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OG Xbox Forums => Software Forums => Homebrew & Ported Games => Topic started by: Hyper_Eye on February 08, 2010, 05:10:00 PM

Title: Odamex
Post by: Hyper_Eye on February 08, 2010, 05:10:00 PM
This is a work in progress. I wanted to post about it here because posts in this section of the forum are far and few between. I hope some people will be happy to see something announced in here.

Anyway, I have been in this community for a long time and I love Xbox and everything about modding them. I have also been in the Doom community for a long time. One thing that Xbox has always lacked is a Doom port that could be considered complete. I know there are some projects that work but there are things that are lacking. Well I am a member of the Odamex development team. Ever since joining the team it has been my ambition to produce an Xbox port. Odamex is a perfect source port to use because its stated goals are to be open and portable. For anyone that doesn't know what Odamex is it is a classic Doom port with a particular focus on multiplayer. It is a client/server based port in the same vain as CSDoom or ZDaemon. It is highly portable and it utilizes SDL to achieve this. It currently runs on Windows, Linux, OS X, FreeBSD, Solaris, and pretty much any other SDL supported OS. It supports single-player, deathmatch, coop, and capture the flag. For more information on Odamex please visit the Odamex site: http://www.odamex.net.

I finally have found the time to start working on the port. While it is early I have achieved some major milestones and the game does start and run demos. What else it is able to do at the moment is hard to tell because Odamex does not have code to support joysticks so the controller does not work but I do have the console code compiling so I believe I could pull up the console but I'm not willing to speculate beyond that. I have ordered some adapters so that I can plug in a USB keyboard and mouse so if I don't have joystick code done by then I will be able to work with those.

The major tasks on my list are:

Joystick support using SDL (should work for all platforms including Xbox)
Possibly adding to the network code
An SDL launcher interface - This will allow you to pick wads for a single-player game or browse and connect to servers reported by the offical master servers.
Possibly add an on-screen keyboard
High-Definition resolution support

Anyway, on to the video footage:

Title: Odamex
Post by: ultimate509 on February 08, 2010, 08:00:00 PM
This looks promising best of luck to you, Id love to remove my DoomX setup to replace with this.
Title: Odamex
Post by: Likklebaer on February 09, 2010, 10:56:00 AM
This is exciting news. More Doom is always a good thing.  happy.gif

About the joystick code; Doom-X maps the mouse's x-axis to the right thumbstick (giving analogue turning) and all the other controls are mapped via the keyboard controls. So is joystick support even necessary?
Title: Odamex
Post by: Hyper_Eye on February 09, 2010, 11:34:00 AM
QUOTE(Likklebaer @ Feb 9 2010, 11:56 AM) View Post

This is exciting news. More Doom is always a good thing.  happy.gif

About the joystick code; Doom-X maps the mouse's x-axis to the right thumbstick (giving analogue turning) and all the other controls are mapped via the keyboard controls. So is joystick support even necessary?


Well joystick support is good for a few reasons. First, we want to support joysticks on all platforms and since we use SDL_Input I can add joystick support through SDL API and tackle all platforms, including XBox, in one swoop. This will allow me to add a joystick menu where you can do a few cool things including changing the function of the analog axis (for example you could switch the option "Left Analog Y Axis: Move vs. Look", etc.), sensitivity of the individual analog sticks, selecting the active controller, and a big one... enabling rumble.

Rumble? Hell yes. What I intend to do is implement a rumble API in the input code where we can call a strong rumble or soft rumble function with values for length and strength. Then within that code I will differentiate between Xbox and everything else. For Xbox I will use the API provided by the xdk for triggering rumble and on everything else I will be implementing rumble using the new forced feedback support within SDL 1.3 (the feature is support on Windows, Linux, and OS X.) I would love to use the same API for Xbox but obviously SDL 1.3 is not going to be quickly available. I will probably implement Xbox support first because SDL 1.3 is still in development.

Ultimately this port is being done as a branch of our code but once it is in a reasonable state it will be added to our trunk. The intention is for the Xbox port to be just another supported platform within our code. I have no intention of adding things like split-screen play as that is something that isn't really a reasonable objective for Odamex overall. What I want is to be able to provide an identical experience on the Xbox that you would get on any of the other platforms Odamex runs on. That means support for wad downloading, all the multiplayer types, joining games with players on the other platforms using the servers reported by the master servers, etc. So almost anything I implement in the advancement of the Xbox port is going to be usable on other platforms. I intend for that to be true even of the SDL launcher interface. I think this will be a pleasing port for the Xbox community.

Already today I have achieved two big goals. First the game is now truly running at 640x480 (the video shows the game running at 320x200) and the midi music is playing in all its glory!

Thanks for the support!
Title: Odamex
Post by: neil222 on February 09, 2010, 02:13:00 PM
Great news on the port  smile.gif
As Likklebaer said, more Doom is always good to hear. Keep going dude.
Title: Odamex
Post by: Hyper_Eye on February 09, 2010, 08:53:00 PM
QUOTE(Likklebaer @ Feb 9 2010, 11:56 AM) View Post

This is exciting news. More Doom is always a good thing.  happy.gif

About the joystick code; Doom-X maps the mouse's x-axis to the right thumbstick (giving analogue turning) and all the other controls are mapped via the keyboard controls. So is joystick support even necessary?


Hey... through some searches I came to realize you were the main force behind DoomX. I was messing with it this evening and I was reminded that it really is well done. There are some things about DoomX that I am not aiming to duplicate like "System Link" and named control schemes. Those are things that will leave DoomX with a more "retail Xbox" feel than what Odamex will provide. But looking through some of the release posts for DoomX I am thinking about some of the same things you had to think about like analogue running. I have already made a lot of progress. Today I was actually in game and loaded a few different maps with Doom.wad and Doom2.wad, the console is working, and hearing the music was great. I don't think I am going to have too much trouble when it comes to the core port but working on the launcher interface is going to be interesting as I have never done a UI without some high-level toolkit (Gtk+, wxWidgets, etc.) There are a number of really nice ports on the Xbox that have great interfaces so I'm hoping to find some tips on that. I have also run into some pitfalls of the SDL port as well. If I have trouble during the course of the port I might like to pick your brain if you are open to it.

