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From: Gisela P <cam...@gm...> - 2007-04-15 20:24:00
|
Sorry, didn't make a question, but you know, how can I pass to level 2 2007/4/15, Gisela P <cam...@gm...>: > > Sorry for such a newbie question, but I'm stuck in the very first level of > prboom. > I have version 2.4.6 in a Debian Linux box. > Thanks. > > |
From: Jay L. <jla...@gm...> - 2007-04-05 15:50:02
|
I figured out the problem... the build online is in fact 2.4.6 for OS X. The source code posted is also missing 5 or 6 files for the Mac source, I got it all from svn and it compiled just fine. But the stuff online needs some updating, because it's not the right build ;) On 3/28/07, Jay Lanagan <jla...@gm...> wrote: > Hi, > > I just decided I was going to updated from 2.4.6 to 2.4.7 on OSX > today and the build I downloaded claims it's 2.4.7.dmg but when > trying to use it it claims it's 2.4.6 (compiled a month before > 2.4.7's release).... > > Also, trying to compile my own resulted in a error too.. > -- Jay Lanagan jla...@gm... |
From: Jay L. <jla...@gm...> - 2007-03-28 06:20:10
|
Hi, I just decided I was going to updated from 2.4.6 to 2.4.7 on OSX today and the build I downloaded claims it's 2.4.7.dmg but when trying to use it it claims it's 2.4.6 (compiled a month before 2.4.7's release).... Also, trying to compile my own resulted in a error too.. |
From: Mr. M. <mr...@ea...> - 2006-11-20 21:38:50
|
Open Mosix doesn't require a special compile afaik. I am under the impression it acts like one big processor. prb...@li... wrote: > 1. Gaming cluster (Harpalus a Como) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Mon, 20 Nov 2006 11:00:28 -0500 > From: "Harpalus a Como" <har...@gm...> > Subject: [Prboom-users] Gaming cluster > To: prb...@li... > Message-ID: > <950...@ma...> > Content-Type: text/plain; charset="iso-8859-1" > > I'm looking to create a minor gaming cluster LiveCD. I already have a > working livecd, compiled with OpenMosix, that I built. I was wondering if I > can build a game server to take advantage of clustering. In short, can > PrBoom take advantage of multiple threads via OpenMosix? > > Some advice, tips would be greatly appreciated. I'm willing to roll up my > sleeves and code some if that's necessary. > |
From: Harpalus a C. <har...@gm...> - 2006-11-20 16:00:31
|
I'm looking to create a minor gaming cluster LiveCD. I already have a working livecd, compiled with OpenMosix, that I built. I was wondering if I can build a game server to take advantage of clustering. In short, can PrBoom take advantage of multiple threads via OpenMosix? Some advice, tips would be greatly appreciated. I'm willing to roll up my sleeves and code some if that's necessary. |
From: Taiyo R. <tai...@ya...> - 2006-10-19 21:59:46
|
Hi, just installed v2.4.6 from source (on mandrivel 2006 x86_64) and noticed that the archvile now resurrects monsters over itself or other monsters whereby they cannot move because they are clipping. Cheers! -Taiyo Send instant messages to your online friends http://uk.messenger.yahoo.com |
From: Florian S. <flo...@gm...> - 2006-10-15 11:26:58
|
The PrBoom Team is proud to announce the release of PrBoom 2.4.6. Changes from v2.4.5 to v2.4.6 - Mac OS X: Fixed music volume slider - Implemented patch clipping. This fixes bug #1557501. - Fixed update of compatibility options after use of TNTCOMP cheat - Reenabled padding if short or missing reject lumps. Patch #1570517 by RjY. - Removed unaligned memory access in r_drawflush.inl. This should fix bus errors on architectures where unaligned access is forbidden and should give a slight speedup on other architectures. - Stop right after the quit sound stops, instead of waiting three seconds - Fixed sound origin for switches. This is compatibility optioned. Patch #1533045 by RjY. - Fixed "oof" sound when hitting ground while already dead Patch #1532700 by RjY. - Ported Eternitys fix to show the "ouch" face when severly hit - Unified drawing functions, this speeds things up a bit and fixes most artifacts on small numbers and fonts in high resolution modes. - Mac OS X: Add resolution and video mode (OpenGL vs software) selection to launcher - Added rendering filters for software mode, they are configurable in a new page in general settings - Emulate some texture composition bugs - Fix more common WAD bugs that can cause crashes - Fixed random crashes caused by use of uninitialized memory - Fix some demo incompatibilities caused by slime trail removal - Fixed crashes with WADs which use newer gl nodes or don't have any nodes - Automatically load gwa files with gl nodes - Fixed integer overrun in automap on large levels (from PrBoom+) Get it from http://prboom.sourceforge.net |
