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Author Topic: Odamex  (Read 2624 times)

Clockface

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Odamex
« Reply #75 on: July 03, 2010, 12:33:00 PM »

Thanks for the information, Hyper_Eye, and of course we understand that real life has to come first for you (same as for us all, sadly  mad.gif ).

It would be great if porting homebrew to the XBox was a paid, full time job, though, wouldn't it?

It would also be great if eating too much and being lazy made you thin and healthy, if the less money you had, the more things you could afford to buy, and if there was a chance of developing super powers in real life  wink.gif

Anyway, I'm looking forward to the release version, however long it takes, and no doubt it will be worth the wait.

Thanks for the work you're doing on it.
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Hyper_Eye

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Odamex
« Reply #76 on: July 10, 2010, 11:07:00 PM »

I just want to let you guys know there are a lot of improvements going into Odamex right now. While these are not Xbox specific they will make the 0.5 playing experience a big improvement over the 0.4 series. Also, I played my first big match completely on Xbox with just an Xbox controller the other day. We had a big FFA deathmatch going and I was switching between Linux and OS X when I decided to give everyone a little surprise and sneak in on the Xbox. The matches were fluctuating in size but at any given time there were 10 - 15 people in the server. The Xbox did not have any performance issues. The game was just as smooth as it had been with the other clients I was using that evening. My latency was also completely comparable. Did my game suffer being that I was the lone guy with a controller and everyone else had keyboard and mouse? Hell no! I stayed right in there with the controller and had no more trouble staying around the top than I did before I switched to the Xbox. I probably played on Xbox for 30 minutes or more and it was a blast. It was awesome to see the work coming along. This really will be the best Doom experience on Xbox if not one of the best online experience remaining on the system.

Between last night and today I waded into the big thing that is really standing in the way of a port that could be called ready. Have a look at the beginning of our SDL (OpenGL on systems that support it)-based launcher:

IPB Image

For those of you who have played Odamex on any of the many platforms we support you might point out that I am replicating our wxWidgets-based launcher and that is exactly the point. When I said I want to bring the same experience to Xbox that is what I meant. That is why I decided to port an SDL-based widget toolkit. This launcher will work on any platform that supports SDL and/or OpenGL. You might also notice that the screenshot is of the launcher running in Linux. Let me assure you that I have already built it on the Xbox and it is working perfectly so far. This is not ready to go into subversion yet but as soon as it is usable I will get it in there.

Take care!

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cheema201

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Odamex
« Reply #77 on: July 13, 2010, 01:35:00 AM »

Looking sweet...

losing XBOX live does not mean the end of xbox online.

Liking the WAD stuff on the launcher.

Keep it up
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l11l1VeNoM1l11l

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Odamex
« Reply #78 on: July 21, 2010, 05:07:00 PM »

Seriously, this is the best news I've heard in a long time.  Doom's my favorite game ever.  Period.  My modded Xbox is still my main source of entertainment.  The last hoorah for my favorite game system is going to be the completed online version of my favorite game.  I just peed.  I LOVE YOU!

Thanks for putting so much time into a great system.  A system that no one seems to have the time for anymore...not even the people over at XBMC!  What a guy.
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Hyper_Eye

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Odamex
« Reply #79 on: July 21, 2010, 09:56:00 PM »

These guys have you covered on XBMC: http://www.xbmc4xbox.org/
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l11l1VeNoM1l11l

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Odamex
« Reply #80 on: July 22, 2010, 11:20:00 AM »

Yeah, I'm aware...it's just that even the T3CH builds don't seem as strong anymore.

I have a few questions regarding your project though.  Mainly just ideas of my own that I've never seen executed (although it may be that they have been and I just haven't come across them).

I always thought it would be cool if players had the ability to choose the skins of the monsters of Doom right off the bat in multiplayer.  Imagine a Team Deathmatch mode where one side is the marines and the other side is the hellspawn.  I'm not sure its really possible, but I've always wanted to play as a Spider Mastermind.  Obviously, the playable characters would have to depend on the chosen map due to the fact that big things like Cacodemons and Mancubuses can't fit through little doors like the marines can.  Just a thought.  It would be like Left 4 Dead, but in Doom.

And the only thing that I really thought was lacking from every single revamp of the doom engine is that in multiplayer, no matter what weapon you pick up, you're still carrying around the same ol' grey rifle.  I mean...back in '93 and '94 that didn't matter, but now it kind of bothers me that I'm still seeing rockets and BFG blasts projecting from the same gun.

