Odamex

Émulateur v11.0.0 par syndicman

Moteur de Doom multi-joueur et multiplateforme.

Dernière mise à jour :

Plateformes

Interpréteurs

Architecture

Mac OS X - macOS Mac OS X - macOS Intel x86 Intel x86 Apple Silicon Apple Silicon 64 bits 64 bits

Téléchargement et liens

Historique des versions

v12.3.0
**Odamex 12.3.0 is out now!** This is a minor version release with many bug fixes, feature additions, and performance improvements. ## Added - Created a `cvardocjson` console command to dump cvar information in both the client and server. - External programs can import this to have information about Odamex's cvars. - Odalaunch now uses these exports as a source-of-truth for cvar information. - This can also be run from the command line as `--cvardocjson` to dump this information without requiring a WAD or other subsystems to be loaded. - Created `--cvardoc` and `--cvardocjson` command line flags to dump the cvardoc file, in HTML or JSON format, from the command line. - The client's `--cvardocjson` will print to a file on Windows platforms, and dump the file to stdout otherwise. - Added a 90fps option to the Framerate selector in Video Options. - Added a "Server Details" window to Odalaunch. - To activate it, right click a server and select "View Server Details..." or middle-click a server in the server list. - Implemented MBF's changes to player movement and spawning code, which should help cases where players may get stuck in walls. - Added a new cvar `g_horde_cooldown` that puts recently played waves in a cooldown queue to avoid playing the same wave twice in a short interval. - Added a clientside freecam for net demos and survival game modes that can be accessed when a player is out of lives. - Added the cvar `ui_mouse` to navigate Odamex menus using the mouse, defaulting to on. - Left click toggles selections, drags sliders, and drives down into menus. - Right click emulates the Esc key and goes back 1 menu level. - Scroll wheel scrolls menus as you'd expect. - Added an implementation of ZDoom's stacked portal things. - Things added to support these: - Thing 9077 - Upper Sector Portal - Thing 9078 - Lower Sector Portal - Also uses the cvar `r_portalrecursions` to limit the amount of recursions when rendering portals. - ACS additions: - Added the ability to run client-side scripts. - Add support for SpawnProjectile, SpawnSpotFacing, Thing_Projectile2, SpawnForced, SpawnSpotForced, SpawnSpotFacingForced, StrCmp, StrICmp, Sqrt, FixedSqrt, VectorLength, SetSectorDamage, SetSkyScrollSpeed, Floor, Round, Ceil, SetActivator, SetActivatorToTarget, and SetActorAngle. - Spawn specials/functions taking a spawn number can now spawn health bonuses, mancubus fireballs, and baron projectiles (spawn numbers 152, 153, and 154) - Print now supports x, b, n:PRINTNAME_LEVELNAME, n:PRINTNAME_LEVEL, n:PRINTNAME_NEXTLEVEL, n:PRINTNAME_NEXTSECRET, and n:PRINTNAME_SKILL. - Spawn and SpawnSpot now return the number of things spawned - WIP PowerShell tab completions for Odamex and Odasrv are now available. - These are not yet included in the releases. - See the `completion/` folder for more information. - Added support for UZDoom's `Tag` property in DeHackEd for setting thing display names. ## Changed - Removed the `vid_pillarbox` cvar as it was not operational. - Pasting into the client console when running under X11 or Wayland now allows pasting from both the clipboard and the primary selection: - Middle-click and ALT+V paste from the primary selection. - Right-click and CTRL+V paste from the clipboard. - Skyboxes now recursively stack together. - Skyboxes will render recursively up to a level defined by the new cvar `r_portalrecursions` which defaults to 16. - Missing patches are now treated as non-fatal. - The `tntem` command can now be run by the server itself. - Teammates no longer hit each other with BFG tracers when `sv_unblockplayers` is 1 and `sv_friendlyfire` is 0. - Bossactions now use a copy of line 0, keeping up with UMAPINFO spec. - Odalaunch changes - Server browser now sorts servers that return `>` to the bottom of the server list. - Instead of permanent tables that show players and server configuration, we show "popovers" when you mouse over a server's player list or server name. - "Copy server address" copies to the clipboard instead of the primary selection when running under X11/Wayland ## Fixed - Fixed X11 WM_CLASS/Wayland app_id not being set on the BSD family of platforms. - A_WeaponBulletAttack no longer handles refire (matches MBF21 behavior). - Fixed `exec` and `-config` not searching relative paths. - Many stability fixes and crash remedies. - Fixed some cases of weapons not changing as you'd expect when grabbing a weapon while lowering your current weapon. - Fixed many instances of HOM with high FOV, or maps with massive open areas causing the renderer functions to overflow. - Fixed instances of deep water rendering where it should not. - Also fixed instances where deep water should render but it does not. - Fixed clearing additional flags when activating a dormant monster. - Fixed players losing their color when fast forwarding or rewinding a demo. - Fixed the VC++ runtime not installing when installing via installer. - Fixed a bug in Odalaunch when multiple client instances launched at the same time are closed. - Fixed MBF21 death exits not killing everyone. - Fixed incorrect red screen when spectating a new player. - Fixed bumping gamma not affecting colored sectors. - Fixed HOM in status bar when starting a new game after viewing a netdemo. - Fixed jitter when netdemo is paused. - Fixed crash when wads had textures between TX_ markers. - Fixed pixel gap when drawing 2 sided midtextures. - Fixed some DeHackEd things being spawned as player starts. - Fixed players sometimes spawning at the wrong start in coop on Hexen format maps. - Fixed some locked doors displaying as the wrong color on the automap. - ACS fixes: - Spawn, CheckInventory, GiveInventory, and TakeInventory are now fully case insensitive - SpawnSpot no longer uses the `tid` argument as the value for the `spottid` argument - Fixed an off by one error when printing player names with Print - Fixed out of bounds array accesses in GiveInventory, CheckInventory, and TakeInventory [![Download Odamex](https://a.fsdn.com/con/app/sf-download-button)](https://sourceforge.net/projects/odamex/files/12.3.0/Odamex%2012.3.0%20source%20code.zip/download)
v12.2.1
**Odamex 12.2.1 is out now!** **First-time contributors** We would like to thank our first-time contributors for: - @TehRealSalt for adding automatic scaling to HUD text ## Added - Patches referenced by the PNAMES lump can now be used as textures without a corresponding entry in TEXTURE1/TEXTURE2 - Use of this in new maps intended for multiple ports is discouraged due to compatibility concerns - Support for additional assignment operators in ACS: `=`, `|=`, `&=`, and `^=` - The server console is now colorized to help identify different message types at a glance - This can be disabled by setting `log_color 0` in the server config - Colored logs can be enabled with `log_color 2`, but note that this will likely not be rendered correctly in a text editor - Color is unsupported on Windows 8/8.1 - HUD text scaling has a new `auto` setting to try and determine the ideal scale factor automatically - `sv_respawnbarrels` for endless explosive fun - `sv_itemsrespawn` must be enabled as well for it to take effect - Additional settings for sprees and multi-kills: - Client: - `cl_showofflinesprees` - Show sprees in non-network games. Superseded by `cl_showsprees`. Defaults to 0. - `cl_showofflinemultikills` - Show multi-kills in non-network games. Superseded by `cl_showmultikills`. Defaults to 0. - Server: - `sv_showsprees` - Configures server-wide disablement of sprees. If 0, sprees aren't shown to any player. Defaults to 0. - `sv_showmultikills` - Configures server-wide disablement of multi-kills. If 0, multi-kills aren't shown to any player. Defaults to 0. - The client and server now have a Bash completion script - It is included in the Flatpak and can be printed to stdout with `flatpak run net.odamex.Odamex shell-integration bash` - For users of third-party packages, the script can be found [here](https://github.com/odamex/odamex/tree/stable/completion) if it is not included - Bash 4 or newer is required ## Changed - A bug causing a fatal error with the message "Tried to tic unknown levelstate" to obscure other more informational errors has been fixed - Runtime SDL version check has been relaxed - The Odamex client now requires SDL with an equal *or greater* minor version than the one it was compiled against - Client and server now use the [segment heap](https://devblogs.microsoft.com/cppblog/segment-heap-support-for-c-projects-in-visual-studio/) on Windows 10 and 11. This should improve performance and memory footprint - Windows releases are now built with the Visual Studio 18 2026 toolchain - FLTK updated to 1.4.5 - libADLMIDI updated to 4412f7b - The accuracy of the "Balanced" option has been improved. It now uses the [Nuked-OPL3-fast](https://github.com/tgies/Nuked-OPL3-fast) fork of Nuked-OPL3 1.8 rather than using Nuked-OPL3 1.7 ## Fixed - Avatars are now affected by wind - Voodoo dolls no longer appear to rapidly spin on the automap when using IDDT - Compatibility setting overrides from the COMPLVL lump are now properly applied in singleplayer - Boom generalized specials, other than doors and lifts, are now no-ops when used with tag 0 - MAPINFO `defaultmap`'s functionality has been restored - A bug in the DeHackEd parser that caused it to skip two sections instead of single section when encountering an unknown section header has been fixed - Odalaunch's `File -> Start Odamex (Single Player)` menu option has been fixed - The ability to specify wad directories in Odalaunch settings has been restored - The episode select skull no longer sometimes appears past the end of the episode list when switching wads - Crashes and memory corruption that could occur when `co_blockmapfix` was enabled on maps containing custom enemies/decorations wider than 384 units have been fixed - A crash that could occur when rendering zero-length segs has been fixed - A crash when printing certain `-stepmode` debug information has been fixed - Various crashes that could occur due to linedefs without frontsectors have been fixed - Desyncs due to moving ceilings have been mitigated - Rewinding an unpaused netdemo after previously stepping forward by a tic while paused no longer causes the netdemo to unexpectedly pause - Game tics no longer progress while netdemos are paused, fixing various timers that would continue during paused netdemos - A bug in `FLZOFile` that caused data from uninitialized memory to be written to save files has been fixed - `download get` no longer downloads HTML files from doom.dogsoft.net when the requested wad could not be found - Compatibility with MBF friendlies has been improved. See 49e2d2fa73a03537362c4cdcf8cbff519b87796a for the change - WDL stat tracking no longer logs disconnects from players that failed to fully connect in the first place - The client and server no longer freeze when quitting after being launched from Steam or on macOS - The client and server no longer exhibit extremely high CPU usage when running as background processes on macOS/Linux - Various typos have been fixed [![Download Odamex](https://a.fsdn.com/con/app/sf-download-button)](https://sourceforge.net/projects/odamex/files/12.2.1/Odamex%2012.2.1%20source%20code.zip/download)
v12.2.0
