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OG Xbox Forums => Software Forums => Homebrew & Ported Games => Topic started by: Hyper_Eye on September 12, 2010, 05:36:00 PM

Title: Odamex 0.5.0
Post by: Hyper_Eye on September 12, 2010, 05:36:00 PM
I am happy to announce the release of Odamex 0.5.0. Please read the README.Xbox as posted below for important information as well as acknowledgments for those who helped make this happen. You don't want to be the guy who asks a question that is answered in the OP!

CODE
===============================================================================
                            Odamex v0.5.0 for Xbox
                              http://odamex.net/
                                 Authored by:
                            Michael "Hyper_Eye" Wood
                       Revision date: September 12th, 2010
===============================================================================

Table of contents:
    1. Introduction
        1.1 What is Odamex?
        1.2 Xbox Features at a Glance

    2. Installation
        2.1 Requirements
        2.2 Installation - binary download
        2.3 Installation - source download

    3. Xbox Controls
        3.1 Launcher
        3.2 Game Client

    4. Issues
        4.1 TODO
        4.2 Known Issues
        4.3 Bug Reporting

    5. Frequently Asked Questions

    6. Acknowledgements

===============================================================================

Section 1: Introduction

1.1 What is Odamex?

Odamex is a modification of DOOM to allow players to compete with each other
over the Internet using the client/server architecture. Odamex also provides
a feature-rich single-player engine.

Please see the general README provided with Odamex for a thorough description
of Odamex and its features.

1.2 Xbox Features at a Glance

 * Supports all online game modes and features that are available on other
     platforms
 * Game launcher with server browser and solo launcher with wad selector
 * Multiple wad search paths can be configured
 * Complete analog Xbox controller support with configurable axis assignments,
     turn sensitivity, optional freelook, and configurable button bindings
 * Support for USB mouse and keyboard
 * Saved games and configuration files are stored in UDATA and TDATA paths so
     they integrate properly with the official memory manager as well as
     homebrew dashboards complete with icons
 * Saved games can be deleted using the memory manager
 * Saved games can be copied to and from a memory card
 * Vanilla 320x200 resolution, multiple SDTV resolutions including 480i, and
     HDTV resolutions up to 720p are supported

===============================================================================

Section 2. Installation

2.1 - Requirements

Odamex requires a modded Xbox in order to operate.

2.2 - Installation - binary download

Binary downloads of Odamex are not available from odamex.net or any site
associated with The Odamex Team. Because Odamex is built with the official
XDK binary builds cannot be provided.

2.3 - Installation - source download

If you are interested in the bleeding edge development of Odamex, you can
access the SVN at http://odamex.net/svn/root with anonymous read access. Be
warned however that it might be incompatible with current release versions,
and stability is not guaranteed.

The following libraries are required:
    
    * SDLx (http://svn.huntsvegas.org/wsvn/SDLx)

Additionally the launcher also requires SDLx and the following libraries:

    * pthreads-Xbox (http://svn.huntsvegas.org/wsvn/pthreads-xbox)
    * Agar (http://www.libagar.org)

Building the Odamex and AG-Odalaunch source for Xbox requries the use of the
Microsoft Xbox Software Development kit (a.k.a XDK). You must be a Microsoft
approved Xbox developer to gain access to the required software.

===============================================================================

Section 3: Xbox Controls

3.1 - Launcher

Left Analog Stick - Move Cursor
Left/Right Trigger - Increment/Decrement list selection by 10
D-Pad Up/Down - Increment/Decrement list selection by 1
Left/Right Trigger (Held) - Scroll list selection
D-Pad up/Down (Held) - Scroll list selection
D-Pad Left/Right - Cycle focused widget/button
A Button - Activate cursor selection
B Button - Activate focused widget/button

3.2 - Game Client

The D-Pad is used to navigate the game menus while A activates
items within the menu and B returns to the previous menu.

When the console is down the left and right triggers scroll.

Default Controller Binding:

Left Analog Stick X Axis - Step left/right
Left Analog Stick Y Axis - Move forward/backward
Right Analog Stick X Axis - Turn Left/Right
Right Analog Stick Y Axis - Look Up/Down (Freelook disabled by default)
D-Pad Up - Move Forward
D-Pad Down - Move Backward
D-Pad Left - Turn Left
D-Pad Right - Turn Right
Left Trigger - Walk/Run
Right Trigger - Attack/Fire Weapon
A Button - Activate
X Button - Strafe
B Button - Next Weapon
Y Button - Previous Weapon
White Button - Scoreboard
Black Button - Toggle Automap
Start Button - Menu (Not Configurable)
Back Button - Toggle Console

===============================================================================

Section 4: Issues

4.1 - TODO

 * Virtual (On-Screen) Keyboard
 * Configurable overscan in launcher
 * Rumble
 * Use a DVD as a wad source
 * Further optimization (Improve 720p performance)

4.2 - Known Issues

 * The game currently cannot be launched from a DVD. This is hampered by a bug
    that is very difficult to debug.
 * Controller events are not received in the launcher while the master list is
    being queried or a complete server list refresh is taking place. Joystick
    events are disabled during these tasks because of a mutex issue or race
    condition that results in a freeze before processing the final queried
    server. The cursor can be moved with a mouse during these tasks.
 * The "Query Master On Start" launcher option does not work. It might be that
    the Xbox network controller takes a little longer to initialize but I
    don't really know at this point.
 * You must hit A inside the main launcher window before you can use B to
     activate a focused widget. This is due to a window focus issue.
 * The version of SDLx used with Odamex supports 1080i but 1080i has been
     disabled in the library as it is not currently usable in Odamex. Selecting
    1080i results in unplayable framerate and likely a crash when the system
    runs out of memory.
 * SDLx reports all 4 joystick ports as active regardless of whether or not a
     joystick is plugged in. If the active joystick selection is changed to a
    port that does not have a joystick plugged in control may be lost and a
    reboot is required or the selection must be changed with a keyboard.

