JadingTsunami Posted June 11, 2023 (edited) Release Download Page Source Code PrBoomX JadingTsunami's PrBoom-Plus Fork This is my own personal fork of PrBoom-Plus. It contains quality-of-play upgrades that I like and you may or may not. Installation Install the latest PrBoom-Plus Note: You may need the dependencies here for Windows. The DLLs are in the bin/ folder. Download the latest prboomX release for your operating system Unzip the binaries alongside your PrBoom-Plus installation. Your PrBoom-Plus settings and save games will be kept separate from prboomX. You can use both alongside one another without conflict. Run the prboomX executable. Features Zip file support Note all WAD/DEH/BEX in the zip will be loaded Drop-down console (default key bind: ~) 16-command history, use up/down arrows Cheats work in the console Command listing below "Buddha" cheat similar to GZDoom Also adds regeneration if you stand still, similar to modern FPS games Targeted massacre cheat: tntsem Kills only monsters currently targeting the player Optional uncapped framerate limiting Option to organize save games based on loaded content (WAD, DEH, etc.) Note the order in which content is loaded matters Option to fix blockmap bug (will not apply to demos/net games, uses blockmap bug fix from Terry Hearst, adapted from similar PR for Woof) Time warp (travel forward/backward in time while playing) Bind console commands to keys or mouse buttons (binds are saved on exit; key/button list) Optional enhancements to the allmap powerup: Secrets in undiscovered parts of the map are bright yellow Secrets in discovered parts of the map are bright purple Found secrets are dark purple Lines can't be hidden from the map Tag finder: Pressing "X" while in nofollow highlights the sector or line under the crosshair and shows the activating line/sector if any. This lets you figure out what switches do or uncover how to open secrets if you are stuck. (Credit to naps for the idea) Highlights enemies that need to be killed for the sector action to take effect (if any) And more: see the project page on GitHub for an up-to-date feature listing Console commands resurrect god noclip noclip2 (noclip+fly) quit / exit print (prints a message) toggle_psprites (turns off player weapon sprites, good for screenshots) snd_sfxvolume / snd snd_musicvolume / mus kill <class> give <thing> note <message> (write notes to a dated text file, useful for quick notes while playtesting) mdk plat_skip (when enabled, press the "use" key to trigger a lift you're standing in to raise immediately) bind [key] [command] (bind any key to any one or more console commands) unbind [key] [config file setting] (read config file settings from the console) mapfollow (start/stop the automap in follow mode) complevel (show current compatibility level) complevel N (change compatibility level to N where N is 0-17) switchweapon N (switch weapon to N where N 0-8 or weapon name) am_warpto (warp/teleport to automap crosshair position) am_summon <class> (summon class enemy/thing/etc. to automap crosshair position) am_summonfriend <class> (summon class friendly enemy/thing/etc. to automap crosshair position) freeze (toggle freeze mode on/off) Edited July 18 by JadingTsunami 33 Share this post Link to post
Redneckerz Posted June 11, 2023 Well like i said in the earlier thread, a fresh PrB+ install still requires additional dll's: libfluidsynth pcreposix dumb If it isn't giving this error, it then tells me simply the excutable couldn't start, which i found curious to say the least. (Why it displays different errors) 0 Share this post Link to post
JadingTsunami Posted June 11, 2023 3 minutes ago, Redneckerz said: Well like i said in the earlier thread, a fresh PrB+ install still requires additional dll's: libfluidsynth pcreposix dumb If it isn't giving this error, it then tells me simply the excutable couldn't start, which i found curious to say the least. (Why it displays different errors) Thanks. If anyone has experience with these, I would appreciate it, as I do not have access to multiple build machines and have to use GitHub's runners for the builds. It's possible there is some trick to the build I'm not aware of. 2 Share this post Link to post
rfomin Posted June 12, 2023 5 hours ago, JadingTsunami said: If anyone has experience with these, I would appreciate it, as I do not have access to multiple build machines and have to use GitHub's runners for the builds. It's possible there is some trick to the build I'm not aware of. For Windows releases, there is a package that is used at build time that contains all dependencies: https://github.com/coelckers/prboom-plus/releases/tag/windows_dependencies (note this is from 2020). I recommend to look at the updates of the DSDA-Doom build system, it supports CMake (CPack) packaging. 3 Share this post Link to post