**Odamex 12.2.0 is out now!** Featuring a number of bug fixes and smaller features, this will likely be the final 12.x release before 13.0.0. **First-time contributors** We would also like to thank our first-time contributors for: - @teesquared for implementing the new minimap feature - @endless-r0ad for a variety of netdemo-related fixes ## Added - All MBF21 thing flags are now supported. Newly supported flags are listed below: - E1M8BOSS - E2M8BOSS - E3M8BOSS - E4M6BOSS - E4M8BOSS - MAP07BOSS1 - MAP07BOSS2 - MAPINFO now supports `SpecialAction_KillMonsters`. - `DefaultSkill` and `ACSReturn` properties are now supported in MAPINFO `skill` blocks. - `Scroll_Ceiling` is now fully implemented for ACS scripts and Hexen-format maps. - `A_Stop` can now be used in DeHackEd patches. - The automap can now be displayed as a minimap. - Sprees and Multi-Kills - Successive and simultaneous kills are now announced in PvP modes. - Mods can customize the messages, sound effects, and time intervals with a [SPREEDEF](https://github.com/odamex/odamex/wiki/SPREEDEF) lump. - Mousewheel horizontal scroll/tilt can now be bound as input actions. ## Changed - Building odamex.wad now requires Python instead of Deutex. - The minimum required Python version is 3.8. Nearly all modern Linux distributions should have this or newer preinstalled. - Unlike Deutex, Python is *not* automatically downloaded on Windows when building Odamex. It can be downloaded from [here](https://www.python.org/downloads/windows/). - Unit tests are now built by default. To disable this, pass `-DBUILD_TESTS=0` when running CMake. - The macOS version is now a universal binary. This means Rosetta is no longer required to run Odamex on Apple Silicon. - Windows builds now produce more detailed crash dumps. Because of the large file size, this is an additional dump created alongside the existing smaller ones, and it will always be overwritten by the most recent one. - `-confile` now expects a named pipe rather than a text file. - The HUD menu now has a title graphic, similar to many of the other options menus. - The `SmoothLighting` property is now recognized when loading MAPINFO. Note that the actual smooth lighting feature is not implemented yet. This only allows loading maps which use it, instead of erroring out. - The "Death from Above" default horde wave now has a low chance of spawning a chaingun as a powerup. - When a map has a REJECT lump that is too small, it is now padded to the correct size with zeroes instead of being ignored. - Vanilla Doom used the REJECT lump anyway, so some vanilla demos would not play back correctly before. - This also keeps the performance benefits of the REJECT lump if the too-small lump is otherwise a proper reject matrix, rather than throwing it away to use the slower line of sight checks. - Infinite cycle detection for thing states has been relaxed a bit, now allowing cycles up to 512 states long, from the previous 128. - Horde bosses are no longer displayed on the automap once they die, to avoid cluttering the map and creating confusion between dead and living bosses. Note that displaying bosses on the map in multiplayer is unfortunately still broken. - Flatpak builds now support dark mode for Odalaunch. ## Fixed - Odasrv now loads wads after loading the config file, instead of the reverse order. This matches the client and pre-0.8.3 versions of the server. There are a few noticeable effects of this: - Previously, if the config file set `waddirs`, the server would not search the given directories, and would fail with an error if an IWAD could not be found. - Maplist commands in the config are parsed before any IWAD has been loaded, so the IWAD must be specified, as there is no current IWAD for it to assume. - Using `->` in maplist command's `lastmap` argument now works properly in the case where the map being exited from has a secret exit - Teleporters in UDMX MAP32 no longer block players. - Avatars are now always spawned at floor height instead of at height 0, matching players and singleplayer voodoo dolls. - Window icons for the client and launcher are no longer missing on some Linux desktops, including KDE Plasma and Raspberry Pi OS. - Visual/rendering fixes: - Scrolling floors and walls that are being scrolled by multiple linedef actions no longer move too slowly. - Vanilla-compatible line horizons created by rotating segs by 180° now render correctly. - When `r_thingsectorlight` is disabled, things in sectors using height transfers once again use the light level of the "height sector" rather than that of the "real sector". - MUSINFO music changers now spawn in multiplayer. - An infinite loop in enemy pathfinding has been fixed. - The `GameSkill()` ACS function's return value now matches other ZDoom ports. It was previously off by 1. - A crash when propagating sound in maps using extended node formats has been fixed. - When item respawning is enabled, items are no longer dropped from the respawn queue when there are over 128 items waiting to respawn. - An error with a strange message about JSON prettyprinting that sometimes occurred when entering levels in multiplayer has been fixed. - `SpecialAction_OpenDoor` opens doors with blazing speed and no longer closes the doors after a delay. Fixes a softlock in Ultimate Doom E4M6. - `co_blockmapfix` now only skips the first element of each blocklist if all blocklists start with 0. This allows using the blockmap fixes on BTSX MAP20. - Netdemo fixes: - The status bar no longer becomes a HOM under certain circumstances when rewinding a netdemo. - Netdemos playback is no longer jittery when viewing the perspective of a player with a `cl_movebob` value that differs from that of the client playing back the demo. - It is no longer possible to open chat input during netdemo playback. - Playback no longer automatically switches back to the perspective of the player who recorded the demo when that player joins the game or is revived. - Spying fixes: - View angle interpolation now functions properly when spying another player's perspective - Spyprev no longer stops working after cycling through all players once in survival games. - Pasting into the client console when running under Wayland no longer crashes the game. - Odalaunch no longer crashes when built with recent versions of wxGTK. - On Linux and macOS, Odalaunch's server list is no longer partially out of order when sorted. - A few freezes that could occur when trying to resume from debugger breakpoint have been fixed. - An out of bounds memory write when clearing the `OZone` heap that could cause heap corruption in rare circumstances has been fixed. [![Download Odamex](https://a.fsdn.com/con/app/sf-download-button)](https://sourceforge.net/projects/odamex/files/12.2.0/Odamex%2012.2.0%20source%20code.zip/download)
v12.1.0
🔧 **Odamex 12.1.0 is out now!** This is a minor release with fixes for a few issues found in 12.0.0. ## Added - The CVar `sv_startwadscript` has been added. Similar to `sv_startmapscript` and `sv_endmapscript`, the contents of this CVar are executed by the server as a command when changing wads through the maplist or `wad` command. The script is executed before `sv_startmapscript` but after compatibility settings have been set by a `COMPLVL` lump. ## Changed - Performance of the server has been improved on Windows 11 by disabling background process throttling. - This change raises the minimum required Windows version for Odasrv to Windows 8 or Windows Server 2012 - Things in sectors with transferred light properties are now lit according to the base sector's original lighting, rather than averaging the transferred floor and ceiling light levels, unless `mbf` is specified in the `COMPLVL` lump. See [here](https://github.com/doom-cross-port-collab/issue-tracker/issues/1) for more details. ## Fixed - Client stability has been improved, with multiple crashes fixed: - Frequent crashes when rendering railgun particles - A crash when printing serverchat on some platforms - A skybox-related crash that occurred in many situations, including playing netdemos or changing resolutions. - `r_clipmaskedspecial` is now properly set in multiplayer, fixing bleeding middle textures in some MBF21 wads - Skyboxes now work in both singleplayer *and* multiplayer - The indicator for unknown thing types is visible once again - [CVE-2019-17544](https://nvd.nist.gov/vuln/detail/CVE-2019-17544) has been addressed [![Download Odamex](https://a.fsdn.com/con/app/sf-download-button)](https://sourceforge.net/projects/odamex/files/12.1.0/Odamex%2012.1.0%20source%20code.zip/download)
v12.0.0
**Odamex 12.0.0 is out now!** This is the next **major version** of Odamex, featuring lots of bug fixes, quality of life changes, and new features. There is one major feature we know many of you have been waiting a long time for... **DSDHacked support!!** **DSDHacked Support is Here** The headlining feature of this release is support for DSDHacked. We would like to give a big thanks to @cmbernard333 who has contributed a huge amount of work over the past year and a half to help reach this milestone. As of this release, you can now use Odamex to play mods such as: - Eviternity II - Legacy of Rust - Smooth Doom MBF21 - and many more! **First-time contributors** We would also like to thank our first-time contributors for: - @ioan-chera for fixing file dialogs on macOS - @CurrentResident for fixing incorrect level stats on singleplayer intermission screens # Added - **Modding features** - DSDHacked support - MUSINFO support - ZDoom 1.23 skyboxes support - COMPLVL lumps are now recognized and automatically set many compatibility settings - Friendly monsters are now supported. Their behavior is most similar to MBF's friendlies, rather than ZDoom's - Support for the `jumping`, `crouching`, and `freeaim` keys from an upcoming revision to UMAPINFO - Support for maps built with ZDoom extended GL nodes - Support for `[HELPER]` in DeHackEd patches - Support for sound replacements in `Text` blocks - `A_LineEffect` is now fully implemented - **Horde mode** - HORDEDEF waves now supports a per-monster `limit` field that limits the number of that monster type allowed to be alive at once - New `g_horde_extralife` cvar to enable spawning of 1UP powerups in horde mode - New `g_horde_resurrect` cvar enable spawning of teammate resurrection powerups in horde mode - **IWAD support** - The following IWADs are now recognized by Odamex: - Chex Quest 3 Vanilla Edition (`chex3v.wad`) - Chex Quest 3 Vanilla Edition Modding Version (`chex3d2.wad`) - Chex Quest 3 v2.0 Odamex/ZDaemon RC4 (`chex3odx-rc4.wad`) - `chex.deh` is now included with Odamex and automatically loaded alongside the original Chex Quest (`chex.wad`) - Support for `Dropped item` in DeHackEd patches is no longer disabled when the IWAD is Chex Quest. # Changed - **UI and HUD** - The network menu has been simplified, with advanced options now only accessible through the console - Horde bosses are now displayed on the automap - The voting UI now displays the `vote_yes` and `vote_no` keybinds and has sound effects - **Platform support** - The ability to compile Odamex with support for SDL1.2 has been