A question that I have for anyone who might know the answer: Can SDL provide HDTV resolutions on the Xbox? SDL_ListModes() currently returns a number of resolutions but 800x600 is the highest with 640x480 being the only one that is not scaled. I don't see any widescreen resolutions returned.
Title: Odamex
Post by: Likklebaer on February 10, 2010, 02:59:00 AM
Carcharius did all the coding on DoomX, I just basically helped out on the design side and complained at him a lot.  happy.gif

We found that analog running didn't really work well. It felt much more natural (and more Doom-like) to have to have a run button mapped to the left trigger. Interestingly, when Doom 3 was released for the Xbox, id implemented the exact same control system in the unlockable classic Doom games as we had in DoomX. I don't know if they actually played it or if it was just coincidence, but I'd like to think it was the former.

If I can be of any help I'd be more than happy to. It's great to be talking about Doom on the Xbox again and also nice to see a developer taking the system seriously as a platform to port to.
Title: Odamex
Post by: Hyper_Eye on February 10, 2010, 09:04:00 AM
QUOTE(Likklebaer @ Feb 10 2010, 03:59 AM) View Post

Carcharius did all the coding on DoomX, I just basically helped out on the design side and complained at him a lot.  happy.gif

We found that analog running didn't really work well. It felt much more natural (and more Doom-like) to have to have a run button mapped to the left trigger. Interestingly, when Doom 3 was released for the Xbox, id implemented the exact same control system in the unlockable classic Doom games as we had in DoomX. I don't know if they actually played it or if it was just coincidence, but I'd like to think it was the former.

If I can be of any help I'd be more than happy to. It's great to be talking about Doom on the Xbox again and also nice to see a developer taking the system seriously as a platform to port to.


I am one of those people that can't let things go. I own a bunch of consoles going way back and one of the consoles I have development hardware for is the Atari Jaguar! Anyway, I think Xbox is probably one of the best systems to port to and if we were to only support one I think it is the one that makes sense considering how cheap they are, how easily they mod (with softmods being so strong now), and with how much functionality a modded Xbox provides.

Anyway, I made more progress last night. I got in-game, loaded a bunch of maps, and I added support for three different modes of overscan: "Off, Low (93.75%), High (87.5%)". It seems sensible to me that on consoles when you go into the video modes instead oh having the "Fullscreen" option you get the "Overscan" option.

For the run issue... I am going to try analog running and see how I feel. I am more inclined to do what DoomX did. Keep in mind that while DoomX didn't want an "Always Run", because it was trying to adhere closely to classic Doom, Odamex already has an "Always Run" option. I would like to make the left trigger perform which ever action is not automatic based on the "Always Run" option.

I will do a new video with the current progress in it in the next few days. Odamex development is open and so I would like to somewhat journal the progress on the Xbox.
Title: Odamex
Post by: moonmaster1 on February 10, 2010, 10:18:00 AM
I really like where this is going, I sometimes bust out doomx every once in a while. Good to see xbox is getting one last port.

Dumb question though. Will this new version of doom be able to play some of the maps from Doom X (not related to the xbox port).

This map in particular.
http://www.doomx.net/?p=5

I wanna say no as Doom X is its own project but I don't see what makes it different from regular doom.
Title: Odamex
Post by: Hyper_Eye on February 10, 2010, 10:29:00 AM
There isn't really a lot of information there. I can't go through his videos right now but it looks to me like he may be doing a port as opposed to just a wad.

Take a look at this link to get more details on what Odamex is and what it supports: http://odamex.net/wiki/Odamex

In particular you may want to look at the map compatibility section.
Title: Odamex
Post by: Likklebaer on February 10, 2010, 10:38:00 AM
QUOTE(Hyper_Eye @ Feb 10 2010, 06:04 PM) View Post

Anyway, I made more progress last night. I got in-game, loaded a bunch of maps, and I added support for three different modes of overscan: "Off, Low (93.75%), High (87.5%)". It seems sensible to me that on consoles when you go into the video modes instead oh having the "Fullscreen" option you get the "Overscan" option.

For the run issue... I am going to try analog running and see how I feel. I am more inclined to do what DoomX did. Keep in mind that while DoomX didn't want an "Always Run", because it was trying to adhere closely to classic Doom, Odamex already has an "Always Run" option. I would like to make the left trigger perform which ever action is not automatic based on the "Always Run" option.

I will do a new video with the current progress in it in the next few days. Odamex development is open and so I would like to somewhat journal the progress on the Xbox.

The overscan option sounds good. I know with DoomX, even though we reduced the screen size somewhat, people still complained about being unable to read the text at the top of the screen and such. It would be nice to have an option for widescreen displays as well which would require reducing the horizontal overscan to 75% so you'd get a proportional 4:3 image on a 16:9 TV.

I guess an "Always Run" option makes more sense to have in Odamex since it's more multiplayer focused than DoomX and I know a lot of players use it in DMs.
Title: Odamex
Post by: lawdawg0931 on February 10, 2010, 10:49:00 AM
Really looking forward to this as well.... very nice to see a Doom port with a particular focus on multiplayer. Always nice to see anything new for the original Xbox. Thanks for the updates on your progress.
Title: Odamex
Post by: Mega Man (?) on February 10, 2010, 01:24:00 PM
This is awesome news, I love doom! single-player, deathmatch, coop, and capture the flag would be great!
Good luck Hyper Eye. smile.gif

Title: Odamex
Post by: flux2k on February 10, 2010, 09:09:00 PM
Would there be splitscreen multiplayer?
Title: Odamex
Post by: Hyper_Eye on February 10, 2010, 09:30:00 PM
QUOTE(flux2k @ Feb 10 2010, 10:09 PM) View Post

Would there be splitscreen multiplayer?


