Edward850 Posted April 23, 2021 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. 0 Quote Share this post Link to post
SiFi270 Posted April 24, 2021 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. 0 Quote Share this post Link to post
Edward850 Posted April 24, 2021 (edited) 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 April 24, 2021 by Edward850 0 Quote Share this post Link to post
LexiMax Posted April 24, 2021 (edited) 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 April 24, 2021 by AlexMax 1 Quote Share this post Link to post
riderr3 Posted May 7, 2021 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. 1 Quote Share this post Link to post
LexiMax Posted May 12, 2021 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. 0 Quote Share this post Link to post
LexiMax Posted May 17, 2021 (edited) 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 May 18, 2021 by AlexMax 8 Quote Share this post Link to post
LexiMax Posted May 28, 2021 (edited) 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 May 28, 2021 by AlexMax 7 Quote Share this post Link to post
Decay Posted May 28, 2021 Nice work on the active development! Lots of strides being made fairly quickly. 3 Quote Share this post Link to post
Doomkid Posted May 28, 2021 New build feels incredible and loads my whole backlog perfectly. Happy to see this! 2 Quote Share this post Link to post
LexiMax Posted June 12, 2021 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. 5 Quote Share this post Link to post
Chronohunter45 Posted June 15, 2021 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. 0 Quote Share this post Link to post
LexiMax Posted August 14, 2021 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. 7 Quote Share this post Link to post
Breeder Posted August 16, 2021 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! 1 Quote Share this post Link to post
LexiMax Posted September 9, 2021 (edited) 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 September 9, 2021 by AlexMax 6 Quote Share this post Link to post
LexiMax Posted February 14, 2022 (edited) The Odamex team would like to announce the release of Odamex 10.0.0. Download it from Sourceforge or Github. 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. It's not just for looks, as this release is one of the largest in the port's history. First, Odamex now has a brand-spanking new game mode, the first unique one since the port has been publicly announced. We've also added support for many new modern extended MBF features such as DEHEXTRA and MBF21. We have added a brand new boot menu that isn't just for selecting IWADs. Our interface has taken its long-overdue first step beyond its Quake 2 inspirations. Behind the scenes, our server-to client network protocol has undergone a complete rewrite - there is not a single network message left untouched. That's not even half of it. Let's get started. Horde Gamemode Odamex now has a horde gamemode, which will be familiar to anyone who has ever played Killing Floor, Halo's Firefight mode, or Unreal Tournament's Invasion gamemode. This gamemode is new and unique to Odamex, and is not compatible with Invasion maps from Skulltag/Zandronum. Monsters spawn into the map in waves, and it's up to you and a few buddies to continuously thin their ranks until a big boss spawns in. Beat the boss and you win the wave, reach the wave limit and you win the level. Sounds easy, but the monsters spawn relentlessly only giving you the occasional breather, and the bosses have special boss properties that make them far more of a threat. There are many ways to play Horde. Play it in single-player straight from "New Game" or join up with a few friends online. Play it on UV skill for the intended experience or dial the skill down a few notches if things get a little too hectic. Online servers can either use either limited or unlimited lives. There are also numerous variables that can adjust the size of the horde, the length of waves, and more. However, perhaps the most unique thing about Odamex Horde is that the horde maps and monster wave configurations are easy to make and completely separate. If you want to make a map, you can use whatever map format you prefer and no ACS knowledge is necessary, just place a few things and you're done. The monster waves themselves are configured in a brand new lump called HORDEDEF, and these wave definitions are used by all horde maps. Odamex comes with some wave definitions out of the box, definitions stack across WAD files, and you can even clear previously-loaded definitions in a later WAD if you want to start from scratch. Alongside Odamex 10.0 we are releasing our Odamex Horde map pack, which is as much an exploration of many different themes and shapes of Horde map as it is a selection of hellspawn-filled tempests. This map pack also comes with a number of popular custom monsters like Arachnorbs, Stealth Aliens, and Suicide Bombers, with a few WAD-only wave defines to show them off in. Special thanks to Scuba Steve for providing us a Supply Cache sprite. Special thanks goes to MTrop for DECOHack, which significantly eased the addition of custom monsters into Odamex Horde. For the curious, the DECOHack source file had been included in the WAD. A Boot IWAD Selector and IWAD Manager Starting Odamex for the first time now gives you a selection of all IWADs the port