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Everything posted by Ralphis

  1. Ralphis

    AI research and Doom multiplayer

    Would love to help you research this (i.e. duel the hell out of Dev and others). Odamex doesn't have full servers all day, but it has a strong oldschool duel community that would probably love to help. It's easiest to round people up here: https://discord.gg/ZuwmxX2
  2. Ralphis

    Aussie Odamex Event: Doomkid's Deathmatch 60 maps

    I jumped into this for a bit last night and it was a lot of fun
  3. Ralphis

    Who is the best doomer on Doomworld?

    The BEST doomers play multiplayer. To disregard them is a cowardly act
  4. Very high likelihood I'll be joining in for this on Saturday. Should be fun
  5. I always thought these were some of the coolest sprites in the game. I prefer them to the somewhat bland Jaguar version.
  6. Ralphis

    Favorite Source Port?

    Odamex, I use it exclusively unless I'm playing an advanced ZDoom mod
  7. Ralphis

    Odamex 0.8.0

    Updated Jan 25, 2018: With the release of Odamex 0.8.0, I thought it might be a good idea to create a dedicated thread for it here as other projects have done. Odamex is a multiplayer-centric client/server source port originally based on Zdoom 1.22/csDoom. Despite offering many modern features and comforts, the engine is also capable of playing back many vanilla Doom demos. In addition to its strong netcode, other significant modern features include a truecolor software renderer, widescreen, uncapped frame rates, on-the-fly wad loading, and net demos with playback controls. So far, it has been reported to run on Windows, OSX, the common linux distros, XBox, Wii, and Amiga. Current version: 0.8.0 - Jan 25, 2018 Home: http://odamex.net Discord: https://discord.gg/aMUzcZE Github: https://github.com/odamex/odamex/ Sourceforge: https://sourceforge.net/projects/odamex/files/Odamex/
  8. Ralphis

    Reflections on identification rejection

    But what is nonsense? Can there be nonsense if there was never even sense to begin with?
  9. Ralphis

    Odamex 0.8.0 Released

    Cross posted from odamex.net: * The Release * After a brief hiatus, the Odamex Team is proud to finally present to you, Odamex 0.8.0. The long awaited new version of Odamex is packed with many "under the hood" engine improvements that will improve the overall experience. One of the most important notes is that Odamex has upgraded to SDL2, which improves performance and fixes a number of bugs in Odamex's video, sound, and input systems. Odamex has also been updated to ensure high performance on the newest versions of Mac OSX. There are a number of improvements and enhancements to the client. For users with non-qwerty keyboard layouts, all text input should now work as expected. Mouse options have been simplified and now uses raw input at all times (users had past issues with SDL 1.X mouse input). Users can now scale their weapon's transparency using r_drawplayersprites (or set it in the display option menu). Forcing player colors (enemy or ally) has been improved. For our vanilla Doom enthusiasts, several bugs were fixed in the vanilla demos subsystem. As a result, it fixes a lot of problems that would cause demos to desync upon recording/playing, as well as crashes for the hardcore speedrunners. We also fixed a known problem related to the -shorttic parameter. Additionally, console cvars vid_320x200 and vid_640x400 create 320x200 and 640x400 drawing surfaces and stretches them to the entire window, emulating vanilla Doom's video rendering. Some notable additions and changes that server administrators should note are: New cvar co_globalsounds: allows players to hear other players' pickup sounds New cvar sv_dmfarspawn: causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players Merging co_fixzerotags into co_zdoomphys Merging co_boomlinecheck and co_boomsectortouch are together into co_boomphys Merging co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound Remove co_level8soundfeature (now automatically applied only in SP/COOP If co_zdoomsound is off) Reimplemented sv_emptyfreeze, which freezes the server when no clients are connected. Disabled by default * Crash Dump Generator * Despite all of the hard work that our developers put into Odamex, there can always be a bug hiding around the corner. One of the most frustrating types of bugs is one that causes Odamex to "hard crash" and shut the program. If you experience this on Windows, Odamex will now generate a crash dump file (ending in .dmp) in your Odamex directory. If this happens, you can upload that crash dump and an explanation of what happened to our bug tracker. Providing us access to this dump allows our developers to quickly uncover information regarding the crash and resolve the bug. Please create an account and provide information with your crash dump file if you experience a crash! * Other Cool Things * In addition to Odamex 0.8.0's release, we must highlight the other aspects of our project that have received great attention. You may have noticed our new, beautifully overhauled website! One account will now allow you to post on the forums, edit the wiki, and report bugs on our tracker. Expect to see new features and Odamex integration on the website going forward. Also, please join us on the official Odamex Discord to chat with other players, organize games, and track development of the project! A comprehensive list of additions and changes can be viewed here. Download Odamex 0.8.0 for your preferred platform now! Have fun!
  10. Ralphis

    aquatex v6!!! [texture pack]

    Any further updates to this planned? Are you expecting to upload it to /idgames?
  11. Ralphis