QUOTE(Hyper_Eye @ Feb 9 2010, 12:34 PM) View Post

I have no intention of adding things like split-screen play as that is something that isn't really a reasonable objective for Odamex overall. What I want is to be able to provide an identical experience on the Xbox that you would get on any of the other platforms Odamex runs on.


Thanks for your interest.
Title: Odamex
Post by: weinerschnitzel on February 10, 2010, 11:19:00 PM
I remember how nuts those zDaemon games got... I'm glad to see some more development on the xbox with such a great game! Good luck, I can't wait to see how it all turns out.
Title: Odamex
Post by: Likklebaer on February 11, 2010, 02:47:00 AM
QUOTE(flux2k @ Feb 11 2010, 06:09 AM) View Post

Would there be splitscreen multiplayer?

Carcharius' Doom Legacy port has split-screen multiplayer for 2 players, and the classic Doom that comes with Doom 3 has it for 4 players. Legacy doesn't have proper analog control like DoomX though, not sure about the D3 ports.
Title: Odamex
Post by: Hyper_Eye on February 12, 2010, 12:14:00 PM
QUOTE(Clockface @ Feb 12 2010, 06:55 AM) View Post

This is fantastic news! DoomX (XBox) is already brilliant, and to me it only lacks three things;

- the ability to play some maps, such as the Aliens mod, and other Dehacked stuff (or whatever it's called, I'm not up on the technicalities),


Odamex supportes dehacked and boom maps. I just loaded AliensTC to see if those specific wads work and they worked fine.

QUOTE(Clockface @ Feb 12 2010, 06:55 AM) View Post
- an option to make the text larger, as in high resolution mode the text is hard to read as it stays in low resolution so it's very small,


Odamex already has this option. You can enable or disable the scaling of text. I like the text small so I don't scale it but it will be scaled in my next video.

QUOTE(Clockface @ Feb 12 2010, 06:55 AM) View Post
and

- the ability for the program to use different save slots for each map. As it is, all save slots for any one Doom version are used for every map for that Doom version, so that (for example), Doom 2, Doomed to Die, and any Doom 2 maps all save to the Doom 2 save slots. So you have to manually remember which save slot is for which user made level you saved it in, which is very impractical.

It would be fantastic if your version of Doom when you add it to the XBox could either have different save slots for each map file that was loaded, or if every save slot was automatically named in the format:

[map name] + [date] + [time]

so that, for example, if the date and time was 20/12/2010 and the time was 5:17, then for a save done in a map that came as part of Doom 2, the the save name would be:

20-12-1010--05-17

but if the map loaded was a user made map called, say, Marsatt, then the save file would be called:

Marsatt 20-12-1010--05-17

etc.

Please consider these requests, as they would make the game much better on the XBox.


I have been thinking about this myself. First, I will be automatically inserting the date into the save slot. I can add the name of the wad as well but I will probably have to limit it to the name of the first wad loaded only. You can stack wads and were I to insert them all it could get messy.

Also, I plan to implement an onscreen keyboard so you will be able to insert your own text into the field. If someone happened to have a USB adapter to plug into their controller port (which can be had for a couple bucks) you would also be able to use a regular keyboard. You could use a keyboard and mouse to play if that is what suites you. It is important that you be able to insert text though as people playing on other platforms may talk to you while you are playing online. We wouldn't to appear to be rude by not responding.  tongue.gif

Currently Odamex uses the same save slots no matter what you have loaded (even between different iwads.) This is something I think the Odamex team could consider.

Thank you for your interest.
Title: Odamex
Post by: Hyper_Eye on February 12, 2010, 12:55:00 PM
I have a new video for you all... Progress Report #1:

In this video you are going to see:

 - A working console
 - Working music
 - Working menus
 - Increased Resolution (640x480 vs. the 320x200 that was displayed in the previous video)
 - The Overscan option which replaces the Fullscreen option on consoles. I implemented this the night I shot the video.
 - Mouse and keyboard working
 - The control binding menu
 - Actual gameplay footage!

This will be the last video for a little bit as I am now working working on a branch with planned implementation. When I have something significant to show I will do another video.

Odamex!
Title: Odamex
Post by: Likklebaer on February 12, 2010, 02:02:00 PM
Lovin the video! Any plans for some kind of aspect ratio correction? Things look a little squashed there on a widescreen TV. No problem if not, my TV has a button somewhere that fixes it.

Being able to play with people using other platforms is a great idea though when playing with a controller will probably mean getting butt-raped by people using mouse and keyboard.

You should have left your little girl talking loudly in the vid. Sooooo cute!  happy.gif
Title: Odamex
Post by: Hyper_Eye on February 12, 2010, 02:21:00 PM
QUOTE(Likklebaer @ Feb 12 2010, 03:02 PM) View Post
Lovin the video! Any plans for some kind of aspect ratio correction? Things look a little squashed there on a widescreen TV. No problem if not, my TV has a button somewhere that fixes it.


At this moment Odamex only supports changing FOV. So that is one step towards widescreen support but obviously there is more that is needed. It is not an immediate goal but if you use the minimal HUD and set your FOV (100 for 16:10 or 106 for 16:9) you will find that it is not as bad. The other option is to hit the button on your remote that changes your display to 4:3 like you said. While current SDLx does not support HDTV resolutions I fully intend on supporting HDTV resolutions in the future. At that point there will need to be a lot more consideration as to how we want to approach widescreen.

QUOTE(Likklebaer @ Feb 12 2010, 03:02 PM) View Post
Being able to play with people using other platforms is a great idea though when playing with a controller will probably mean getting butt-raped by people using mouse and keyboard.


I would imagine that there are some people who are good enough with the controller to be competitive. I know I have watched videos where people demonstrate great accuracy with a controller. But there is no doubt that a controller is more than acceptable for playing coop no matter what platform your teammates are on. Keyboard and mouse support will be there so anybody who wants to go that route can. I got those two adapters, which are very nice quality, from a discount shop on ebay and both adapters + shipping cost me less than $10.

