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Author Topic: Odamex  (Read 2626 times)

Hyper_Eye

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Odamex
« Reply #45 on: March 25, 2010, 09:46:00 PM »

QUOTE(weinerschnitzel @ Mar 25 2010, 07:29 PM) View Post

For those interested, Hyper_Eye added the xbox controller functionality. So those that want to build it on their own can now play without a keyboard.
Hyper_Eye, I can't wait to see the launcher and be able to play online. Keep up the good work!


You are fast to notice Weinerschnitzel. Are you subscribed to the svn RSS feed? I put the final change that allows people to setup and play without a keyboard today. Since I last posted I have made the following changes in an effort to get passed the need for a keyboard:

QUOTE
1593    2010-03-23    Hypereye    Implement hat (and in turn d-pad) support.
1594    2010-03-23    Hypereye    Implement joystick menu navigation.
1595    2010-03-24    Hypereye    On Xbox do not allow the start button to be bound and display the menu when it is pressed.
1598    2010-03-25    Hypereye    - When saving to an empty slot insert a timestamp by default.
- Default vid_fullscreen to true on Xbox.
- Default use_joystick to true and don't allow it to be disabled on Xbox.
- Make a full copy of an SDL_Event when adding it to the joystick event list.


BTW, you might notice that another branch being actively developed by "Mike" is odaraven. That is our effort to support Heretic.  happy.gif
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Hyper_Eye

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Odamex
« Reply #46 on: March 26, 2010, 12:45:00 AM »

QUOTE(Koooi @ Mar 26 2010, 01:28 AM) View Post

Hypereye, Thanks so much for the Controller support!
Now your Doom Port is a really Xbox Port!


Lol... controller support has actually been in since Feb. 21 when I implemented cross-platform joystick support:

http://odamex.net/sv...e...60&peg=1560

QUOTE
1560     2010-02-21 08:40:34     hypereye     /branches/odameXbox/     Implement Initial Joystick Support


You just had to have a keyboard to enable it (or insert the option into the config file) and you couldn't navigate the menus with it so you needed a keyboard to start a game. So the changes I made recently weren't that big (though the hat support was important as menu navigation uses the d-pad and the Xbox controller's d-pad functions as a hat in SDLx) but they do allow the game to be played without a keyboard. Different wads can be loaded and servers can be connected to by passing command-line arguments to Odamex (-iwad <file>, -file <file>, -connect <ip:port>, etc.) The process for doing that depends on the dashboard being used. Using the parameters the client should be pretty well fully functional now. The biggest part remaining is definitely the launcher and then the onscreen keyboard is probably the second biggest.
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Hyper_Eye

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Odamex
« Reply #47 on: March 27, 2010, 07:56:00 AM »

Yes of course I have heard of Skulltag. As matter of fact I ported their launcher, Doomseeker, to Mac OS X for them and now I produce their OS X installer when they make Doomseeker releases. The recent opening of the Skulltag source code was a great move on their part but it does not provide any benefit to Odamex unfortunately as the code is not GPL.
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cheema201

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Odamex
« Reply #48 on: March 27, 2010, 10:21:00 AM »

QUOTE(Koooi @ Feb 27 2010, 03:38 AM) View Post

3. Will there be also a deh-Support from the Wads? So that i can play finally Goldeneye. Because i know all Wads with a deh in it don“t working in the Doom-Ports before!


On a side note there is a goldeneye version that does not require the .deh file. This version will run off both doomlegacy on xbox and doomx. (even though i was under the impression that doom legacy only supported commercial wads, well goldeneye works)

It is a temperamental wad and i have found that you need to compile the wad with the two that come with it obviously.. there should be oge64lev.wad and ogold64.wad (at least these are what mine are called)

use patcher (which can be found here http://home.pacbell....nn/patcher.zip) to merge these two together to make a merged wad, your command line for patcher should read - mer ogold64.wad oge64lev.wad gold64merged.wad -

Once you have created the merged wad you then must merge that with your doom 2 wad as it does not seem to work as a pwad. Therefore your command line in patcher should be
- mer doom2.wad gold64merged.wad goldeneye.wad -

This should make a working goldeneye wad playable in doomx or doomlegacy. Though there seems to be issues in the 4th level no matter which port you use. However the Facility happens to be the best level and runs fine.
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cheema201

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Odamex
« Reply #49 on: March 27, 2010, 10:32:00 AM »

Sorry about the double post, but i have no idea how to edit my original post at all.