Classic SSG Enjoyer Posted June 12, 2023 Congrats @JadingTsunami on your first release of your own fork of PrB+ 1 Share this post Link to post
JustAthel Posted June 13, 2023 Just looking at this at a glance, some of these features look really useful for map making! I will give it a spin eventually and see how it goes. Was your choice to base this off PrBoom+ instead of DSDA-Doom a personal one, or was there an actual reason? 0 Share this post Link to post
Classic SSG Enjoyer Posted June 13, 2023 Nice to see PrB+ is still alive in its form of forks. I hope it remains in active development till the world ends. 0 Share this post Link to post
JadingTsunami Posted June 13, 2023 8 hours ago, JustAthel said: Just looking at this at a glance, some of these features look really useful for map making! I will give it a spin eventually and see how it goes. Was your choice to base this off PrBoom+ instead of DSDA-Doom a personal one, or was there an actual reason? Interesting question. It's just the timeline. The code of this port (I believe) technically predates dsda-doom, but again, it was my personal fork with convenience features that I use and like (I have a similar fork for SLADE with various additions to the map editor, for example). It ended up that dsda-doom has many of the same features as this port, but this is just coincidence, and the fact that many people seem to like these features too. After a few people expressed interest in a similar feature set for prBoom, I created this thread. I hope you find it useful. 9 Share this post Link to post
Floowand Posted July 23, 2023 What are the instructions to run this in linux?, clicking the executable does not work :v 0 Share this post Link to post
Shepardus Posted July 23, 2023 49 minutes ago, Floowand said: What are the instructions to run this in linux?, clicking the executable does not work :v You need to enable execution permission on it (chmod u+x prboomX), if it still doesn't run after that it's probably a missing or mismatched library, which you can tell from the terminal output if you run it from there. It's possible that you have the library but it's named differently from what the binary expects (that's what I get running it on Fedora), it's distro-dependent unless you bundle all the dependencies with it like an AppImage. Would probably just recommend building from source if all else fails. 4 Share this post Link to post
JadingTsunami Posted July 23, 2023 11 hours ago, Floowand said: What are the instructions to run this in linux?, clicking the executable does not work :v In addition to the great suggestions Shepardus gave, depending on your Linux variety, you might install PrBoom-Plus using your distro's package manager. This would ensure any dependencies are installed. prboomX contains only minor modifications from the final version of PrBoom-Plus. 2 Share this post Link to post
Floowand Posted July 24, 2023 (edited) So, after some tries i figured on how to run it on Linux First prboomx.wad needs to be renamed to prboomX.wad, and together with the executable file needs to be in the same folder as the prboom-plus executable. I hope this help. 0 Share this post Link to post
Classic SSG Enjoyer Posted July 24, 2023 https://github.com/JadingTsunami/prboomX 0 Share this post Link to post
JadingTsunami Posted July 24, 2023 16 hours ago, Floowand said: So, after some tries i figured on how to run it on Linux First prboomx.wad needs to be renamed to prboomX.wad, and together with the executable file needs to be in the same folder as the prboom-plus executable. I hope this help. Thanks for the report! I'll look into the WAD naming issue. 1 Share this post Link to post
s4f3s3x Posted July 29, 2023 Hi, I tried to run this on MacOs but it doesn't work. I checked the package inside the .app, and all the files show (and open) as text files instead of .exec 0 Share this post Link to post
JadingTsunami Posted July 29, 2023 6 hours ago, s4f3s3x said: Hi, I tried to run this on MacOs but it doesn't work. I checked the package inside the .app, and all the files show (and open) as text files instead of .exec What year and model is your Mac? Do you know if it is an M1/M2 model or a prior generation Mac? 0 Share this post Link to post
s4f3s3x Posted July 29, 2023 13 minutes ago, JadingTsunami said: What year and model is your Mac? Do you know if it is an M1/M2 model or a prior generation Mac? MacBook Pro M1 with Ventura 13.3, 2021 0 Share this post Link to post
