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    Home > Games > Tools > PrBoom-Plus > Changelog

    PrBoom-Plus 2.5.1.4 Test / 2.5.1.3 - Changelog


    What's new in PrBoom-Plus 2.5.1.4:

    · Added "Fix clipping problems in large levels" option.
    · Added "gl_finish" config variable.
    · Added "mus_fluidsynth_gain" config variable to fine tune output of fluidsynth midi. Values allowed are 0 to 1000. 50 (default) exactly matches old behavior. Be careful with this setting, it can get very loud.



    What's new in PrBoom-Plus 2.5.1.3:

    · Added process_priority config variable. 0 - normal (default); 1 - high; 2 - realtime.
    · "Screen multiple factor" can be changed on the fly.
    · Fixed desynch on ep3-2349.lmp.
    · Fixed issues in screenshot and video capturing code.



    What's new in PrBoom-Plus 2.5.1.2:

    · Added device selection to portmidi player. Controlled by the snd_mididev config variable. See stdout.txt for list of available devices.
    · Added a progress bar for demo skipping during re-recording.
    · Added key binding options for start/stop and fast-forward when watching demos.
    · Added a key binding option to restart the current map.
    · Added a "Default compatibility level" GUI entry.
    · Support for 16 sprite rotations.
    · New HUDs. HUDs definitions are moved to the "prboom-plus.wad/-prbhud-" lump.
    · Fluidsynth player now resumes notes seamlessly after a pause.
    · Speed improvement on maps like sunder.wad map10 and nuts.wad.
    · Force GL_LINEAR for MAG filter for textures with detail.
    · Fixed buggy music that forgets to terminate notes held over a loop point. SDL_mixer does this as well. Fix tested against Doom2 map14 and FreeDoom2 map01, for fluidsynth, portmidi, and OPL players.
    · Fixed buffer overrun in OPL2 player.
    · Fixed crash in video capture code when "Use GL surface for software mode" is enabled.
    · The screen wipe after pressing the exit switch on a level was noticably jerkier.
    · MBF-added codepointers worked with any complevel.
    · Fixed HOMs on skies with transparent pixels.
    · Transferred standard sky was drawn badly when FOV > 90 (Voodoo Guns - map02).



    What's new in PrBoom-Plus 2.5.1.1:

    · [+]Support for ZDoom-style OGG loop points, by Nicholai Main. http://zdoom.org/wiki/Audio_loop
    · [+]Ability to disable the background on Boom fullscreen menus. There is a "menu_background" config variable and in-game GUI entry.
    · [*]"Automap - Show kills/items/secrets statistics" is displayed on overlay automap too.
    · [*]Improved sample rate conversion, by Nicholai Main.
    · [*]MIDI volume works independently from SFX on Vista/7 for "portmidi" player.
    · [*]"madplayer" should now correctly play mp3 songs with ID3v2 tags.
    · [*]Seamless tiling in the high quality resize algorithms (thanks Nunya).
    · [*]The first frame of the O_COUNTD(.MP3) @ dvii-1u.wad is in fact corrupt, but the rest is ok (best guess: it used to have an ID3v2 tag which was removed by a dodgy program). The new load routine should be more accepting of damaged mp3s.
    · [-]"Texture format" always forced to GL_RGB5_A1 if "Use GL surface for software mode" is enabled.
    · [-]Fixed crash when you try to make a screenshot if "Use GL surface for software mode" is enabled.
    · [-]Deadlock in "portmidi" music player.
    · [-]Looping for all mp3s are completely broken in libmad player.
    · [-]Fixed playback of mono MP3 files with libmad player.



    What's new in PrBoom-Plus 2.5.1.0:

