex/odamex/issues. There you can attach all of this information, any demos demonstrating the issues, etc. It helps us track and organize our issues and makes it easy for us to update you on the status.

 

Thanks again!

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  • 2 weeks later...

Hey my Odamex peeps, I know this isn't the place for feature requests necessarily, but is there any chance of skin support in future?

 

As you Oda devs are no doubt aware, you CAN'T win without a skin!

 

Thank you kindly for your time.

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  • 1 month later...

Odamex 10.1 has released.  Download it from Sourceforge or Github.

 

First off, on behalf of the entire team I have to thank everyone who checked out the 10.0.0 release.  It really was a tremendous step for us, and the new features have really opened a Pandora's box of both fun gameplay and cool modding possibilities.

 

Odamex_HORDE_20220319_230757.png.12f86e4f9f8ea6a47a5b4901c32db164.png

 

So, we think it's about time for 10.1.0.  This is mostly a bugfix build, however we did ship a bunch of changed behaviors for the new Horde mode in this release.

 

As far as Horde is concerned, the monster spawn timer is now predicated on how many monsters are in the map - faster spawn rates at lower populations, slower at bigger.  This means that the days of large groups being able to roll over the early waves is a thing of the past - the harder you push, the meaner the waves become.  Additionally, modders can now override HORDEDEF definitions on an individual definition basis by providing the same name as an earlier-loaded definition - in effect, you can now spice up the base defines or odahorde.wad defines in place with a define-only PWAD without introducing duplicates.   There have also been a few updates to the pre-round message - it now shows you what weapons are available and how difficult the wave is.

 

image.png.cfb8c9c3e63843a7a2313551f29c653f.png

 

And yes, that is the Dean's grading scale.

 

The best part is that some of these changes have actually been in place for our weekly Monday Night Horde sessions.  What is Monday Night Horde?  I'm very glad you asked!  It's a pit of insanity where groups of marines get ground into fine paste by Cyberdemons, marines with flamethrowers, and enforcers from Duke Nukem 3D, thanks to the power of MBF21 and DECOHack.  Monday Night Horde runs weekly on Monday at 8PM EST, 5PM PST, and we'd love it if you stopped by our discord if you were interested in playing.

 

There's a few other new features as well.  Odamex now understands skill blocks and custom automap colors in MAPINFO.  It also now understands $alias and $random in SNDINFO.  VSync is now toggle-able from the video settings menu.  The FPS graph has gotten a few important quality-of-life fixes.  We now use LTO to build Odamex which should give you a few more optimizations that were otherwise being left on the table.

 

But of course the majority of this patch is fixes.  How many fixes?  Well...this many.

  • Some of the auto-aim options in Player Setup couldn't be selected, now they can.
  • MBF Smooth Lighting didn't work right, now it does.
  • Invalid sound effects with no assigned lump now show a warning instead of crashing the game.
  • Generalized specials in BOOM were not persisted to network clients with full precision, resulting in broken specials. Now they are persisted correctly.
  • A_MonsterProjectile was firing projectiles that never go anywhere, now they behave as expected.
  • Generalized key doors were misbehaving, now they should function.
  • Generalized Sector Ceiling with Change Texture was not behaving as expected, now it should.
  • Network messages were not getting properly cleaned up after use, now they are.
    • For those who have been running into out-of-memory or hard freeze conditions when playing online, see if this release makes a difference.
  • Spectators were mistakenly allowed to activate certain line classes when they shouldn't, now they are ghosts once again.
  • Certain ceiling raising or lowering triggers were not functioning, now they should.
  • Ultimate Doom E1M8's ending was sometimes killing the player instead of ending the level, now it works as intended.
  • 5 minute door crashed the game on activation, now it opens as it should.
  • Changing g_gametypename didn't actually show the modified gametype ingame, now it works as it should.
  • Fix an automap crash triggered by certain settings.
  • Rotating the automap with the grid enabled used to have lines clipped off, now they draw as expected.
  • Generic locked doors weren't making sounds while opening, now they do.
  • Ultimate Doom E2M7 was inadvertantly triggering MBF21 flags due to a bug or oversight in id's tooling. This has been fixed.
  • ZDoom Generalized Secrets didn't always trigger before, they should now.
  • A crash caused by crushers blowing up barrels that damage other mobjs if blockmap compatibility was disabled is now fixed.
    • This should fix Eviternity MAP10.
  • A crash caused by out-of-bounds column access into a patch while drawing a vissprite has been fixed. This was a rare semi-random renderer crash that was hard to reproduce - thanks to those who provided crash dumps.
  • Intermission scripts are now properly ignored.
    • Fixes lostepis.wad.
  • Generalized sectors that used model sectors didn't work in all cases, now they should.
  • ANIMDEFS that don't parse correctly now get ignored.
    • More complete support of ANIMDEFS will come in a forthcoming version of Odamex.
  • Properly either handle or skip over compatflags in ZMAPINFO.
  • Walkable Trigger Once lines in ZDoom weren't clearing themselves properly.
  • You used to be able to use invalid DEHEXTRA thing names in HORDEDEF, resulting in a crash. Now there's an error message.
  • Chex Quest now plays finale music again.
  • Demo bar no longer displays when screenblocks is set to fullscreen with no HUD.
  • Perpetual generalized lifts could sometimes get stuck in an invalid state.
  • ZDoom format maps were not applying a side test to activation, now they do.
  • Building Odamex with musl is now possible.

The full changelist can be read here.  Happy fragging!

 

Odamex_HORDE_20220214_210905.png.69e0828232a73599996914b5ebad1f10.png

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Hello Damexers! i was exicted to try this release only to see this error come up :

helpzloved.PNG.f928604e28cc3b5626d757b4c264cfa0.PNG

Please help, i am really new to odamex as my first time trying it was on linux, but on windows it splashes this error.

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