From: Mr. M. <mr...@ea...> - 2006-09-18 01:49:10
|
There has to be a space before and after the equals sign, no idea why. The Fava example shows it correctly. HUSTR_01 = my spiffylevel HUSTR_E1M1 = W00T > > /Put this in it for DOOM2/ > > [STRINGS] > HUSTR_01=my spiffylevel > > /For DooM/ > > [STRINGS] > HUSTR_E1M1=W00T > > /An example for 01FAVA/ > > [STRINGS] > HUSTR_E1M1 = Gaspra Armory > HUSTR_E1M2 = Hangar 18 > HUSTR_E1M3 = Impalement Station > HUSTR_E1M4 = Triton Lunar Base > HUSTR_E1M5 = Charon's Lab > HUSTR_E1M6 = Shadows of Darkness > HUSTR_E1M7 = Titan's Anomaly > HUSTR_E1M8 = Orion Outpost > HUSTR_E1M9 = Creeping Death > E1TEXT = FAVA |
From: Colin P. <cp...@mo...> - 2006-09-16 14:19:06
|
Serge Jaeken wrote: > We from Vulture Software are developing a mod for Doom II. > It is nearly completed and it was originally intended for Boom > > After a bit of searching, we came to the conclusion that PrBoom is the > ideal engine for our mod in development. > > Now, we'd like to include PrBoom in our distribution package ( > UNMODIFIED ofcourse, with all the files included). You should note that if you distribute PrBoom then you must either include the source code, or offer to provide source code on request, on terms as described in section 3 of the license. You don't have to distribute it unmodified. The license specifically allows you to make & distribute modified versions, provided you offer the source code for the modified work under the same license. And you can leave out files that you don't need (much of the Boom & MBF docs, for instance, are really for developers); only the license and copyright files (COPYING and AUTHORS) must be included. > We plan to make a professional install program that will install PrBoom > on the user's hard drive with our mod included. > > The only thing the user would have to do is copy the Doom2 IWAD to the > PrBoom directory and with a simple Batch program he would be able to > load our mod directly using the PrBoom engine. > > I'd like to know if we have your permission to do that. I am one of the authors of PrBoom. Certainly you are welcome to use PrBoom - we are, in effect, the current version of Boom, so it is a sensible choice - in accordance with the license terms. I have assumed that your request is out of politeness, and you are not asking for any formal legal permission. PrBoom is open-source, so you don't need any extra permission from us to distribute it, or to aggregate it with your own work, provided you are able to work within the existing license terms. WAD files are 'independent and separate works' in the terms of section 2 of the license (see the file 'copying'), so you can distribute your WAD file on your own terms and distribute PrBoom alongside it. I imagine that the install program would be interpreted as a separate work in the same way. |
From: Mr. M. <mr...@ea...> - 2006-09-15 22:13:44
|
Make a text file and call it something.bex. Then when you run your spiffy level you can do prboom -iwad doom.wad -file spiffy.wad -deh spiffy.bex -warp 1 1 Or the right stuff for Doom2 /Put this in it for DOOM2/ [STRINGS] HUSTR_01=my spiffylevel /For DooM/ [STRINGS] HUSTR_E1M1=W00T /An example for 01FAVA/ [STRINGS] HUSTR_E1M1 = Gaspra Armory HUSTR_E1M2 = Hangar 18 HUSTR_E1M3 = Impalement Station HUSTR_E1M4 = Triton Lunar Base HUSTR_E1M5 = Charon's Lab HUSTR_E1M6 = Shadows of Darkness HUSTR_E1M7 = Titan's Anomaly HUSTR_E1M8 = Orion Outpost HUSTR_E1M9 = Creeping Death E1TEXT = FAVA! > Message: 3 > Date: Wed, 6 Sep 2006 01:11:30 -0700 (PDT) > From: qwerasdf qwerasdf <ew...@ya...> > Subject: [Prboom-users] Home-made WAD > To: prb...@li... > Message-ID: <200...@we...> > Content-Type: text/plain; charset=iso-8859-1 > > I made a WAD consisting of one map with Doom Builder. > How can I give my map a mapname (not MAP01, but like > the name that appears in the Automap)? I need my > mapname to show in Automap when running my map with PrBoom. > > |