4.3 - Bug Reporting

Please report any bugs you find at http://www.odamex.net/bugs
Your bug submissions help us make Odamex better. Thank you!

===============================================================================

Section 5: Frequently Asked Questions

Q. How do I communicate with other players?
A. At this time communication requires the use of a USB keyboard. A virtual
    keyboard is a planned feature that will make it possible to communicate
    with the gamepad.

Q. How do I change my player name without a keyboard?
A. You will need to manually change the setting for your player name in
    your odamex.cfg file. To do this perform the following steps:

    1) Launch the Odamex game client from the launcher (a solo game is fine)
    2) Quit Odamex using the game menus (turning off the power without
        quitting will discard configuration changes.)
    3) Quit the launcher and return to your dashboard.
    4) FTP into the machine or use another method of accessing the file system.
    5) Copy E:\TDATA\4f444d58\odamex.cfg to your computer.
    6) Open odamex.cfg in an editor.
    7) Find the "cl_name" option and change the name to your desired handle.
    8) Save the file.
    9) Copy odamex.cfg back to E:\TDATA\4f444d58\odamex.cfg

Q. What is required to use a keyboard and/or mouse?
A. A simple USB-to-Xbox adapter will work. These can be easily obtained
    from online stores and auction sites for little cost. A device with a
    cable modified to use an Xbox safety release cable will also work.

Q. Is it safe to try all the resolutions listed in the resolution list?
A. SDLx scales all resolutions to 640x480 except for 720x480 and 1280x720.
    Only resolutions that are supported by the AV pack and system settings
    are shown.

Q. I have a widescreen television but the 720x480 options isn't available?
A. In your Xbox system video settings select "Wide Screen" or "Letterbox".

Q. I have an HDTV and the HDTV AV Pack but the 1280x720 (720p) option isn't
    available?
A. In your Xbox system video settings enable the 720p HDTV resolution.

===============================================================================

Section 6: Acknowledgements

This port would not be possible without the contributions and assistance of
many people. The following especially deserve to be mentioned.

 * Undead of Team Assembly - Undead donated 2 Xbox debug kits that proved
    to be instrumental in the development of the libraries that Odamex
    depends on as well as Odamex itself. HUGE thanks to him for his
    kind donation!

 * Vedge of Hypertriton, Inc. (Developer of Agar) - Agar is a critical
    piece that serves as the cross-platform GUI toolkit behind AG-Odalaunch.
    Vedge provided assistance and knowledge as well as bug fixes and feature
    enhancements that directly benefited the Xbox and the development of
    AG-Odalaunch. He also trusted me with commit access so that I could
    more efficiently get code changes into Agar. Thanks for not getting
    annoyed while I flooded the channel with my thoughts, inquiries, and
    general ramblings.

 * Sirlemonhead - Sirlemonhead helped get me set up for development and I
     e-mailed him with questions and ideas on many occasions. Also, he made
    the AvP port and nobody can thank him enough for that.

 * weinerschnitzel - Provided testing and feedback throughout development.

 * ldotsfan - Bouncing Xbox development tricks back and forth with him has
    been both an enjoyable and educational experience and I look forward
    to more of the same.

 * Likklebaer - Thanks for your role in Doom-X and for sharing your experience.

 * To all those at Xbox-Scene that have provided interest, suggestions, and
    great encouragement. I hope you guys love playing this port as much as I
    enjoy working on it - Clockface, Cheema201, guybird, ultimate509, neil222,
    moonmaster1, lawdawg0931, Mega Man (?), flux2k, Pulsemasta, rubarb, Koooi,
    Finker282, Rygrass, trrobin, |11|1VeNoM1|11|, XTecuterX73

 * Special thanks to the faithful Odamex bug testers and patch contributers who
    put up with our crap on a daily basis because they believe in Odamex and
    the philosophies behind it - Spleen, Ladna, HeX9101, tm512, GhostlyDeath,
    and a hat tip to blzut3

 * To anyone I missed and all the developers in the Xbox development scene that
    released source and made it possible to work on the system without being
    completely lost. The Xbox Linux guys, XBMC devs, Arnova and the rest of the
    XBMC4Xbox devs, XPort, madmab, Team Assembly, RessurectionXtras, Team Evox,
    MXM devs, everyone who has contributed to openxdk, and all the rest.

 * Finally, all the members of the Odamex development team. Working with you
     guys is great. I appreciate the maturity, intelligence, and dedication each
    of you has brought to the team. It is the level-headedness and respect that
    everyone working on this project maintains that will see Odamex succeed as
    a great open-source project and Doom source port - Manc, Russell, Ralphis,
    Denis, and NES
===============================================================================


This has been submitted to the usual place and will hopefully be available shortly. This is my first submission so I do not really know how long it should be expected to take.
Title: Odamex 0.5.0
Post by: juntistik on September 12, 2010, 10:06:00 PM
Wow this is exciting news, I'm going to install it onto all 3 xboxs at my place and have some lan fun.

Thanks alot!
Title: Odamex 0.5.0
Post by: Code-Red on September 12, 2010, 11:59:00 PM
Nice Hyper, its a great feat to accomplish getting such a feature-rich engine running on the Xbox. I'll be busy all day tomorrow playing some Doom online!

