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Odamex 0.5.4


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#1 Hyper_Eye

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Posted 11 August 2011 - 05:18 AM

I am pleased to announce the release of Odamex 0.5.4. This release introduces important changes as we work towards 0.6 including experimental netdemo support and unlagged. Please refer to the release announcement at http://odamex.net for the latest news including the announcement of the new regularly scheduled Odamex Nitro event.

This release does not contain much targeted directly at Xbox. There are a few minor launcher fixes such as the button tooltip failing to display after certain launcher actions. I encourage everyone to update though as there are a lot of Odamex fixes and additions and this update is required to continue playing online.

If you installed Odamex 0.5.3 you may have found that the graphics quality decreased compared to previous releases. This was due to a configuration option being defaulted to a different value from previous releases. The option has been set back to the old default and a menu option has been added so that users can change the value. Even though the default has been changed back you will still need to adjust the option or reset your configuration file. The option in question can be found in the game client under Options->Set Video Mode->Detail Mode. For the best quality graphics set this option to "Normal".

I hope to see everyone online!

0.5.4 Changelog

CODE
Odamex 0.5.4 (r2430)
Changes

Odamex 0.5.4 was released on August 9th, 2011.

General Odamex Changes:

    General bug fixes and code optimizations.
    Experimental Net Demos.
    Experimental Unlagged.
    Improved Zdoom compatibility.
    Fix death cam bug from 0.5.3.
    New cl_nobob and sv_allownobob variables to allow weapon bob toggle.
    Apply Eternity's "west-facing spawns are silent" vanilla bug.


Odamex Client Changes:

    Mouse4/Mouse5 back button support.
    Fix CTF ghost flags.
    Fix CTF sound origin.
    Scoreboard improvements.
    Ability to turn off music system through sound menu/cvar (snd_nomusic).
    New cvar r_skypalette allows vanilla behavior with invulnerability sphere.
    Changed r_detail cvar default to 0.

Odamex Server Changes:

    Fixed a crash that occured on some clients when downloading wads due to oversided packets.
    co_zdoomphys now also enables two way wallrunning.
    Optional use of the ZDoom Sound Curve (co_zdoomsoundcurve).
    Begin removal of -config parameter support in favor of +exec.
    Changed ctf_flagtimeout to seconds instead of tics, with a default of 10.


#2 Master13

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Posted 11 August 2011 - 08:51 AM

keep up the good work nice to see an update

#3 xyteam

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Posted 12 August 2011 - 03:12 PM

thank you for the update hyper eye, i love doom.

#4 danthaman673

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Posted 12 August 2011 - 05:52 PM

Would I be correct in saying that the xbox version is the only one not hosted there (would I perhaps find it in 'the usual place'???)

Or have have I missed something ? Does one need to go about compiling ones own?

I've been meaning to check this out fer a while now, I still play a lot of Doom3 now and then, I like the hidden content in there also (It may be only LE versions Im not sure ...)






#5 Hyper_Eye

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Posted 12 August 2011 - 05:55 PM

It is available at the usual places.

#6 XDelusion

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Posted 26 August 2011 - 05:57 AM

I really need to put together a nice, and up to date, pWAD package for this.



#7 NobodyHere

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Posted 31 August 2011 - 08:53 PM

QUOTE(XDelusion @ Aug 26 2011, 05:57 AM) View Post

I really need to put together a nice, and up to date, pWAD package for this.

That would definitely be a good idea for Doom newbs. Have you tested out any of the ZDoom pwad's compatibility?

Having KDiZD running on the Xbox would be simultaneously a blast, and surreal, at the same time.

#8 NobodyHere

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Posted 09 September 2011 - 12:50 AM

Is it inappropriate to make requests here?

One thing I don't like is the Xbox controller handling. For some reason, turning seems to 'jump' in increments. Turning down the x-axis sensitivity of the Xbox controller only slows the turning speed down, but the problem persists. When rotating left, or right, with the stick often results in incrementally jumping past targets.

I often have to rely of strafing, which seems to be without issue, to properly align a target. In enclosed spaces this can be a game ender.

One other thing is, would it be possible to have a simple text file, containing CLI parameters, that could be loaded with a wad? I don't have a keyboard, and there are many pwads that require that you start on levels other than the first.

Edited by NobodyHere, 09 September 2011 - 12:52 AM.


#9 Hyper_Eye

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Posted 09 September 2011 - 01:43 AM

QUOTE(NobodyHere @ Sep 8 2011, 06:50 PM) View Post

Is it inappropriate to make requests here?

One thing I don't like is the Xbox controller handling. For some reason, turning seems to 'jump' in increments. Turning down the x-axis sensitivity of the Xbox controller only slows the turning speed down, but the problem persists. When rotating left, or right, with the stick often results in incrementally jumping past targets.

I often have to rely of strafing, which seems to be without issue, to properly align a target. In enclosed spaces this can be a game ender.


I have to assume you are talking about the deadzone and not the movement itself as the movement is smooth. Any joystick implementation has to include a deadzone as the analog sticks are rarely positioned at 0. Someone who has not implemented joystick before may be surprised by the typical size of the deadzone that has to be used. The Odamex launcher takes the deadzone into account when considering how much to move the cursor. That is necessary as the user needs tight accuracy when manipulating a cursor. The game itself does not remove the deadzone from the movement speed. This is something that could be considered as a potential improvement. You will know if this is the issue by pushing the stick slowly until movement occurs. You will be able to see how fast the player is turning or moving immediately outside the deadzone.

QUOTE(NobodyHere @ Sep 8 2011, 06:50 PM) View Post
One other thing is, would it be possible to have a simple text file, containing CLI parameters, that could be loaded with a wad? I don't have a keyboard, and there are many pwads that require that you start on levels other than the first.


The ultimate answer for this issue, chat, cheats, etc. is a software on-screen keyboard. It is something I definitely want to do. In the meantime you can get around this particular problem by creating shortcuts in XBMC that launch the game client (odamex.xbe) right into a wad with appropriate parameters for the map and other options.

Look at the XBMC4XBox wiki here: http://www.xbmc4xbox...s_to_.xbe_files

The <game> tag is where you put your command-line options.

#10 NobodyHere

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Posted 12 September 2011 - 03:04 AM

QUOTE(Hyper_Eye @ Sep 9 2011, 01:43 AM) View Post
In the meantime you can get around this particular problem by creating shortcuts in XBMC that launch the game client (odamex.xbe) right into a wad with appropriate parameters for the map and other options.

Look at the XBMC4XBox wiki here: http://www.xbmc4xbox...s_to_.xbe_files

The <game> tag is where you put your command-line options.

Awesome. I did not know that you could pass command-line parameters to certain Xbox executables, or that Xbmc4xbox was capable of these type of shortcuts. Yes, I have it as my main dash, and I'll be testing it out. Thank you.




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