BUYXRAYS Posted July 29, 2023 It wont work on mac. I opened it as an executable inside of the .app and it said the libraries weren't installed 0 Share this post Link to post
JadingTsunami Posted July 29, 2023 13 minutes ago, BUYXRAYS said: It wont work on mac. I opened it as an executable inside of the .app and it said the libraries weren't installed 2 hours ago, s4f3s3x said: MacBook Pro M1 with Ventura 13.3, 2021 Mac has some dependencies that need to be installed. If you have HomeBrew, you can get them by running: brew install sdl2 sdl2_image sdl2_mixer sdl2_net pcre mad fluidsynth dumb portmidi Otherwise, I think the latest MacOS may require a signed application, which I am likely unable to provide. If someone has more experience with it, I can try to provide a packaged application if it is possible. 0 Share this post Link to post
s4f3s3x Posted July 30, 2023 I have those dependecies installed already, unfortunately 0 Share this post Link to post
JadingTsunami Posted July 30, 2023 2 hours ago, s4f3s3x said: I have those dependecies installed already, unfortunately Hmm, are you sure they are linked? You can try "brew link" to check. Also, did you add execute permissions to the files inside the app launcher? I have seen that issue before. If that did not work, are you able to build from source? That may be the fastest path to getting it working, if you are so inclined. I unfortunately have no access to such new hardware so I would not be able to build a native version. If GitHub's runners can do it, it could be an option. 1 Share this post Link to post
Classic SSG Enjoyer Posted September 6, 2023 I set Vertical Sync to OFF, and set fps limit to 60, but instead of giving me 60 fps, the port is giving me 39 to 40 fps. I think, its a minor issue with Uncapped Framerate Limiting. My processor is Intel Pentium G 3240 @3.10 ghz. 0 Share this post Link to post
JadingTsunami Posted September 6, 2023 (edited) 8 hours ago, Classic SSG Enjoyer said: I set Vertical Sync to OFF, and set fps limit to 60, but instead of giving me 60 fps, the port is giving me 39 to 40 fps. I think, its a minor issue with Uncapped Framerate Limiting. My processor is Intel Pentium G 3240 @3.10 ghz. Thanks. What do you get with uncapped with no limit whatsoever? What if you set the limit to a higher value? E.g., 80, 90, ... EDIT: Oh, and you are using the OpenGL renderer, right? 0 Share this post Link to post
Classic SSG Enjoyer Posted September 7, 2023 1 hour ago, JadingTsunami said: Thanks. What do you get with uncapped with no limit whatsoever ? What if you set the limit to a higher value? E.g., 80, 90, ... when the limit is set to 100, I get 60 fps consistently, 60 hz is my monitor's refresh rate, so its normal. But it feels slightly weird that I have increase the limit of fps to match the game's refresh rate and monitor's refresh rate. 0 Share this post Link to post
Classic SSG Enjoyer Posted September 7, 2023 1 hour ago, JadingTsunami said: EDIT: Oh, and you are using the OpenGL renderer, right? Yep, OpenGL renderer with 1280X720 resolution, Fog Based Light Mode. 0 Share this post Link to post
JadingTsunami Posted September 7, 2023 27 minutes ago, Classic SSG Enjoyer said: when the limit is set to 100, I get 60 fps consistently, 60 hz is my monitor's refresh rate, so its normal. But it feels slightly weird that I have increase the limit of fps to match the game's refresh rate and monitor's refresh rate. Thanks. I'll look into this a bit more, but for now, using 100 as a workaround should be totally fine from an operational perspective. 1 Share this post Link to post
Classic SSG Enjoyer Posted September 7, 2023 Yes thanks for looking more in this minor issue.Yes, using 100 is very fine for now. 👍 1 Share this post Link to post
JadingTsunami Posted September 7, 2023 2 hours ago, Classic SSG Enjoyer said: Yes thanks for looking more in this minor issue.Yes, using 100 is very fine for now. 👍 Thanks for the report, I think I've identified the source of the inaccuracy and pushed a fix. The next time I do a release it should be included there too. 1 Share this post Link to post
Classic SSG Enjoyer Posted September 7, 2023 6 minutes ago, JadingTsunami said: Thanks for the report, I think I've identified the source of the inaccuracy and pushed a fix. The next time I do a release it should be included there too. Fine dude 👍 0 Share this post Link to post
invictius Posted September 10, 2023 Is there any way to resize the console text? At 1080p I can barely see it. 0 Share this post Link to post