Thanks!
Title: Odamex 0.5.0
Post by: lordkramdar on September 13, 2010, 12:02:00 AM
YES!!!

This is awesome!

I have multiple modded boxes and PC's running various Doom clients. But they all can't connect together.

Thank you!
Title: Odamex 0.5.0
Post by: barman1176 on September 13, 2010, 12:14:00 AM
Very cool. Thanks for taking the time to port it over.
Title: Odamex 0.5.0
Post by: ldotsfan on September 13, 2010, 06:34:00 AM
beerchug.gif  beerchug.gif

Is there a detailed build instructions (from source) that I can refer to?
Title: Odamex 0.5.0
Post by: DZIAD on September 13, 2010, 08:20:00 AM
Thank You !
Title: Odamex 0.5.0
Post by: cheema201 on September 13, 2010, 10:58:00 AM
fantastic work!

have been anticipating this release!! Wont stop playing doom for the next week
Title: Odamex 0.5.0
Post by: Clockface on September 13, 2010, 03:22:00 PM
This is fantastic news - can't wait to try it.

I've played some great Doom user levels using the DoomX, which is a great port Doom of Doom but cannot cope with more complicated (i.e. hacked or whatever) levels, which I understand this port can. So what "special" mods and levels are recommended to try with Odamex?

I'll try the Alien mod, but what else is there?

Edit: I've just downloaded Alien TC and it seems that you have to install the mod to the PC (on an installed version of the PC game) first, and then presumably copy the finished files over to the XBox. Is this right, and how do I get the XBox version to load all of the required files for the Alien TC?

There used to be a web site with downloads of mods for XDuke (the brilliant XBox port of Duke Nukem 3D) - these were mods for Duke Nukem 3D (PC) that had been converted by someone so that they all worked fine on XDuke, with no need for the user to do/hack/change anything after downloading them. Is there a web site that has mods for Doom 1 and 2 that have been altered/pre-converted/whatever to work with Odamex so that we don't need to hack/install/etc the files on a PC ourselves before running them on an XBox?

Sorry if these questions are too basic or asked with annoying frequency, but I'm a console gamer so I'm not used to hacking/altering game files.

Hyper_Eye (and the rest of the team), thanks so much for all of your hard work.

This post has been edited by Clockface: Sep 13 2010, 10:39 PM
Title: Odamex 0.5.0
Post by: Pulsemasta on September 13, 2010, 03:49:00 PM
nice work  biggrin.gif
Title: Odamex 0.5.0
Post by: piip4 on September 13, 2010, 04:02:00 PM
Yes! This is why I still cruise xbox-scene.

Love original xbox, love doom, love doom on original xbox, but I love multiple dooms on multiple xbox's most. And now I get all that in 720p and great wad support?  (IMG:style_emoticons/default/biggrin.gif)
Title: Odamex 0.5.0
Post by: iwanttheagrocrag on September 13, 2010, 05:14:00 PM
Oh man this makes me want my old xb1 back. That looks really promising.
Title: Odamex 0.5.0
Post by: ultimate509 on September 13, 2010, 05:22:00 PM
Cool, Thanks for all your hard work, gonna spend some quality time with my box tonight!  (IMG:style_emoticons/default/blink.gif)  (IMG:style_emoticons/default/biggrin.gif)
Title: Odamex 0.5.0
Post by: weinerschnitzel on September 13, 2010, 05:22:00 PM
Clockface, I loaded Aliens TC by selecting doom2 as the iwad and selected all of the atc .wad and .deh files. Works great.
Title: Odamex 0.5.0
Post by: Hyper_Eye on September 13, 2010, 09:04:00 PM
QUOTE(ldotsfan @ Sep 13 2010, 07:34 AM) View Post

beerchug.gif  beerchug.gif

Is there a detailed build instructions (from source) that I can refer to?


When I have some free time I will be adding complete detailed build instructions to the Odamex wiki. It is not possible to build the launcher right now because, while the code has been committed to the Agar repository (at www.libagar.org), the Project file generation portion is not yet complete. In the meantime someone would have to create project files or request them. Hopefully this piece will be in soon so anyone that wants to work with Agar can without having to remake the wheel on the project files.

QUOTE(Clockface @ Sep 13 2010, 04:22 PM) View Post

This is fantastic news - can't wait to try it.

I've played some great Doom user levels using the DoomX, which is a great port Doom of Doom but cannot cope with more complicated (i.e. hacked or whatever) levels, which I understand this port can. So what "special" mods and levels are recommended to try with Odamex?

I'll try the Alien mod, but what else is there?

Edit: I've just downloaded Alien TC and it seems that you have to install the mod to the PC (on an installed version of the PC game) first, and then presumably copy the finished files over to the XBox. Is this right, and how do I get the XBox version to load all of the required files for the Alien TC?

There used to be a web site with downloads of mods for XDuke (the brilliant XBox port of Duke Nukem 3D) - these were mods for Duke Nukem 3D (PC) that had been converted by someone so that they all worked fine on XDuke, with no need for the user to do/hack/change anything after downloading them. Is there a web site that has mods for Doom 1 and 2 that have been altered/pre-converted/whatever to work with Odamex so that we don't need to hack/install/etc the files on a PC ourselves before running them on an XBox?

Sorry if these questions are too basic or asked with annoying frequency, but I'm a console gamer so I'm not used to hacking/altering game files.

Hyper_Eye (and the rest of the team), thanks so much for all of your hard work.



QUOTE(weinerschnitzel @ Sep 13 2010, 06:22 PM) View Post

Clockface, I loaded Aliens TC by selecting doom2 as the iwad and selected all of the atc .wad and .deh files. Works great.


What he said. All you need is the wad/deh files. If you want to maintain some organization keep in mind that you can store your wads in multiple directories and add/remove directories from your wad list using the settings dialog. So you could put the aliens wads into a folder and just add that folder in the settings. PWAD browsing should be improved with the next version because I plan to replace that list with a tree widget that will be organized alphabetically and each letter will be collapsible.
Title: Odamex 0.5.0
Post by: cheema201 on February 04, 2020, 06:19:00 AM
haha, my god this port brings back fantastic memories of playing doom...

I know I have already said thank you, but after giving it a go I thought that another was in order.

Thank you once more
Title: Odamex 0.5.0
Post by: xboxmods2977 on September 15, 2010, 12:40:00 PM
Hey, anyone know if there a way to shut off the automatic weapon switch? It is kinds annoying when you are in an intense battle and your gun switches because you've stepped on one that was "better" than the current gun you were using.
Title: Odamex 0.5.0
Post by: Hyper_Eye on September 15, 2010, 08:16:00 PM
QUOTE(xboxmods2977 @ Sep 15 2010, 01:40 PM) View Post

Hey, anyone know if there a way to shut off the automatic weapon switch? It is kinds annoying when you are in an intense battle and your gun switches because you've stepped on one that was "better" than the current gun you were using.


I don't believe we have any way to disable automatic weapon switching at this time. So everyone is on equal grounds as far as this goes. If you step on a weapon during a firefight it could be a mistake!

QUOTE(x0xRavenx0x @ Sep 15 2010, 07:28 PM) View Post

ok got a copy from another site, current version. FTPed it into my aps on Avalaunch. i've added my .wads from my copies of doom 2 and final doom. loaded a single player game and played for a bit.

BUT

i can not find an online game or any servers. what did i do wrong. did i miss a setting?

great work on this been playing doom on other things lately and glad i can play against other people.


When you started the game did it load straight into Doom or did you get a launcher interface? Odamex uses two xbe's. Default.xbe is the game launcher and odamex.xbe is the game itself. Default.xbe is what should be started. Odamex.xbe does not need to be directly launched unless you want to bypass the launcher for some reason.

If you did get the launcher interface what happened when you hit the button to get the master list?
Title: Odamex 0.5.0
Post by: x0xRavenx0x on September 15, 2010, 09:55:00 PM
QUOTE(Hyper_Eye @ Sep 15 2010, 09:16 PM) View Post

When you started the game did it load straight into Doom or did you get a launcher interface? Odamex uses two xbe's. Default.xbe is the game launcher and odamex.xbe is the game itself. Default.xbe is what should be started. Odamex.xbe does not need to be directly launched unless you want to bypass the launcher for some reason.

If you did get the launcher interface what happened when you hit the button to get the master list?



i opened the default. there is nothing in the server list. i may poke at my network and all my settings tomorrow and see if i missed something. i played doom 1 and doom 2 offline changed game settings but can't see anything in the servers. when i hit the buton to get master list it locked up.

i played the Windows version and played several matches very nice. i hope to figure out what i've done so i can play on my xbox. i downloaded a xbox version so i don't know if something is off with it.
Title: Odamex 0.5.0
Post by: Hyper_Eye on September 15, 2010, 11:14:00 PM
QUOTE(dravichm @ Sep 15 2010, 10:05 PM) View Post

I'm having the same issue with the master server list, it shows that it is getting 82 (or so) servers but after it loads, the server list is blank.  I scrolled over to the IP address list, and they all show the same IP address and the port number most were 10666 for all the columns.  I assume this is the master server lists IP its not actually getting the servers.


Can you take a picture of the list scrolled to the right to show the addresses so I can see exactly what you are talking about? You may want to download it again from the usual place to make sure you have the right package because a package went out before the usual place got it that had two major bugs in it and one was related to the launcher being unable to query the server list on certain Xbox's. The other was an issue where the ENTER key was not being recognized on a plugged in keyboard so you could type into the console or into the chat line but you couldn't hit enter to insert it.

QUOTE
Also, I'm having another issue with the single player I tried loading Hacx & Batman Doom both of these mods require a dehacked patch which I have, these change the behavior of Doom quite a bit (Batman Doom especially) the launcher doesn't seem to be loading them or loading them properly.  An example in Batman Doom is you start with baterangs they are supposed to act like rockets and use the pistol slot but on the Xbox it fires the shotgun it's just weird.  These mods DO work on the PC version of Odemex 0.5.0, although Batman Doom needs ZBATMAN.deh for Zdoom 1.2.x which Odemex is based off of I did manage to find it and I'm using that.


Load Odamex with those wads and then pull down the console (by default the "back" button will bring down the console) and verify that the files you expect are being loaded. If you need to scroll up you can do that with the triggers.

QUOTE
I could try making a short cut to Odamex.xbe and see if it would take the file and deh arguments.

Update tried to make a cut file with command line arguments it just dropped back to XBMC I guess it doesn't support that.


You will not be able to pass command-line parameters from XBMC. The launch method I use is my own method. Odamex will only accept command-line parameters that are sent from the XDK debugger, my launcher, or an Agar-based application that uses the AG_Execute() method (with my launcher being the only Agar-based Xbox application in existence at this moment.) It would be easy to add support for my command-line parameter method into XBMC if someone wanted to do that. I could consider adding support for XBMC as well but my method allows for more characters in the command-line.

