Doom monster
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Source Ports > PrBoom-Plus, ver. 2.4.8.3
Pages (28): [1] 2 3 4 » ... Last »  
Author
All times are GMT. The time now is 02:36. Post New Thread    Post A Reply
entryway
Senior Member


Posts: 1169
Registered: 01-04


The new version of my PRBoom modification could be found on:
http://www.geocities.com/e6y/doom.html
http://sourceforge.net/projects/prboom-plus/

Change Log

2.4.8.3 @ 2008.08.23

[!] Updated to the latest prboom 2.4.8. (SVN build, revision 2741)
[+] Support for DDS format of hires textures.
[+] Ability to change the level of anisotropic filtering from the in-game menu.
[+] Real "black and white" effect for invul. It needs OpenGL 1.3.
[+] Motion blur effect for strafe50. (gl_motionbloor 1 in config)
[+] Ability to use only the allowed CPUs. It is necessary for buggy SDL_mixer (<=1.2.8 at least) on multi-processors at least win32 systems. process_affinity_mask in config. A process affinity mask is a bit vector in which each bit represents the processor on which the threads of the process are allowed to run.
[+] gl_compatibility variable in cfg. Try setting it to 1 if you have any problems in OpenGL. All OpenGL extentions will be disabled in this case.
[+] An alternative way of sky drawing was added (gl_drawskys 2 in cfg). This method make sense only for old hardware which has no support for GL_TEXTURE_GEN_*. Voodoo, for example. There are some bugs with alternative skies (see map12), but it is better than being without a sky at all. If you have red color instead of sky, then this ability is for you.
[+] Ability to play wads with wrong SEGS lump if workaround is possible. Demo recording is not allowed on such levels. See e1m9 @ NIVELES.WAD as example.
[+] Additional sector light mode was added. (Options\General\Sector Light Mode - GZDOOM) This method has 32 levels of brightness instead of 5. There is new command-line switch "-resetgamma" for restoring original gamma after crashes.
[+] Ability to play MP3 and OGG from wad.
[+] New 'mixed' lighting mode for opengl. It uses gamma ramps like in gzdoom mode and it has 32 levels of gamma, but instead of changing device gamma it applies new gamma to textures. So it needs to reload all textures after change of gamma.
[+] Added demo compatibility with chex.exe ("-exe chex" command-line switch)
glboom-plus.exe -iwad doom.wad -exe chex -file chex.wad -deh chex.deh -playdemo chex1.lmp
You must use chex.deh by fraggle
http://chexmania.tripod.com/downloads.htm
http://www.doomworld.com/idgames/?id=15420
[*] Win32 build is compiled with Microsoft Visual Studio 2008.
[*] OpenGL: Original doom added/removed one light level for walls exactly vertical/horizontal on a map, but old code used 8 instead of 16.
[*] More precise rotation of sprites if render_paperitems is set to zero.
[*] Unsupported GL nodes will be ignored instead of closing PrBoom-Plus with an error message.
[*] Ability to play wads with wrong flat names. Unknown flats will be replaced with "NO TEXTURE" preset from prboom-plus.wad.
[*] Make missing sounds non-fatal. Makes sense for doom.wad v1.2 to skip some absent sounds.
[*] Intercepts overrun code should work properly on big endian machines as well as little endian machines.
[*] The title screen music in deca.wad is a corrupted mus that nonetheless somehow manages to play properly in Vanilla Doom. Now you can hear such music in PrBoom-Plus too, because new mus2mid code is capable of converting the corrupted mus when MUS header checking is disabled.
[*] MBF Sky property-transfer linedef types will be applied for boom compatibility again. It was a bad idea to disable it.
[*] Advanced syntax for -geom command-line switch. Syntax: -geom WidthxHeight[w|f], w - windowed, f - fullscreen. Examples: -geom 320x200f, -geom 640x480w, -geom 1024x768
[*] Speedup in software renderer.
[*] "Rendering Quality" now is available in software mode too. "Quality" mode can kill some "slime trails", but it works slower. In the previous version of PrBoom-Plus the "Quality" mode was forced.
[*] Lower memory usage if colormaps are used in OpenGL.
[*] Speedup of level reloading in OpenGL mode (savegame, loadgame, loadgame...). Loadgame from the current (same) level now is much faster (100x). It is very noticeable on big levels like MAP05 @ epic.wad.
[*] There is no longer a need to restart glboom-plus after a change of texture filter (mipmap, aniso)
[*] More accurate patch drawing. Predefined arrays are used instead of dynamic calculation of the top and bottom screen coordinates of a column. New algo makes sense for small elements of the HUD (digits) in resolutions which are not multiple of 320x200.
[*] "-videodriver" switch choice is saved in cfg.
[*] For pre-Ultimate Doom complevels, the fourth episode is not allowed.
[-] Fixed crash after "reset to defaults" from in-game menu. It's an old bug and all the previous versions of prboom worked without crash only by luck.
[-] Fixed bug if translucency percentage is less than 50, in which case all translucent textures and sprites disappeared completely.
[-] Disabling transparency in OpenGL for original sprites which are not changed by dehacked, because it does not work correctly in cases when transparent sprites are behind transparent walls. Global sorting of transparent sprites and walls is needed.
[-] Mouse look did not work on automap in overlay mode.
[-] Fix bug with bringing up the launcher with SHIFT key.
[-] Rooms you haven't visited and are behind closed doors (with no windows) show up on the automap when you walk up to the doors without opening them. This bug was introduced in the 2.4.8.2 release with new clipper code.
[-] Fixed problems with association of PrBoom-Plus with DOOM demos if you are not Administrator. Makes sense for Vista.
[-] Fix bug with sky at the bottom part of an imaginary skybox around a level if mouse look is used. Map30 @ "Deus Vult II: First Edition" is a good example.
[-] OpenGL: More correct (similar to software) drawing of skies with height more than 128 if mouse look is not used.
[-] Fix random color of pixels instead of black during first wiping on fullscreen in software mode.
[-] Bug with sprites on big-endian systems like Apple's Macintosh line prior to the Intel switch.
[-] Fixed error in OpenGL when upper texture on the linedef with "Transfer Sky Texture" action is not set ('-'). 'ASHWALL1' with zero index must be forced in this case, which I did for normal not transferred skies some time ago.
[-] Fix vanilla imprecise calculation (vibrations) of the texture coordinates for flats in software renderer. Visplanes with the same texture now match up far better than before. You can see this bug on cchest2.wad\map02 in the room with moving illumination around the room with sector 265. The new algo is ~1% slower than the original and will be used only if render_precise is 1.
[-] Fixed wrong processing of the "Blue Armor Class" and "Green Armor Class" strings from a DEH.
[-] "Flashing HOM indicator" option did nothing. Fixed.
[-] Fixed crash between e1m4 and e1m5 on chex.wad.
[-] Key for entering setup menu had no entry in config.
[-] The supersecret "COOL!" area of Kama Sutra map15 had a rather ugly texturing bug (GL only).
[-] There is no longer a line of graphics under certain weapons in GL.