I realised that the link i provided wont work as there is a bracket attached.

use
http://home.pacbell....ynn/patcher.zip
to grab patched if you would like to use it to merge ur wads.

It is so simple to use, even for an idiot like me who cant manage to even edit a post.
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Hyper_Eye

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Odamex
« Reply #50 on: April 08, 2010, 03:26:00 AM »

Please review the following thread for access to the dependencies I am working on including SDLx and guichanX: http://forums.xbox-s...howtopic=710866

It is through these repositories that I will extend these libraries to support:

 - The Odamex SDL Launcher Interface
 - Widescreen and HDTV Resolution support
 - Rumble Support
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Likklebaer

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Odamex
« Reply #51 on: April 08, 2010, 04:41:00 AM »

Glad this is still ongoing. Looking forward to it. happy.gif
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Clockface

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Odamex
« Reply #52 on: April 08, 2010, 10:10:00 AM »

I hope you don't mind my asking this, but how close are we to a release? If you can't give a date, then can you say what still needs to be done for theXBox version (controls, menu system, file loading selector, etc), please?
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Hyper_Eye

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Odamex
« Reply #53 on: April 08, 2010, 11:47:00 AM »

I have no idea how much time it will take. I have a job, family, and other projects that do interrupt my progress on this. A little over a week ago, while working on those repos, I had excruciating abdominal pain and went to the emergency room. They found my gallbladder was full of stones and I had surgery to have it removed. I have been recovering since. Events like that can really set things back. I have every intention of completing this task though so no worries.

As far as what needs to be done...

 - Everything in the way of a launcher interface
 - On-screen keyboard
 - Fix wad downloading
 - HDTV Support
 - Convert icons to proper format to be used with xbe.
 - Save files to the correct locations according to the XDK documentation
 - Rumble Support
 - Anything I am not thinking of at the moment

Of those I would consider the first 3 in the list to be necessary for a release to happen. The rest can be done for a future release but I wouldn't be able to deem it releasable without the first 3 items.

Don't expect any of it to be done this weekend. This is the last weekend that the original Xbox will have Xbox Live and I intend to be online.
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Pulsemasta

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Odamex
« Reply #54 on: April 08, 2010, 09:45:00 PM »

QUOTE(Hyper_Eye @ Apr 8 2010, 06:47 PM) View Post

I have no idea how much time it will take. I have a job, family, and other projects that do interrupt my progress on this. A little over a week ago, while working on those repos, I had excruciating abdominal pain and went to the emergency room. They found my gallbladder was full of stones and I had surgery to have it removed. I have been recovering since. Events like that can really set things back. I have every intention of completing this task though so no worries.

As far as what needs to be done...

 - Everything in the way of a launcher interface
 - On-screen keyboard
 - Fix wad downloading
 - HDTV Support
 - Convert icons to proper format to be used with xbe.
 - Save files to the correct locations according to the XDK documentation
 - Rumble Support
 - Anything I am not thinking of at the moment

Of those I would consider the first 3 in the list to be necessary for a release to happen. The rest can be done for a future release but I wouldn't be able to deem it releasable without the first 3 items.

Don't expect any of it to be done this weekend. This is the last weekend that the original Xbox will have Xbox Live and I intend to be online.


Did you look at Xports code? Several of his emu's use a onscreen keyboard, it might help you out to reference it.
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Hyper_Eye

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Odamex
« Reply #55 on: April 08, 2010, 10:25:00 PM »

I will take a look at the code for the onscreen keyboard in xports code. I have also been looking at the onscreen keyboard in the AvP repo that was added for the Xbox port. The AvP keyboard uses Directx and I suspect xports does as well so if I borrow from them I will need to adapt their implementations to SDL.
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Hyper_Eye

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Odamex
« Reply #56 on: April 11, 2010, 06:31:00 PM »

I said I wasn't going to work on anything this weekend. I lied.