Allowing Xbox players to play with people on other platforms really was never a question though. I don't think about what I am doing as porting a Doom source port to Xbox. I think about it as porting the Odamex client to Xbox. One of the main purposes of the Odamex client is to connect to Odamex servers. These servers are the same regardless of your platform. I think when you consider the fact that Xbox Live is shutting down for the original Xbox it seems even more important to have ports like this where the online aspect of the game is a primary consideration during porting. I have some ports that you can play online with but it is obvious that this wasn't the primary focus during porting. When this port is ready it will be able to do everything that the PC, Linux, OS X, etc. ports can do. And I hope there are people who choose to actively play Odamex on Xbox.

QUOTE(Likklebaer @ Feb 12 2010, 03:02 PM) View Post
You should have left your little girl talking loudly in the vid. Sooooo cute!  happy.gif


Thank you for that.
Title: Odamex
Post by: Pulsemasta on February 14, 2010, 08:15:00 PM
I'm so glad to see this and hope you don't run into many roadblocks while porting :-) Would love to play Doom online from the box!
Title: Odamex
Post by: Hyper_Eye on February 14, 2010, 10:08:00 PM
QUOTE(Pulsemasta @ Feb 14 2010, 09:15 PM) View Post

I'm so glad to see this and hope you don't run into many roadblocks while porting :-) Would love to play Doom online from the box!


I was playing some coop with it today. It is coming along nicely. The work I had done up to the point of my second video was pretty hacky to more proof it than anything else. I am now doing proper implementation so I spent the last couple of days reimplementing the original stuff and this allowed me to get some stuff I didn't already have in. That includes the network support, more thorough handling of paths which led to working saving/loading, passing command-line params and more. Overscan is the only thing that hasn't gone back in yet but there is a lot there that wasn't in the proof version and it has been a lot more stable along the way. I started the proper development by creating a branch in our svn and you can follow the development there. You can see a short log immediately on the odamex.net homepage and you can select a more detailed changelog or even browse the svn if you would like.

Thanks for your interest and support!
Title: Odamex
Post by: weinerschnitzel on February 14, 2010, 11:57:00 PM
Nice work, Ill checkout that source and see whats up smile.gif
Title: Odamex
Post by: Hyper_Eye on February 25, 2010, 12:03:00 PM
I want to let you guys know that this is still progressing. You can follow the progress on our svn. Currently I have most of the multi-platform joystick support in. What remains to make the Xbox controller fully functional is hat support (which will enable the use of the d-pad) and using a joystick for menu navigation. As it is you need a keyboard plugged in to navigate to the joystick menu and enable/configure the controller, to the customize controls menu for setting the button bindings, and for starting a new game. The game is fully playable with the controller minus the d-pad.

The controls are analog. When auto-run is enabled you will run at full speed when pushing the analog stick to an extreme. When you hold the run/walk button the character will move at the full walk speed when the analog control is pushed to an extreme. In either case the speed is adjusted over the full range of analog control. So if you are "walking" and you barely push the analog control you will move very slowly and the speed will increase as you push the analog control further. If you are running the same thing holds true and the speed can be instantly changed by pressing the run/walk button. When auto-run is disabled the same things apply except that the run/walk button will have the opposite affect and you will walk by default.

For those that do not want to use analog controls I plan on adding an option to disable analog control. At that point you will be able to bind analog controls in the "Customize Controls" menu as if they were buttons which will affectively make them act as digital controls. You will also be able to assign the d-pad the same way if that is what you prefer. I think the analog controls feel great and I would not prefer two-step control over analog control but I do like options and I know there are some out there who will choose to bind their controls this way. I can't guarantee that this option will be ready for the 0.5 release of Odamex but it is on my list of things.

Obviously with the analog controls implemented and working I want to move to the next priority and knock things out in order of importance. I would say that order at this point is menu navigation, hat support, launcher interface, anything else. At this point the game is fully playable (both Ultimate Doom and Doom 2 have been extensively played by me), wads can be loaded, connecting to servers works, a usb keyboard is now fully functional including working with the console and chatting with other players, games can be saved and loaded, original demos are working without de-synching, and I would probably be getting this done faster if I wasn't having such a blast playing it. The biggest piece left to do is the launcher but I realize how crucial it is to calling an Xbox port complete. I am really enjoying the work and I expect things to continue to progress at a good speed.

Don't let anyone tell you the Xbox homebrew scene is dead. There are good things coming. Ask me. Ask SirLemonhead (who has been hard at work. wink.gif  )
Title: Odamex
Post by: Likklebaer on February 25, 2010, 01:54:00 PM
Thanks for the update. It's exciting to hear how well this progressing! Please keep them coming. Sounds like this is going to be the perfect excuse for some serious Doom playing.

Would love to see some more projects like this in the Xbox's future.  happy.gif
Title: Odamex
Post by: lawdawg0931 on February 25, 2010, 02:06:00 PM
Agreed....really looking forward to this. Doom is still one of my fav's....cutting edge when it came out. Keep the updates coming please, thanks
Title: Odamex
Post by: Koooi on February 26, 2010, 09:38:00 AM
First off!
Hyper Eye, you are one of these guys that shows that the Xbox is not dead!
Great great Work you make there!

I have a few questions about this port:

1. I another Xbox Doom-Port (don´t know which was it), there was a Xbox Option to add Bots in the Multiplayer, so you can play it also alone with Computer Enemys. It would be so cool to bring this in your Port!

2. Will there be MP3 or WAV Support? I mean, so that you can change the Background music or other Sounds!
Or is it Midi?

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!

Hope you can answering all my questions!
Have a nice Day and good Luck on the Port!
Title: Odamex
Post by: Likklebaer on February 26, 2010, 12:48:00 PM
QUOTE(rubarb @ Feb 26 2010, 03:39 PM) View Post

One thing though, if you are adding rumble, please can you have an option to turn it OFF, thanks.  wink.gif
this is the only thing that I didn't like about doomx, I use doom legacy at the moment instead.

