PrBoom-plus ist eine Weiterentwicklung von PrBoom, einem Source Port von Doom.
Wenn ihr das mal ausprobieren wollt könnt ihr euch z.B. die Shareware Version von Doom auf Q-Marines DOOM WADs Dat Projekt Seite herunterladen.
PrBoom-plus is a Doom source port based on PrBoom.
You can find some shareware versions of Doom and other ID games at Q-Marines DOOM WADs Dat project page.
Zitat: 2.5.0.1.test @ 2008-Nov-12 17:58 - win32 build, sources
[+]New much more software-compatible algorithm for drawing ceiling/floor texture into the notexture gap. This requires a stencil. This revision fixes at least one billion HOMs on various levels which use this software trick. Eternal.wad map28 as example. Old algo will be used with gl_compatibility 1 in cfg. Thanks to GrafZahl.
[*]Resolution limitation is removed. Memory usage has decreased as a bonus. 7 mb instead of 8 on map01 @ doom2.wad and 14 mb instead of 18 on map05 @ epic.wad at 640x480.
[*]launcher_enable variable now has three values: "never", "smart" and "always". "Smart" behaviour was default earlier.
[*]Trying to optimise screen pitch for any resolutions for reducing of CPU cache misses.
[*]Do precache level with normal demo playback if level_precache 1
[-]Fixed rare crash in FixedDiv introduced in Boom.
[-]Status Bar was affected by light level of the sector on some on-board Intel video cards.
[-]PrBoom will not try to show (with following unexpected exit) the fourth episode menu item for pre-ultimate iwads. Makes sense for doom.wad v1.2, DOOM 1 shareware and DOOM 1 registered. (introduced in 2.4.8.3)
[-]Re-fix vanilla imprecise calculation (vibrations) of the texture coordinates for flats in software renderer.
[-]Fixed wipe in software.
From PrBoom
-Restore special case for trivial maps (bug #1837422)
-Fix linear filtering on flats in software mode
-Fix crash when an unknown sprite is used with a non-zero frame number
-Fix crash by testing for null targets in mancubus fire code pointers
Related links:
[ Weitere Remakes und VMs ]
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