| Name | Modified | Size | Downloads / Week |
|---|---|---|---|
| Parent folder | |||
| Odamex-OSX-0.5.2.dmg | 2011-06-16 | 10.5 MB | |
| odamex-src-0.5.2.tar.bz2 | 2011-06-15 | 2.9 MB | |
| odamex-win32-0.5.2.zip | 2011-06-15 | 3.8 MB | |
| odamex-win32-0.5.2.exe | 2011-06-15 | 3.9 MB | |
| README | 2011-06-15 | 2.9 kB | |
| Totals: 5 Items | 21.1 MB | 0 | |
Odamex 0.5.2 was released on June 14th, 2011. === Features === + Much of the code is now shared between client and server. It is much more manageable and less desync prone + Platforms are now much better optimized + Co_boomlinecheck+ Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. + The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. + Co_realactorheight has been restored with EE's P_ThingInfoHeight. Off by default. + Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. + Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with sv_upnp + Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. + Added co_zdoomswitches to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === - Screenshots broke in 0.5.1 due to the directx transition. Fixed. - Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. - Items did not respawn in co-op despite sv_itemsrespawn being true. Fixed. - Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. - Several vanilla demo desyncs are fixed. - Weapon changing desyncs are fixed. - Sometimes you would see the flag while you carried it. Fixed. - 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. - Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). - Clients could be kicked with "szp pointer was NULL," randomly in games with many players. - The CTF HUD display broke in 0.5.1. Fixed. - Projectile sounds (Player and Monster) would play multiple times online. Fixed. - Fixed the wrong light levels on some orthogonal linedefs. - The marine death animation played too fast online. Fixed. - Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === = Xbox chat macros have been modifed. See README.Xbox. = Co_zdoomphys is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. = Gravity defaults to 800 on ZDoom maps, same as ZDoom default. = Co_zdoomphys will always be 0 when playing back vanilla demos.