Seriously? I always thought the rumble in DoomX made using the weapons so much more satisfying.
Title: Odamex
Post by: Hyper_Eye on February 26, 2010, 03:18:00 PM
QUOTE(rubarb @ Feb 26 2010, 07:39 AM) View Post

thanks hyper eye this sounds great.

One thing though, if you are adding rumble, please can you have an option to turn it OFF, thanks.  wink.gif
this is the only thing that I didn't like about doomx, I use doom legacy at the moment instead.


There will be an option to enable or disable rumble. Pretty much anything that was not found in classic Doom is optional in Odamex. Being able to have that classic feel is important to the Odamex team. That is why I will leave the ability to change the resolution in even though SDLx only truly displays 640x480 and scales anything else. If I were porting something else I would just set the resolution to 640x480 and leave the option out (until I get around to supporting HD resolutions which will require changing SDLx.) With Odamex I want you to be able to select 320x200 so that you can get that classic feel if you want it. As with many options I like playing with higher resolutions but the option will be used by somebody.

QUOTE(Likklebaer @ Feb 26 2010, 01:48 PM) View Post

Seriously? I always thought the rumble in DoomX made using the weapons so much more satisfying.


I agree. Rumble feels good in DoomX.
Title: Odamex
Post by: Hyper_Eye on February 26, 2010, 04:00:00 PM
QUOTE(Koooi @ Feb 26 2010, 10:38 AM) View Post

First off!
Hyper Eye, you are one of these guys that shows that the Xbox is not dead!
Great great Work you make there!

I have a few questions about this port:

1. I another Xbox Doom-Port (don´t know which was it), there was a Xbox Option to add Bots in the Multiplayer, so you can play it also alone with Computer Enemys. It would be so cool to bring this in your Port!


Bots have been mentioned among the Odamex team in the past but it is not something we are currently working on. This might be a consideration in the future but it will not be in the 0.5 release of Odamex.

QUOTE(Koooi @ Feb 26 2010, 10:38 AM) View Post
2. Will there be MP3 or WAV Support? I mean, so that you can change the Background music or other Sounds!
Or is it Midi?


This is from the Odamex wiki which I encourage you guys to look at here: http://odamex.net/wiki/Odamex

QUOTE
ODAMEX supports multiple music and sound formats, for example:
WAVE/RIFF
AIFF
VOC
MOD XM S3M 669 IT MED and more (using included mikmod)
MIDI (using timidity or native midi hardware)
OggVorbis (requiring ogg/vorbis libraries on system)
MP3 (requiring SMPEG library on system)
Basically any music format that SDL_mixer supports!


So any of those formats can be used in maps. What is not supported is the user changing the music in-game. You will not be able to pick a song from the music you have stored on the Xbox. Again, this could be a future consideration but it is not something we have considered or are working on.

QUOTE(Koooi @ Feb 26 2010, 10:38 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!

Hope you can answering all my questions!
Have a nice Day and good Luck on the Port!


I answered this question earlier when someone asked about Alien TC. This is also from the wiki:

QUOTE
Patch support includes (loaded from command line or DEHACKED lump)
DEHACKED (DEH)
Boom EXtensions (BEX)
BOOM map format support.


Just to be certain I went ahead and tested the GoldenEye TC deh version and it worked great. It is also really awesome.

Thanks for the questions.
Title: Odamex
Post by: weinerschnitzel on February 27, 2010, 08:46:00 PM
Its nice to hear your progress. I have a couple questions:

What do you have planned for the launcher, a Doom style interface with an xmv video in the background, or something like an emulator launcher? I'm hoping it will be better than DoomLegacy's launcher smile.gif

Will you include look inversion or any up/down looking?

I'm pretty excited for this; keep up the good work!
Title: Odamex
Post by: Hyper_Eye on February 27, 2010, 11:55:00 PM
QUOTE(weinerschnitzel @ Feb 27 2010, 09:46 PM) View Post

Its nice to hear your progress. I have a couple questions:

What do you have planned for the launcher, a Doom style interface with an xmv video in the background, or something like an emulator launcher? I'm hoping it will be better than DoomLegacy's launcher smile.gif


I have not done much in the way of designing the launcher yet but it will be minimalist. I am less concerned with appearance than I am with providing the necessary components. Those major pieces would be a way to select iwads and pwads for a single player game or browse the odamex servers to start a multiplayer game. With that in mind the interface will probably be similar to the look that is typical of emulators. That would be a static background with viewpanes for the interface. There doesn't need to be a whole lot on the launcher because the client options are all contained within the game where the menu system will remain intact and all the options will be available.

Download Odamex for whatever OS you use on your PC. Check out the launcher and look around Odamex. Now think about something that provides similar functionality to the launcher launching on the Xbox followed by the same Odamex client. That is what it is going to be. There are some things being added to support the effort but those things are being added in a cross-platform way. So if you were to grab the odameXbox branch from our SVN and try it you will be able to see the state of it. I developed the joystick support in Linux and I have further tested it in OS X and Windows followed by the Xbox. So you can check out the new joystick support on any of those platforms.

QUOTE(weinerschnitzel @ Feb 27 2010, 09:46 PM) View Post
Will you include look inversion or any up/down looking?

I'm pretty excited for this; keep up the good work!


Here is what the joystick configuration menu looks like so far except I used the "Mouse Setup" graphic temporarily. We already have the "Joystick Setup" graphic done. Obviously more will be added to this, such as the rumble option, before it is completed.

IPB Image

Here is the new "Customize Controls" menu where you set your bindings. This is not the whole thing as it is now scrollable and it has been broken into categories. You assign the joystick buttons here the same as you do with keyboard and mouse.

