Cyb Posted September 25, 2004 In perhaps what is a second sign of the coming apocalypse (the first being the update below this one) a new version of prBoom has been released. Actually, two new versions if you want to get specific; stable and unstable. Changelog snip ahoy!network console variables are exchanged nowload opengl library only once to prevent error on mode switchingreimplemented multipatch textures on two sided linesremoved hubs and fragglescript as they are too buggyfixed several endian problems (for PowerPC and Sparc)autorun available in key bindings menulive monster counter for HUDsupport higher-turning-resolution demos from v1.91Those are just fixes/additions for 2.3.1, you'll have to go to the page to read the changes for 2.2.5 and then pick which one you want! Or maybe you want both!? The possibilities are endless! 0 Share this post Link to post
Amaster Posted September 25, 2004 Cyb said:The possibilities are endless! Not really. This is cool though. I'm getting the hankering for some demo recording. Edit: Odd, I didnt realize multipatch textures were ever de-implemented. 0 Share this post Link to post
Cyb Posted September 25, 2004 of course I know they aren't endless :P but yeah, I don't think multi-patch textures were ever unimplimented, just implimented wrong. If you play Phobos with 2.3.0 a lot of the mid-floating textures are messed up which is I assume what he's talking about. 0 Share this post Link to post
Linguica Posted September 25, 2004 removed hubs and fragglescript as they are too buggyHAHA OH SNAP FRAGGLE 0 Share this post Link to post
Afterglow Posted September 25, 2004 Simon Howard is rolling in his grave. 0 Share this post Link to post
mewse Posted September 25, 2004 Afterglow said:Simon Howard is rolling in his grave. "help help! let me out of here!" 0 Share this post Link to post
Doom Marine Posted September 25, 2004 I tried to record a demo using command lines in DOS and it simply prompted me to the screen "G_CheckDemoStatus: Demo recorded" like the 2.3.0 version. On the bright side, the implementation of higher resolutions and other features were nice. I still have to go back to 2.2.4 for demo-recording tho =( 0 Share this post Link to post
Grazza Posted September 26, 2004 Doom Marine said:On the bright side, the implementation of higher resolutions and other features were nice. I still have to go back to 2.2.4 for demo-recording tho =( I'm a bit puzzled by this. You seem to be implying that 2.3.x introduced higher resolutions. Resolutions up to at least 1600x1200 were available in earlier versions: just put "-width 1600 -height 1200" (or whatever you prefer) in the command line, or edit the cfg. Just need to do that once; it remembers the video settings thereafter until you decide to change them. Note that the software renderer (for 2.2.x at least) seems to be unstable for many people at resolutions above 640x480 (intermission problems, most notably). I'd only recommend higher resolutions than that when using the opengl renderer (glboom.exe). 0 Share this post Link to post
Doom Marine Posted September 26, 2004 That's great to know! Fortunately, I use 640 x 400 for all possible port situations. I guess I overlooked the command lines in PrBoom for a while now, even when recording that blasted Map04 of mine in DV at 320 x 200 default resolution. It's not easy telling the difference between a cyberdemon's rocket and imps' fireballs when there's hordes of monsters after you! I found the latest 2.3.x version a vast improvement over 2.2.4 because (correct me if I'm wrong here) the silly weapon kickback that was plaguing 2.2.4 is eliminated by default. 0 Share this post Link to post
Grazza Posted September 26, 2004 Um, yes, familiarizing yourself with the various options can save a lot of anguish. You should treat yourself to a look at DV in glboom at a high resolution. It's really quite nice. :)Doom Marine said:I found the latest 2.3.x version a vast improvement over 2.2.4 because (correct me if I'm wrong here) the silly weapon kickback that was plaguing 2.2.4 is eliminated by default. I think you're right, but it just takes a few seconds to get rid of this in 2.2.x (Options - Setup - Weapons - Enable Recoil: NO - then it's written into your cfg file, so you don't have to worry about it again), and -complevel 1 gets rid of it automatically (along with enhanced monster AI, etc.). 0 Share this post Link to post
Jon Posted September 26, 2004 kristus said:pwboom had hubs and fwaggle scwipt? Heh interesting, I suppose it looks like this doom --> boom ----> prboom <-(fscript)-, `-> legacy <----' `----------->smmu ^--------(fscript)---------+ 0 Share this post Link to post
MasterOFDeath Posted September 26, 2004 Doom M. and Grazza - I like 2.2.4 better anyways :P Anyways, Ill check this out, shouldn't be too bad, but I may still prefer 2.2.4 0 Share this post Link to post
cph Posted September 27, 2004 Doom Marine said:I found the latest 2.3.x version a vast improvement over 2.2.4 because (correct me if I'm wrong here) the silly weapon kickback that was plaguing 2.2.4 is eliminated by default. It's off by default in 2.2.5 as well; and will be off by default in network games from the next release. But it is all configurable anyway. 0 Share this post Link to post
Graf Zahl Posted September 27, 2004 The weapon recoil was the most stupid thing in Boom so it's good to see it's finally off by default. 0 Share this post Link to post
fraggle Posted October 12, 2004 mewse said:"help help! let me out of here!" Hi guys whats up 0 Share this post Link to post