From: nicolas <nic...@on...> - 2006-09-15 19:34:39
|
Le 11.09.2006 12:36:57, Serge Jaeken a =E9crit=A0: > We from Vulture Software are developing a mod for Doom II. > It is nearly completed and it was originally intended for Boom (or a =20 > Boom supporting port). > After a bit of searching, we came to the conclusion that PrBoom is =20 > the ideal engine for our mod in development. [...] > I'd like to know if we have your permission to do that. As long as prboom is protected by the GNU/GPL, you don't need a =20 permission here, but you should read the GNU/GPL first. You should instead develop a WAD file, so that any prboom user would be =20 able to copy the right file in the right place, especially Linux or BSD =20 users. Read more on the doom wiki. http://doom.wikia.com/ And go in a Doom website (Doomworld, Newdoom and friends). nicolas patrois : pts noir asocial --=20 PIGEONS P : Avoue quand m=EAme qu'il n'y a rien de plus idiot que de ramasser des =20 crottes =E0 moto ! M : Il n'y a pas de sots m=E9tiers ! P : Non... il n'y a que des cons pour les faire ! |
From: Jay L. <jla...@gm...> - 2006-09-12 17:57:47
|
On 9/12/06, Jay Lanagan <jla...@gm...> wrote: > On 9/12/06, Florian Schulze <flo...@gm...> wrote: > > > Hi again, > > > > > > I'm curious as to what one needs to compile this correctly on osx? > > > > > > I've got xcode, fink, and all of apples dev stuff... > > > > > > Am I right in assuming that running a "configure | make" is just going > > > to give me the CLI binary ala linux? how do I get the whole osx app > > > bundle to make? > > > > Hi! > > > > You need "rake", I use the one from Darwinports (it's better > > maintained than fink IMO). > > You also need the SDL Framework files from libsdl.org > > You also need deutex to build the prboom.wad, but you can also get > > the prboom.wad from a released bundle and put it into ./data/ > > Then you go into ./src/ and do "rake -f MAC/Rakefile" > > That's it! > > > > OK, I got all that moving along nicely. I used fink's rake since it > seems to be the latest version available... One big issue is I put the > prboom.wad into the data dir, and everything started building but it > still ends up failing because I lack the deutex binary. Attempts to > compile deutex fail on ppc. How else can I get around that dependecy? > Well I just copied prboom.wad from the data dir into the app bundle and it finished building for me! -- Jay Lanagan |
From: Jay L. <jla...@gm...> - 2006-09-12 17:48:44
|
On 9/12/06, Florian Schulze <flo...@gm...> wrote: > > Hi again, > > > > I'm curious as to what one needs to compile this correctly on osx? > > > > I've got xcode, fink, and all of apples dev stuff... > > > > Am I right in assuming that running a "configure | make" is just going > > to give me the CLI binary ala linux? how do I get the whole osx app > > bundle to make? > > Hi! > > You need "rake", I use the one from Darwinports (it's better > maintained than fink IMO). > You also need the SDL Framework files from libsdl.org > You also need deutex to build the prboom.wad, but you can also get > the prboom.wad from a released bundle and put it into ./data/ > Then you go into ./src/ and do "rake -f MAC/Rakefile" > That's it! > OK, I got all that moving along nicely. I used fink's rake since it seems to be the latest version available... One big issue is I put the prboom.wad into the data dir, and everything started building but it still ends up failing because I lack the deutex binary. Attempts to compile deutex fail on ppc. How else can I get around that dependecy? -- Jay Lanagan |
From: Florian S. <flo...@gm...> - 2006-09-12 16:21:40
|
