PrBoom

PrBoom is an enhanced Doom engine.
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PrBoom Ranking & Summary

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  • Rating:
  • License:
  • GPL
  • Price:
  • FREE
  • Publisher Name:
  • Florian Schulze
  • Publisher web site:

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PrBoom Description

PrBoom is an enhanced Doom engine. Doom was the classic 3D shoot'em'up game from id Software. PrBoom is a game engine for playing Doom levels, which runs on both Windows and POSIX systems. PrBoom project uses the SDL graphics library.PrBoom is as compatible and as true to the original Doom as the authors could make it. PrBoom has recently merged with the LxDoom and LSDLDoom projects. Here are some key features of "PrBoom": Playing the game: · Supports loading dehacked files at the command line, or in WADs (BOOM, MBF) · Supports PWADs containing sprites and flats (BOOM) · Save games and demos completely store game parameters (BOOM, MBF) · Savegames store list of loaded WAD files, warning if wrong files loaded (BOOM, MBF) Game engine: · Player bobbing improved, optional (BOOM, MBF) · Friction effects (BOOM), affecting players and monsters (MBF) · Wind, current, conveyor effects (BOOM) · Far more flexible scrolling wall/floor types (BOOM) · Always run (BOOM) · Weapon change logic overhauled and improved (BOOM) · Support for friendly monsters, helper dogs (MBF) · Monster target finding code improved (MBF) · AI improvements (MBF) · Bouncy and touchy things (MBF) · New code pointers (MBF) · Per-level and animated skies (MBF) · Generalised line types system gives complete flexibility (BOOM) · Elevators (BOOM) · Translucent sprites, walls (BOOM) · Independent floor and ceiling lighting (BOOM) · Silent teleports (BOOM) · Deep water, true underwater areas (BOOM) · Icon of Sin telefragging made more consistent (MBF) · Fix large numbers of game bugs (BOOM, MBF, LxDoom) · Support arbitrary texture heights (BOOM) Screen: · High resolution support (PrBoom) · Optional message console, multiple message lines (BOOM) · Status bar shows health/armour/ammo in colours (BOOM) · Heads up display, showing ammo, health, keys overlayed on view (BOOM) · OpenGL renderer which renders as original to software Doom as possible while greatly improving the visual quality (PrBoom) Multiplayer: · Spy mode improved (BOOM) · Support for loadgame in a net game (LxDoom) · Client server style network games (LxDoom) Automap: · No limit on marks (BOOM) · Rotation and overlay modes (DOSDoom, LxDoom) · Map shows coordinates (BOOM), optionally follow pointer (MBF) · Teleport lines, key doors marked specially (BOOM) · Keys, secrets visible on map with cheat codes (BOOM) · Colours fully configurable from menus (BOOM) Intermission screens: · Par times hidden when not relevant (BOOM) · Total episode time shown (LxDoom) Menus: · F1 help screen shows current key setup (BOOM) · Key bindings, monster behaviour, and compatibility settings all set in menus (BOOM, MBF) Compatibility: · Game is capable of behaving like any of: original Doom v1.9, Boom v2.02, MBF (BOOM, MBF, LxDoom) · Plays most original Doom v1.9 demos (more than Boom or MBF) · Plays most Boom v2.02 demos (apart from levels with friction effects everything should work). · Plays some DosDoom, earlier Doom, earlier Boom, and LxDoom demos. · Plays all MBF demos. · Auto-correction of common bugs in old levels (MBF), with warnings (LxDoom) · Fine control of options controlling compatibility and new features (MBF) Controls: · Greater control of key bindings from in game menus (BOOM) · More accurate mouse sensitivity control (BOOM, LxDoom) Misc: · Screenshot code improved, supports BMPs (BOOM) · Support for ENDOOM and ENDBOOM (BOOM, LxDoom) · -timedemo and -fastdemo options (BOOM) · Real time frame rate, segs, visplanes, sprites display (LxDoom) · Various extra cheat codes (BOOM, LxDoom) Internals: · Greatly improved internal memory management (BOOM, LxDoom) · Startup time greatly shortened by lazy generation of some lookups (DOSDoom, LxDoom) · Removed internal limits (BOOM) What's New in This Release: · Limit the game to one CPU core on a multicore machine · Fix crash when out-of-range values are used in fixed point arithmetic · Allow the game to build without SDL_mixer, add --without-mixer option to ./configure to force this. Music support will be disabled in this case · Don't set the default game skill from the new game menu. Instead there is an option to set it explicitly in the General menu · Fix the brightness of the player's weapon · Fix linear filtering on flats in software mode · Fix crash when an unknown sprite is used with a non-zero frame number · Restore special case for trivial maps · Fix screenshots in high colour screen modes - if libpng is available at build time it will be used, otherwise a BMP will be saved · Don't process mouse input in the menus · Always use Doom's main menu order to avoid bugs with Alien Vendetta · Remove line of junk graphics below status bar · Restore Boom friction and bobbing code · Fix crash by testing for null targets in mancubus fire code pointers · Restore last known enemy check in Boom compatibility · Animated middle textures with zero index forced · Better handling of unrecognised demo formats · Fix for hanging decoration disappearing in Batman Doom MAP02 · Fix menu description: pain elementals are limited to 21 lost souls · Manual page fixes from Debian · Fix position of netgame player arrows on the automap in rotate mode · Ignore chat key presses in multiplayer demo playback and -solo-net · In deathmatch demo playback always draw player arrows on the automap · In a multiplayer demo, don't reset view to console player on a new map · Fix crash when MP3 music is being used and the player changes back to a piece of music that's already been loaded before · Avoid HOM effect on large maps such as epic.wad 5 · Fix sound origins on large levels · Handle demos with bad or missing headers · Fix the colour of player 4 (red) in multiplayer · Play correct player pickup sounds in multiplayer demos · Don't allow solids to pass through no-clipping objects in Doom · Restore Dehacked's ability to set the raisestate of a mobj · Handle demos with a missing end marker · Ignore switches that reference unknown textures instead of exiting · Fix crash when resetting a menu to defaults · Fix crash when trying to play demos from Boom 2.00 · Fix crash in multiplayer demos when there are still sounds playing on map changes (e.g. players revving chainsaws) · Fix mouse clicks on the intermission screen being ignored · Don't eat screenshot key presses · Detect Hexen-format maps and refuse to play them, instead of crashing · Fix crash when loading maps with missing player starts · The backs of switches must be pressable in any demo recorded by Boom 2.01, even those in Boom's "compatibility" mode · Force comp_doorstuck=1 in Boom 2.01 compatibility mode · comp_dropoff=1 was broken in MBF compatibility mode · Restore --disable-dogs but make sure it doesn't break Dehacked · Fix desync if the user presses pause on the intermission screen · comp_666 fixed: either cyberdemon or spider can end E2M8 or E3M8; killing a baron on E3M8 won't cause the level to end any more · Fix broken string matching in Dehacked · Passing --without-net to ./configure will compile the game without network support; this may help if your platform lacks SDL_net · Fix crash when reloading network savegames · Fix bug in transparency rendering caused by doing it in two places · Added high color rendering


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