QUOTE
One last thing THANK YOU Hyper_eye this port is great.


I'm glad you are enjoying it!
Title: Odamex 0.5.0
Post by: dravichm on September 16, 2010, 09:44:00 AM
Sorry for the double post it wouldn't let me Edit

Temporary solution for the dehacked problem I was able to put the dehacked patch in the WAD as DEHACKED.lmp and it loaded it just fine.

Quick HOWTO: (using Hacx as an example)
Make a backup copy of Hacx.wad & Hacx.deh
Rename Hacx.wad to Hacxd.wad or something else.  Just make sure you have a backup.
Rename Hacx.deh to DEHACKED.lmp
Next download the WAD editor XWE (you can find it at Doomworld I think)
open XWE and then open Hacxd.wad
go to Entry and select Load select DEHACKED.lmp it should be added to the entries in the WAD
go to file then select Close so it saves the changes then close out upload to your Xbox and enjoy.
One note this should only be used for single player.
Title: Odamex 0.5.0
Post by: Hyper_Eye on September 16, 2010, 09:57:00 AM
QUOTE(dravichm @ Sep 16 2010, 09:32 AM) View Post

Thanks for the quick reply Hyper, here is the screen shots you asked for:

I have the xbox set on the dmz in my router so it's not open port problem.


Can you look on your Xbox in E:\TDATA\4f444c43 and see if there is an ag-odalaunch.log. If so see if there is anything in it. If there is it would be helpful to know what the errors are. Put the contents into a pastebin on pastebin.com

QUOTE(dravichm @ Sep 16 2010, 09:32 AM) View Post
As for the other problem I checked the console it is loading the deh file but it seems to be loading it as a wad file and not a dehacked patch.


Alright. I see the problem you are talking about. I will have this resolved in svn shortly and it will be fixed in the next minor release. Sorry about that.
Title: Odamex 0.5.0
Post by: x0xRavenx0x on September 16, 2010, 10:38:00 AM
ok i seem to have fixed my issue. i can now see the master server list and i tried loading one. no one is playing right now but i think it works fine.

thank you very much for your time and trouble for this port Hyper_Eye. i started playing FPSs thanks to this game back in the day and i still play it now on several systems. thanks once again. i'd love to be able to help out in some way.
Title: Odamex 0.5.0
Post by: alexh on September 16, 2010, 03:13:00 PM
Nice work. Gotta try it.
Title: Odamex 0.5.0
Post by: dravichm on September 16, 2010, 05:08:00 PM
Hyper_eye I fixed the no servers showing issue, I had a suspicion that something was up with that IP address in that picture I took, I did a WHOIS on it and found out it belongs to OpenDNS which is what I use for my DNS server.  Looks like master1.odamex.net & master2.odamex.net is not in their cache or they might be blocking it.  I switched the xbox to the Comcast DNS & boom they all showed up.  Funny thing is the PC has no problems with this at all.
Title: Odamex 0.5.0
Post by: Hyper_Eye on September 16, 2010, 05:46:00 PM
QUOTE(dravichm @ Sep 16 2010, 06:08 PM) View Post

Hyper_eye I fixed the no servers showing issue, I had a suspicion that something was up with that IP address in that picture I took, I did a WHOIS on it and found out it belongs to OpenDNS which is what I use for my DNS server.  Looks like master1.odamex.net & master2.odamex.net is not in their cache or they might be blocking it.  I switched the xbox to the Comcast DNS & boom they all showed up.  Funny thing is the PC has no problems with this at all.


I'm glad you solved it. I was getting ready to start debugging with you.
Title: Odamex 0.5.0
Post by: Hyper_Eye on September 16, 2010, 10:57:00 PM
Can you pull down the console (which is the "back" button by default) and scroll up to where the wads are loaded? Does it show it attempting to load the wads you supplied?
Title: Odamex 0.5.0
Post by: Hyper_Eye on September 17, 2010, 01:14:00 PM
What is the path for Requiem.wad?
Title: Odamex 0.5.0
Post by: trrobin on September 17, 2010, 05:26:00 PM
I checked the console, and there was no sign of the selected wads being loaded.  Just Doom2.wad
Even selecting Plutonia.wad brings up Doom2.wad

 blink.gif
Title: Odamex 0.5.0
Post by: piip4 on September 18, 2010, 05:17:00 AM
Been testing it a bit now. So far tried about 30 wads big and small and they all worked for me.
Found another player online and went through a few levels, all fine. smile.gif

However I have two questions:
1. I can't figure out how to do LAN play (is it even supported...?) I figured this multiplayer-oriented port would have something like it.
2. Is there some way to get 16bit colour?

#2 isn't important really, I'm more concerned about LAN play. Otherwise it's hard to find anything about this port to criticize. It's really damn good.
Title: Odamex 0.5.0
Post by: Rygrass on September 18, 2010, 07:04:00 AM
Thanks for the port been playing Doom.wad for last one hour and it seems perfect!

One problem tho:

Seems i can't refresh master list. i can ping to it and it says Queried Severs 0 of 77

But nothing shows up.. PC version fine any ideas ?