removed. This will allow us to make better use of SDL2-only features. - Locale detection when `language` is `auto` now works on non-Windows system instead of acting as an alias for US English - **Miscellaneous** - Odamex is no longer forced to run on a single core on Windows. This was a workaround for an old SDL Mixer bug that is no longer needed. This improves performance, especially when using OPL emulation for music. - Sample server configs now include a deathmath config for id Deathmatch Pack \# 1 - All official wads coop sample config now includes Sigil 2 and Legacy of Rust - Player gender options now include "Other". Messages refer to it using they/them/their # Fixed - **UI and HUD** - All supported locked door linedef types now pulse their color on the automap when `am_showlocked` is enabled. Previously many types showed the wrong color. - Buttons that open file dialogs in the client frontend now work on recent versions of macOS - Intermission stats in singleplayer now match vanilla behavior when the total is 0 - **Multiplayer** - Avatar (Odamex's multiplayer voodoo dolls) fixes - Avatars are now blocked by MBF21 block player lines - Avatars are no longer killed in MBF21 kill monster sectors - On respawn, when `sv_sharekeys` is enabled, players receive keys picked up while they were dead - Monsters revived by archviles no longer bounce/jitter - Dormant monsters no longer wake up and desync - Sector action thing actions are now predicted clientside - Due to this, teleports triggered by sector action things now set the player direction correctly - **DeHackEd and MBF21** - `Pointer` blocks now parse the frame number and allow the pointer number to be 0, matching the behavior of most other ports - BOSS, RIP, and LOGRAV flags are cleared when `MBF21 Bits` is specified without them - All MBF21 thing flags are cleared when `MBF21 Bits = 0` - The BOSS flag is set correctly when `MBF21 Bits` is a numeric value - Weapon and frame MBF21 flags are set correctly when specified with mnemonics - `A_AddFlags` and `A_RemoveFlags` now relink the actor to the world when NOSECTOR or NOBLOCKMAP is added/removed. This fixes various issues seen when removing/adding these flags - `A_AddFlags`, `A_RemoveFlags`, and `A_JumpIfFlagsSet` add/remove/check the correct MBF21 flags. They previously acted upon the wrong set of flags. - **Maplist** - Current and next maplist indices are no longer displayed swapped on clients - Servers with maplists defined in their configs now properly enter the maplist on startup - **Miscellaneous** - Disabling `joy_freelook` now centers the view - Mouse sensitivity is no longer dependent on resolution on Windows - `-warp` and `+map` work again when launching a server - Macro definition warnings when compiling with Visual Studio 2026 have been addressed - `intertext = clear` in UMAPINFO skips the text screen instead of displaying it with a message of "-" - Server `stdout` output flushes after each message, fixing an issue since 11.0.0 where some messages failed to appear in logs. - `netplay` searches the netdemos directory for the specified filename - Maps with > 32767 segs are no longer broken due to an integer overflow - The remnants of an earlier system for tracking destroyed objects has been removed, fixing frequent memory corruption errors - DeHackEd things with `ID #`s in the range of built-in objects such as particle fountains are now spawned in place of the built-in objects when they are present - Boom/MBF map thing flags are now cleared if the reserved bit is set - Switches now animated when reactivating a stopped crusher [![Download Odamex](https://a.fsdn.com/con/app/sf-download-button)](https://sourceforge.net/projects/odamex/files/12.0.0/Odamex%2012.0.0%20-%20The%20DSDHacked%20Update%20source%20code.zip/download)
v11.2.0
🔧 **Odamex 11.2.0 is out now!** This is a small maintenance release containing a single fix that prevents a client exploit allowing players to toggle server-controlled variables while online. [![Download Odamex](https://a.fsdn.com/con/app/sf-download-button)](https://sourceforge.net/projects/odamex/files/11.2.0/Odamex%2011.2.0%20source%20code.zip/download)
v11.1.1
🔧 **Odamex 11.1.1 is out now!** This maintenance release builds on the big changes from 11.1.0, polishing up core gameplay, modding, and compatibility features. Highlights include: - New **TX_START/TX_END** texture support - **Automap improvements**, including thick line options and locked door highlighting - Multiple **UMAPINFO** and netdemo fixes - Improved **vanilla demo accuracy** across several behaviors - Important **unlagged improvements** to prevent instant respawn damage Thanks as always to our community for testing, reporting bugs, and helping keep Odamex moving forward. For the full list of fixes and additions, check out the changelog below. ## Added - **Modding Additions** - Added support for `TX_START/TX_END`. Graphics between these markers are now recognized as textures - **New Automap Features** - Added thick automap line option - Add option to highlight locked doors on the automap when not using custom colors ## Fixed - **Modding and Mapping Fixes** - Several fixes to UMAPINFO episode handling - **General Client and Server Fixes** - Fixed ZDoom line of sight checks, which sometimes allowed enemies to be alerted through walls - Corrected incorrect text string when clients would switch to spectator - Corrected netdemos failing to record when saving to the default location - Remove killfeed toasts that haven't happened yet when rewinding a netdemo - Corrected CTF blue flag appearing as an imp in certain netdemos - Fixed wrong map numbers being used for IDCLEV - Clean up some issues with `gotomap` on startup - Draw scoreboard over crosshair instead of vice versa - **Vanilla Doom Compatibility** - Archvile thrust behavior once again matches vanilla Doom - Fix Revenant melee attack distance to match vanilla Doom - Correct low damage from raising floor crushers - **Unlagged Fixes** - Made changes to unlagged which resolves the bug of players taking damage on spawn when they respawn immediately after death, caused by players generally holding `+use` to respawn immediately, and with no spawn delay, resulting in players respawning on the same tic as death. ## Build/Compiler Additions/Changes/Fixes - Added a notification that will print in the Odamex Discord when OdaTests (vanilla demos) results change - Allow building against external zstd library without requiring libdwarf - Some cpptrace fixes [![Download Odamex](https://a.fsdn.com/con/app/sf-download-button)](https://sourceforge.net/projects/odamex/files/Odamex/11.1.1/)
v11.1.0
🚀 **Odamex 11.1 is here!** While technically a **minor release**, this update brings some _major_ improvements — and we couldn’t have done it without our amazing contributors. 🎶 One of the standout additions is **OPL3 Synth emulation**, courtesy of PR contributor **@jpernst**. This long-requested feature (over a decade in the making!) now brings classic-sounding MIDI music right into Odamex — and it feels right at home. This is now the default midi synth for Linux platforms. 🛠️ Additional thanks go to: - **@ceski-1** for fixing long-standing `SNDINFO` issues - **@chewi** for improving our build system with support for system FLTK 1.4 - **@cmbernard333** for contributing Dockerfile and `docker-compose` support for `odasrv` - **@Acts19quiz** and all our dedicated community members for relentless playtesting, bug-hunting, and feedback 🙌 We’d also like to give a warm **official welcome** to @electricbrass, who joins the Odamex team! Their contributions have already been enormous, and we’re incredibly lucky to have them on board. 🌟 And of course, **continued thanks** to @bcahue for his ongoing work and leadership across the project. 🔮 **Looking ahead:** Our next release is expected to be **Odamex 12.0.0**, which will include full **DSDHACKED** support and compatibility with most **ID24** features. That means you can look forward to running WADs like _Eviternity 2_, _Legacy of Rust_, and new versions of _Odamex Horde_ in the very near future! Special recognition goes to **@cmbernard333** for the monumental effort over the past year in implementing DSDHACKED support. If you spot any of these contributors in the Odamex Discord, be sure to thank them — their hard work continues to push Odamex forward! For a full list of changes, check out the list below: ## Added - **Client Improvements** - **Support for ADLMIDI OPL3 Synth emulation**. Thanks so much to @jpernst! - LIBADLMIDI is now the default midi backend of Linux - Includes multiple patch sets for speed vs. accuracy - Full OPL panning option - Choose from 1 to 8 OPL simultaneous OPL chips - Packaged with classic Doom and Doom 2 OPL instruments, as well as the improved DMXOPL3 set - **Quality of Life Additions** - New linear horizontal sky scaling added to display options menu (no more stretched moons!) - Automagically `spynext` in all cases when out of lives - Add last player hype messages and sounds for Survival Co-op, Survival Horde, LMS, and CTF with lives - Place downloaded wads, netdemos, and screenshots into subfolders - Add `cl_screenshotdir` and `cl_netdemodir` CVARs to define non-default subfolders - Fix `exec` search paths, while also adding `-cfgdir` argument - **Client Front-End** - Add search bar to PWAD select GUI - **Modding Additions** - Improved MAPINFO support - Added support for MAPINFO `AddDefaultMap` - Added support for `noinfighting`, `totalinfighting`, and `normalinfighting` in MAPINFO map and skill definitions - SNDINFO ambient sound support. Thanks @ceski-1! - **Compatibility Updates** - Add `co_mbfphys` cvar to enable MBF's movement code - Allow more control over maplist `lastmap` parameter, accomodating situations where there may be several last maps - **General** - Some errors now include stack trace information for easier debugging ## Changed - **General code cleanup and modernization** - Notably affects `fmtlib` usage, `std::filesystem` integration, and removal of calls to functions now deprecated on macOS - **Quality of Life Additions** - Added `callvote lives` - Allow changing FOV in single player modes without first setting `sv_allowfov` - The heights of torches when `co_realactorheight` is enabled now match those used by GZDoom - Increase CTF flag height to 48 units from 16 units - **Server Administration** - Numerous updates to the included sample configurations - Add Sigil 2 to all official wads config ## Fixed - **Modding and Mapping Fixes** - Fix MBF21 ammo per shot behavior to match DSDA, Woof, and Eternity while preserving compatibility with ZDoom's `ammo use` - Sky transfers ignore vertical offsets on first rendered frame - Allow null metadata in ID24 json lumps - Fixed ID24 interlevel map displaying incorrectly - Fixed MBF21 projectile offsets not being immediately updated - Fix Eviternity arachnotron firing sound being silent - Fix trick Rocket Jump maps use to not allow damage under 1hp - Fixed bottom of Doom episode 1 sky rendering incorrectly - Dehacked strings now properly changed on the server - Fix HOMs when trying to do sky hack with flatmapped skies - Fix `ENTERANIM` animations displaying over exiting screen - **General Client and Server Fixes** - Crosshair health color feature now correctly updates in Horde mode - New math to properly center crosshairs on the screen - Fixed Odamex missing IWADs on non-Windows OSes due to case sensitivity issues - Fixed the quit message never changing - Fixed monsters becoming stuck where an Archvile resurrected them and `co_realactorheight` is enabled - Reset automap custom thing colors when executing resetcustomcolors - Broadcast changes to floor or ceiling flats to all other clients - Fix `addmap` and `insertmap` commands to not add odamex.wad to entry lists if maplist is empty **- Crash Fixes** - Crash when calling WI_CalcWidth - Fix crash when displaying certain messages on Linux - Fix actor translucency not being modified when clearing or setting MF_TRANSLUCENT - Fixed crash that would occur when setting the angle of Hexen format DPushers - Fixed renderer crash caused by some transparent textures - Fix incorrect memory tag when loading a map with vanilla nodes ## Build/Compiler Additions/Changes/Fixes - **Overall improvements to the release pipeline** - **Build and release a Flatpak file as part of the build pipeline!