From PrBoom
-Added high color rendering
-Ignore switches that reference unknown textures instead of exiting
-When using spy mode in a multiplayer demo in demo_compatibility mode, play the expected player's pickup sounds (the currently displayed player, not the player at the console when the demo was recorded)
-Fix crash when loading maps with missing player starts.
-Fix crash when reloading network savegames.
-Fix bug in transparency rendering caused by doing it in two places.
-Fix the colour of player 4 (red) in multiplayer.
-Fix position of netgame player arrows on automap in rotate mode.
-Always draw player arrows on the automap in deathmatch demo playback. Previously they'd only be drawn if you played the demo from the command line.
-Ignore chat key presses in demo playback and in -solo-net


Full Change Log

Last edited by entryway on 08-23-08 at 22:45

Old Post 03-09-05 12:20 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Fredrik


Posts: 11573
Registered: 05-00


Cool.

Speaking of nothing, do you plan to record episode 2 or continue your max run of Doom 2 soon? :)

Old Post 03-09-05 14:45 #
Fredrik is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Grazza
omg lolcano


Posts: 9603
Registered: 07-02


OK for me so far, though I needed to use my existing .cfg file (rather than the one supplied or letting the program create it from scratch).

BTW, the prboom.cfg included in the zip has the gamespeed (realtic_clock_rate) set at 110, which is surely an oversight.

I haven't tested it for recording so far though (and probably won't have time to do so for quite a while).

Old Post 03-09-05 15:54 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1169
Registered: 01-04



Grazza said:
BTW, the prboom.cfg included in the zip has the gamespeed (realtic_clock_rate) set at 110, which is surely an oversight.

Thanks

Old Post 03-09-05 16:01 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1169
Registered: 01-04



Fredrik said:
Speaking of nothing, do you plan to record episode 2 or continue your max run of Doom 2 soon? :)

do it yourself. it's easy. it is only necessary to start.

Old Post 03-09-05 16:13 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Janizdreg
Junior Member


Posts: 160
Registered: 07-02


So is this smpeg.dll thingey actually necessary for something or is it just a remainder from the old(er) PrBoom versions? ;)

And BTW, thank you for your awesome work on PrBoom - the latest version of your modification has become my port of choice for pretty much all of my Doom play.

EDIT: Just found a bug... if a new game is started while a demo is playing the game speed & walkcam settings are carried over to the single player game.