EDIT: It's taking 5 minutes  to refresh the master list.... Hmmm where on pc takes like 5 seconds

Cheers for the port!
Title: Odamex 0.5.0
Post by: cbagy on September 18, 2010, 12:00:00 PM
There was a newer version released straight after that version which fixes this.
Title: Odamex 0.5.0
Post by: Hyper_Eye on September 18, 2010, 03:01:00 PM
QUOTE(piip4 @ Sep 18 2010, 06:17 AM) View Post

Been testing it a bit now. So far tried about 30 wads big and small and they all worked for me.
Found another player online and went through a few levels, all fine. smile.gif

However I have two questions:
1. I can't figure out how to do LAN play (is it even supported...?) I figured this multiplayer-oriented port would have something like it.
2. Is there some way to get 16bit colour?

#2 isn't important really, I'm more concerned about LAN play. Otherwise it's hard to find anything about this port to criticize. It's really damn good.


For the LAN issue, the Odamex multiplayer server portion is all contained in a server executable. If you want to run a game on a LAN you will need to run a server from a PC or an Xbox running Linux. Even then you will need to either advertise that server with the master list or have a keyboard available to type into the "Custom command-line parameters" field in the game launcher with "-connect IP:PORT" so you can connect to the LAN game. The process for doing this will improve with future versions but I would not anticipate a LAN capability contained within the game anytime soon. Ultimately Odamex is a game client and odasrv is a game server.

As for the 16-bit issue. The answer to that question is on the video options screen. "Only 8-bit modes are supported". That is not an Xbox thing but an Odamex thing. Sorry about that.

QUOTE(Rygrass @ Sep 18 2010, 08:04 AM) View Post

Thanks for the port been playing Doom.wad for last one hour and it seems perfect!

One problem tho:

Seems i can't refresh master list. i can ping to it and it says Queried Severs 0 of 77

But nothing shows up.. PC version fine any ideas ?

EDIT: It's taking 5 minutes  to refresh the master list.... Hmmm where on pc takes like 5 seconds

Cheers for the port!


When the release was very first announced a version went out that had two major bugs in it that were serious enough to warrant immediate correction. The issue you are referring to was one of them. The "usual place" never got the original version of the package. It only got the fixed one. The reason I wasn't concerned about updating the package was because the "usual place" hadn't gotten it yet and there were only a handful of downloads that I was aware of. Unfortunately it seems like the broken version may have gotten passed around a bit. The answer is that anyone experiencing this issue needs to reacquire the software.

As for the speed of the query, the query process is threaded just as it is on the PC. That was the reason for porting pthreads to the Xbox so the AG_Threads API can function. The problem with the server queries involves a function (XNetDnsLookup()) behaving differently on some Xbox's than it does on others. Every single server being queried is going through a failed name lookup and that takes a little bit of time. That is why the query is taking so long. After the fix it will still take that long because the quick fix was to allow the DNS lookup to fail and then handle it after. So you will get successful queries but it will still take about 30 - 45 seconds for the full list to be queried. The unaffected Xbox's query at the expected speed. In our svn I have rewritten our custom gethostbyname() so that the provided name is tested to determine if it is an IP address first and then sent into XNetDnsLookup() if that is not the case. This means that all Xbox's will do the same thing in this function whether they suffer from the mentioned issue or not and all Xbox's will query at the fastest speed possible. This means that the query is reduced from 30 - 45 seconds to 0.5 - 1.5 seconds on the affected Xbox's. That will be in the next release.

There is a video on YouTube someone made of Odamex on Xbox and you can see what the query speed is like on unaffected Xbox's. Here is the video:

Title: Odamex 0.5.0
Post by: Hyper_Eye on September 18, 2010, 04:35:00 PM
QUOTE(trrobin @ Sep 16 2010, 11:21 PM) View Post
In single player; no matter what Iwad, and/or pwad I select, it always comes up with standard doom 2.
The same goes for the online games.


If you are experiencing this issue please shorten your Odamex path. This is caused by a limitation in the particular launch data structure I am using which is defined by MS. I will try and have this corrected for the next release.

So, for example, if you have a path that looks like this: E:\Games\Doom Games\Odamex-0.5.0
Try changing it to this: E:\Games\Odamex

That should solve the issue.

QUOTE(dravichm @ Sep 15 2010, 10:05 PM) View Post
Also, I'm having another issue with the single player I tried loading Hacx & Batman Doom both of these mods require a dehacked patch which I have, these change the behavior of Doom quite a bit (Batman Doom especially) the launcher doesn't seem to be loading them or loading them properly.  An example in Batman Doom is you start with baterangs they are supposed to act like rockets and use the pistol slot but on the Xbox it fires the shotgun it's just weird.  These mods DO work on the PC version of Odemex 0.5.0, although Batman Doom needs ZBATMAN.deh for Zdoom 1.2.x which Odemex is based off of I did manage to find it and I'm using that.


Loading of .deh and .bex files has been corrected in our source repository and the fix will be in the next release.
Title: Odamex 0.5.0
Post by: ressurectionx on September 18, 2010, 09:24:00 PM
So you guys really getting some DOOM multiplayer action now?

I'd like to try this out and finally get around to reading up on networking XPORT games in that email that run088 sent me about 3 years ago.

