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PrBoom-Plus 2.5.0.2 released

Changes from v2.5.0.1 to v2.5.0.2

[+] Support for DeePsea's tall patch method: Now it's possible to use patches of any height.
[+] Support for hi-res textures in wads. You should place them between HI_START/HI_END markers.
[+] Fog in "gzdoom" lighting mode.
[+] High Quality Resize modes. Scale2x/3x/4x are supported. Thanks to Benjamin Berkels.
[+] An alternative way of sky drawing was added. "Sky Mode: Skybox". It's slower than the "Standard" method, but looks better if you use mouse look. Also, it's the only way to see skies properly on old hardware, like 3Dfx Voodoo Graphics, ATI 3D Rage Pro, and others which don't support "Environment Mapping".
[+] Added a "gl_clear" config variable for clearing the screen between frames. This is only necessary when developing a map, to see HOMs.
[+] Added a "gl_ztrick" config variable for very old hardware, like 3Dfx Voodoo, NVidia RIVA128, etc. If this toggle is enabled the game will not clear the z-buffer between frames. This will result in improved performance (~10%) but might cause problems for some display hardware. Makes sense with gl_compatibility 1 and gl_clear 0. Do not use it with TNT2 or better, as performance will be slower.
[+] Now PrBoom-Plus can save all necessary playback information at the end of demos without loss of compatibility. With such demos you just need to type "prboom-plus demoname" or click on a demo from your browser, archives manager or explorer and prboom will make any additional work by itself without any assistance. PrBoom-Plus will check for a demo footer and if it is present, will read which IWAD, PWAD and DEH files were used for recording, will try to download necessary add-on files from the Internet and will play the demo for you.
Currently, PrBoom-Plus saves the following information (with demo_extendedformat 1):
- VERSION - version of DemoEx format (1.0)
- PORTNAME - port name and version (PrBoom-Plus 2.5.0.1)
- PARAMS - iwad, pwads, dehs and critical for demos params like -spechit
- MLOOK - mouse look data
For the automatic downloading of files, one must specify the getwad_cmdline parameter in the PrBoom-Plus config file. Examples:
getwad_cmdline "D:\games\Doom2\getwad\getwad.exe"
getwad_cmdline "C:\my_cool_app -download_pwad_from_somewhere %wadname% -here c:\doom2"
[+] PrBoom-Plus can now apply Boom colormaps to hires resources.
[+] Supports independent OpenGL filtering methods (nearest, linear, etc) for textures, sprites and patches.
[+] It's now possible to change screen resolution from the GUI.
[+] An option to see any monsters that are still alive through walls. By default it's toggled with "Numpad /". It has two modes: All sprites with living monsters or living monsters only. Works only in GL mode.
[*] PrBoom will attempt to play a DEMO4 lump present in a wad immediately after DEMO3, but without exiting with the "W_GetNumForName: DEMO4 not found" error that the Plutonia and TNT executables get. This makes sense for Plutonia 2, which includes a DEMO4 lump that is played back during the demo cycle by vanilla Plutonia.
[*] "PrBoom-Plus" title instead of "PrBoom" on the CREDITS screen page.
[*] Doesn't alter the default skill level when the difficulty skill is selected from the New game menu. An explicit default skill option was added instead, shoehorned into the misc section of page 2 of the General menu.
[*] Smoothing for the edges of textures with holes. (And not only for sprites, as before.)
[*] Screenshots in "gzdoom" lighting mode use current gamma.
[*] Reconfiguration in menu.
[*] Better and faster mipmapping for modern hardware. Support for GL_ARB_TEXTURE_NON_POWER_OF_TWO extention.
[*] Two service variables for developers were added: gl_color_mip_levels and gl_fog_color.
[*] PrBoom-Plus doesn't use detail texture over hires textures.
[*] Textures are reloaded after changing the "Override PWAD's graphics with Hi-Res" option.
[*] Smart algorithm for more seamless flats drawing. In some situations this removes seams from hires flats (between sectors 125 and 126 on map20 @ doom2.wad, etc).
[*] Speed improvement in OpenGL mode.
[*] Can play any episode with The Ultimate Doom, Final Doom, Doom95 and DosDoom compatibilities and -warp command line switch. Now you can play E5M1 @ 2002ado.wad with "-warp 5 1 -complevel 3". The (vanilla) Ultimate Doom executable also allows this.
[*] Some interpolation code was optimized. This fixes slowdowns on the beta of ndcp2.wad map02.
[*] Speed improvements. Some timedemo examples for my hardware (Intel Core2Duo 3.0, NVidia GeForce 8800 GTS):
Command line: [port] -geom 640x480 -window -nosound -file [pwad] -timedemo [demo]
port epic.wad nuts.wad dv.wad
glboom 2.5.0 126 53 560
glboom+ 2.5.0.1 234 130 640
glboom 2.5.0.1.fast 277 134 705
glboom+ 2.5.0.2 362 149 834

prboom 2.5.0 174 115 400
prboom+ 2.5.0.1 158 114 382
prboom+ 2.5.0.2 191 121 424

[-] Fixed a rare wrong sprite rotation glitch when render_paperitems is 0.
[-] Avoids segfaults on levels without nodes, and refuses to load maps with an incomplete pwad structure.
[-] Avoids segfaults with unknown patch formats, and checks if the patch lump can be a Doom patch.
[-] Gets rid of a line of graphics on some middle textures with holes. Sector #42 on gravity.wad as an example.
[-] Doesn't render holes between flats and walls in some situations, on some hardware. Sector #557 @ map21 @ pl2.wad. GLBoom-Plus now renders per linedef instead of per seg. Performance has increased a little as a bonus. Also, some small texturing glitches are gone. See linedef #361 @ bbb.wad, as an example.
[-] Gets rid of a half-pixel mismatch on seams between identical and correctly aligned textures in GL. This was an old GLBoom bug which is now fixed.
[-] Fixed incorrect flipping for "Transfer Sky Texture" actions (272 <-> 271) in OpenGL.
[-] Fixed issue with near-clip plane. Works only on NVIDIA.

From PrBoom
- Don't set default skill level from the new game menu. Added explicit default skill option.

Links for the demos, wads and topics referred to above:
http://www.doomworld.com/idgames/index.php?id=15467 (gravity.wad)
http://www.doomworld.com/idgames/index.php?id=15216 (bbb.wad)
http://www.doomworld.com/idgames/index.php?id=15125 (epic.wad)
http://prboom-plus.sourceforge.net/epic.zip (epic.lmp)
http://www.doomworld.com/idgames/index.php?id=11402 (nuts.wad)
http://prboom-plus.sourceforge.net/nuts.zip (nuts.lmp)
http://www.doomworld.com/idgames/index.php?id=12597 (dv.wad)
http://www.doomworld.com/idgames/index.php?id=15550 (pl2.wad)
http://www.doomworld.com/idgames/index.php?id=15652 (ndcp2.wad)
http://www.doomworld.com/idgames/index.php?id=11657 (2002ado.wad)

Posted by Andrey Budko 2009-05-09

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