Hi,
Attached is a port of odamex, a doom engine specialising in making
multi-player games as easy as more modern fps, join/leave during games
etc. More than 4 players are also supported.
There is a weekly game every Saturday night, exact times are usually
posted on odamex.net. The engine suppo
hello ports@
here is a port of a client/server implimentation of the doom engine,
allowing much-improved netcode, true client/server (in-game joining etc),
new modes, (teams, ctf) but still trying to be conservative to retain
the doom gameplay itself. comments/suggestions?
-ryan
odamex.tgz
Desc
On Tue, Jun 11, 2013 at 04:02:11PM -0700, Ryan Freeman wrote:
> Hi,
>
> Attached is a port of odamex, a doom engine specialising in making
> multi-player games as easy as more modern fps, join/leave during games
> etc. More than 4 players are also supported.
>
> There is a weekly game every Sat
On Sun, Jun 16, 2013 at 10:35:41PM -0400, Brian Callahan wrote:
> On 6/11/2013 7:10 PM, Ryan Freeman wrote:
> >On Tue, Jun 11, 2013 at 04:02:11PM -0700, Ryan Freeman wrote:
> >>Hi,
> >>
> >>Attached is a port of odamex, a doom engine specialising in making
> >>multi-player games as easy as more mod
On Tue, Jun 11, 2013 at 04:02:11PM -0700, Ryan Freeman wrote:
> Hi,
>
> Attached is a port of odamex, a doom engine specialising in making
> multi-player games as easy as more modern fps, join/leave during games
> etc. More than 4 players are also supported.
>
> There is a weekly game every Sat
On Fri, Jul 5, 2013 at 8:14 AM, Ryan Freeman wrote:
> Upstream wants it to just build and be usable in a homedir which
> I didn't agree with so there is absolutely no install target in
> the distfile.
>
> Comments? Tips? :)
Well... If there's no install target, write one or use do-install in
the
On Thu, Jul 04, 2013 at 11:14:04PM -0700, Ryan Freeman wrote:
> On Tue, Jun 11, 2013 at 04:02:11PM -0700, Ryan Freeman wrote:
> > Hi,
> >
> > Attached is a port of odamex, a doom engine specialising in making
> > multi-player games as easy as more modern fps, join/leave during games
> > etc. More
On Fri, Jul 05, 2013 at 01:16:19PM +0200, Marc Espie wrote:
> On Thu, Jul 04, 2013 at 11:14:04PM -0700, Ryan Freeman wrote:
> > On Tue, Jun 11, 2013 at 04:02:11PM -0700, Ryan Freeman wrote:
> > > Hi,
> > >
> > > Attached is a port of odamex, a doom engine specialising in making
> > > multi-player
On Fri, Jul 05, 2013 at 01:16:19PM +0200, Marc Espie wrote:
> On Thu, Jul 04, 2013 at 11:14:04PM -0700, Ryan Freeman wrote:
> > On Tue, Jun 11, 2013 at 04:02:11PM -0700, Ryan Freeman wrote:
> > > Hi,
> > >
> > > Attached is a port of odamex, a doom engine specialising in making
> > > multi-player
On Wed, Oct 15, 2008 at 01:15:05AM -0700, Ryan Freeman wrote:
> hello ports@
>
> here is a port of a client/server implimentation of the doom engine,
> allowing much-improved netcode, true client/server (in-game joining etc),
> new modes, (teams, ctf) but still trying to be conservative to retain
On Mon, Mar 16, 2009 at 10:57:49AM -0700, Ryan Freeman wrote:
> On Wed, Oct 15, 2008 at 01:15:05AM -0700, Ryan Freeman wrote:
> > hello ports@
> >
> > here is a port of a client/server implimentation of the doom engine,
> > allowing much-improved netcode, true client/server (in-game joining etc),
Hi,
A friend and I tried to do multiplayer doom using gzdoom yesterday. It
didn't work so well (lots of slowdown).
So here's a port of odamex, which I hope will perform better.
Notes:
- Disabled upnp, as otherwise it builds a bundled libupnpc as a static lib.
- In the README I've told users to
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