PrBoom+
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Revision as of 07:12, 26 November 2011 by Gez (talk | contribs) (Yeah I think it can be de-stubbed now)
PrBoom+ | |
Codebase | PrBoom |
---|---|
Developer(s) | Andrey Budko (entryway) |
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+ 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.
Contents
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
- OPL emulation
- Speed optimisations for very large levels, compared to PrBoom
- Customizable HUD with the -PRBHUD- lump
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).
- GZDoom-style skyboxes through the GLDEFS lump (or its alias GLBDEFS)
- Optional animation blending for animated flats and textures, similar to ZDoomGL
- Details textures (also defined in GLDEFS lump)
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 } }
See also
External links
Source code genealogy | ||
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Based on PrBoom |
PrBoom+ | Active |