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Author Topic: Odamex  (Read 2624 times)

Clockface

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Odamex
« Reply #90 on: August 17, 2010, 03:21:00 PM »

It sounds brilliant - can't wait  (IMG:style_emoticons/default/wink.gif)

Though I won't be using a USB keyboard or mouse, as I prefer the joypad. I'm a console gamer through and through. Keyboard and mouse are great for some people, but for me it's joypad all the way!

Looking foward to the first release  (IMG:style_emoticons/default/happy.gif)
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Hyper_Eye

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Odamex
« Reply #91 on: August 17, 2010, 04:07:00 PM »

Sure. I hope people do use the joypad. My point is simply that when you play online you will be playing with people that have a keyboard to type with. So in team or coop games people may relay information or requests and you will have no way to respond because there will be no virtual keyboard support in the first release. You also won't be able to change your player name from the default without copying the config file to your computer, changing the name there, and then copying it back to the Xbox. With a keyboard plugged in you can change your name and type to other players. That doesn't mean you have to use it to play. You can still play with the joypad if the keyboard is plugged in. You can still use it even if you have both a keyboard and a mouse plugged in. On the Xbox it is actually impossible to disable joystick support through the menus as you can when running Odamex on a computer platform. I didn't want to allow that because you would be stuck unable to reenable it if you were going joypad only.

The keyboard is not required. People aren't going to get upset if you don't respond to them. A lot of times people who are playing don't speak the same language as people play from different parts of the world. If you want to be able to respond though, that will be the requirement for the first version. I fully intend to get the virtual keyboard support in there. I just don't think you guys want to wait for it. There is more than enough here to warrant a release. For single-player there is no reason to use a keyboard at all unless you would prefer to use it for your controls.
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Hyper_Eye

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Odamex
« Reply #92 on: February 02, 2020, 04:31:00 PM »

Some observant people may have noticed that Odamex 0.5.0 (the first major revision in 2 years) has been released. I really wanted to get the Xbox ready for 0.5.0 but I had to focus my attention on major bugs that were holding back the release on our desktop-based platforms. It was a major milestone to get 0.5.0 out and it was important to achieve that goal. Now my attention is strictly back on the Xbox.

Even though I focused most of my attention on bug fixes I have done some work towards the Xbox release since I last updated the thread. We changed the way some of the binds work so that the console and menu better handle the bindings for their functions. This results in the ability to get out of the console should you bring it down without a keyboard plugged in. In the development forum I posted a thread announcing the port of the pthreads API to Xbox. That port was part of my effort to port Agar which is the SDL-based GUI toolkit my launcher relies on. Within Agar is the AG_Threads API which is an interface to pthreads. I use AG_Threads to query multiple servers at a time which allows for a very fast query when getting or refreshing all the servers on the master list. This is a crucial piece of the port that is now complete. The next step is to port the latest version of Agar itself after which I will be able to build my launcher on Xbox again. The things I want to get done after that are fairly minor but required for a good experience. This includes saves going to the proper tdata location, default binds, wad file saving to the first path set in the wad path list, and the ability to run the package from a DVD.

This is getting really close. I apologize I couldn't get it out with the rest of 0.5.0 but I didn't want to put out there before it is ready. I want to get it out as much, if not more, than you guys want to get it. I have put a lot of work into this and I am very excited to welcome Xbox users into the Odamex community.
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cheema201

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Odamex
« Reply #93 on: February 02, 2020, 11:02:00 PM »

Thanx muchly for the update...

Just a quick query. As I was reading through your post just now I saw something regarding saves going to the right tdata, and then something about the wads. Is it going to be in this port that the wads have seperate save locations? That has been a major blow to some other pc ports, where you load your mod and you can only save to the one location. So that all of your saved games, accross the board, have to occupy the ten or so default save files.. It certainly is not essential, but if it were at least possible with the most recognised wads, then it would be welcome.
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Hyper_Eye

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Odamex
« Reply #94 on: February 03, 2020, 01:15:00 AM »

There is only one set of save slots and they are shared across all wads. That is something we will be addressing when we look at replacing our current menu system. Realize that the first release will not be the final release. Every time a new Odamex release comes out a new Xbox build will be released. The codebase is one and the same and any features added to Odamex will be usable on the Xbox.
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Hyper_Eye

