RjY Posted November 9, 2008 After almost two years PrBoom v2.5.0 has been released. Read the list of changes then proceed to the download page. 0 Share this post Link to post
CodeImp Posted November 9, 2008 Sourceports page updated, thanks for the word! 0 Share this post Link to post
esselfortium Posted November 9, 2008 Awesome! I'm glad that translucency bug has finally been fixed. 0 Share this post Link to post
myk Posted November 10, 2008 Ah cool, I was just thinking about some of those bugs. 0 Share this post Link to post
Remilia Scarlet Posted November 10, 2008 Out of curiosity, why is it limited to a single CPU core when multiple cores are present? 0 Share this post Link to post
esselfortium Posted November 10, 2008 DJ_Haruko said:Out of curiosity, why is it limited to a single CPU core when multiple cores are present? It's to work around a bug in SDL_mixer, which the SDL guys seem to not care about fixing, which causes random crashes on multi-core processors. 0 Share this post Link to post
Siggi Posted November 10, 2008 Added high color rendering In terms of actual appearance of the game, this doesn't do anything does it? 0 Share this post Link to post
proff_fs Posted November 10, 2008 Siggi said:In terms of actual appearance of the game, this doesn't do anything does it? It does, this one line doesn't do the whole thing justice. Basically the whole software render core was replaced. You can select filters in software mode like linear and rounded. Just check the options in the menu (last page or so). 0 Share this post Link to post
Siggi Posted November 10, 2008 Oh, I thought those also worked in modes other than 32bit. 0 Share this post Link to post
Jon Posted November 10, 2008 I have just uploaded a new Debian package for 2.5.0 to experimental. Once Debian Lenny is out, I will upload it to main. Edit: oh, other Debian news: chocolate-doom and prboom-plus packages are coming soon. 0 Share this post Link to post
Enjay Posted November 10, 2008 n00b question - and somewhat embarrassingly it's something that has foiled me for some time now - how can I set mouse button 2 to have no bind for movement and have a single click bound to use? I can't seem to change it from the default of double click for use. 0 Share this post Link to post
myk Posted November 11, 2008 If I am not mistaken PrBoom uses the control setting options that are available in Boom and MBF, which use Doom's mouse settings: open is always a secondary double-click choice. 0 Share this post Link to post
ReFracture Posted November 20, 2008 Interesting, I was under the impression that PrBoom+ was the current PrBoom. I guess PrBoom is to PrBoom+ was ZDoom is to GZDoom. 0 Share this post Link to post
LexiMax Posted December 26, 2008 Speaking of which, is prboom+ going to merge with 2.5.0? 0 Share this post Link to post
myk Posted December 26, 2008 I doubt that. Andrey keeps it separate so he can make the changes he wants without having to force them onto Proff's project. PrBoom+ has already adopted the latest PrBoom changes (it's currently v2.5.0.1). The version of PrBoom+ always corresponds to PrBoom's, with an additional subversion number to mark any PrBoom+ updates (which tend to occur relatively often). 0 Share this post Link to post
LexiMax Posted December 27, 2008 myk said:I doubt that. Andrey keeps it separate so he can make the changes he wants without having to force them onto Proff's project. PrBoom+ has already adopted the latest PrBoom changes (it's currently v2.5.0.1). The version of PrBoom+ always corresponds to PrBoom's, with an additional subversion number to mark any PrBoom+ updates (which tend to occur relatively often). That's actually what I meant. Perhaps I should have said "Is prboom+ going to merge in changes from the latest prboom". 0 Share this post Link to post