has found. You can select and launch any one you prefer. Is Odamex not finding your WAD files? The launcher also allows you to manage your `waddirs` setting allowing you to add, remove, or move around directories that will be searched for WAD files. The Boot window is supported on Windows, macOS and Linux. Kill Feed Obituaries Odamex now has a brand-spanking new obituary feed in the top right hand corner of the screen. This feed is much like the ones you might find in modern FPS games - instead of listing a textual obituary, the means of death is representated with player names and icons instead. By default, old text obituaries no longer show up in the message line in the top left of the screen, although they do appear in the dropdown console. If you prefer the old way, you can re-enable message line obituaries and disable the killfeed from the options menu. All of the obituary icons are brand new art courtesy of Scuba Steve. Thank you for your contribution! A 21st century server protocol All of Odamex's server-to-client messages are now contained in shiny new protocol based on Google's Protocol Buffers. We can now add new network messages and add fields to existing messages without breaking network protocol, allowing us much more flexibility to make protocol changes in minor releases. One nice side effect of this is now that we can accurately measure how big a message is going to be before we write it, we can now fit many more messages into one packet. This means fewer opportunities for packets to be dropped or delivered out-of-order. As you might be able to tell from the below screenshot, it's also great help when debugging netdemos. In the process of rewriting, many unused and "reserved" messages were removed. Others were consolidated or simplified. A few messages were even hoisted into the header of each packet as a fundamental part of the new protocol. Either way, we expect this new protocol to function as base to further improve the netcode in future. Pistol-starting support You can now play through the game starting from a pistol on every level-switch. There are many ways to activate this feature: - You can activate this feature from the difficulty selection menu when starting a new game. - g_resetinvonexit can be used as a console variable. - The `-pistolstart` command line switch is also supported, for parity with prBoom. A baseline-based netcode Odamex has revamped in a major its way of sending monsters and objects to the client in a way that should feel much more "solid" with fewer mispredictions. Based on an idea from Quake, we now send over a "baseline" containing an initial set of data to each client, and then for every subsequent update we only send over the fields that have changed between the baseline and the current time. On average, this new baseline approach to object persistence is not only more accurate than the old 0.9 method, but also uses less bandwidth. New BOOM Compatibility We are quite eager to support the new Extended-vanilla and BOOM-based standards that have been coming to fruition as of late. To that end, we have implementations of the following: - UMAPINFO support. If your WAD has a UMAPINFO lump, Odamex should be able to parse and run it. Thanks to DeathEgg for the implementation! - DEHEXTRA support. More frames, more sprites, more sounds, more of everything. Thanks to Ch0wW and KBlair for the contribution. - MBF21 support, adding support for both the map extensions and extra DeHackEd codepointers, plus arguments. Again, you can thank Ch0wW and KBlair for the tag-team. ZDoom compatibility That said, we don't want to forget about ZDoom features either. - MAPINFO now supports episode definitions. Thanks to DeathEgg for the implementation. - Additionally, MAPINFO now supports boss actions, and special handling of EXM8/E4M6/MAP07 is now handled completely through this feature. Again, thanks to DeathEgg for the implementation. - UsePlayerStartZ now works in ZDoom-flavored MAPINFO. Thanks to Ru5tk1ng for the contribution. - Thing_Stop was added as a line special and ACS function. Thanks to Ru5tk1ng for the contribution. - A long list of ZDoom line specials have been added, courtesy of DSDA-Doom. Thanks to KBlair for the contribution. SR50 in a can The widely used SR50 bind alias is now a built-in feature of the engine, available with a new setting: "in_autosr50", which is enabled by default. This does not require rebinding any keys, and simply changes `+strafe` to add the boost you get from turning left or right with strafe on automatically. ...okay whew, now we're to the bullet point features. Added - Exiting a level via trigger now prints a completion time to the console. - Pausing during netdemo playback now allows you to advance frame by frame using the right arrow key. - A new setting: hud_demoprotos. - This allows you to examine the server messages that were received during a given demo frame. - By default the first message is "unfolded" and shows the packet contents. You can select which message to unfold using Page Up/Page Down. - A new setting has been added for cl_switchweapon which allows holding `+attack` to override player weapon order. - A new font is available based on BOOM's digital font. It is used in various places. - New cheats - MDK (Kills whatever the player's crosshair is pointing at) - TNTEM (Kills all monsters) - BUDDHA (Player health