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Odamex
« Reply #95 on: August 28, 2010, 07:45:00 PM »

These are screen grabs from the Xbox:

IPB Image

IPB Image
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weinerschnitzel

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Odamex
« Reply #96 on: August 28, 2010, 08:22:00 PM »

How does it look in 720p? Cant wait!
 pop.gif
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Hyper_Eye

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Odamex
« Reply #97 on: August 28, 2010, 10:02:00 PM »

At this time I don't intend to display the launcher at 720p. I will consider working on it in the future but right now I just want to get a release done. I have commit access to the main Agar svn repository now and so Xbox will be supported officially in Agar (not builds of course.) I will be working on performance at some point with the intention of improving 720p with Agar. As it is right now the cursor is not smooth enough to use it. The launcher looks really good as it is anyway. The text and items are very clear. I have looked at it both on native 640x480 sets as well as 720p and 1080p sets.

For the release I intend to only have two choices that affect resolution: Overscan enabled/disabled
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weinerschnitzel

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Odamex
« Reply #98 on: August 31, 2010, 11:43:00 AM »

Ag-odalaunch is looking for agar/core.h which is not included in the Odamex repo. Will we need to link your agar x libraries or get them from agar directly since you are making commits there?
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Hyper_Eye

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Odamex
« Reply #99 on: August 31, 2010, 11:55:00 AM »

Ag-Odalaunch depends on Agar, pthreads, SDLx(including Freetype), and SDL_image. All of those are available in my Huntsvegas repos except the Agar library available there is an older version that will not work. I have since been given commit access to the official Agar repository and I have made changes and submitted a number of patches that have made ag-odalaunch possible on Linux, OS X, Windows, etc. Now I am making the Xbox changes and they will be committed into the official repository. One thing that I wrote was a cross-platform AG_Execute functionality (with accompanying wait and kill functions) so that an Agar-based application can launch external applications without regard for platform. Last night I finished up the Xbox addition to that function and, without any changes necessary to the launcher itself, ag-odalaunch is able to launch single-player and multi-player games. Those changes include the method I developed for launching external xbe's with command-line parameters. I am hoping that I can have initial Xbox support in Agar completed by the end of the week and I can get it committed before their next release (1.4.1) which will be very soon.
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weinerschnitzel

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Odamex
« Reply #100 on: August 31, 2010, 12:50:00 PM »

Excellent work and always very timely with responses. Thank you! Just need a new usb keyboard...

I'm assuming you would not be able to put your agar commits to your personal svn on huntsvegas?
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Hyper_Eye

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Odamex
« Reply #101 on: August 31, 2010, 01:06:00 PM »

QUOTE(weinerschnitzel @ Aug 31 2010, 01:50 PM) View Post

Excellent work and always very timely with responses. Thank you! Just need a new usb keyboard...

I'm assuming you would not be able to put your agar commits to your personal svn on huntsvegas?


There is a major revision difference and the approach I took to the port is different (being that it needs to be done in a way that is consistent with the rest of the code for official support.) I have not decided whether or not I want to leave what is there for those that would like to use a 1.3.* version of Agar. I am concerned that it will create confusion. I am leaning towards removing it. The Xbox project files will be auto-generated by the user when they use the official code but that requires installing a tool to do the generation. I may provide pre-generated project files on my site to make it easier on people. Also, it might be a good idea to make the library available in the usual places when 1.4.1 is released.
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Hyper_Eye

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Odamex
« Reply #102 on: September 12, 2010, 01:21:00 AM »

I know some people follow the development of the odameXbox branch in the Odamex repository. So that nobody is alarmed, the odameXbox branch has been removed because it was merged into trunk.
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weinerschnitzel

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Odamex
« Reply #103 on: September 12, 2010, 01:54:00 PM »

Which can only mean...  biggrin.gif
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Hyper_Eye

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Odamex
« Reply #104 on: September 12, 2010, 06:20:00 PM »

For purposes of greater exposure, and so that this thread does not become impossible to read, I have made a new thread for the release announcement. Please post any replies in that thread:

http://forums.xbox-s...howtopic=720959
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