Difference between revisions of "PrBoom+"

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* If a custom wad has "BOOM compatible" in its description, use ''"7 - Boom's compatibility mode"''.
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* If a custom wad has "BOOM compatible" in its description, use ''"9 - Boom v2.02"''.
 
* If a custom wad has "MBF compatible" in its description, use ''"11 - MBF"''.
 
* If a custom wad has "MBF compatible" in its description, use ''"11 - MBF"''.
 
* ''"-1 - Current Prboom-plus"'' option is useful when you're going to watch a demo and you want PrBoom+ to auto detect the correct compatibility option for it.
 
* ''"-1 - Current Prboom-plus"'' option is useful when you're going to watch a demo and you want PrBoom+ to auto detect the correct compatibility option for it.

Revision as of 13:36, 8 February 2020

PrBoom+
PrBoom+ logo.png
Standard Doom, Boom, MBF
Codebase PrBoom
Developer(s) Andrey Budko (entryway)
Initial release 2.2.6.3
Latest release 2.6.66 (2023-06-20, 9 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 2.6.66, released on 2023-06-20. 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.

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)
  • Support for jumping when not recording demos

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

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
  }
}

Compatibility modes

PrBoom+ supports various of compatibility settings to adjust its behavior, much like those initially implemented for MBF. In addition to individual settings for each difference in behavior, it allows the user to set compatibility levels to behave like earlier versions and modifications of the Doom engine. With the compatibility levels PrBoom+ may provide almost flawless compatibility with regular demos, as well as those recorded with Boom engines.

To change compatibility levels, the cheat code tntcomp can be used ingame. The game can also be launched with the -complevel parameter, or with default_compatibility_level in the config file, followed by one of the following numbers:

Level Emulated engine
-1 Current PrBoom-plus
0 Doom v1.2
1 Doom v1.666
2 Doom v1.9
3 Ultimate Doom & Doom95
4 Final Doom
5 DOSDoom
6 TASDOOM
7 Boom's compatibility mode (emulates the inaccurate vanilla mode of Boom)
8 Boom v2.01
9 Boom v2.02
10 LxDoom v1.4.x
11 MBF
12—16 PrBoom (old versions)
17 Current PrBoom-plus
  • If a custom wad has "BOOM compatible" in its description, use "9 - Boom v2.02".
  • If a custom wad has "MBF compatible" in its description, use "11 - MBF".
  • "-1 - Current Prboom-plus" option is useful when you're going to watch a demo and you want PrBoom+ to auto detect the correct compatibility option for it.

Launchers

See also

External links

Source code genealogy
Based on
PrBoom
PrBoom+ Active