HDTV support is in. Please see the Huntsvegas repos thread for a description of exactly how HDTV support in SDLx works: http://forums.xbox-s...o...d=4673445

If you compile Odamex against the new SDLx library (which you will have to build yourself as it is unreleased) you will get the new resolutions. You will need the latest changes in the OdameXbox branch in order for 720p to be playable as I had to work with the optimization settings, and in turn fix some floating point consistency issues, in order for it to be smooth. You can use the new lib with an older revision of the odameXbox branch but 720p will be choppy. With the optimization 720p plays smooth and looks good for me. Do not run a debug build in 720p. Not only is it very choppy due to lack of optimization but it will freeze at that resolution. If you need to run a debug build for any reason you need to change the resolution to something other than 720p before you try to run the debug build. If you need to force that change simply disable 720p on your Xbox and Odamex will automatically use a different resolution.

1080i does not work. It works in SDLx. I have tested it with some of my own test SDL applications. With Odamex there seems to be an issue with memory when I try to set the resolution that high on Xbox. I will look at it later. If you have 1080i enabled on your Xbox you will get 1920x1080 in the list of resolutions. Just don't try to select it because Odamex will crash. If you select it anyway and you can't start Odamex anymore simply disable 1080i on your system and Odamex will automatically start with another resolution. I will come back to this. I would like to see 1080i working. But, with 720x480 (480i and 480p) and 720p added I would like to move on to another task.

I think it looks great in 720p and the difference between running in interlaced and progressive mode on my television is huge. Any feedback from testers is appreciated.
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weinerschnitzel

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Odamex
« Reply #57 on: April 12, 2010, 02:07:00 PM »

What other kind of feedback would you like other than "This is awesome!?"
I do notice minor jaggedness on loading, but that is very permissible.
Thanks!
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Hyper_Eye

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Odamex
« Reply #58 on: April 12, 2010, 02:14:00 PM »

QUOTE(weinerschnitzel @ Apr 12 2010, 03:07 PM) View Post

What other kind of feedback would you like other than "This is awesome!?"
I do notice minor jaggedness on loading, but that is very permissible.
Thanks!


If you are referring to the screen wipe where it melts from one screen to another then yes that is still a bit laggy. Making that effect happen uses a lot of memory and if the game is going to crash while using an HD resolution it will be during one of those transitions because no memory is available. Odamex really shouldn't be consuming that much memory. The reason 1080i doesn't work is because there isn't enough memory to even switch to that resolution. I am going to have to debug it and figure out where all the memory is going. As it is, I played through a bunch of Doom2 levels without any crashes and I played almost to the end of Episode 1 in Doom1 before it crashed during a screen wipe between levels. Anyway, it is progress.

If you experience a crash that is the kind of feedback I would like. What wads, what map, what was going on when it happened, and is it reproducible. Reports like that would be helpful.
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Hyper_Eye

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Odamex
« Reply #59 on: April 13, 2010, 04:08:00 PM »

Map cycling is the ability to setup a server with a custom map rotation. That way you can set a server to cycle through particular maps in a wad that you like. On top of that Odamex actually has the unique feature of on-the-fly wad loading. This means that you could actually set up a custom map rotation across multiple wads. The client will automatically load the correct wad for the current map and if the client doesn't have it then it will be downloaded from the server if that feature is enabled. This gives server operators a lot of options when it comes to how they want their server to flow for their players.

As far as being able to go to a certain map that you like in the game, Doom has always had this feature. There is a warp cheat code. See IDCLEV here: http://doom.wikia.co...oom_cheat_codes

Also, a lot of modern Doom ports have a console implementation and that is a feature in Odamex. You can pull down the console and type 'map E#M#' (ex. 'map E2M5' would go to Episode 2 Map 5) for Doom1 and 'map map##') for Doom2.
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