** - Odamex is now available as a verified app on [Flathub](https://flathub.org/apps/net.odamex.Odamex)! - **Library updates** - Upgrade JsonCPP - Update libpng - Update zlib - Update bundled SDL_mixer for Windows build to 2.8.1 - **CMAKE Improvements** - Allow building the client with the bundled JsonCPP - Allow building the server with the bundled zlib - **Windows installer now removes leftover DLLs from older versions that prevented Odamex 11.0.0 from launching on some systems**. - **Allow building against the system FLTK 1.4 library**. Thanks @chewi! - Included **Dockerfile** and **docker-compose** file for odasrv. Thanks @cmbernard333! - Fixed compilation error on older versions of clang [![Download Odamex](https://a.fsdn.com/con/app/sf-download-button)](https://sourceforge.net/projects/odamex/files/11.1.0/Odamex%2011.1.0%20source%20code.zip/download)
v11.0.0
The next major version of Odamex is here! This is a **major release** with an incredible amount of bug fixes, new features, and quality-of-life improvements. A big thanks to PR contributors @jiffygist (`sv_allowfov` cvar), @jpernst (console font scaling!), @keyboardcrash32 (fixing Odalaunch crash caused by sorting), @Rudicito (game window initialization bug fix), @FozzeY (fixed coop player starts out of order, special doors desyncing on map restarts, and endianness check on *BSD platforms), and @Acts19quiz (update wad download links). It needs to be said that @electricbrass and @bcahue carried a majority of the load in this release. They are incredible. Looking forward, they have been helping lead the way toward Odamex 12, along with @cmbernard333 who has taken the reigns on implementing full DSDHACKED support. Look for that in the near future. Please take a chance to thank everyone involved in this incredible release! For a full list of changes, check out the list below: ## Added - Add support for compressed ZDoom extended and DeePBSP nodes - Added widescreen asset support - Added interpolation of: - Scrolling Textures - Scrolling skies - Scrolling flats (floor and ceiling) - Weapon bobbing - Chasecam - Automap - Screen wipes - Console rising/falling - ID24 Feature Support: - ID24 Inventory Reset Exits - ID24 linetypes including: - flat offset and rotation - scrollers and double sided variants - ID24 SKYDEFS support - ID24 Interlevel Lump Support - New and updated cvars and commands: - Add `sv_allowfov` cvar - Add `lastmap` parameter feature to maplists - Show powerup effects on other players with `sv_showplayerpowerups` - Add `summon` cheat - Add `co_novileghosts` to compatibility menu - Allow spawning multiplayer things in single player mode via `-coop-things` or `g_thingfilter -1` - New support for new ZDoom MAPINFO features: - `AirSupply` - `compat_limitpain` - `compat_shorttex` - Added a beautiful Level Stats Extended HUD that displays monsters / items / secrets on screen - Intermission script support - Refuse to download of commercial PWADs and renamed commercial IWADs on the client - Implement basic scaling for console font. Font will automatically scale as default - Support for world and global arrays in ACS - Support Skulltag Style Win/Lose Interpics & Music - Recognize 10/3/2024 versions of Doom + Doom II wads - Update commercial wad list for Legacy of Rust v1.3 and other wads in the 1/28/2025 update ## Changed - Improve missing spawns warning for horde mode - Use OLumpName in place of some lump names that use char[8]/char[9] - Update list of wad download sources - Changed game window initialization from 640x480 to 320x200 - Explicitly set the size of the Odalaunch search bar - Fix update to cl_downloadsites when upgrading a config - Use constexpr where possible - Generalize gameinfo from hardcoded presets to serialized MAPINFOs - Minor menu fixes & improvements - Clean up and update sample server configs for 11.0.0 ## Fixed - Add colon and space to map label - Allow quotes for "wad" command on both client and server - Various minor control changes and fixes - Fix pitch in MBF21 Monster Projectiles - Fix wad command when multiple wads are called - Fix Boom shootable line specials not being repeatable - Properly escape text displayed to confirm a skill and set SpawnFilter flags correctly - Display levelnames specified in MAPINFO on intermission screens - Draw transparency as black on 1 sided walls - Fix UMAPINFO par times being 35x too high - Search for chex.deh when chex.wad is selected as IWAD in GUI - Maintain sprite offsets when flipped - Center view when `centerview` called while the console or menu is open - Render sprites with y offsets less than 1 - Ignore case for file extensions in G_LoadWadString and detect deh files in boot GUI - Clean up references to removed cvars + remove some unused cvars - Don't have singleplayer players telefrag on spawn - Account for coop player starts stored out of order - Fix sector types 10 and 14 desync on callvote restart - Draw MAPINFO "name" field for skills and episodes as text instead of searching for a patch - Throw error when attempting to spawn object in MBF21 codepointers - Fix assignments to ACS map arrays - Show status bar face background as 32bit on 32bit mode - Fix 7 second delay after initializing animations with speed of 1 - Very large maps no longer disappear in automap mode - Fix odalaunch crashing when sorting servers - Use 64-bit fixed point when calculating sprite clipping with height transfers - Fix out of bounds array access when rendering sky transfers - Fix floor lowering to lowest adjacent floor for line special 40 - Fix destination height for floor and ceiling lower/raise to shortest texture being incorrect - Weapons using MBF21 A_ConsumeAmmo no longer consume ammo when sv_infiniteammo is enabled - Fix the automap not drawing at high resolutions - Flipped sprites during cast call being drawn offset and stretch - Dim the help screen's transparent sides - Draw CWILV graphic from top of screen if its height it 200 (or greater) - Add offsets to DrawPatch so intermission screens with offsets can be drawn correctly - Fix vertical texture scaling - Fix crash when unimplented ZDoom line specials called in certain contexts - Fix issues when ACS P-codes are outside 0-239 range - Fix single patch textures rendering incorrectly if patch taller than texture - Fix damage tint staying green after switching from Chex Quest to another IWAD and vice versa - Fix FLTK error window when using certain command line arguments, affected starting from Odalauch - Fix flying monsters getting stuck on players/each other - Fix errors and crashes when displaying cast call if monster uses multiple sprites - Fixed a crash caused when setting `sv_maxplayersperteam` to zero during intermission - Fixed a crash caused by playing empty Doom format sounds - Fixed issues caused where out of bounds access to S_sfx when ambient sound is not found - Fix broken deserialization of `DPusher`s ## Build/Compiler Additions/Changes/Fixes - **Update C++ standard to C++17** - Build release candidate artifacts on release/* branch, Auto-generate artifacts for releases, "Push Button Release". Should increase frequency of future releases. In fact, this release was built using it! - Added Linux ARM64 build job to Github actions - Add Microsoft Redist installer to the installer and zipped output files - Changed wiki link - Move minilzo to a separate library - Ubuntu buildgen scripts for 24.04 - Build JsonCpp when building the client if USE_INTERNAL_JSONCPP is enabled. - Update Fedora 28 and Ubuntu 18.04 workflows to Fedora 32 and Ubuntu 20.04 - Bump SDL Mixer to 2.6.2 on Windows - Improve compiler warnings - Fix endianness check for *BSD - Fix Fedora builds - Update fmtlib - clang-format updates [![Download Odamex](https://a.fsdn.com/con/app/sf-download-button)](https://sourceforge.net/projects/odamex/files/11.0.0/Odamex%2011.0.0%20source%20code.zip/download)
v10.6.0
# Odamex 10.6.0 This is a minor release that should be followed by a more substantial major release in the near future. Key highlights of this release are **DOOM + DOOM II** support, insofar as Odamex will automatically find the commercial game data on a Steam install; (U)MAPINFO related additions and fixes; and other general bug fixes and improvements. For a full list of changes and contributors, check out the list below: ## Added - Added support for DOOM + DOOM II Steam release (IWAD searching only - widescreen asset support coming in next version). - Added support for UMAPINFO `LABEL` fields (thanks @bcahue and @electricbrass!) - Added support for `doublesky` and `sky2` MAPINFO fields - Restored support for ZDoom/Hexen scrolling skies ## Changed - Changes to MAPINFO parser and read priority ## Fixed - Some fixes to old Vanilla Doom style intermission screen (thanks @enaiel!) - Client wad downloader can now locate wads with spaces in their names - Correct a demo playback issue related to the viewer's camera (thanks @ceski-1!) - Items picked up by a player aren't added to their local item count (thanks @loopfz!) - Fixed renderer not properly displaying non-power of 2 width textures - Avatars (online voodoo dolls) are no longer blocked by monster-blocking lines - Prevent voodoo dolls from affecting player viewheight in single player - Fixed height transfer sector ceiling/floor plane visibility check [![Download Odamex](https://a.fsdn.com/con/app/sf-download-button)](https://sourceforge.net/projects/odamex/files/Odamex/10.6.0/)
v10.5.0
