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> Odamex 0.5.6
Hyper_Eye
post Nov 5 2011, 10:49 PM
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A new release of Odamex, 0.5.6, is available today. This release makes great strides towards 0.6 and we expect it to strengthen the popularity of Odamex Nitro. I hope you have been joining in every Saturday. If you haven't this is a great time to start!

Due to some critical bugs that were discovered almost immediately after initial release, 0.5.5 was retracted and it was never announced to the Xbox community. As such I am including the Changelog for the previous version as well.

0.5.6 Changelog

CODE
Odamex 0.5.6 (r2582)

Odamex 0.5.6 was released on November 5th, 2011.

General Odamex Changes:

    Fixed a bug that disconnected players immediately from a busy server.
    Fixed a bug that caused jerky movement when players went over a tall ledge.

Odamex Client Changes:

    Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
    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.
    Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
    Prevent autoaim from aiming at teams in CTF or Team DM games.
    Changed spectator chat to use the new team chat indicator sound.
    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.
    Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.

Odamex Server Changes:

    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.
    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.

Odamex Launcher Changes:

    Fixed an issue where certain servers would not show in the launcher application.


0.5.5 Changelog

CODE
Odamex 0.5.5 (r2549)

Odamex 0.5.5 was released on October 29th, 2011.

General Odamex Changes:

    General bug fixes and code optimizations.
    Improved Zdoom compatibility.
    A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
    Dramatically improved in-game wad downloading speeds.
    New help console command for both server and client.
    Added rcon_logout command for clients.
    Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.

Odamex Client Changes:

    Fixed a critical crash caused by sounds being played during in-game wad downloading
    Addition of a Network Options menu
    Many sound improvements, including better channel management
    Alternate chat sound for team & spectator chat
    Addition of r_painintensity. This variable allows clients to modify their red pain screen where servers allow it.
    Addition of hud_crosshairhealth. This variable colors the crosshair relative to the player's overall health value.
    Screenshots taken at arbitrary resolutions are no longer skewed.
    Clients now have a 128 character limit on chat strings.

Odamex Server Changes:

    Addition of co_fixweaponimpacts. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
    Addition of sv_forcerespawn and sv_forcerespawntimer for server controlled respawn times.
    Addition of sv_allowredscreen. When enabled, clients can modify their pain screens from default values.
    sv_maxrate value changed to be in terms of kbps. SERVER ADMINS PLEASE MAKE NECESSARY CHANGES.
    New cvar sv_waddownloadcap can be used to throttle downloads to a specified rate. Defaults to sv_maxrate value.
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law56ker
post Nov 8 2011, 08:24 AM
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Nice work smile.gif Thankyou
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XDelusion
post Nov 9 2011, 11:22 AM
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No doubt, thankx for sticking with this!!!


Users be sure to keep and eye on DOOMWORLD.com

for Odamex Nitro Party announcements! smile.gif

This post has been edited by XDelusion: Nov 9 2011, 11:24 AM
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NobodyHere
post Nov 9 2011, 02:21 PM
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Thank you. The analog controls seem much improved.

I'm looking forward to, or hoping for Xbox versions of, the upcoming 0.6.x releases. ph34r.gif

This post has been edited by NobodyHere: Nov 9 2011, 02:23 PM
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johnney5
post Nov 9 2011, 08:49 PM
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Never got around to trying the earlier version(s) but my Xbox is all set up at the moment, so I have no excuse to not give it a try.

Thank you.
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EDX
post Feb 11 2012, 06:30 AM
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I don't know if this is the right place to post this, but I was wondering if anyone plays this on the 360 and has this issue.

It runs perfectly except the game seems to crash upon loading a game. I have a glitched box dashlaunch 2.29 installed as well as the latest dashboard and FSD. I was wondering if anyone else has plays this on 360 and noticed this issue. This issue was prevalent on previous versions of Odamex as well.
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Hyper_Eye
post Feb 11 2012, 10:08 AM
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I have seen reports that it does not load saves on 360. I personally have no way to test Odamex on 360 as I don't have a modified 360 or a 360 appropriate for modification. The Odamex team does accept donations though! In all seriousness, I can think of a few reasons why this problem could be happening. One thing that I have on my todo list is to make a significant change to the way Odamex handles saving on the Xbox. I don't know if it will fix the issue or not. Recently I have found that loading games on the Wii (a port long in progress) does not work and I suspect that is a powerpc issue. Even on PPC Macs we have recently discovered that there is a savegame issue. I wouldn't think the 360 would have the same issue when running the backwards compatibility layer unless there is a byte-swap happening somewhere and the data is ultimately going into the file in a big endian format. I guess resolving these issues and making the planned change to saving will resolve these questions. I hope to be able to call on someone to test the changes on 360 when the time comes. Thanks for the report.
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law56ker
post Feb 15 2012, 04:10 PM
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Any updates upcoming?
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