Am 12.09.2006 um 17:37 schrieb Jay Lanagan: > Hi again, > > I'm curious as to what one needs to compile this correctly on osx? > > I've got xcode, fink, and all of apples dev stuff... > > Am I right in assuming that running a "configure | make" is just going > to give me the CLI binary ala linux? how do I get the whole osx app > bundle to make? Hi! You need "rake", I use the one from Darwinports (it's better maintained than fink IMO). You also need the SDL Framework files from libsdl.org You also need deutex to build the prboom.wad, but you can also get the prboom.wad from a released bundle and put it into ./data/ Then you go into ./src/ and do "rake -f MAC/Rakefile" That's it! Regards, Florian Schulze |
From: Jay L. <jla...@gm...> - 2006-09-12 15:37:18
|
Hi again, I'm curious as to what one needs to compile this correctly on osx? I've got xcode, fink, and all of apples dev stuff... Am I right in assuming that running a "configure | make" is just going to give me the CLI binary ala linux? how do I get the whole osx app bundle to make? -- Jay Lanagan jla...@gm... |
From: Serge J. <azr...@gm...> - 2006-09-11 10:37:02
|
Greetings. We from Vulture Software are developing a mod for Doom II. It is nearly completed and it was originally intended for Boom (or a Boom supporting port). After a bit of searching, we came to the conclusion that PrBoom is the ideal engine for our mod in development. Now, we'd like to include PrBoom in our distribution package ( UNMODIFIED ofcourse, with all the files included). We plan to make a professional install program that will install PrBoom on the user's hard drive with our mod included. The only thing the user would have to do is copy the Doom2 IWAD to the PrBoom directory and with a simple Batch program he would be able to load our mod directly using the PrBoom engine. I'd like to know if we have your permission to do that. Thanks. Vulture Software (www.teamhellspawn.com/vulturesoftware) |
From: Jay L. <jla...@gm...> - 2006-09-06 12:50:16
|
Hello, I think the only messages I've ever posted to this list have been reguarding controllers...somewhere around 4 years ago (heh). Anyway, I've noticed that my Gravis Gamepad Pro which works on linux does not work on OSX, and as it appears no controllers work at all on OSX. Lately I use a SNES pad through a Super Smart Joy adapter on linux which for some reason won't work with prboom unless I plug and unplug the gravis one first (and manually change the buttons in the config file). I'm also wondering if there might be a multi-OS update to the way controllers are handled to accept more standard USB HID inputs and more user-configurable buttons. I'd really like the ability to control the menu's and start games with the controller set up to do it. BTW, great work on the OSX port, I never thought prboom would be working on my favorite OS ;) -- Jay Lanagan |
From: qwerasdf q. <ew...@ya...> - 2006-09-06 08:11:43
|
I made a WAD consisting of one map with Doom Builder. How can I give my map a mapname (not MAP01, but like the name that appears in the Automap)? I need my mapname to show in Automap when running my map with PrBoom. __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com |
From: Colin P. <cp...@mo...> - 2006-09-04 10:04:00
|
qwerasdf qwerasdf wrote: > When I run PrBoom with DOOM2 addons, like TNT: > Evolution or Plutonia Experiment and switch on the > map, I don't see the current level name of the addon, > but the current level name from the original DOOM 2. > E.g., in level 1 of Plutonia, instead of Congo, it > reads Entryway (like in the original DOOM 2). What can > I do? Final Doom is not, strictly speaking, an add-on; both TNT: Evilution and Plutonia are games in their own right. So the .WAD files from these games are IWADs (main game wad files), not PWADs (add-on levels). PrBoom knows about the final doom addons; provided you load them with the -iwad parameter, it will detect them and use the right level names. prboom -iwad plutonia.wod prboom -iwad tnt.wad |
From: qwerasdf q. <ew...@ya...> - 2006-09-04 06:39:14
|
When I run PrBoom with DOOM2 addons, like TNT: Evolution or Plutonia Experiment and switch on the map, I don't see the current level name of the addon, but the current level name from the original DOOM 2. E.g., in level 1 of Plutonia, instead of Congo, it reads Entryway (like in the original DOOM 2). What can I do? __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com |
From: Florian S. <flo...@gm...> - 2006-07-30 19:23:36
|