# Odamex 10.5.0 This is a minor release with mostly quality of life fixes. The client has seen a number of useful updates. One of the more notable additions in 10.5.0, @loopfz improved the in-game wad downloader so that it can now download files with mixed case file names. That means server admins no longer have to host wads that are either all upper case or lower case. This will be incredibly useful for server admins looking to host servers with many wads. @Ceski has improved controller support by improving analog stick deadzones, as well as flushing unused game controller events. @chewi has improved our general codebase by correcting some aliasing errors in multiple areas of the code, along with other general code fixes. @matoro has also helped update our CMake configuration. Also, a shout out to @bcahue for improving our demo testing suite, which helps us continue to strive toward full vanilla Doom compatibility. For a full list of changes and contributors, check out the list below: ## Added - When a player becomes a spectator, display the number of kills & deaths they had in a message. - Added Freedoom 0.13.0 support to the IWAD Loader. Thanks @GeorgePieVG! - Added par times for Chex Quest. Thanks @Acts19quiz! ## Changed - `g_coopthingfilter` is now `g_thingfilter`. This variable can be used to: 1) remove weapons flagged for cooperative; 2) remove all things flagged for cooperative; or 3) remove all things that can be picked up. Thanks @loopfz! - Improvement to game controller support, via improved deadzones and flushing unused game controller events. Thanks @ceski-1! - Updated the network connection error graphic to include text indicating there is a network issue. - Improvements to SIMD flags in our CMake configuration. Thanks @matoro! ## Fixed - The in-game wad downloader can now locate wad files with mixed case file names. Thanks @loopfz! - MBF21 instakill sector no longer kills players in IDDQD mode. Thanks @Sbzro12345! - Corrected aliasing errors in multiple areas of the code, along with other general code improvements. Thanks @chewi! - Improved vanilla demo testing and accuracy over last release. - Backed out changes to conveyor handling introduced in 10.4.0. These changes fixed thing behavior on conveyors, but caused some monsters to no longer spawn in-game. - Fixed compiling on Mac OSX where internal system libraries for LIBPNG and ZLIB were being called. - Fixed a crash when changing wads with different HORDEDEFs. Thanks @AlexMax! [![Download Odamex](https://a.fsdn.com/con/app/sf-download-button)](https://sourceforge.net/projects/odamex/files/Odamex/10.5.0/)
v10.4.0
# Odamex 10.4.0 - QCon 2023 Edition This is a minor release with a few nice features and a lot of quality of life fixes. The client has seen a lot of updates. First, the new client frontend has been improved with an options tab and some quality of life fixes. Second, the client itself now sounds and looks better! Ceski has rewritten the portmidi music driver which corrected many issues with midi playback. Ceski also added _ultra widescreen support_ up to 32:9 - WOW! Other client changes that may be noticeable are improvements to on-screen messaging in the menus and in-game HUDs. Many tricky bugs related to MBF21 support, as well as the various MAPINFO lumps, were also corrected. For a full list of changes, check out the list below: ## Added - Addition of ultra widescreen support, as well as automatic aspect ratio detection. Thanks ceski! - Include preset colors in the player setup menu. Thanks Acts19quiz! - Added an options menu to the client launcher. Thanks @electricbrass! - Double clicking an iwad in the client launcher now launches the game. Thanks Mia! - Out-of-the-box improvements to Chex Quest support, including green screen tinting. - Add more helpful messaging to Horde and Survival Coop modes. ## Changed - Improvements to IWAD selection on the client launcher. Thanks Mia! - Player setup menu improvements. Thanks Acts19quiz! - Rewrite of the portmidi music driver by @ceski-1. Huge improvements! - Some server console improvements on Windows systems. - CI improvements for multiple platforms. - Minor changes to default horde waves packaged with Odamex. - Improved options for frames-per-second selection in the video options menu. - Quality of life improvements to preferred weapon order menu. - Allow movebob and red damage screen correction on clientside by default. Can still be controlled by server. - Only read a UMAPINFO file if both a UMAPINFO and MAPINFO file exist. - Improvements to installer. ## Fixed - Allow bypassing no-cheat rules in all skill levels offline. - Restore floor damage text obituaries. Thanks Mia! - Corrected generic text obituaries displaying backwards. - Removed ZMAPINFO support as it was breaking a lot of wads. - Fix multitrack MIDI looping on MacOS. Thanks ceski! - MBF21 `+RIP` projectiles now work as intended. - Custom dehacked projectiles now display in a sane way on the killfeed. - Fix MAPINFO token `compat_invisibility` from causing an error - MBF21 custom tracer projectiles no longer seek spectating players. - Fixed items desyncing between client and server on Boom/ZDoom conveyor floors. [![Download Odamex](https://a.fsdn.com/con/app/sf-download-button)](https://sourceforge.net/projects/odamex/files/Odamex/10.4.0/)
v10.3.0
# Odamex 10.3.0 Another minor release with some nice new features thrown in. The most noticeable new feature is the brand new PWAD selector tab when you start Odamex. It will search the `cl_waddownloaddir` and `waddirs` cvars, the `-waddir` command line parameter, and `DOOMWADDIR` and `DOOMWADPATH` environment variables for WAD files. You can select which ones you want to play and even rearrange their load order. Aside from that, perhaps the most noticeable fixed bug is the fact that a long-standing weapon desync caused by picking up a weapon that was not known to the client yet has been addressed. This should virtually eliminate cases where the wrong weapon is held at the start of levels or on a reset. That's enough of a summary. Let's dig in! ## Added - The Odamex boot window selector now has a PWAD selector to go with it! Thanks Mia! - Odamex's window will now flash if the window is not focused and you respawn. Thanks Mia! - Obituaries now show up for MBF21 customized weapons and monsters. - Additional versions of the Unity IWADs are now noticed by Odamex. - Ctrl-Delete and Alt-Delete now delete words on either side of the cursor in the console. - Chat macros are now usable on the numeric keypad if numlock is enabled. ## Changed - A much better error message should show up if you try to join a server without the proper IWAD. It also tells you if it found an IWAD, but was an incorrect version. - Odalaunch will now show all servers for the current major version only. - Odamex will now respond to all launcher requests for the current major version, instead of checking the major and minor version. ## Fixed - Instances where weapon pickups were triggered for weapons that were not known to the client yet, such as on level load or reset, should now no longer cause a weapon desync. - A crash that occurred when an actor doesn't have an associated subsector when looking for players has been fixed. - Latched cvars now show pending changes correctly instead of a purple square. - The traditional status bar was not rendering correctly in non-cooperative modes, this has been addressed. - A circumstance where Odamex would crash due to attempting to render level data that had been freed due to an error condition has been fixed. - DeHackEd monsters could not walk underneath thing bridges, now they can. - Line special 192's searching routine was broken when 0 was used as a search base - this is now fixed. Thanks Mia! - The BIGFONT comma was way too high, now it's where a comma should be. - Generalized linedefs were not being flagged as switches online, now they are. - A few MIDI controller events weren't being passed through properly, leading to music weirdness that happened when switching between certain songs. Thanks Ceski! - Fixes music in Sunlust going from Title Screen to MAP01. - Fixes music in Three is a Crowd warping from MAP03 to MAP10. - Yet more vanilla demo desyncs have been addressed - now all of Doom, Doom 2, Plutonia and TNT demos play without desyncs. - Using 10-key functions with numlock should now work as expected. - MAPINFO compatflags are now properly ignored, instead of breaking the parser. - Tag 666 was occasionally causing the game to crash, and Tag 667 simply didn't work at all. Not anymore. - The "Server Full" message was missing a flags field, causing the client to not understand it - now it does. - Automap's pan speed was bigger than intended when follow mode was off, fixed. Thanks Mia! [![Download Odamex](https://a.fsdn.com/con/app/sf-download-button)](https://sourceforge.net/projects/odamex/files/10.3.0/)
v10.2.0
# Odamex 10.2.0 A pretty low-key release. A modest box of new customizations for players and server admins to play with, and multitude of netcode fixes, horde fixes and an assortment of others. ## Added - A new `r_softinvulneffect` setting, enabled by default, which changes the invulnerability effect to the visible weapon as opposed to the entire screen. - The vanilla invulnerability effect has always been a bit of an eyesore, but now that we have spawn invulnerability it has turned migrane-inducing. - The current look is not necessarily set in stone, and we plan on making further tweaks to it in the future. - A new `g_preroundreset` setting which will reset the level between the pre-round countdown and the actual game. - You can now change the length of time messages appear in the obituary feed with `hud_feedtime`. This setting is also surfaced in the menu. - Item counts now show up in the automap. - A new `cl_centerbobonfire` setting which emulates the ZDoom 2.x behavior of centering the weapon when firing. - Introduce `co_removesoullimit` for eliminating the 20 count lost soul limit offline. Online, this adjusts the cap to 128. Thanks, Mia! - Horde now respects `sv_nomonsters`. - Boss monster projectiles now have the same palette shifts as the bosses themselves. The projectile behavior itself is still identical...for now. - `hordenextwave` now respawns players. Thanks, Mia! - "AUTOMAP" graphic now appears in the automap options menu. - Support for the new Steam WAD file locations. ## Changes - Horde bosses now lose their "sparkles" on death. - All non-RGB sliders in options menu now display current value to the right. - `con_notifytime` and `con_midtime` now accept non-integer message timeout times. - Certain variations of the scoreboard surrounding round and lives logic had less-than-useful configurations, these have been improved. ## Fixed - A significant "pump fake" misprediction of monster behavior was fixed. - Multiplayer vanilla demos did not play back at all, now they should work, though there are some remaining assorted issues. - Ultimate Doom E2M7 didn't always get detected correctly in the previous map behavior fix, now it should. - Online, certain trigger-once line specials were not properly cleared by the client, or improperly able to be triggered again by a newly connecting client. Now these issues have been fixed. - Scrolling floors were being mispredicted in client/server by a factor of two, now they scroll properly. - Secrets areas were not getting cleared properly when triggered by other players - now they clear properly. - Online, scrollers were being inited twice when restarting the map, this has been fixed. - Horde bosses now trigger special lines again. - Horde spawns were capable of being pushed around by scrolling floors, now they stay in place. - Online, glowing sectors were incorrectly reinitializing when restarting the map, this has also been fixed. - Sector flags did not properly save to a savegame, now they do. - Single-activation specials were not being cleared on the client, resulting in a desync. This has been fixed. - Horde monsters no longer get crunched by doors. - `A_HealCorpse` did not give resurrected monsters height, now they do. - judgment.wad now loads correctly. - WDLStats now properly count the last frag in deathmatch modes. - Fixed instances of doubled sounds when using `A_PlaySound`.