Last edited by Janizdreg on 03-10-05 at 23:25

Old Post 03-10-05 18:34 #
Janizdreg is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1169
Registered: 01-04



Janizdreg said:
So is this smpeg.dll thingey actually necessary for something or is it just a remainder from the old(er) PrBoom versions? ;)
EDIT: Just found a bug... if a new game is started while a demo is playing the walkcam settings are carried over to the single player game.


Thanks. I've reuploaded fixed version.


And BTW, thank you for your awesome work on PrBoom - the latest version of your modification has become my port of choice for pretty much all of my Doom play.

Me too :)) I use only ZDoom and mine GLBoom.

Old Post 03-11-05 09:20 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Grazza
omg lolcano


Posts: 9603
Registered: 07-02



entryway said:
I've reuploaded fixed version.
The new version of the source is bloated by the inclusion of a long demo (30cmvi.lmp). At least, I presume it isn't now part of the source code. :p

Old Post 03-11-05 13:45 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1169
Registered: 01-04


http://www.geocities.com/e6y/files/...prboom226_6.zip

Changes:
(-) smooth movement: doors activated by lines of the generalized types were not interpolated
(-) mouselook & fov: bugs in sky rendering

Old Post 03-14-05 09:49 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1169
Registered: 01-04


http://www.geocities.com/e6y/files/...prboom226_7.zip

Changes:
(-) smooth movement: "I_SignalHandler: Exiting on signal: 11" bug during rendering of the first frames of heavy scenes (after opening doors)

Last edited by entryway on 03-22-05 at 10:31

Old Post 03-22-05 10:11 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Torr Samaho
Mini-Member


Posts: 71
Registered: 11-04



entryway said:

(+) full mouselook and FOV in GLBoom (without compatibility loss)





now that's great news.

btw, does it finally play back the alien vendetta demopack correctly?

Last edited by Torr Samaho on 03-28-05 at 19:36

Old Post 03-27-05 01:17 #
Torr Samaho is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Janizdreg
Junior Member


Posts: 160
Registered: 07-02


A little suggestion: add an option for not drawing the player gun sprite in the freely rotatable & player locked view mode.

Also, would it be difficult to add a ZDoom-style chasecam demo playback view mode? Personally I'd love to see one implemented into PrBoom.

Old Post 04-02-05 20:53 #
Janizdreg is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Grazza
omg lolcano


Posts: 9603
Registered: 07-02



Torr Samaho said:
btw, does it finally play back the alien vendetta demopack correctly?
AFAIK Andrey hasn't made any changes to demo compatibility.

Which one(s) failed? In which version(s) of Prboom? I don't recall problems playing back AV demos. Are you using the right version of the wad (there were two releases, the initial release in late 2001 and the final one in late 2002)?

Janizdreg: There is a chasecam in Eternity and in Prboom 2.3.x, so there may be some ready-made code that could be borrowed.

BTW, I've been finding 226_7 pretty stable, so the various changes since 226_3 have mostly solved whatever the problems were w.r.t. my system.

Old Post 04-02-05 21:03 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1169
Registered: 01-04



Janizdreg said:
A little suggestion: add an option for not drawing the player gun sprite in the freely rotatable & player locked view mode.

I agree with you. It is my mistake. I thought that nobody uses the camera mode.

Old Post 04-02-05 22:16 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Janizdreg
Junior Member


Posts: 160
Registered: 07-02


Found another bug: run the game with the -nomusic parameter, start a new game (via the menu) and either kill yourself or start a new game again and the music will start playing.

Old Post 04-04-05 18:11 #
Janizdreg is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1169
Registered: 01-04


tnx

Old Post 04-04-05 22:00 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
VinceDSS
Senior Member


Posts: 1158
Registered: 11-02



Grazza said:
The new version of the source is bloated by the inclusion of a long demo (30cmvi.lmp). At least, I presume it isn't now part of the source code. :p


how funny, this is the 30uv max I did with Xit Vono. At least I know one person watched it besides me and Vono :)

Old Post 04-06-05 14:07 #
VinceDSS is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Kristian Ronge
Senior Member


Posts: 1820
Registered: 11-03


Hey, don't say that... I watched it, and found it to be very enjoyable. Only, too bad it desynched PrBoom on map30. :-(

Old Post 04-11-05 20:39 #
Kristian Ronge is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1169
Registered: 01-04


prboom226_8.zip could be found on:
http://www.geocities.com/e6y/doom.html

Changes:
(-) found another bug: run the game with the -nomusic parameter, start a new game (via the menu) and either kill yourself or start a new game again and the music will start playing. (Janizdreg)
(*) not drawing the player gun sprite in the freely rotatable view mode (Janizdreg)
(-) smooth movement: interpolation did not work for moving platforms after savegame load
(-) GLBoom bug: wrong display of a middle texture if it exceeds the boundaries of its floor and ceiling. See http://www.geocities.com/e6y/files/...bugs/index.html

Last edited by entryway on 05-14-05 at 15:53

Old Post 05-14-05 15:38 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Grazza
omg lolcano


Posts: 9603
Registered: 07-02


Shouldn't this be prboom226_9 (or at least prboom226_8a), to distinguish it from the prboom226_8 that you made available in April?