IPB Image

Those screenshots were taken in Linux but it looks exactly the same on Xbox.
Title: Odamex
Post by: Likklebaer on February 28, 2010, 04:06:00 AM
Glad to see the freelook is optional. If you're looking up and down it just isn't Doom.
Title: Odamex
Post by: weinerschnitzel on February 28, 2010, 09:23:00 AM
No, but if your playing a mod it often feels right to have freelook.

Thanks for the timely response. I see a vc9 file in there I'm guessing that is just leftovers from the trunk. I keep getting an error looking for 'SDL.h' Do we need to get the sdlx libs on our own to build this?
Title: Odamex
Post by: weinerschnitzel on February 28, 2010, 11:56:00 AM
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

and the xbe fails to enter debug mode.  Do you have your own sdlx libs?
Title: Odamex
Post by: Hyper_Eye on February 28, 2010, 04:24:00 PM
QUOTE(weinerschnitzel @ Feb 28 2010, 10:23 AM) View Post

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) View Post
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) View Post
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) View Post

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_Studio

Those 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) View Post
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.
Title: Odamex
Post by: weinerschnitzel on February 28, 2010, 06:13:00 PM
Thanks for your help, I now have it running. I wasn't sure if you had started your work on SDLx for HDTV support, as I didn't recognize any lib's ending in d, but I see that you refer to the debug library. I'll have some more fun with this later in the week smile.gif
Title: Odamex
Post by: Hyper_Eye on February 28, 2010, 06:19:00 PM
QUOTE(weinerschnitzel @ Feb 28 2010, 07:13 PM) View Post

Thanks for your help, I now have it running. I wasn't sure if you had started your work on SDLx for HDTV support, as I didn't recognize any lib's ending in d, but I see that you refer to the debug library. I'll have some more fun with this later in the week smile.gif


I added this in an edit. You may have not caught it.

QUOTE(Hyper_Eye @ Feb 28 2010, 05:24 PM) View Post
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.


Selecting the "Release" build eliminates the "d" libraries you refer to. Those are the debug libraries which contain debugging symbols for effectively using the debugger. The regular libraries don't contain those symbols and may be optimized which provides for good performance and a smaller size. The debug version can get choppy depending on whats going on especially if the debugger is actively running. I have not experienced any choppiness with the release build.
Title: Odamex
Post by: Pulsemasta on March 10, 2010, 05:19:00 AM
Did this get released or are people just beta testing it? I hadn't checked the thread in a while, don't know if I missed something smile.gif
Title: Odamex
Post by: Hyper_Eye on March 10, 2010, 12:06:00 PM
QUOTE(Pulsemasta @ Mar 10 2010, 06:19 AM) View Post

Did this get released or are people just beta testing it? I hadn't checked the thread in a while, don't know if I missed something smile.gif


It has not been released. All the work being done for this effort is committed into our repository though and as I work I continue to make commits. It can all be found in the odameXbox branch of the odamex svn repository. Weinerschnitzel wanted to build it so above I gave him instructions on how to build it and make his resulting xbe work. Anybody who wants to build it and try it is welcome to.
Title: Odamex
Post by: Pulsemasta on March 11, 2010, 02:36:00 AM
oh, that's cool. Thanks for filling me in! :-)
Title: Odamex
Post by: Finker282 on March 20, 2010, 03:43:00 PM
Thank you so much. You are an inspiration. Doom is and will always be my favorite game of all time. All I ever wanted was to play an updated cross platform port on the Xbox where I could use a keyboard and mouse and connect to internet servers. Until now Legacy got the job done for me... albeit not really what I was looking for. Now THIS... this is golden. Perhaps I will start working on some ctf maps, as that is my favorite multiplayer mode. Thank you so much! You have no idea what this means to me.
Title: Odamex
Post by: Hyper_Eye on March 20, 2010, 05:48:00 PM
I have not done any work directly on Odamex since the last time I posted but progress has been made in other areas as can be seen in this thread: http://forums.xbox-s...howtopic=708542

I can't really speculate as to when a release will be ready. I would like to have the Xbox port ready for release to coincide with the 0.5 release of Odamex but the likeliness of that is lessened as the Odamex team starts to want to focus more and more on the 0.5 release. 0.5 will not be held back for a platform that was not previously supported. If the Xbox port is not released with the 0.5 release I will try to make the release a 0.5-compatible release so that Xbox players will be able to play on the 0.5 servers and can get in the action the moment the port is available.
Title: Odamex
Post by: weinerschnitzel on March 25, 2010, 06:29:00 PM
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!
Title: Odamex
Post by: Hyper_Eye 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
Title: Odamex
Post by: Hyper_Eye 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.
Title: Odamex
Post by: Hyper_Eye 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.
Title: Odamex
Post by: cheema201 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.
Title: Odamex
Post by: cheema201 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.
Title: Odamex
Post by: Hyper_Eye 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
Title: Odamex
Post by: Likklebaer on April 08, 2010, 04:41:00 AM
Glad this is still ongoing. Looking forward to it. happy.gif
Title: Odamex
Post by: Clockface 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?
Title: Odamex
Post by: Hyper_Eye 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.
Title: Odamex
Post by: Pulsemasta 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.
Title: Odamex
Post by: Hyper_Eye 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.
Title: Odamex
Post by: Hyper_Eye 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.
Title: Odamex
Post by: weinerschnitzel 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!
Title: Odamex
Post by: Hyper_Eye 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.
Title: Odamex
Post by: Hyper_Eye 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.
Title: Odamex
Post by: weinerschnitzel on April 15, 2010, 01:31:00 PM
Would you be able to add software filters for scaled textures like the HUD and other text to make the higher resolutions more pleasant? I don't know how you be able to apply them to the 3d environment or even if the xbox could handle that.
Title: Odamex
Post by: Hyper_Eye on April 15, 2010, 02:18:00 PM
QUOTE(weinerschnitzel @ Apr 15 2010, 02:31 PM) View Post

Would you be able to add software filters for scaled textures like the HUD and other text to make the higher resolutions more pleasant? I don't know how you be able to apply them to the 3d environment or even if the xbox could handle that.