The PrBoom Team is proud to announce the release of PrBoom 2.4.4. Changes from v2.4.3 to v2.4.4 - Don't fail when a texture name can't be looked up - Increased several limits - Thanks to entryway and RjY - Increased number of sidedef limit to 65534 - Increased number of vertexes limit to 65535 - Fixed crash when crossing sectors with very big height differences - fix crash on E4M8 - New command-line options for setting a window (-window) or fullscreen (-nowindow) mode temporarily. - The maximal supported resolution is increased from 1600x1200 to 2048x1536 - GLBoom will use the closest supported resolution when running fullscreen - The "RUN" key inverts the autorun state - Live monsters are highlighted in a different colour on the iddt- automap - Fixed OpenGL sky rendering in Requiem and Memento Mori - The "Show coordinates of automap pointer" setting works now - merged many cleanups and fixes from PrBoom 2.3 - fix translucency map file handle leak - fix consistency failures in netgames - prevent crashes at 800x600 caused by rounding errors with naive clipping - fixed slowdown at 1024x768 on some systems - ability to play tasdoom demos directly - -solo-net option is a shortcut for one-player network games - emulate spechit overflows for dosdoom and tasdoom compatibility - made several cleanups and fixes Get it from http://prboom.sourceforge.net |
From: Colin P. <cp...@mo...> - 2006-07-24 20:59:23
|
Ben Leggett wrote: > While trying out prboom 2.4.2 & 2.4.3 on my Linux box, I encountered > this error when warping to E4M8 in Ultimate DOOM: > > "P_SpawnPlayer: attempt to spawn player at unavailable start point". > > Prboom then exits. AFAIK this only happens with 2.4.2 & 2.4.3, as the > issue doesn't occur with 2.2.6. Can anyone verify this? Good catch - thanks for reporting this bug. Fixed for the next release. (E4M8 is unusual because the player starts have no options set. Doom ignores then, as does prboom except for this glitch.) |
From: Jeremy H. <je...@ch...> - 2006-07-24 19:49:43
|
On Mon, Jul 24, 2006 at 12:54:12PM -0400, Ben Leggett wrote: > While trying out prboom 2.4.2 & 2.4.3 on my Linux box, I encountered > this error when warping to E4M8 in Ultimate DOOM: > > "P_SpawnPlayer: attempt to spawn player at unavailable start point". > > Prboom then exits. AFAIK this only happens with 2.4.2 & 2.4.3, as the > issue doesn't occur with 2.2.6. Can anyone verify this? Same here, Linux 2.6.16.26 , gcc 3.4.3 , Prboom 2.4.3 . Jeremy Henty |
From: Ben L. <alg...@gm...> - 2006-07-24 16:54:06
|
While trying out prboom 2.4.2 & 2.4.3 on my Linux box, I encountered this error when warping to E4M8 in Ultimate DOOM: "P_SpawnPlayer: attempt to spawn player at unavailable start point". Prboom then exits. AFAIK this only happens with 2.4.2 & 2.4.3, as the issue doesn't occur with 2.2.6. Can anyone verify this? Thanks. |
From: Colin P. <cp...@mo...> - 2006-07-23 20:11:24
|
R Dicaire wrote: > On 7/22/06, Colin Phipps <cp...@mo...> wrote: >> What version do the WAD files come from - v1.9 on CD, or an old floppy >> disk set? Anything else unusual - would you have the French or German >> version of the game (I think they have a slightly different iwad)? >> Ideally give us the md5sum of the IWAD files, please, so we can verify >> if it's a standard version or not > > All versions US English. > > 792fd1fea023d61210857089a7c1e351 doom.wad.orig > 25e1459ca71d321525f84628f45ca8cd doom2.wad.orig > > -r-xr-xr-x 1 ardy root 10399316 2006-02-05 14:36 doom.wad.orig* > -r-xr-xr-x 1 ardy root 14604584 2006-02-05 15:30 doom2.wad.orig* > > The doom.wad came from the old floppy distribution, version 1.2. Okay - that is too old, you need a recent IWAD (v1.4 or 1.6 IIRC). The patches to upgrade to v1.9 are all available on the 'net (for DOS, though). > The doom2.wad comes from the windoom cd, I don't know the version, > strings and hexdump don't show it. This looks like the standard v1.9, from the size and checksum. Renaming that doom2.wad.orig to doom2.wad, try explicitely giving prboom that file as the iwad (prboom -iwad doom2.wad) to make sure it is picking up the right file. >> What Linux distro, what platform, & did you compile PrBoom youself or >> are you using an RPM? > > Slackware Linux 10.2 on a P2 400 intel, prboom 2.4.2, compiled from src. > |