QUOTE(weinerschnitzel @ Feb 28 2010, 10:23 AM)
No, but if your playing a mod it often feels right to have freelook.
Again, we like to have options in Odamex. I personally never enable freelook. I don't consider it to be functionally necessary in Doom and I also agree with Likklebaer that Doom just doesn't feel like Doom with freelook. I also never use jump but the option is there for anyone who wants it. If you want freelook it is there for you to use and if we are going to provide freelook we also need to provided inverting it for completions sake.
QUOTE(weinerschnitzel @ Feb 28 2010, 10:23 AM)
Thanks for the timely response. I see a vc9 file in there I'm guessing that is just leftovers from the trunk.
There is no such thing as a leftover from tunk as odameXbox is a branch from trunk and while the branch was created for the purpose of supporting the Xbox it is all being done in a multiplatform way. I keep the odameXbox branch updated with the trunk changes. I have already merged from trunk twice with the most recent being only a couple days ago. As with any branch when the effort is complete the branch will be merged back into trunk and removed. Then the Xbox build can be built right from trunk and it will be maintained there.
The project files available for the Windows build include a VC9 (MSVC++ 2008 Express is what is generally used with it), VC6 (for those who like this old non-standards compliant compiler), Codeblocks (our multi-platform project file), and the standard Makefile which works cross-platform with gcc. Mingw gcc is used to build the Windows build for release and during development by the devs that work in Windows almost 100% of the time but we maintain the other project files to provide choice. So none of these would be leftovers anymore than the Xbox project files will be a leftover when it is merged to trunk. If someone wants to try the new joystick support in Windows they can load the vc9 project inside the odameXbox branch and compile it. Then they will have the changes I have made to support the Xbox effort including the new multi-platform joystick support.
QUOTE(weinerschnitzel @ Feb 28 2010, 10:23 AM)
I keep getting an error looking for 'SDL.h' Do we need to get the sdlx libs on our own to build this?
The SDLx package is required (the source code is not but the libs/headers package is) just as SDL is require to build on any other platform.
QUOTE(weinerschnitzel @ Feb 28 2010, 12:56 PM)
Well I put SDL.h and SDL_main.h from SDLx in the xbox folder and added libSDLx.lib and libSmpegX.lib and noticed it looks for libSDLxd.lib and libSmpegXd.lib If I rename them I get the warning:
CODE
LINK : warning LNK4098: defaultlib 'LIBCMT' conflicts with use of other libs; use /NODEFAULTLIB:library
Let me give you some directions. You do not need to place the includes and libs into the Xbox project directory. Simply unpack the SDLx package somewhere. Then you need to configure your compiler to find the SDLx package as described for compiling in Visual Studio on the Odamex wiki:
http://odamex.net/wi...t_Visual_StudioThose directions are a bit outdated so let me tell you exactly what you want to do to setup your compiler for compiling Odamex.
Select Tools->Options.
Click Projects.
Click "VC++ Directories".
In the "Platform:" pulldown select "Xbox".
In the "Show directories for:" pulldown select "Include Files".
Add the path to the SDLx include directory.
Then in the "Show directories for:" pulldown select "Library Files".
Add the directories for the SDLx debug libs and another one for the SDLx release libs.
After that you are finished with that dialog.
That should be all you need to get Odamex to compile. Once it is compiled and it has been transferred to your Xbox you will need to transfer a few things yourself. These need to go in the Odamex directory and you can copy them there using "Xbox Neighborhood".
Odamex.wad (Found in the toplevel directory of the branch. Do not use the one from trunk. It does not have everything you need in it.)
Doom.wad or Doom2.wad
For music you need eawpatches configured to work on Xbox. That is available here:
http://www.huntsvega...y-odameXbox.rar (23M compressed)
For the timidity files put them in the Odamex directory as they are in the archive. So at the toplevel of the Odamex directory you should have a timidity.cfg and a Timidity directory. The game will start without this but it will not be able to initialize the music subsystem and there will only be sound effects. With those files in place you should be able to start Odamex. You will only need to copy them into place once unless something in odamex.wad changes.
Once the game is started you will need a keyboard plugged in to navigate the menus to set your resolution, overscan, joystick settings, map your buttons etc as I have not yet implemented menu navigation using the joystick. As SDLx scales all resolutions to 640x480 I recommend setting that as your resolution. If you are seeing a mouse cursor in the menus you can get rid of it by pulling down the console and typing "vid_fullscreen 1" and then restarting the client. In the future this will be forced on the Xbox. Do not do a warm reboot from your PC, stop the game with the debugger, or turn off your Xbox without quitting if you made any configuration changes you want saved. Quit the game through the menu as that is when your configuration file will be saved. As of the most recent 2 commits the game should properly return to your dashboard when you quit.
If you would like to try connecting to a server get the hostname or ip address and port and connect on the console with "connect address:port". Since the branch is based on trunk all recent changes are present and you will find that item pickup has a huge lag when playing on a 0.4.4 server. We changed the way item pickup works and so only svn servers are compatible and they will not exhibit the pickup lag. When we bump to 0.5 that will not be an issue.
Extra Note: If you do not have the debug version of the libraries then you will only be able to build the "Release" build. In MSVC++ pull down the "Solution Configurations" an select "Release". Then it will look for the release libs instead of the debug ones. If you don't plan on doing any debugging it will be better to use "Release" anyway as the performance will be better and it will reflect the performance that would be experienced with an actual release. The resulting xbe will also be smaller.
QUOTE(weinerschnitzel @ Feb 28 2010, 12:56 PM)
and the xbe fails to enter debug mode. Do you have your own sdlx libs?
I am not using custom SDLx libraries. In the future I am going to have to make some changes to them as they do not support HD resolutions. I have every intention of supporting HD resolutions. I have also found a bug that I had to work around in the joystick code in SDLx. I would like to fix it. Any changes that I make to SDLx will be released. It is obvious to me that SDLx is currently dead. I am considering taking over SDLx development so that Xbox development can continue into the future. If I do this the project will be made available on sourceforge. One of the biggest reasons I am considering this is because of the upcoming release of SDL 1.3. I would like to take SDLx to 1.3. The most immediate benefit there is that SDL 1.3 will support multi-platform forced-feedback/rumble and it would be great if multi-platform rumble implementation would work on Xbox. Anyway, these are things I am considering and I have not decided for sure that this is something I want to do. I am seriously leaning towards it though.