v10.1.0
# Odamex 10.1.0 ## Added - Many improvements to Horde - Monster spawning speed has been completely changed. - Now, the speed of monster spawning changes based on the wave difficulty and how empty or full the map is. - This should prevent instances where a group of marines could overwhelm some of the easy waves to the point of it being boring. - There are several new cvars that allow you to modify these speed settings. - \`g_horde_spawnempty_min\`, \`g_horde_spawnempty_max\`, \`g_horde_spawnfull_min\`, \`g_horde_spawnfull_max\`. - The initial 60 seconds of each wave slow down the rate of spawning. It also slows down if there is at least one boss alive. - When starting a wave, you are now told if there are new weapons for you to pick up, and which ones if so. - Every wave is now assigned a difficulty based on its maximum spawn HP. - We use the same rating scale as the Dean of Doom; X for eXtreme, E for Easy, A through D in between. - You can now override already-defined waves by naming them the exact same. - In other words, if you want to put your own spin on \`Tangerine Skies\` you can simply create your own horde wave named \`Tangerine Skies\` and Odamex will use that one instead of the original. - Several improvements to the Automap - Automap arrows and colors are now abstracted to the point where they can be substituted, much like ZDoom allows. - Add customizable default automap colors for wad's using MAPINFO - Odamex now understands \`skill\` blocks in MAPINFO. - VSync is now accessible from the Video Settings menu. - SNDINFO now understands \`$alias` and `$random\`. - Improvements to the FPS graph. - Scales itself rounding to powers of two. This should cut down on the amount of disorienting changing of graph scale. - Added green and blue lines to signify 60fps and 35fps, for orientation. - Drop-shadow added to the graph border, to fit in with the font and be less of an eyesore. - Linux users can now build against the system jsoncpp and miniupnpc library. - The vendored versions of these libraries have also been updated. ## Changes - Release builds of Odamex are now built with LTO, which should result in some performance gains. - Odalaunch now shows servers of the current major version (10.x) and next major version (11.x). ## Fixed - Some of the auto-aim options in Player Setup couldn't be selected, now they can. - MBF Smooth Lighting didn't work right, now it does. - Invalid sound effects with no assigned lump now show a warning instead of crashing the game. - Generalized specials in BOOM were not persisted to network clients with full precision, resulting in broken specials. Now they are persisted correctly. - \`A_MonsterProjectile\` was firing projectiles that never go anywhere, now they behave as expected. - Generalized key doors were misbehaving, now they should function. - Generalized Sector Ceiling with Change Texture was not behaving as expected, now it should. - Network messages were not getting properly cleaned up after use, now they are. - For those who have been running into Out-Of-Memory or hard freeze conditions when playing online, see if this release makes a difference. - Spectators were mistakenly allowed to activate certain line classes when they shouldn't, now they are ghosts once again. - Certain ceiling raising or lowering triggers were not functioning, now they should. - Ultimate Doom E1M8's ending was killing the player instead of ending the level, now it works as intended. - 5 minute door crashed the game on activation, now it opens as it should. - Changing `g_gametypename` didn't actually show the modified gametype in game, now it works as it should. - Fix an automap crash triggered by certain settings. - Rotating the automap with the grid enabled used to have lines clipped off, now they draw as expected. - Generic locked doors weren't making sounds while opening, now they do. - Ultimate Doom E2M7 was inadvertently triggering MBF21 flags due to a bug or oversight in id's tooling. This has been fixed. - ZDoom Generalized Secrets didn't always trigger before, they should now. - A crash caused by crushers blowing up barrels that damage other mobjs if blockmap compatibility was disabled is now fixed. This should fix Eviternity MAP10. - A crash caused by out-of-bounds column access into a patch while drawing a vissprite has been fixed. This was a rare semi-random renderer crash that was hard to reproduce. - Thanks to those who provided crash dumps. - Intermission scripts are now properly ignored. - Fixes lostepis.wad. - Generalized sectors that used model sectors didn't work in all cases, now they should. - ANIMDEFS that don't parse correctly now get ignored. - More complete support of ANIMDEFS will come in a forthcoming version of Odamex. - Properly either handle or skip over compatflags in ZMAPINFO. - Walkable Trigger Once lines in ZDoom weren't clearing themselves properly. - You used to be able to use invalid DEHEXTRA thing names in HORDEDEF, resulting in a crash. Now there's an error message. - Chex Quest now plays finale music again. - Demobar no longer displays when screenblocks is set to fullscreen with no HUD. - Perpetual generalized lifts could sometimes get stuck in an invalid state. - ZDoom format maps were not applying a side test to activation, now they do. - Building Odamex with musl is now possible.