I can think of a couple ways to make it so each weapon shows up in the player's hands.  The only really hard work would be A.) the coding that I can't do, and B.) the recreation of the original Doom and Doom 2 weapons, now drawn with all 8 sides.  I can definitely do that.


Not saying any of that should be done now by any means.  Just ideas.  I just can't wait for your release.
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guybird

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Odamex
« Reply #81 on: July 28, 2010, 05:18:00 PM »

This may seem anal but what are you doing in the way of sound?  I have been working with Madmab on setting up a DosXbox pack and got Gravis Ultrasound working in quite a few games on Xbox (including doom 2).  After seeing how much better it sounded over traditional soundblaster support for midi, I started looking at the existing Doom setups (DoomX and Doom Legacy) for comparisons.  If you look at the sound files for those ports, there seems to be some sort of GUS (Gravis Ultrasound) sound going on there.  When played side by side though (doom legacy on xbox, doom 2 via dosbox on pc) the pc sounded better everytime (crisper effects and such).  DoomX sounds better than Doom Legacy (dunno why) but the PC Dosbox with true Gravis sounded better than both.  Might be something worth looking into for you.  Looking forward to the release!
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Hyper_Eye

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Odamex
« Reply #82 on: July 28, 2010, 07:50:00 PM »

Odamex uses SDL for audio and SDL uses timidity for midi. For the sound patchset I am using eawpatches (Eric Welsh's GUS patches) which are generally considered the best GUS patchset out there. When used with Doom they sound much closer to original than freepats. Of course people could configure whatever patchset they want for use with Odamex and drop it in place. Here are the eawpatches prepared for use with Odamex on Xbox: http://www.huntsvega...y-odameXbox.rar

If you watch the second Odamex on Xbox video (Progress Report 1) you will hear the music for a good portion of the video:
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Hyper_Eye

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Odamex
« Reply #83 on: August 04, 2010, 09:46:00 PM »

Sorry I haven't posted a new video. I've been pretty busy. I'm not sure I will posting any new video before 0.5. Here is something to whet the appetite though:

IPB Image
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Koooi

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Odamex
« Reply #84 on: August 14, 2010, 12:17:00 AM »

QUOTE(Hyper_Eye @ Aug 5 2010, 05:46 AM) View Post

Sorry I haven't posted a new video. I've been pretty busy. I'm not sure I will posting any new video before 0.5. Here is something to whet the appetite though:


Great work! Can“t wait enough! smile.gif
By the way of your post, is this a image from the Odamex Xbox Version?
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Hyper_Eye

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Odamex
« Reply #85 on: August 14, 2010, 01:21:00 AM »

The images are of the launcher running on Linux. I will post a screenshot of it running on Xbox as soon as possible.
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weinerschnitzel

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Odamex
« Reply #86 on: August 16, 2010, 03:27:00 AM »

We're all very excited!
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guybird

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Odamex
« Reply #87 on: August 16, 2010, 04:14:00 PM »

Is your port going to be any more custom wad "friendly" than the existing Doom ports?  DoomX allows you to just toss wads in to a "custom" folder, but that's it, no real menu segregation for the different types (levels, total conversions, etc).  Doom Legacy allows you to add in new wads via the xml, but adding in tons of wads would be very time consuming.  I'd really like to see something that allowed for a menu that had say an "Official wads" section and a "Total Conversions" section, etc.  I'd just really like to be able to use one emulator/port with everything doom related in it than using one port for wads, one port for multiplayer, etc.

Also since you're a "doom" guy, do you know if there is any way to play the Doom 64 TC inside either Odamex or one of the existing ports?  I have a feeling there isn't, but thought I'd ask.  Otherwise it'd be up to someone to port it (sources are available) but seeing how its already "available" via playing the original in Surreal, I doubt anyone will jump on that.

This post has been edited by guybird: Aug 16 2010, 11:15 PM
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Hyper_Eye

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Odamex
« Reply #88 on: August 16, 2010, 07:29:00 PM »

I was looking at the Doom64 TC port code the other day and I was thinking about what would be involved in porting it. The biggest issue is that it uses OpenGL which is really needed to produce the lighting that was added to the Doom engine for Doom64. IMO that lighting is very important to Doom64 and is one of the main things that makes Doom64 unique. So while porting most of the engine wouldn't be too bad, and most of it has been ported before along with the SDL which is easy, the OpenGL stuff would have to be converted to DirectX and that is the part that would take time. For much of what would be required someone could take the work I have done on Odamex for the Xbox port and use it to bring Doom64tc a lot of the way. I don't think the conversion work is really worth it when you consider that Doom64 in Surreal really works great. The only way I would see it being worth it is if someone was willing to invest the time to produce split-screen and system link play.

