It's an old report but the screens posted there show what happens, i tried most of the settings but no matter what kind of resolution i either get distortion on everything or just on some animated objects, it annoys me to the point i don't want to use the source port itself, the day it gets fixed, i will give it a chance.
Up until recently Odamex had a well-intentioned fix (the one marked by the 2006-11-14 comment) that actually made things much worse from my observation. Reverting that did not fix the problem, but sprites are MUCH less noticeably jagged than they used to be...the pistol is much less of a sawtooth in trunk. :)
Unfortunately, a true fix is a little more complicated. Sprites are broken into columns of pixels, which are then further broken up along transparency boundaries into posts. When you scale a sprite to a resolution that is not an exact multiple of the original resolution, there are going to be rounding errors. And because each post is rendered separately, starting from the first non-transparent pixel, unless the tops of the pixels are exactly aligned, the 'rounding errors' are not going to align correctly.
Modern ZDoom and Eternity Engine both handle this case in various ways. It's on our list of things to get to, but I am unsure if it will arrive before the 0.6.2 release. However, the good news is that one major "scaling" fix will make it to 0.6.2...true widescreen support!
Well, is there any reason, besides good will, for people to do that when they already have two good online ports where they can find active servers in any time of the day? Would they benefit somehow if Odamex became popular, does it offer something that other ports don't?
Strictly in terms of features, both ZDaemon and Zandronum emulate OS play, but neither one actually uses the original gameloop, and neither one is capable of playing Vanilla demos (which is how you know when your port is Vanilla-accurate in terms of gameplay). Odamex is the only C/S port that does this, and it's also the only port that tries to accommodate both OS and ZDoom-style play under one roof.
Also, and I might be biased since I've had my fill of making map compilations (I'm the author of Duel32 for Skulltag and Zandronum), but being able to run a server that rotates between many WAD files at a time is really awesome. No more need for map compilations, and switching WAD files doesn't require trying to migrate everyone in the server someplace else. Best of all, we have a WAD file downloader built into the client...it's not as fast as HTTP, but it's great for smaller WAD files and Source-engine HTTP downloading is on our short-term TODO list.
We've also heard many compliments about our netcode, especially from higher ping players. We have true unlagged, player interpolation to account for jittery connections, and player extrapolation for when we don't get messages from somebody in a while. Our port plays host to the International Doom League, which is one of the longest running competitive league in Doom, so you have no shortage of highly competitive players to play against...it's just they aren't on the servers 24/7. :)
And this is not to say that the other development teams don't care about their respective communities, but at least in my view the Odamex developers really try hard to do right by their players. Our development is almost dogmatically transparent; our SVN changelog is on our homepage and our developers hang out and answer questions in the IRC channels, forums, and various other places in the community. Participating with us is easy and if you have a pet feature you'd like to see included, we're more than happy to listen. Best of all, we are kept honest by our license, which prevents us from doing a bait-and-switch by building up a community under an open source license and then closing it to give ourselves leverage over it. No matter what happens, we are ultimately accountable to our players, not the other way around.