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Titel: PrBoom-plus v2.5.0.2.test 2009-Mar-20  BeitragVerfasst am: 20.03.2009, 22:39 Uhr
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Anmeldungsdatum: 04. Jul 2004
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PrBoom-plus ist eine Weiterentwicklung von PrBoom, einem Source Port von Doom.


PrBoom-plus is a Doom source port based on PrBoom.

Zitat:
2.5.0.2.test @ 2009-Mar-20 13:06 - win32 build, sources
[+]Support for DeePsea´s true tall patches. Now it´s possible to use patches with any height.
[+]Support for inwad hi-res textures. You should put them between HI_START/HI_END markers.
[+]Fog in "gzdoom" lighting mode.
[+]High Quality Resize modes. Scale2x/3x/4x are supported. Thanks Benjamin Berkels.
[+]An alternative way of sky drawing was added. "Sky Mode: Skybox". It´s slower than "Standard" method, but it looks better if you use mouse look. Also it is the only way you can see sky on old hardware like 3Dfx Voodoo Graphics, ATI 3D Rage Pro and other without support for "Environment Mapping".
[+]Added "gl_clear" config variable for clearing the screen between frames. This is only necessary when developing a map to see HOMs.
[+]Added "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 increased 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, because it will be slower.
[+]Now PrBoom-Plus can save all information necessary for playback at end of a demo without loss of compatibility. With such demos you need just type "prboom-plus demoname" or click on a demo from your browser, archives manager or explorer and prboom will make all additional work by oneself without any assistance. PrBoom-Plus will check demo footer and if it is present, will read which IWAD / PWADs / DEHs files were used for recording, will try to download necessary PWADs from the Internet and will play this demo for you.
Currently PrBoom-Plus saves following lumps (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 automatic downloading PWADs you should specify getwad_cmdline parameter in config. Examples:

getwad_cmdline "D:gamesDoom2getwadgetwad.exe"
getwad_cmdline "C:my_cool_app -download_pwad_from_somewhere %wadname% -here c:doom2 -and_make_me_coffee"
[+]Abilty to use hires with Boom colormaps.
[+]You can have independent filtrations methods (nearest, linear, etc) for textures, sprites and patches.
[*]Attempt to playback in-wad DEMO4 immediately after DEMO3, but without exit with "W_GetNumForName: DEMO4 not found" error message like Plutonia and TNT executables do. Makes sense for Plutonia2, because it has DEMO4 lump and it is played in demo cycle by original Plutonia.
[*]"PrBoom-Plus" title instead of "PrBoom" on CREDITS page.
[*]Don´t set default skill level from the new game menu. Add explicit default skill option. Shoehorned into the misc section of page 2 of the General menu.
[*]Smoothing the edges for textures with holes. 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.
[-]Fixed rare wrong rotation of a sprite if render_paperitems is 0.
[-]Avoid segfaults on levels without nodes. Refuse to load a map with incomplete pwad structure.
[-]Avoid segfaults with unknown patch formats. Checks if the patch lump can be a Doom patch.
[-]There is no longer a line of graphics on some middle textures with holes. Sector #42 on gravity.wad as example.
[-]There are no longer holes between flats and walls in some situations on some hardware. Sector #557 @ map21 @ pl2.wad. Now GLBoom-Plus renders per linedef instead of per seg. Performance has increased a little as a bonus. Also, some small glitches with texturing are gone. Linedef #361 @ bbb.wad as example.
[-]There is no longer a half-pixel mismatch on seams between identical correctly aligned textures in GL. It is an old glboom bug and now it is fixed.
[-]Fixed wrong flipping for "Transfer Sky Texture" actions (272 271) in OpenGL.
From PrBoom
-Don´t set default skill level from the new game menu. Added explicit default skill option.


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