I think the best way to have the HUD in HD is to make the game screen large enough that you get icons instead of the bar. Then turn on high-res text scaling (Display Options->Messages->Scale Text In High Res Mode) and hud scaling (find it in the config file as it is not in the menus atm... just set hud_scale to 1.) Then you get big text and nice big icons. You could leave the scaling off but the text and icons will be very small at that resolution... especially the keys which are almost impossible to see in the top-right corner without scaling. The hud scaling will be added to the menu soon.

In the game code and options the hud and bar are actually considered two different things... when you have just icons it is called the hud and when you have the bar it is a status bar. There are options for both of those... including the ability to turn the scaling of the status bar off. Try the options I mentioned above and see if that doesn't look good to you in HD.
Title: Odamex
Post by: Hyper_Eye on April 16, 2010, 01:57:00 PM
I haven't tried Odamex on an SDTV yet but trust that I will. As for what direction we are going to go with the save slots we are discussing it but no consensus has been reached yet.

Yesterday I dropped the heap size for our zone memory allocator to 8MB. By default it is 32MB and that is half the memory available on the Xbox. That is why memory was running out when trying to switch to 1080i and between certain maps with 720p. With the new heap size you can switch to 1080i and you shouldn't run out of memory with 720p. The consequence of that is if you load a wad that has a very large map (I'm talking pretty darn big) the game may quit if there is no memory available on the heap. This does not mean these large maps will not be playable on Xbox. It means that extra measures will have to be taken when trying to play them. Basically the game resolution will have to be lowered to 480p and the heap size increased. The heap size can be passed in on the command-line so I will be able to make it configurable in the launcher. My idea is to have advanced settings in the configuration dialog of the launcher and the heap size will be adjustable from there. The Xbox simply doesn't have enough memory to maintain such a large heap while still having enough memory to play at such high resolutions. That is especially true considering it is only in rare circumstances that a heap larger than 8MB is needed for our zone memory allocator. I think it is an appropriate trade-off that for a few incredibly large maps (for an idea the map I was testing with is Arcadia.wad) you might have to use a special setting in order for all the levels of the retail games to run without crashing when using options that are in the game. Using the new heap size I was able to play regular Doom 1 levels that crashed before. I also loaded up the AvP dehacked wad and played it for a bit. Still, this new setting needs a lot of testing. If someone finds a crash situation a report would be greatly helpful.

As for the playability of 1080i. You can play in that resolution but you will find it to be choppy. I am going to do my best to find every opportunity to optimize and hopefully I can get it to be fluid. I am pretty happy with the performance of 720p with the exception of the screen wipe between levels.
Title: Odamex
Post by: Hyper_Eye on April 28, 2010, 08:28:00 AM
This is in progress:

IPB Image

IPB Image

Also, while 1080i will be in the list of resolutions for people who have it enabled on their console I do not intend to support it for the first release. It is not smooth and currently there is not enough memory to make it run all the stock maps while maintaining a large enough heap for our zone memory allocator. If I do support it in the future I will either have to reduce memory usage or it will only be supported on consoles with memory mods. 720p is very playable and it will be supported at release. Another thing to note is that I am not going to develop the launcher using guichan. I am switching to libAgar which has a lot more to offer. In the development section of this board I have screenshots of example programs running with Agar in the "SDL GUI Library" thread.
Title: Odamex
Post by: weinerschnitzel on April 29, 2010, 10:05:00 PM
I see that you are also working on a wii port. How far have you come with the launcher? It appeared that you have already successfully ported AGAR.
Title: Odamex
Post by: Hyper_Eye on April 30, 2010, 12:07:00 AM
QUOTE(weinerschnitzel @ Apr 29 2010, 11:05 PM) View Post

I see that you are also working on a wii port. How far have you come with the launcher? It appeared that you have already successfully ported AGAR.


The launcher is much higher on the priority list than the Wii is. The Wii is pissing me off. I'm leaving it alone for now.
Title: Odamex
Post by: Hyper_Eye on May 09, 2010, 05:14:00 AM
I haven't set a release date. I hope to have the port in a releasable state by the time Odamex 0.5 is ready for release but I am not guaranteeing that. Even then there is no release date for 0.5. As matter of fact, Odamex never sets release dates or even announces releases before making them. When we are ready we make a release and the site reflects it. Most people figure it out when they realize all the game servers have updated. I wish I could provide something more solid for you guys but there is just no way to tell at the moment. The big thing really is the launcher interface. Besides that the game is playable in single-player and online on SDTV and HDTV (with up to 720p resolution.) So a lot of the necessary goals have already been achieved.
Title: Odamex
Post by: cheema201 on May 19, 2010, 09:10:00 AM
QUOTE(Clockface @ May 10 2010, 11:23 PM) View Post

 "A delayed game is delayed for a short time, but a bad game is bad forever".


Try telling that to the people that are still waiting for duke forever hahaha.

But I agree.

The main thing is that there actually is a release, when it is doesn't really matter that much. I mean it seems that this is far enough advanced to actually warrant a release, pending a few more tasks. usually when a port is this far complete then a release is almost certain.

There is nothing worse than starting a project and never finishing.

I can't really talk though, I am still working on a mod for FF7 that I started a few years ago haha. But I will finish it eventually.

Best of luck with your launcher Hyper. And let me say that the launcher is so important in my opinion. It is not something that should be rushed, and I think it often is.
Title: Odamex
Post by: Rygrass on May 28, 2010, 01:10:00 PM
Wow this seems like a really cool project. As i  been with Zdaemon for a few years now ( Think 5th year ) Seems really cool that there is a port will to be ported over to xbox and have online surrport.

Hope this goes well for you just cant wait!



Title: Odamex
Post by: trrobin on June 05, 2010, 04:14:00 AM
Hey Hyper, how's the progress going?
I'm very excited about this, and have been following eagerly from the start.
Title: Odamex
Post by: Hyper_Eye on June 05, 2010, 08:14:00 AM
Things have been slow the last couple of weeks because things have gotten really busy at work. I expect to be picking steam back up in the next couple of weeks.

One awesome change is that I now have real 128MB devkits to work with thanks to Undead of Team Assembly: http://forums.xbox-s...howtopic=712946
Title: Odamex
Post by: Pulsemasta on June 14, 2010, 10:53:00 PM
QUOTE(Hyper_Eye @ Jun 5 2010, 03:14 PM) View Post

Things have been slow the last couple of weeks because things have gotten really busy at work. I expect to be picking steam back up in the next couple of weeks.

One awesome change is that I now have real 128MB devkits to work with thanks to Undead of Team Assembly: http://forums.xbox-s...howtopic=712946



Thats cool you grabbed that box, hope it helps the project out  biggrin.gif
Title: Odamex
Post by: Hyper_Eye on June 30, 2010, 07:42:00 PM
For anyone that likes to build svn and test changes you will need to copy over the new odamex.wad to run with the recent changes.
Title: Odamex
Post by: weinerschnitzel on July 02, 2010, 10:33:00 AM
I see options for different player skins (Male, Female, Cyborg) It seems that there is only one packaged skin. What will it take to add other player skins to xbox? I would also like to have the color channels for skins increment at a faster rate than how much it does with a single button press left or right. I have usb capabilities on my xbox now and would like to try online using the keyboard and console. I hope you have been making progress on the launcher, and thanks for your hard work.

Title: Odamex
Post by: Hyper_Eye on July 02, 2010, 12:40:00 PM
As I have said before I cannot speculate on when there will be a release. I hope to have the Xbox port ready for the 0.5 release of Odamex. In order for 0.5 to come out all the depends in this metabug need to be crossed off: http://odamex.net/bu..._bug.cgi?id=567

As to what has been completed, I have had to focus my attention on work since my last report because I had a major deadline to meet. That deadline was reached this week and the demo I was preparing for occurred yesterday. That means I am ready to focus my attention on producing a launcher again. I have to prioritize because I would not be able to work on things like Odamex at all if I didn't meet my obligations at work. I love working on Odamex and Xbox code but it is the code that earns me a paycheck that allows me to do those things. I assure you that work on this port will continue and when it is done it will be awesome. The other day I merged changes from trunk so a lot of Odamex changes did go in including a major update to the menus.

The skin support in Odamex is provided by skin-containing wads. In order to use them on a server the server would have to have that wad loaded. They are not commonly used as skins can affect the game. I remember ZDaemon had a bunch of skins it released with and they could be used in all servers. What people would do is use the smallest skins and/or the hardest ones to see so that they were a more difficult target. It was quickly realized how that could have a negative impact on the game and it was changed. So skins should work on Xbox the same as they do on PC. To be honest I am not really sure what the status of skin support is though and I have never tried it. I might be able to provide more information on that later.

For the color bars, I noticed just this morning that they are practically impossible to adjust with the controller and I noted that I need to do something to improve it. Thanks for the report.

weinerschnitzel, if you wouldn't mind go into the display options and change the screen transition from melt to burn. See if that doesn't look better to you when using 720p. I think you will find it eliminates the choppiness you experienced.
Title: Odamex
Post by: Clockface 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.
Title: Odamex
Post by: Hyper_Eye 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!

Title: Odamex
Post by: cheema201 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
Title: Odamex
Post by: l11l1VeNoM1l11l 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.
Title: Odamex
Post by: Hyper_Eye on July 21, 2010, 09:56:00 PM
These guys have you covered on XBMC: http://www.xbmc4xbox.org/
Title: Odamex
Post by: l11l1VeNoM1l11l 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.
Title: Odamex
Post by: guybird 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!
Title: Odamex
Post by: Hyper_Eye 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:
Title: Odamex
Post by: Hyper_Eye 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
Title: Odamex
Post by: Koooi 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?
Title: Odamex
Post by: Hyper_Eye 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.
Title: Odamex
Post by: weinerschnitzel on August 16, 2010, 03:27:00 AM
We're all very excited!
Title: Odamex
Post by: guybird 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
Title: Odamex
Post by: Hyper_Eye 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
Title: Odamex
Post by: guybird 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!
Title: Odamex
Post by: Clockface 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)
Title: Odamex
Post by: Hyper_Eye 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.
Title: Odamex
Post by: Hyper_Eye 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.
Title: Odamex
Post by: cheema201 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.
Title: Odamex
Post by: Hyper_Eye 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.
Title: Odamex
Post by: Hyper_Eye on August 28, 2010, 07:45:00 PM
These are screen grabs from the Xbox:

IPB Image

IPB Image
Title: Odamex
Post by: weinerschnitzel on August 28, 2010, 08:22:00 PM
How does it look in 720p? Cant wait!
 pop.gif
Title: Odamex
Post by: Hyper_Eye 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
Title: Odamex
Post by: weinerschnitzel 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?
Title: Odamex
Post by: Hyper_Eye 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.
Title: Odamex
Post by: weinerschnitzel 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?
Title: Odamex
Post by: Hyper_Eye 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.
Title: Odamex
Post by: Hyper_Eye 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.
Title: Odamex
Post by: weinerschnitzel on September 12, 2010, 01:54:00 PM
Which can only mean...  biggrin.gif
Title: Odamex
Post by: Hyper_Eye 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
Title: Odamex
Post by: weinerschnitzel on September 17, 2010, 07:38:00 AM
Would odaraven port easily with all this work you've done?
Also about how much time should we expect the true widescreen development to take?
Title: Odamex
Post by: Hyper_Eye on September 17, 2010, 12:25:00 PM
QUOTE(weinerschnitzel @ Sep 17 2010, 08:38 AM) View Post

Would odaraven port easily with all this work you've done?
Also about how much time should we expect the true widescreen development to take?


We have no timetable for these tasks. They are just being worked when they can be. When the Odaraven branch is merged in there shouldn't be any work required for it to function on Xbox.