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    Odamex, Shmodamex


    Bloodshedder

    It's a word that seems to have been spreading like a virus around the community, and like many viral memes, almost everyone repeats it without having any idea behind its meaning. Well, I'm here to tell you that it really doesn't mean anything. Odamex is just a portable, open source Doom multiplayer port, in development for the past year, that focuses on having a classic Doom experience with a few modern perks. They also just happen to be looking for people to help with programming and beta testing before its actual release, and if you want to spend your otherwise idle time helping, you can sign up at the site. The developers also have a focus on sharing, having an open community, and being responsive to user questions and fixing bugs.

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    Bucket said:

    Any word on what hardware specs you're shooting for?

    It should run on fairly old machines, but we've only tested platforms and not raw power specs. It's quite stripped down and leaned up so I can't imagine why it wouldn't run on stuff in the 200-300mhz range. We have tested with success on Windows 95.

    EDIT: Just saw what deathz0r posted, so yeah that's about right. I'm curious to see just how low we could go though...

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    Bucket said:

    Any word on what hardware specs you're shooting for?


    It runs on systems as low as windows 95, but that doesn't really answer your question.

    It does, however, give you an idea of what the platform compatibility is like.

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    deathz0r said:

    Thanks for the comments! Naturally Manc did the website design, since I sure as hell can't pull off snazzy-looking graphics nor can I tolerate CSS that much.

    Who else was involved in the development of this port? I didn't see a page listing anything like that.

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    MAINTAINERS in SVN says the following:

    AlexMax: (documentation)
    anarkavre: (coder)
    deathz0r: (documentation, testing and code cleanups)
    denis: (lead coder) <- patches
    joe: (coder)
    Manc: (services and odamex.net website admin, project manager)
    Ralphis: (project manager)
    Russell: (launcher coder, coder) <- patches
    SoM: (coder)

    Along the way, we've received contributions from Dashiva, niv, fraggle and Quasar. Toke was an active developer.

    EDIT: removed email addresses

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    Hopefully if Odamex does become a success and people don't start exploiting the source code in order to cheat, it will help convince Carn that releasing the Skulltage source isn't such a bad idea :).

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    Bungleist said:

    Hopefully if Odamex does become a success and people don't start exploiting the source code in order to cheat, it will help convince Carn that releasing the Skulltage source isn't such a bad idea :).

    There is no guarantee that won't happen, and in fact it's probably likely to occur. If anyone wishes to release their little exploit of course they'd have to do so under the GPL which means providing their source which means we learn and improve the codebase and everyone is happy. Opening or closing the source affects cheating little if the system is designed right.

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    Mancubus II said:

    If anyone wishes to release their little exploit of course they'd have to do so under the GPL which means providing their source.

    You really don't believe that a cheater intends to play by the rules, do you?

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    Graf Zahl said:

    You really don't believe that a cheater intends to play by the rules, do you?

    Of course not, but there are repercussions for providing an application that uses GPL code and that does not abide by the gpl rules.

    But we can't simply cower behind closed source and expect that it's the best route now can we? This is an experiment, we're not losing sleep over this stuff. It is not a matter of life or death. Why not see what happens?

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    Not to mention closing the source hasn't got people very far in the way of anti-cheating up to this point.

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    Aardappel, the creator of Cube and Sauerbraten, has found what happens when you DO have an open source game. It worked great for years, only recently have there been idiots wanting to sabotage a game/use exploits to make clients crash. It's kind of depressing. :(

    But the results were great, and no one really cheated, as the game would check to see if you modified ANYTHING outside of the original code, and if you did, *kick*

    EDIT: http://www.cubeengine.com/forum.php4?action=display_thread&thread_id=1039

    :(

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    Even if someone did release a cheat, the benefit of open source is that people can submit patches to fix it, if we either can't figure it out and/or don't have the time to.

    Not something to rely on, thats for sure, but it does help.

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    Cheating is also a server admin issue. If the admins are around often and enough trusted people got rcon to ban and kick cheating will not be a problem...

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    VinceDSS said:

    Cheating is also a server admin issue. If the admins are around often and enough trusted people got rcon to ban and kick cheating will not be a problem...


    Let's just pray they don't go to the other extreme, and start banning and kicking people for cheating even though they aren't (something a large number of Counterstrike server admins are guilty of).

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    Mancubus II said:

    That sure is an experimental image you have on your screen there DUDE

    I prefer the term avant-garde.

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    Heh, if i get the hands at the source it would give me some inspiration to set up the gcc devchain on my A2000 (30 mhz and 16 MB RAM, should be enough for 320x200 pixels) *g*
    Doom deathmatching from an Amiga anyone?

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    The problem is, nobody wants to make something for a platform that is sadly so a niche that not even a Doener-shop could open there.
    The hardware is there (Pegasus, AmigaOne, etc...) but not a single software engineer.
    You either use AmigaOS 4.0/PegasOS and have little to very little modern software or you use Linux. But then you can also stay on the x86 plattform. :(

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