fumanchu Posted June 25, 2011 Share Posted June 25, 2011 Hyper eye has released an update to odamex for xbox. info.Odamex is a modification of DOOM to allow players to compete with each other over the Internet using the client/server architecture. Odamex also provides a feature-rich single-player engine. original release thread.http://forums.xbox-scene.com/index.php?showtopic=732847&pid=4807665&st=0entry4807665 changelog.http://odamex.net/wiki/Releases#Odamex_0.5.3_.28r2284.29 release info.Odamex 0.5.3 (r2284) Odamex 0.5.3 was released on June 24th, 2011.Features Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp Restored dead player's view following the actor who killed them. Bug Fixes Sometimes players would make a death scream when switching to spectate. Fixed. Some video modes were duplicated under video mode options. Fixed. Fixed a crash that would occur when a client attempts to download a wad when the server had sv_waddownload disabled. Fixed trash information spamming the console when launching odamex from odalaunch under linux. 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. Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. Display names should only target living players. Fixed. -fork would crash. Fixed. Odamex 0.5.2 (r2241) Odamex 0.5.2 was released on June 14th, 2011.Features Much of the code is now shared between client and server. It is much more manageable and less desync prone Platforms are now much better optimized Co_boomlinecheck- Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. 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. Co_realactorheight has been restored with EE's P_ThingInfoHeight. Off by default. 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. Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with sv_upnp Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. Added co_zdoomswitches to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." Bug Fixes Screenshots broke in 0.5.1 due to the directx transition. Fixed. Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. Items did not respawn in co-op despite sv_itemsrespawn being true. Fixed. Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. Several vanilla demo desyncs are fixed. Weapon changing desyncs are fixed. Sometimes you would see the flag while you carried it. Fixed. 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). Clients could be kicked with "szp pointer was NULL," randomly in games with many players. The CTF HUD display broke in 0.5.1. Fixed. Projectile sounds (Player and Monster) would play multiple times online. Fixed. Fixed the wrong light levels on some orthogonal linedefs. The marine death animation played too fast online. Fixed. 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. Notables Xbox chat macros have been modifed. See README.Xbox. Co_zdoomphys is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. Gravity defaults to 800 on ZDoom maps, same as ZDoom default. Co_zdoomphys will always be 0 when playing back vanilla demos. download linkhttp://www.megaupload.com/?d=4GEYV1MP thanks go to hyper eye for his support of the xbox. Link to comment Share on other sites More sharing options...
ace9094 Posted June 26, 2011 Share Posted June 26, 2011 Thanks FU, Appreciate the link Link to comment Share on other sites More sharing options...
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