Would be cool to play some multiplayer with people around here instead of working all the time.   cool.gif
Title: Odamex 0.5.0
Post by: Lipo on September 19, 2010, 07:48:00 PM
this far more superior than doom legacy for xbox love.gif  love.gif  love.gif
i have maximum doom wad it contain 1830 PWAD

it take couple minute to scan, after i quit playing i have to scan again if i want to chose diffrent PWAD
maybe you can change it for next release

i also noticed if i place PWADS like this
odamex\maximum doom\doom1
odamex\maximum doom\doom2
it doesnt work, it just launch regular doom 1 & 2
but if i change it to
odamex\doom1
odamex\doom2
it worked fine rolleyes.gif  rolleyes.gif

last but not least
with so many PWADS i want to keep separate folder for doom1 & 2 PWADS to appear on wads list, i hope it will happened on next release

sorry for my engrish tongue.gif i hope you get the point biggrin.gif
Title: Odamex 0.5.0
Post by: Hyper_Eye on September 19, 2010, 08:00:00 PM
Those are good requests but they are not likely to appear in the next release and I can't really say when they will. But, for now you can add and remove directories from the wad list through the settings dialog very easily so that you only have the wads you want shown at the time. Also, you can have as many directories configured in there as you want. As I stated previously, I intend to change the pwad selector to a tree with pwads alphabetically sorted and each letter will be collapsible.

As to the wads not working correctly with the original paths... the length of the path is not the issue. They can really be as long as you want. The issue is that my launcher is not handling spaces correctly in command-line arguments. I will try to address that in the next release. Takes the spaces out of your original path names and they will work.
Title: Odamex 0.5.0
Post by: Clockface on October 08, 2010, 06:24:00 AM
QUOTE(guybird @ Oct 8 2010, 06:51 AM) *

I have a collection, but as is, Odamex doesn't allow for recursive folder lookups, meaning that if you have everything sorted out nice and neat like I do, it won't work as is.  Once that gets sorted out, I'll go to town, but until then, it'd be too much of a mess to just toss 100's of files into one big folder and keep everything straight.  The emu itself though is very nice and I love all of the customizable settings.


Great, I'll look forward to downloading the archive when it's done. And it should be perfectly legal, as it's all freeware files, so no having to search the darkest spots of Google for the link  (IMG:style_emoticons/default/smile.gif)



Hyper_Eye, does the fact that Nuts crashes under Odamex (XBox) mean that potentially any serious mods or levels might fail to work for the same reason? Nuts doesn't matter, of course, as it's just a novelty mod, but could serious/genuine levels fail in the same way?

And I don't think that Guybird meant any offense with the term "emu", I think he just meant it in the same generic way that people say "roms" instead of games, or "programs" instead of applications/utilities.
Title: Odamex 0.5.0
Post by: Hyper_Eye on October 08, 2010, 12:39:00 PM
QUOTE(Clockface @ Oct 8 2010, 07:24 AM) View Post

Great, I'll look forward to downloading the archive when it's done. And it should be perfectly legal, as it's all freeware files, so no having to search the darkest spots of Google for the link  smile.gif
Hyper_Eye, does the fact that Nuts crashes under Odamex (XBox) mean that potentially any serious mods or levels might fail to work for the same reason? Nuts doesn't matter, of course, as it's just a novelty mod, but could serious/genuine levels fail in the same way?


It is is possible that a level can overrun the heap. It isn't likely. I have tested with arcadia.wad many times before and it contains a massive first level. I don't think nuts.wad is representative of much more than nuts.wad. Quoting from doom wiki where you can find nuts.wad under the article Joke WAD:

QUOTE
Nuts by B.P.R.D contains 10617 monsters in two rooms and is almost unplayable as a result. It is featured in Doomworld’s Top 10 Infamous WADs.


I don't think you have to worry about running into those conditions much.

QUOTE(Clockface @ Oct 8 2010, 07:24 AM) View Post
And I don't think that Guybird meant any offense with the term "emu", I think he just meant it in the same generic way that people say "roms" instead of games, or "programs" instead of applications/utilities.


No offense was taken. I just noticed that Odamex has been incorrectly labeled a launcher or emulator a number of times and my post was simply meant to be an informative one.
Title: Odamex 0.5.0
Post by: guybird on October 15, 2010, 07:51:00 PM
Oh I realize that yeah its not really an "emulator", I just give that type of name to something that loads/plays multiple files instead of just one.  With so many things to run and sort through on an xbox, it sorta makes classifying it a little easier.  Obviously though porting it was no small feat, and kudos to you for pulling it off.
Title: Odamex 0.5.0
Post by: l11l1VeNoM1l11l on October 27, 2010, 02:45:00 AM
FINALLY got to play this.  My Xbox was down and out for a while, but I installed a new power supply a few days ago and everything is working perfectly again.

I'd first like to say that I was very critical in every aspect the first time I played Doom on the Xbox, and that was with DoomX, which I absolutely hated.  I really enjoyed Doom Legacy, however, and I didn't see much reason to "upgrade" to a new Doom until now.  Odamex just runs flawlessly in single-player mode.  The graphics are crisp, the framerate is perfect, the level transitions are smooth (thank god...no more cringing at my Xbox), and THERE'S MULTIPLAYER SUPPORT!

Unfortunately every time I try to get into a game there's nobody else playing...ever.  What's up with that?  I can see the Xbox version staying a bit dry, but what about you guys out there on Linux and Windows?

Anyway, because Hyper Eye did such a fantastic job, he's inspired me to work on a little project of my own.  I am officially (er, sorta) creating official (kinda?) boxart for ALL of the Xbox homebrew games...except for DoomX because there's really no point in owning three versions of Doom on 1 Xbox.  That's four if you have the collector's edition of Doom 3 and five if you also have ROE.  Yup, I got 'em all...and the 32x and SNES versions.  I think that's it.

The first box I made is here and it is dedicated strictly to Hyper Eye:


IPB Image


The artwork is by Don Ivan Punchatz, the same guy that did the original Doom box art.  He passed away recently and this piece finally surfaced.  Originally thought to be early Doom concept art, it is explained by the artist's son that this "alternate" painting was actually made for Electronic Gaming Monthly's issue 64 cover.  More info can be found here.

