PrBoom+
From DoomWiki.org
| PrBoom+ | |
| Standard | Doom, Boom, MBF |
|---|---|
| Codebase | PrBoom |
| Developer(s) | Andrey Budko (entryway) |
| Initial release | 2.2.6.3 |
| Latest release | 2.5.1.3 (2011-12-05, 14 months ago) |
| Development status | Active |
| Written in | C |
| Target Platform | Cross-Platform |
| License | GNU General Public License v2+ |
| Website | http://prboom-plus.sourceforge.net/ |
| Source Repository
(Subversion) | crowproductions.de |
PrBoom+ (also PrBoom-plus) is a source port based on PrBoom. GLBoom+ is a common name for a build of PrBoom+ compiled with OpenGL support. It is developed by Andrey Budko (entryway).
PrBoom+ is based on the PrBoom 2.5.x line of development. It can currently be compiled in POSIX, Windows and Mac OS X environments. The current version is 2.5.1.3, released on 2011-12-05. The project saw its first developments in 2004, starting off as an unnamed PrBoom modification, but after gaining numerous additions over PrBoom it eventually adopted the separate PrBoom+ title in 2005.
Contents |
[edit] PrBoom+ features
In addition to all PrBoom features, PrBoom+ offers
- Chasecam for demo playbacks
- Changing the speed of the game in-game (for demo playback, recoding TAS demos, and for just playing at different speed)
- Automatic loading of WADs necessary for playback, chosen by demo name or by information present in demo file (if recorded with PrBoom+)
- Accurate Doom v1.2 emulation if needed during demo playback or requested by user
- Support for DeePBSP and ZDBSP extended nodes
- Support for the MUSINFO lump shared with Risen3D, ZDoom and GZDoom
- MIDI output with OPL emulation, FluidSynth, PortMidi, or SDL
- Ogg Vorbis and MP3 playback
- Speed optimisations for very large levels, compared to PrBoom
- Customizable HUD with the -PRBHUD- lump
- Video capture with the -viddump parameter (requires external programs)
[edit] OpenGL mode features
In addition to all aforementioned PrBoom+ features, in OpenGL mode PrBoom+ can also use:
- ZDoom-style high-resolution textures/flats/sprites (replacements located between HI_START and HI_END markers)
- Support for PNG and DDS formats for high-res textures
- GZDoom-style skyboxes through the GLDEFS lump (or its alias GLBDEFS)
- Optional animation blending for animated flats and textures, similar to ZDoomGL
- Optional free look (though aiming is not affected and autoaim behaves as if the line of sight remained horizontal)
- Details textures (also defined in GLDEFS lump)
- Optional textured automap
[edit] Detail texture definition
A detail texture is defined in a GLDEFS text lump. The syntax is as follows:
detail
{
(walls | flats) [default_detail_name [width [height [offset_x [offset_y]]]]]
{
texture_name [detail_name [width [height [offset_x [offset_y]]]]]
}
}
Where detail_name is a bmp/png/tga/jpg/pcx/gif lump between the HI_START/HI_END markers. You don't need to add the texture to TEXTURES1. Default values are (width:16 height:16 offset_x:0 offset_y:0)
Example:
detail
{
walls smooth01 32.0 //default detail for walls (width = 32, height = 16, offset_x/y = 0)
{
brick7 detstone 64.0 64 10.532
brick8 detail02 // detail02 16 16 0 0
water1 // do not apply default detail to water
water2
water3
water4
}
flats // no default detail for flats
{
grass1 Grass01 32 32
NUKAGE1 detslime 16 16 0 0 // different offsets for animated flats make sense
NUKAGE2 detslime 16 16 4 4
NUKAGE3 detslime 16 16 8 8
}
}
[edit] See also
[edit] External links
| Source code genealogy | ||
|---|---|---|
| Based on PrBoom | PrBoom+ | Active |
