Odamex

Software Screenshot:
Odamex
Software Details:
Version: 0.5.6
Upload Date: 15 Apr 15
Developer: Odamex Team
Distribution Type: Freeware
Downloads: 16

Rating: 3.0/5 (Total Votes: 1)

Odamex is a free (as in speech) client/server multiplayer engine for the classic first-person-shooter Doom.

Odamex is a modification of DOOM to allow players to compete with each other over the internet using the client/server architecture. Thanks to the source code release of DOOM by id Software in December 1997, there have been many modifcations that enhanced DOOM in various ways. These modifications are known as "source ports", as early modifications mainly ported DOOM to other platforms and operating systems such as Windows and Macintosh.

Odamex is based on the CSDoom 0.62 source code originally created by Sergey Makovkin, which is based on the ZDoom 1.22 source code created by Randy Heit.

Here are some key features of "Odamex":

· Out-of-the-box Standard Doom key bindings and settings for client and server
· Doom2.exe gameplay-related nuances have been reimplemented as standard
· Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
· Demo playback support (recording coming soon) for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided)
· Functional Deathmatch and Cooperative game modes, single player is also supported.
· Client and Server environment with in-game joining
· Theoretical support for up to 255 players
· New Team Deathmatch and Capture the Flag game modes
· Automatic downloading and verification of WAD files from the server
· Map cycling support
· On-the-fly WAD loading:
· When combined with map cycling, you can create a map AND wad rotation server!
· Wads can be loaded in single player mode too, no need to restart the client.
· RCON (Remote Console) Support
· Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
· Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer.

Requirements:

· A Pentium-compatible or PowerPC microprocessor
· 32MB of RAM
· An internet connection
· 3MB of hard disk space
· SDL v1.2.9+
· SDL_mixer v1.2.6+

What is new in this release:

  • Fixed a bug that disconnected players immediately from a busy server.
  • Fixed a bug that caused jerky movement when players went over a tall ledge.
  • Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
  • Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
  • Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
  • Prevent autoaim from aiming at teams in CTF or Team DM games.
  • Changed spectator chat to use the new team chat indicator sound.
  • Added cl_updaterate (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game.
  • Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
  • Fixed an issue where certain servers would not show in the launcher application.

What is new in version 0.5.1:

  • General bug fixes and code optimizations.
  • ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
  • More centralizing of the game state code into the common base
  • Non-infinite height actors (z-height) now function.
  • Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
  • Support for resolutions up to 2048x1536.
  • Improved prediction when moving up/down stairs and similar sectors.
  • Player colour sliders in the menu now move much faster when holding down a direction.
  • Fixed bug where downloading clients were considered in-game.
  • Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch.

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