cannot dip below 1%) - Added give function to console. - Added support for the REKKR 1.16a IWAD. Changed - Cooperative modes are now scored according to damage dealt to monsters, instead of kills. - The Spawn Inventory system now understands a new `invul` setting which allows you to set the amount of invulnerability time you get when spawning. - In effect, this is a "spawn invulnerability" setting with a configurable invulnerability time. - sv_unblockplayers now allows friendly projectiles to pass through you. - Online voodoo dolls (Avatars) can now exit the level. - Many HUD-specific options have been added to a new HUD-specific submenu and organized better therein. - vid_displayfps has gotten a significant upgrade, showing a frame-time graph in the default setting. A second setting was added to show just the FPS, as in the old counter. - Odamex's BIGFONT now accepts color translations. - Ingame cheats have undergone a significant rework and should now work much more consistently in online contexts. - g_rounds and g_roundlimit now work in Survival as well as Survival Horde. When enabled, the players have a limited number of attempts at any given map before the map is considered failed and the server switches to the next map. - Odamex now handles Doom and Hexen map format specials completely independently instead of using XLAT to translate them to Hexen format. Fixed - An instance where a corrupt patch could crash the game was fixed. - Doomguy's head now looks in the direction of your attacker while playing online. - A_Mushroom has been re-enabled and should be fully working, including the `misc` parameters. - "notarget" now works online. - Translucent graphics at 100% opacity no longer leak any of the background. - Colored lighting now has the correct amount of brightness, instead of being over-bright. - Music no longer starts over when loading a map with the same music track. - Demos in an old demo format now produce an error when they're played. - "Avatar" voodoo dolls can now telefrag. - Running out of blue armor and picking up an armor bonus now correctly shows green armor when playing online. - Several C++ conformance bugs have been fixed. If you had trouble compiling Odamex 0.9.5 on newer versions of clang, you should be good to go with 10.0.0. Removed - "hud_fullhudtype" no longer exists, meaning that the "Odamex" version of the fullscreen HUD is now the only fullscreen HUD available. - The older HUD design is a vestige that would only be familiar to folks who remember the design of the ZDoom HUD from a decade and a half ago. We believe the default Odamex HUD is an improvement and in fact looks quite similar to the modern GZDoom HUD. And Finally... We would like to welcome two new members on board the development team, KBlair and @Death Egg. Thank you for all that you did during 10.0's development. Even beyond those two new additions we had many contributors for this release, both from inside and outside the team. The Odamex Team would like to thank them all, no matter if you added a feature or two or significantly rewrote large subsystems in the engine. It's amazing how far an active open source project can go in less than a year, and we couldn't have done it without you. Edited February 14, 2022 by AlexMax 23 Quote Share this post Link to post
Gez Posted February 15, 2022 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? 0 Quote Share this post Link to post
Redneckerz Posted February 15, 2022 @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. 2 Quote Share this post Link to post
Average Posted February 16, 2022 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. 0 Quote Share this post Link to post
Ralphis Posted February 16, 2022 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. 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. 1 Quote Share this post Link to post
PKr Posted February 16, 2022 (edited) 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 February 16, 2022 by PKr 2 Quote Share this post Link to post
Average Posted February 17, 2022 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. :) 0 Quote Share this post Link to post
LexiMax Posted February 17, 2022 (edited) 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 February 17, 2022 by AlexMax 1 Quote Share this post Link to post
Ralphis Posted February 17, 2022 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! 1 Quote Share this post Link to post
Llednar Posted March 4, 2022 (edited) 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 March 4, 2022 by Llednar 1 Quote Share this post Link to post
Ralphis Posted March 4, 2022 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! 1 Quote Share this post Link to post
Doomkid Posted March 15, 2022 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. 0 Quote Share this post Link to post
LexiMax Posted April 24, 2022 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. 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. 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! 1 Quote Share this post Link to post
Frost-Core Posted April 24, 2022 Hello Damexers! i was exicted to try this release only to see this error come up : Please help, i am really new to odamex as my first time trying it was on linux, but on windows it splashes this error. 0 Quote Share this post Link to post
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