Old Post 05-14-05 18:17 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1169
Registered: 01-04



Grazza said:
Shouldn't this be prboom226_9 (or at least prboom226_8a), to distinguish it from the prboom226_8 that you made available in April?

Accessible for all? I dont remember that I did it. In any case - I've made this version yesterday.


(-) GLBoom bug: wrong display of a middle texture if it exceeds the boundaries of its floor and ceiling

If this works correctly, I think we should send the patch to the prboom devs.

Old Post 05-14-05 18:43 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Grazza
omg lolcano


Posts: 9603
Registered: 07-02



entryway said:
Accessible for all? I dont remember that I did it. In any case - I've made this version yesterday.
It was on your site, even if you didn't make a post about it here. The exes are dated 5th April, and I've been using it for more than a month. No big deal, just I nearly didn't bother downloading this new version, assuming I already had it.

Old Post 05-14-05 18:55 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1169
Registered: 01-04


In the version dated 5th April I have corrected defects found by Janizdreg.

Old Post 05-14-05 19:04 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1169
Registered: 01-04


prboom226_9.zip
(-) bugs in the new algorithm of middle textures drawing

Old Post 05-15-05 22:49 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1169
Registered: 01-04


prboom226_10.zip
(+) GLBoom: detail texture support for walls and flats. Requires hi-end systems.
http://www.geocities.com/e6y/files/doom/my/detail.html

Old Post 06-19-05 16:35 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Opulent
Moderator


Posts: 2088
Registered: 07-01


interesting, looks good.

I don't know much about such things, but are these standard GL functions, or card specific(ATI or nVidia, etc..)?

Old Post 06-19-05 19:49 #
Opulent is offline Profile || Blog || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Grazza
omg lolcano


Posts: 9603
Registered: 07-02


Works nicely for me (P4 2200 MHz; 128MB nVidia GeForce 4). I'll try it with my notebook (newer, more powerful; totally different graphics card) later and let you know if there are any performance issues.

BTW, one feature that I'm sure would be welcomed in your version is a fix for the "monster_avoid_hazards" issue (see this post) so that it works correctly without needing the workaround described there. Another nice fix would be for it screwing up the header info if you record with MBF compatibility (I've reported both these in the Prboom sf forums).

Old Post 06-19-05 21:27 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1169
Registered: 01-04



Opulent said:
I don't know much about such things, but are these standard GL functions, or card specific(ATI or nVidia, etc..)?

I am also have a little understanding of programming OpenGL\DirectX. Detail texture's support is implemented via multitexturing if VideoCard supports it (http://www.delphi3d.net/hardware/ex...RB_multitexture), or by two-pass method for any other cases.

Last edited by entryway on 06-21-05 at 10:54

Old Post 06-21-05 10:33 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Grazza
omg lolcano


Posts: 9603
Registered: 07-02


OK, I've tested it a fair bit both on my desktop machine and my notebook (Centrino/Dothan 1.8, ATI Radeon Mobility 9700), and there is hardly any effect on performance. Any reduction in framerate is marginal (about 1% perhaps).

Maybe it looks a bit too grainy sometimes though. Are they any settings that affect the way it works, or is it all or nothing? And of course on some textures it just looks odd - you don't expect, e.g., brushed metal to look bumpy close-up. Presumably that couldn't be changed without some very clever programming though.

Overall, it's a good effect, and for now my default setting is to have it turned on.

Old Post 06-21-05 14:54 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1169
Registered: 01-04



Grazza said:
OK, I've tested it a fair bit both on my desktop machine and my notebook (Centrino/Dothan 1.8, ATI Radeon Mobility 9700), and there is hardly any effect on performance. Any reduction in framerate is marginal (about 1% perhaps).

p4 3.4 + Radeon 9800Pro
glboom.exe -timedemo lv28-304.lmp
code:
screen_width 1024 screen_height 768 gl_tex_filter_string "GL_LINEAR_MIPMAP_LINEAR" gl_tex_format_string "GL_RGB5_A1" use_fullscreen 1 render_usedetail 0 render_usedetailwalls 1 render_usedetailflats 1

= 570 FPS
code:
render_usedetail 1

= 430 FPS

Old Post 06-21-05 17:31 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
All times are GMT. The time now is 02:36. Post New Thread    Post A Reply
Pages (28): [1] 2 3 4 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Source Ports > PrBoom-Plus, ver. 2.4.8.3

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory