| | [Release] Odamex 0.7.0 ! [Hotfix Dispo] | |
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Invité Invité
| Sujet: [Release] Odamex 0.7.0 ! [Hotfix Dispo] Ven 28 Mar 2014, 14:10 | |
| Téléchargez absolument le hotfix, fixant absolument le crash sévère en cas de no-clipping! Le lien se trouve directement sur le site d'OdamexUne news assez surprenante et assez inattendue, mais voici une bonne nouvelle pour pas mal d'entre nous: Odamex 0.7.0 est sorti! Voici le changelog: - Changelog:
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission
Cette fois, il y a 2 releases: une pour le x86 (32 bits), et une autre pour du x64 (64 bits). Les PC les plus récents auront un avantage à prendre la version x64! Bien sur: http://www.odamex.net/ pour les téléchargements. Très bonne release, j'en ai profité pour faire 3 serveurs Duels, et 1 serveur CTF.
Dernière édition par Ch0wW le Sam 29 Mar 2014, 12:30, édité 1 fois |
| | | [WH]-Wilou84 Rêveur perpétuel
Nombre de messages : 30912 Age : 40 Localisation : Paris, France
| Sujet: Re: [Release] Odamex 0.7.0 ! [Hotfix Dispo] Sam 29 Mar 2014, 10:30 | |
| Cool ! Merci pour l'info.
Au passage, l'un des développeurs a posté une série de screenshots du nouveau mode de rendu "truecolor" dont tu parles : https://www.facebook.com/media/set/?set=oa.10151156938562007&type=1 _________________ Un peuple qui élit des corrompus, des renégats, des imposteurs, des voleurs et des traîtres n'est pas victime ! Il est complice. George Orwell
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| | | Invité Invité
| Sujet: Re: [Release] Odamex 0.7.0 ! [Hotfix Dispo] Sam 29 Mar 2014, 12:33 | |
| Ouais, c'est l'un des seuls ports software qui supporte actuellement le 32bpp, je peux comprendre qu'ils soient contents en général (et c'est d'ailleurs un super rendu) Merci pour le lien FB, je savais pas du tout o/ D'ailleurs, comme c'est un port MP que j'aime beaucoup, j'ai décidé de me mettre aussi au développement de celui-ci, notamment en corrigeant quelques bugs. |
| | | Invité Invité
| Sujet: Re: [Release] Odamex 0.7.0 ! [Hotfix Dispo] Mer 16 Déc 2015, 22:12 | |
| Tiens maintenant on peut switcher entre 24, 60 ou 120fps pour jouer ce qui est nettement plus confortable en + du mod 32bits et des résolutions 16:9 . Un peu en retard, mais ça donne envie d'y aller un peu plus souvent. |
| | | Invité Invité
| Sujet: Re: [Release] Odamex 0.7.0 ! [Hotfix Dispo] Ven 27 Mai 2016, 09:41 | |
| Je viens de relancer DOOM 2 via ce port, y a pas photo, il a un rendu beaucoup plus agréable que ZDaemon.
Il ne lui manque que IRC. |
| | | JC Membre banni
Nombre de messages : 2910 Age : 31
| Sujet: Re: [Release] Odamex 0.7.0 ! [Hotfix Dispo] Ven 27 Mai 2016, 10:11 | |
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Dernière édition par JC le Sam 15 Sep 2018, 10:49, édité 1 fois | |
| | | Invité Invité
| Sujet: Re: [Release] Odamex 0.7.0 ! [Hotfix Dispo] Ven 27 Mai 2016, 10:51 | |
| Merci, avec Doom Explorer plus de problème . |
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| Sujet: Re: [Release] Odamex 0.7.0 ! [Hotfix Dispo] | |
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| | | | [Release] Odamex 0.7.0 ! [Hotfix Dispo] | |
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