Hope you like the boxart.  Still working on the side and the back, but this is the only one I will be creating a side and back for.

Cheers!
Title: Odamex 0.5.0
Post by: l11l1VeNoM1l11l on October 27, 2010, 03:14:00 AM
Now that I read over that, I think I may have sounded a bit unsympathetic when I mentioned Don Ivan's passing.  He may have very well been my favorite artist ever, considering I have two 24" by 36" posters of the original Ultimate Doom box art.  I really wish I had a chance to meet him.
Title: Odamex 0.5.0
Post by: Movax on November 01, 2010, 10:14:00 PM
I was playing this today. It's very cool, and fun to play. I have one question - is there was a way to make the console and multiplayer status readable at 720p?
Title: Odamex 0.5.0
Post by: Hyper_Eye on November 02, 2010, 11:56:00 PM
QUOTE(l11l1VeNoM1l11l @ Oct 27 2010, 03:45 AM) View Post

FINALLY got to play this.  My Xbox was down and out for a while, but I installed a new power supply a few days ago and everything is working perfectly again.

I'd first like to say that I was very critical in every aspect the first time I played Doom on the Xbox, and that was with DoomX, which I absolutely hated.  I really enjoyed Doom Legacy, however, and I didn't see much reason to "upgrade" to a new Doom until now.  Odamex just runs flawlessly in single-player mode.  The graphics are crisp, the framerate is perfect, the level transitions are smooth (thank god...no more cringing at my Xbox), and THERE'S MULTIPLAYER SUPPORT!

Unfortunately every time I try to get into a game there's nobody else playing...ever.  What's up with that?  I can see the Xbox version staying a bit dry, but what about you guys out there on Linux and Windows?

Anyway, because Hyper Eye did such a fantastic job, he's inspired me to work on a little project of my own.  I am officially (er, sorta) creating official (kinda?) boxart for ALL of the Xbox homebrew games...except for DoomX because there's really no point in owning three versions of Doom on 1 Xbox.  That's four if you have the collector's edition of Doom 3 and five if you also have ROE.  Yup, I got 'em all...and the 32x and SNES versions.  I think that's it.

The first box I made is here and it is dedicated strictly to Hyper Eye:

The artwork is by Don Ivan Punchatz, the same guy that did the original Doom box art.  He passed away recently and this piece finally surfaced.  Originally thought to be early Doom concept art, it is explained by the artist's son that this "alternate" painting was actually made for Electronic Gaming Monthly's issue 64 cover.  More info can be found here.

Hope you like the boxart.  Still working on the side and the back, but this is the only one I will be creating a side and back for.

Cheers!


Excellent box art! I have looked at your other thread and it looks like you are getting a nice collection worked up. Keep up the good work.

If you are looking for a game and nobody is playing the best thing to do is jump into the IRC channel #odamex on irc.oftc.net and drop a line in there that you are looking for a game. Someone will usually respond shortly. Odamex is a growing port but it takes time to establish a large playerbase. Odamex still has some work to do if we want to be chosen over Skulltag and Zdaemon.

QUOTE(Movax @ Nov 1 2010, 11:14 PM) View Post

I was playing this today. It's very cool, and fun to play. I have one question - is there was a way to make the console and multiplayer status readable at 720p?


For the console, if you have overscan on it is possible that it is making the text unreadable. Overscan can really mangle the console text. If it is a matter of the text being too small there isn't anything you can do about that besides lower your resolution when you want to read it. For the scoreboard, look in the options and turn off the highres scoreboard. It may not look as nice but the text will be large. We need to work on adding scaling to some of the interface elements that don't currently scale.
Title: Odamex 0.5.0
Post by: Movax on November 03, 2010, 09:34:00 PM
QUOTE(Hyper_Eye @ Nov 3 2010, 01:56 AM) View Post

For the scoreboard, look in the options and turn off the highres scoreboard. It may not look as nice but the text will be large. We need to work on adding scaling to some of the interface elements that don't currently scale.


Thanks, that helped. The console isn't too important as long as there are no errors.
Title: Odamex 0.5.0
Post by: Movax on November 04, 2010, 06:56:00 AM
With the default setup, if I use the right analog to move my view it stops moving if I move all the way to the left. Moving to the right seems fine. If I move to the left and let off just a bit it works, but when I am being pummeled it is sometimes hard to remember and I can't turn to shoot a monster. I had this problem in the old releases of surrealxxx and it has been fixed in recent updates.
Title: Odamex 0.5.0
Post by: Hyper_Eye on November 04, 2010, 09:16:00 AM
That is strange. This is the first I have heard of this issue. I have a couple of Xbox's and a couple of MS-brand controllers as well as a Logitech wireless controller and none of them exhibit that issue. Can you provide some details on what you are using?
Title: Odamex 0.5.0
Post by: l11l1VeNoM1l11l on November 04, 2010, 11:06:00 AM
Glad you like the boxart!  I still want to make a side and back for it, but I'm focusing on finishing the other homebrew fronts first.
Title: Odamex 0.5.0
Post by: Movax on November 04, 2010, 05:50:00 PM
QUOTE(Hyper_Eye @ Nov 4 2010, 11:16 AM) View Post

That is strange. This is the first I have heard of this issue. I have a couple of Xbox's and a couple of MS-brand controllers as well as a Logitech wireless controller and none of them exhibit that issue. Can you provide some details on what you are using?



I did some testing, I think it is likely a hardware problem. Maybe time to get a new wireless logitech sad.gif