    Doom 1 Doesn't Hold Up Anymore

    That's fair. I guess if I had to name my argument for general consumption, I'd go with "Doom is not what you think it is - and never will be"
  12. Ralphis

    Doom 1 Doesn't Hold Up Anymore

    I think that any possible controversy over your thoughts would be put to bed quickly if you simply changed the title to "Doom 1 doesn't hold up anymore - for me". I will agree on most points, but a lot of that comes from your regular exposure to Doom. If you showed a 6 year old kid Doom now, would they have the same feelings and experiences I had when I started playing around the same time? Maybe - it probably depends on their exposure and being desensitized through other media. At that age, Doom was a survival horror game - to me. As I got older and played it more often, the game became more mechanical simply because of my constant exposure to its elements. I would venture a guess that you'd find this with most media, whether it be video games, movies, tv shows, music, etc. Again, as a young kid, the Resident Evil and Silent Hill games also scared me so much that I had a hard time progressing. But only months later, I would be running through the games without a care because I was familiar with everything inside. The jump scares and freakish monsters no longer surprised or scared me, they were just part of the process. For most people, I think that something "holding up" is part of a media's natural life cycle. They will see a piece of media for the first time, form an opinion on it, and often leave it behind. For a small set of people exposed to that media, something about it draws you to latch onto it - like us with Doom. But, it's different. The way it "held up" at early exposure now "holds up" for different reasons. To also comment on Xaser's post about what Doom 2016 being what "Doom actually is", I disagree. Doom 2016 is what many now PERCEIVE Doom to be. I think what "Doom actually is" is somewhere between Doom 3 and Doom 2016 - a survival-horror-action game. 2016 had plenty of action but I found it short on the survival and horror aspects (I still loved it). Someone who hasn't spent a majority of their life with Doom as one of their main hobbies probably sees it differently. It is probably impossible for anyone to make a game of what "Doom actually is" because what it is varies widely depending on who you ask.
  13. Ralphis

    32in24-17 - 3-Way CTF

    a very 90s map
  14. Ralphis

    Why is Odamex so underplayed?

    I played through the first 7 maps or so of Doom 2 on just a wiimote a few years ago. I forget what setup I used. Holding it horizontally with the d-pad on the left, I think it was something like: Trigger - Left Strafe, 2 - Right Strafe, DPAD L/R - Turn left/right, DPAD U/D - forward/back, 1 - Fire, A - Use, +/- for next and previous weapon
  15. Ralphis

    Why is Odamex so underplayed?

    Hey guys, the good news is that a new version is imminent (roughly 900 commits in the codebase since 0.7). If you use Discord, please feel free to join the Odamex community here: https://discord.gg/aMUzcZE. We'd love to have you guys around to organize some games, talk about the engine, etc. Things should continue to improve in regards to usability, new features, and other areas. The issue of people not playing is a bit of a circular problem. Searching players don't see active players so they don't join servers. Because they don't join servers, the searching players don't see active players - repeat. With the new version, expect some events to pop up. If people attend and people play the port, new people join servers. We learned that in the past during our last stretch of significant activity between versions 0.6 and 0.7. There are a lot of ideas that can be implemented to help improve the active player base, but it ultimately takes a village. Hope to see you guys playing on the new version with us very soon!
  16. Clearly, you are not a 90s kid. SAD
  17. Come on dude, it's very weird to harbor so much hate in your heart. Let it go
  18. The following is a list of multiplayer related Discord channels. If you know of other channels, please post them and they will be added to the OP. Channels are "official" unless otherwise specified: Engine Centric Channels Odamex (Official) Zandronum (Official) ZDaemon (Official) Community Channels Down Under Doomers (Australia/NZ) Multiplayer Classic Doom Discord Multiplayer Doom Federation The Sentinel's Playground UniDoom U.S. Quake Community
  19. Ralphis

    Multiplayer Discord Channels

    Updated the list a bit
  20. After listening to the examples, all of the sounds seem to be recreations and not actually sampled so what exactly is the big deal? News flash: all of the music you love has elements "ripped off" from somebody else in one way or another. Now perhaps we can we reorient this thread and focus on pointing some faux outrage against Bobby Prince, the king of ripping off other people's music for commercial use!
  21. Ralphis

    CTF & Last Team Standing? ala CS:GO

    Probably through Zandronum last man standing mode. Would require ACS/decorate/some combination of
  22. Absolutely what Marcaek said. Nobody wants to play your single player map with dm starts shoehorned in - that's just the reality of the situation.
  23. Ralphis

    Demonastery - RELEASED! (Now on idgames)

    I have to disagree with Empyre above, moving to UDMF is the polar opposite of including the MAPINFO/Dehacked solution and will only narrow the audience even further. This is great stuff achieved using the most basic Doom functions that doesn't need the complicacy of the UDMF format. In regards to introducing the dehacked/mapinfo, assuming it doesn't interfere with anything else you should be able to just copy over the dehacked and mapinfo lumps into the wad - especially the MAPINFO lump. There might be a few large thingid replacements you'd have to do because of the dehacked patch - maybe @Obsidian can be of assistance again since he put together the patch.