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Home / 0.5.2
Name Modified Size InfoDownloads / 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.
Source: README, updated 2011-06-15