As for wad selection in Odamex. In the settings dialog you are able to add directories which will be read to produce the wad list. Here is what the non-console version of that dialog looks like:

(IMG:http://www.huntsvegas.org/screenshots/Odamex/agodalaunch-config1.png)

The console version will be slightly different as the Odamex path selector will be removed since we will know where to find Odamex. The search will not be recursive so any wad containing directories must be added. Adding a directory is simple with a directory selector popping up for you to navigate through:

(IMG:http://www.huntsvegas.org/screenshots/Odamex/agodalaunch-config2.png)

When you join an online game the wads will be handled automatically. When you want to play offline you will select the button for launching an offline game and the offline dialog will pop up. There you will have your iwads on the left and all of the pwads are on the right:

(IMG:http://www.huntsvegas.org/screenshots/Odamex/agodalaunch-solo1.png)

You must make a selection in the iwad list before you can hit launch. You are not required to select a pwad. The pwad list allows multiple selections so you can load multiple wads like all the parts of the AliensTC or GoldenEyeTC or you could select a levels wad + skin wad, etc. This list includes dehacked patches. Currently wads are simply added to the list in the order they are read from the directory. They are unsorted and are not categorized. I would like to implement them into a tree list and sort them into alphabetized collapsible categories. That may be for the next version though For now you could easily add or remove wad directories in the settings dialog as you see fit so that your list doesn't contain too many at one time.

Right now the launcher is completely usable so my next goal is to get it to the Xbox and get the few things that are left before a release could possibly be made which includes saving to the proper TDATA directory. The things that I do not consider critical to release are rumble support, 1080i (which I intend to disable in the SDL library before building the release), and virtual keyboard support. I have been focused on the things that have to be done. That may not necessarily translate into SVN commits that you guys might be following as I have been working heavily with the Agar developers to get needed improvements and additions there as well as providing patches and new functionality to them. I think the list of things that will be supported for the release are impressive just to name some:

 - Full joystick support
 - HD resolutions up to 720p
 - Fully functional game launcher/server browser
 - 100% compatibility with all other platforms for seamless online play with any server reported to the official master list.
 - Support for different iwads including Shareware Doom, Doom, Ultimate Doom, Doom 2, Final Doom (Plutonia & TNT), Freedoom, and Chex Quest
 - Dashboard integration meaning the game is built with an icon, a unique id, save manager support (including from the original MS dashboard) also with icons
 - 100% GPL SOURCE CODE! Use it. Just adhere to the GPL and you can do as you please with it. The launcher is 100% open-source and I have/am releasing any library built to support it including Agar. Adapt the launcher code/query protocol to an XBMC plugin so the servers can be browsed or a game kicked off right from your XBMC dash! Use the launcher code as an example to make a game interface of your own using Agar or make a full-featured graphical web browser (please)!

There will be things to look forward to in the following versions of Odamex mostly being any improvements made to Odamex itself, additions to the launcher, 1080i, virtual keyboard, and rumble. But I feel pretty good about what is going to be in the first version. Any feature that you get on the PC is in there.

This is what I would recommend to people though. Get a usb adapter for the Xbox. They can be obtained on ebay or amazon for a couple bucks and they are very handy to have. With that you can plug a USB keyboard in and use it for changing your player name (which is going to require editing the config file otherwise until the virtual keyboard support is in) and chat in online games (though generally there is more playing than chatting.) By all means use the joystick to play. I worked hard on it and I think the joystick feels great though the option to use a keyboard and mouse is still there. But it will be very beneficial to plug a keyboard in for the reasons mentioned for the first release.

This post has been edited by Hyper_Eye: Aug 17 2010, 02:31 AM
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guybird

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Odamex
« Reply #89 on: August 17, 2010, 12:47:00 AM »

pop.gif

Wow.  I must say you totally went above and beyond what I expected in a reply!  Yeah, you've convinced me that this will totally do what I'd like it to, and I eagerly await its release!  Awesome work man!
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