v10.0.0
**Yes, 10.0.0** At some point in the past decade and a half, Odamex went from a beta, work-in-progress port to a port stable enough to have been used for tournaments, events, and even online leagues. So instead of releasing 0.10.0, we thought it was about time to get rid of that leading "0" in our version number. ## The Release There are so many testers, developers, and contributors involved, we cannot possibly thank them all individually. However, we do want to welcome two new members to the Odamex team: **KBlair** - introduced MBF21 and DEHEXTRA along with Ch0wW. KBlair has been helping Odamex behind the scenes for years with server hosting, stats, and many other factors. **DeathEgg** - namely implemented UMAPINFO, and many improvements to overall MAPINFO. With this, welcome to the team guys! Thanks for making Odamex 10 what it is! It's not just for looks, as this release is one of the largest in the port's history. First, Odamex now has a brand-spanking new game mode, the first unique one since the port has been publicly announced. We've also added support for many new modern extended MBF features such as DEHEXTRA and MBF21. We have added a brand new boot menu that isn't just for selecting IWADs. Our interface has taken its long-overdue first step beyond its Quake 2 inspirations. Behind the scenes, our server-to client network protocol has undergone a complete rewrite - there is not a single network message left untouched. ## Changelog There are a lot of details with this release, but what you need to know is listed below: ### New Features - Horde Gamemode - Odamex now has a horde gamemode, which will be familiar to anyone who has ever played Killing Floor, Halo's Firefight mode, or Unreal Tournament's Invasion gamemode. This gamemode is new and unique to Odamex, and is not compatible with Invasion maps from Skulltag/Zandronum. - Monsters spawn into the map in waves, and it's up to you and a few buddies to continuously thin their ranks until a big boss spawns in. Beat the boss and you win the wave, reach the wave limit and you win the level. Sounds easy, but the monsters spawn relentlessly only giving you the occasional breather, and the bosses have special boss properties that make them far more of a threat. - There are many ways to play Horde. Play it in single-player straight from "New Game" or join up with a few friends online. Play it on UV skill for the intended experience or dial the skill down a few notches if things get a little too hectic. Online servers can either use either limited or unlimited lives. There are also numerous variables that can adjust the size of the horde, the length of waves, and more. - Alongside Odamex 10.0 we are releasing our Odamex Horde map pack, which is as much an exploration of many different themes and shapes of Horde map as it is a selection of hellspawn-filled tempests. This map pack also comes with a number of popular custom monsters like Arachnorbs, Stealth Aliens, and Suicide Bombers, with a few WAD-only wave defines to show them off in. - A Boot IWAD Selector and IWAD Manager. - Starting Odamex for the first time now gives you a selection of all IWADs the port has found. You can select and launch any one you prefer. - Is Odamex not finding your WAD files? The launcher also allows you to manage your waddirs setting allowing you to add, remove, or move around directories that will be searched for WAD files. - The Boot window is supported on Windows, macOS and Linux. - Kill Feed Obituaries - Odamex now has a brand-spanking new obituary feed in the top right hand corner of the screen. - This feed is much like the ones you might find in modern FPS games - instead of listing a textual obituary, the means of death is representated with player names and icons instead. - By default, old text obituaries no longer show up in the message line in the top left of the screen, although they do appear in the dropdown console. If you prefer the old way, you can re-enable message line obituaries and disable the killfeed from the options menu. - All of the obituary icons are brand new art courtesy of Scuba Steve. Thank you for your contribution! - A 21st century server protocol - All of Odamex's server-to-client messages are now contained in shiny new protocol based on Google's Protocol Buffers. We can now add new network messages and add fields to existing messages without breaking protocol, allowing us much more flexibility to make protocol changes in minor releases. - One nice side effect of this is now that we can accurately measure how big a message is going to be before we write it, we can now fit many more messages into one packet. This means fewer opportunities for packets to be dropped or delivered out-of-order. - In the process of rewriting, many unused and "reserved" messages were removed. Others were consolidated or simplified. A few messages were even hoisted into the header of each packet as a fundamental part of the new protocol. Either way, we expect this new protocol to function as base to further improve the netcode in future. - Pistol-starting support. You can now play through the game starting from a pistol on every level-switch. - Support for pistol-starting has been added to the difficulty selection menu. `g_resetinvonexit` is the cvar, so-named because you can change your starting inventory with Spawn Inventory. - The -pistolstart command line switch is also supported, for parity with prBoom. - A baseline-based netcode - Odamex has revamped in a major its way of sending monsters and objects to the client in a way that should feel much more "solid" with fewer mispredictions. - Based on an idea from Quake, we now send over a "baseline" containing an initial set of data to each client, and then for every subsequent update we only send over the fields that have changed between the baseline and the current time. - On average, this new baseline approach to object persistence is not only more accurate than the old 0.9 method, but also uses less bandwidth. - We are quite eager to support the new Extended-vanilla and BOOM-based standards that have been coming to fruition as of late. To that end, we have implementations of the following: - UMAPINFO support. If your WAD has a UMAPINFO lump, Odamex should be able to parse and run it. Thanks to DeathEgg for the implementation! - DEHEXTRA support. More frames, more sprites, more sounds, more of everything. Thanks to Ch0wW and KBlair for the contribution. - MBF21 support, adding support for both the map extensions and extra DeHackEd codepointers, plus arguments. Again, you can thank Ch0wW and KBlair for the tag-team. - That said, we don't want to forget about ZDoom features either: - MAPINFO now supports episode definitions. Thanks to DeathEgg for the implementation. - Additionally, MAPINFO now supports boss actions, and special handling of EXM8/E4M6/MAP07 is now handled completely through this feature. Again, thanks to DeathEgg for the implementation. - UsePlayerStartZ now works in ZDoom-flavored MAPINFO. Thanks to Ru5tk1ng for the contribution. - Thing_Stop was added as a line special and ACS function. Thanks to Ru5tk1ng for the contribution. - A long list of ZDoom line specials have been added, courtesy of DSDA-Doom. Thanks to KBlair for the contribution. The widely used SR50 bind is now a built-in feature of the engine, available with a new setting: in_autosr50, which is enabled by default. This does not require rebinding any keys, and simply changes +strafe to add the boost you get from turning left or right with strafe on automatically. - Exiting a level via trigger now prints a completion time to the console. - Pausing during netdemo playback now allows you to advance frame by frame using the right arrow key. - A new setting: `hud_demoprotos`. - This allows you to examine the server messages that were received during a given demo frame. - By default the first message is "unfolded" and shows the packet contents. You can select which message to unfold using Page Up/Page Down. - A new setting has been added for `cl_switchweapon` which allows holding +attack to override player weapon order. - A new font is available based on BOOM's digital font. It is used in various places. - New cheats: - MDK (Kills whatever the player's crosshair is pointing at) - TNTEM (Kills all monsters) - BUDDHA (Player health cannot dip below 1%) - Added give function to console. - Added support for the REKKR 1.16a IWAD. - A bump to the major version number - As alluded to above, the numbers in our version have shifted right by one place, getting rid of the needless leading "0". - Compatibility of version numbers has shifted over one as well. A hypothetical Odamex 13.1 can connect to Odamex 13.0 servers, but not Odamex 13.2 or 12.0 or 14.0 servers. If you see a release with a third version number, like 13.2.1, that number is reserved for optional updates and is ignored by clients and servers. ### Fixes - An instance where a corrupt patch could crash the game was fixed. - Doomguy's head now looks in the direction of your attacker while playing online. - `A_Mushroom` has been re-enabled and should be fully working, including the misc parameters. - `notarget` now works online. - Translucent graphics at 100% opacity no longer leak any of the background. - Colored lighting now has the correct amount of brightness, instead of being over-bright. - Music no longer starts over when loading a map with the same music track. - Demos in an old demo format now produce an error when they're played. - "Avatar" voodoo dolls can now telefrag. - Running out of blue armor and picking up an armor bonus now correctly shows green armor when playing online. - Several C++ conformance bugs have been fixed. If you had trouble compiling Odamex 0.9.5 on newer versions of clang, you should be good to go with 10.0.0. ### Changes - Cooperative modes are now scored according to damage dealt to monsters, instead of kills. - The Spawn Inventory system now understands a new invulnerability setting which allows you to set the amount of invulnerability time you get when spawning. - `sv_unblockplayers` now allows friendly projectiles to pass through you. - Online voodoo dolls (Avatars) can now exit the level. - Many HUD-specific options have been added to a new HUD-specific submenu and organized better therein. A second setting shows just the FPS (the old counter) - `vid_displayfps` has gotten a significant upgrade, showing a frame-time graph in the default setting. - Odamex's BIGFONT now accepts color translations. - Ingame cheats have undergone a significant rework and should now work much more consistently in online contexts. - `g_rounds` and `g_roundlimit` now work in Survival as well as Survival Horde. When enabled, the players have a limited number of attempts at any given map before the map is considered failed and the server switches to the next map. - Odamex now handles Doom and Hexen map format specials completely independently instead of using XLAT to translate them to Hexen format. ### Removed: - `hud_fullhudtype` no longer exists, meaning that the "Odamex" version of the fullscreen HUD is now the only fullscreen HUD available ## Thank You For this release, we had many contributors, both from inside and outside the team. The Odamex Team would like to thank them all, no matter if you added a feature or two or significantly rewrote large subsystems in the engine. It's amazing how far an active open source project can go in less than a year, and we couldn't have done it without you.
v0.9.5
# Odamex 0.9.5 - Released on September 8, 2021 ## Bug Fixes - Fixes an exploit allowing clients to spy players when they're not supposed to.
v0.9.4
# Odamex 0.9.4 - Released on August 14, 2021 ## Bug Fixes - An occasional crash caused by the fuzz drawer has been pinpointed and fixed. - An instance of Tutti Frutti that showed up in tall wall and sky textures that had more than one post per column has been taken care of. - Fixes many of 32in24-17's sky textures. - Teleport line type 208 now works again. - Fixes BFG teleporter in lazarus1k map08. - `odasrv` on Windows now properly shows an error message in the console output. - Certain classes of corrupt patches that would have crashed the game now raise an error instead. ## Changes - In 3-Team modes, dead players on a team who is completely out of lives can now spectate other teams as well. ## Additions - Support for DogSoft as a WAD downloading source. Thanks to Mega-Dog for going out of his way to add support for Odamex. - A new `setlobbymap` console function that can apply lobby functionality to any arbitrary map in any loadable WAD. There is also a `clearlobbymap` that clears any currently set lobby map. - Ctrl-PageUp and Ctrl-PageDown now scroll the console 16 lines at a time.
v0.9.3
# Odamex 0.9.3 - Released on June 12, 2021 ## Bug Fixes - An issue where a player health desync was leading to ghost players has been resolved. - Friendly target nameplates are now always visible unless the client turns them off. - During demo playback, target nameplates now show health indicators. - Note that at this stage the health indicator is considered a debugging tool and is not 100% accurate - thus why it's limited to demos for now. - Addressed an issue where non-keyboard buttons couldn't be unbound. - `mute_spectators` was also blocking spectator teamchat, now it doesn't anymore.
v0.9.2
# Odamex 0.9.2 - Released on May 28, 2021 ## Bug Fixes - `g_coopthingfilter` was filtering out too many things on certain settings. - MAP08 should now sound like it's supposed to, instead of being way too loud. - Several memory bugs were uncovered by the switch to the OZone heap, fixing these makes the Mac and Linux ports much more stable. - Half of the default 32 sound channels were non-functional and led to missing sounds and priority problems. - Z-teleport height bug was not being properly emulated in Final Doom. - Door sectors with linedefs in them were getting confused. - Door thinkers were getting destroyed the tick after they closed, this desynced demos because of course it did. - Door sounds were not being played when manually reopning them. - Generalized and zero-tag doors were not checking the correct sector when raising. - Several more MAPINFO tokens were not being skipped past properly, now we are. - `lookup` in MAPINFO no longer dies if the language string can't be found. - `sky1` and `sky2` now properly support optional scroll speeds. ## Changes - Migrate all interal patch pointers to use resource handles instead. - These handles are redeemed for their original data when necessary, and automaitcally expire on WAD switch. - Attempts to draw a stale handle results in drawing an empty patch instead of crashing. - Do not artificually block switching to something in the SSG slot just because `doom.wad` is loaded. - Small big font updates to `-` and `=`. ## Additions - MAPINFO now understands compat_nopassover.
v0.9.1
# Odamex 0.9.1 - Released on May 16, 2021 ## Bug-Fixes - Conneting to servers should now be significantly more reliable for those on less-than-stellar connections. - Note that this fix only works when connecting to a Odamex 0.9.1 server or above. - Some initial network messages were missing from demos recorded with `-netrecord` or one of the autorecord settings, now the data should be complete. - Clearing the lives area of the original status bar while not in a lives gamemode. - `lookdown` command was not found. - Detection of IWAD's was too lax, leading to certain situations where a real IWAD was not being loaded. - Incorrect default value for warmup autostart in duel games. - Spectators were able to spy 0-lives players, now no longer. - Dead players who are out of lives can no longer spycycle back to their own eyes. - Recursive errors now always terminate the game, not just fatal ones. This fixes being unable to quit after an non-fatal error. - Crash while connecting to a server running a loose DeHackEd file. - A null pointer changetag crash on failed WAD switch. - Some MAPINFO tokens were interfereing with Odamex's ability to load MAPINFO. - State cycles should be harder to trigger, and when they do a better error message is displayed. - Teleport destinations in DOOM format maps were taking forever to xlat to Hexen format in certain circumstances (Sunlust MAP30), the code that handled this was replaced. - DeHackEd string replacements now properly override built-in LANGUAGE strings in all cases, as well as properly accomodating non-english languages. - Trying to load a map with zero-length nodes used to crash, now it errors out. - Colors were not stripped from odasrv logfiles, now they are. - Installing to Program Files was not properly triggering non-portable functionality, resulting in errors about a missing crashdir. - Used to be possible to crash servers by trying to switch to an invalid team in certain circumstances, no longer. - The minimum CMake version was too optimistic, now it is properly set to 3.13. - Stack traces on Linux now have symbols again. - Version strings should show up a little nicer in Odalaunch. ## Changes - DeHackEd patches located in PWADs can now coexist with externally-loaded patches. - Removed `ts.chaosunleashed.net` from the default standard rotation of sites to download from. If Odamex detects that you haven't modified that setting from the default while upgrading, it'll fix it for you. - The BIGFONT plus sign is now smaller. - The zone memory implementation has been changed to one that uses OS-native memory allocation and freeing functions without the "zone heap". - Default write directory for portable Windows installations is now the binary directory, instead of the CWD. - Crash directory error is now clear about what directory it was trying to write to. - Odamex no longer supports recording Vanilla demos. Playback of Vanilla demos is unaffected and is unlikely to ever be removed. ## Additions - **Spawn Inventory** - You can now give players almost any inventory you desire with a single console variable. Health, Green Armor, Blue Armor, weapon inventory, starting weapon, ammo, and even backpacks and berserk, all modifiable from all game modes with just a single console variable. - As an example: `g_spawninv "health:100 armor1:100 rweapon:3 weapons:123a bullets:50 shells:16 berserk"` will give you a shotgun (`3`)as your ready weapon, a chainsaw (`a`) in reserve, and the rest should be self-explanitory. - Console variables can be convenient for server hosts, but we appreicate that sometimes getting the syntax of such a complicated variable can be tricky. We've got you covered with a new, self-documenting `spawninv` console command, which will help you to easily make targeted, on-the-fly updates to the inventory. For example, if you want to give players 8 shells instead of 16, simply type in `spawninv shells 8` and the var will be updated in-place with your other settings untouched. This configuration var is compatible with any game mode, from Coop to Team LMS. - **Improvements to the WAD downloader** - When a WAD file is downloaded, if the hash doesn't match what the server wants, the next download site is now checked. - If the WAD downloader tries to save a file and a file by that name already exists in your download directory, it will now save it as a WAD with a hash. This means you can have two versions of the same WAD on your hard drive, and the correct one will always be loaded. Support for WADs with hashes. - Odamex can now differentiate between multiple WAD files with the same base name but different contents based on a hash added to their name. - For example, if you want to connect to a server running `scythe2.wad` with the MD5 hash of `0bade1ab0e0abb2d995f853ee10fa052` - the original 28 map release of Scythe 2 - Odamex will now accept either `scythe2.wad` or `scythe2.0bade1.wad` when resolving WAD files. - The hash must be exactly 6 hexadecimal characters, and must be separated from the filename and the extension with a period on each side. This specific filename layout will always represent a truncated MD5 hash. - A new `hud_bigfont` setting which changes several fonts in the HUD to use a bigger font. - A new `cl_chatsounds` setting which allows you to disable sounds made when someone else on the server talks. - A new `g_coopthingfilter` setting, which can suppress multiplayer things from being spawned. It can also spawn everything except weapons. - Arch-viles can now resurrect crushed monsters as ghost monsters, and there is a new `co_novileghosts` setting which can toggle the behavior. - A `sv_weapondrop` setting much like ZDoom which has players drop their weapon on death. - Dead players with no lives can now use spectator-specific buttons like mousewheel. - We now use SDL 2.0's simple message boxes to show errors when available. - Error messages boxes are now shown for recursive errors.
v0.9.0
# Odamex 0.9.0 - Released on March 17, 2021 ## Bug-Fixes - Keys were not displaying to other players when viewing them. - A bug that caused HOMs in netdemos. - Numerous fixes for Boom/MBF maps. ## Changes - Stacked game modes and settings allowing additional combinations - Improved Mouse Code - Console Improvements (new font, enhanced autocomplete) - Windows installer improvements ## Additions - New gamemode settings allowing for survival/LMS modes - In-client WAD Downloading Support - Join Queue for Spectators - An Online-friendly Substitute for Voodoo Dolls - Support for Modern MAPINFO - Support for Modern LANGUAGE Lumps - Support for Sprites with 16 Rotations - Support for Nintendo Switch (via homebrew) - - - Q: Why am I getting the message **Windows protected your PC**? A: If you are one of the first people to download the installer, you might see this message when starting the installation process. If you trust us, simply click on More Info and then Run anyway. This message appears for some people soon after a release is published, and should show less and less over time.
v0.8.3
# Odamex 0.8.3 - Released on May 9, 2020 ## Bug-Fixes - Improved support for international keyboard layouts - Corrected multiple video and resolution bugs related to scaling - Fixed issue with demo recordings where multiple map indexes were being written - Bug fixes to weapon behavior in wads that utilize "ISLOBBY" (i.e. Duel2020OA.wad) ## Changes - Latest SDL2 and SDL2_Mixer libraries are now packaged with release - CMake and compiler optimizations ## Additions - Added "Fullscreen Exclusive" mode as an available option in the vid_fullscreen. The other two existing modes were windowed and fullscreen borderless. Using Fullscreen Exclusive mode eliminates video lag (and a perceived mouse lag) introduced on systems running Windows 8 and Windows 10. - Client now receives control of mouse when client is in console, menu, or alt+tabbed on Windows. This behavior mirrors Valve's Source engine games and is highly useful for users with more than one monitor.
v0.8.2
# Odamex 0.8.2 - Released on April 4, 2020 ## Bug-Fixes - Fix for teamscores updating during warmup - Fix color translations after changing teams - Fixed a collision error with players of differing heights when co_realactorheight was enabled - Fixes for vanilla demo desyncs - Fixed some cases where client demo settings would override the server settings - Fixed singleplayer losing inventory after map change - Fixed bug 1278: sector scroll speeds. Also reimplemented LS_Scroll_Floor - Fixed weapon offset by 1 - Many fixes related to client stability regarding invalid stats, floor/ceiling height, and railgun crashes - Fixed crash when loading a game when an Icon of Sin cube was in-flight - Fixed cl_netgraph rendering out-of-bounds on small resolutions - Fixed issues with actions triggered by multiple bound keys at the same time (bug 1282) ## Changes - Most arguments now automatically translate to lowercase, fixing many issues that may be a result from wrong case usage - DeuTex is now used to build odamex.wad - Removed classicdemo variable since it was never used - Removed suicide spam and suicide during intermission - Rewrote a loop in SV-WriteCommands(), making the server much more efficient - Added further improvements to wad downloading by removing the constant check for MD5 hashes - Increase number of steps adjusting snd_sfxvolume, snd_musicvolume, and snd_announcervolume to 64 - "players" command now also includes the number of players when used - Reverted the patch for bug 1105. No other multiplayer ports seem to support this behavior and it is not vanilla - Removed cvars "dynres_state", "dynresval", "mouse_acceleration", "mouse_threshold" since they were rarely used and caused confusion amongst the players - Removed cvar "mouse_type", we now only support the ZDoom mouse type since it was just a scaler for the Doom mouse type. Odamex will detect the users settings with the old cvar and update to the new settings automatically - Removed "cl_rocketrails" because it was unused - Removed "cl_unlag" and "sv_unlag". They are default behavior now - Removed "rate" cvar. The client will now allow up to what the server allows with "sv_maxrate" - Removed "cl_predictlocalplayer" cvar. It is now always enabled ## Additions - Added confirmation messages for addmap and insertmap - Added PAR times for The Flesh Consumed - Updated FreeDoom to version 0.12.1 - Added some feedback to the user warning them if their iwad is out of date (not version 1.9) - Added back a few ZDoom/Hexen damage sectors - Intermission now plays normally during episode end. Odamex no longer jumps straight to the next map upon exit - Added the ability to spy by name (or closest to what the user keyed in) - Added new vid_filter cvar to control display filtering; options are "nearest", "linear", "best", or "0", "1", "2", respectively
v0.8.1

Aucun détail pour cette version.

v0.8.0

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