    · [+]New music code by Nicholai Main. See "Preferred MIDI player" GUI option. Available values are "sdl", "fluidsynth" (disabled for Win9x), "opl2" and "portmidi".
    · [+]If "-warp" doesn't have a map number after it, the game will automatically warp to the first map in all the files loaded at the command line. This allows a pwad to be run without concerns about where its actual maps start.
    · [+]The option to place the overlaid automap where you want (map_overlay_pos_x/y/width/height config variables).
    · [+]Added render_patches_scalex/y config variables for custom scaling when "not adjusted" is used.
    · [+]Emulation of weaponinfo overruns.
    · [+]Automap interpolation.
    · [+]Support for mouse wheel up/down.
    · [+]Added an "Use mouse wheel for zooming" automap option.
    · [+]Screen resolution changes don't require an engine restart.
    · [+]The option to resize the main window with the mouse. Any size is allowed if Shift is pressed during resizing.
    · [+]Alt-Enter now toggles between fullscreen and windowed modes.
    · [+]Added an "Use GL surface for software mode" video option. It renders a software surface into an OpenGL surface. Thus, you shouldn't have palette issues on modern systems and you can use VSync even with the "windib" SDL video driver.
    · [+]New video capture system by Nicholai Main. Use command line params "-timedemo anydemo.lmp -viddump filename.mkv"; see usage.txt for more details.
    · [*]Added mouse button actions for "backward motion" and for single-click "use".
    · [*]The noclip effect which can occur with an "intercepts overflow" should not take effect after a level is reloaded.
    · [*]When recording, the ENDOOM screen is now disabled regardless of the misc_fastexit option.
    · [*]The "Fast Exit" option is now named "Show ENDOOM screen".
    · [*]The precise rendering of automap lines when "render quality" is "quality" to avoid small vibrations during map rotation. Applied only in GL mode.
    · [*]Antialiasing of automap lines now also works in software modes (Xiaolin Wu's line algorithm). There's a map_use_multisamling config variable and a corresponding GUI entry for this.
    · [-]Fixed a crash on map21 @ newgothic.wad with "-complevel 10" and higher.
    · [-]Improved emulation of "missed back side" overruns. The desynch in fez1-924.lmp @ fez1.wad is gone now, but you still need to add "-setmem dosbox" or "-setmem dos71" command line parameter, because the default "dos622" memory layout causes a desynch.
    · [-]The automap scaling factor is now saved.
    · [-]A "-set overrun_* = 0" setting now works in demo footers.
    · [-]When playing back multi-level demos for the Ultimate DOOM, -warp produced unexpected results when combined with -auto.
    · [-]The titlepic in malgnant.wad caused Signal 11 crashes.
    · [-]Fixed the incorrect positioning of automap marks when 'follow mode' and 'rotate mode' were enabled.
    · [-]Automap marks did not draw correctly, displaying white rectangles instead of digits.
    · [-]Automap marks did not scale to the selected screen resolution and were hardly visible at high resolutions as a result.
    · [-]The skydome cap color was wrong during invulnerability mode.
    · [-]The mouse cursor didn't hide during fullscreen when the mouse was disabled in General options.
    · [-]When one used skipsec to warp to an intermission screen portion of a demo, the music from the previous level was played instead of the intermission music.
    · [-]The "flashing hom" detector didn't work in GL mode.



    What's new in PrBoom-Plus 2.5.0.9:

    · Fixed crash on map21 @ Newgothic with "-complevel 10" and above.



    What's new in PrBoom-Plus 2.5.0.7:

    · Added support for DeePBSP v4 extended nodes.
    · Added support for ZDoom's uncompressed extended nodes.
    · Animation blending. (Options \ General \ Texture Options \ Blend Animations)
    · Support for Quake2/Unreal style skyboxes. Their definitions (using GLDEFS lump) are GZDoom compatible.
    · Support for MUSINFO lump (dynamic music changing) from Risen3D.
    · Support for custom per-texture detail textures. Syntax of definition using GLDEFS lump



    What's new in PrBoom-Plus 2.5.0.6:

    · Added the ability to smooth sprites edges ("Options\General\OpenGL Options\Smooth Sprite Edges"). Might noticeably reduce frame rate. Includes a "gl_mask_sprite_threshold" config variable for the intensity of smoothing (0-100).
    · Ability to see kills/secrets/items/time statistics in automap mode. Available in the menu at "Options\Setup\Automap\".
    · Added a "map_use_multisamling" config variable to apply multisampling to the automap.
    · Added a "movement_shorttics" config variable in addition to the "-shorttics" command line switch.
    · Added a "gl_shadows_maxdist" config variable.
    · Added the ability to disable any OpenGL extension via the config instead of disabling all of them with "gl_compatibility" in case your drivers can't work properly with specific features. The extensions which can be disabled are: gl_arb_multitexture, gl_arb_texture_compression, gl_arb_texture_non_power_of_two, gl_ext_arb_vertex_buffer_object, gl_ext_blend_color, gl_ext_framebuffer_object, gl_ext_packed_depth_stencil, gl_ext_texture_filter_anisotropic, gl_use_stencil.
    Added a "-trace_givendamage" command line parameter to trace the latest and total damage inflicted by any specific monsters or players in a level. If a player is selected, its data will be tracked across multiple levels. Available with the Boom HUD only. Usage:

    · -trace_givendamage ThingID [ThingID] [ThingID]

    · Added a "map_scroll_speed" cfg variable and GUI setting. "key_speed" doubles the speed.
    · Added a "sprites_doom_order" config variable for correct sprite sorting. See sectors 99, 115, and so on in Strain.wad map13, for example. This also fixes z-fighting between overlapped sprites in GL mode.
    · Mouselook key and keys bound to game speed change commands do not break cheats being typed.
    · Midi volume is applied to all midi devices when mus_extend_volume is 1.
    · Light level 0 will now be truly lightless with GZDoom lighting mode.
    · Automap grid can now rotate with map (from ZDoom).
    · Now DSSECRET is used when a secret area is found, instead of DSITMBK. The new sound lump is part of prboom-plus.wad and can be replaced through PWADs.
    · Fixed a crash in software mode at some resolutions when using 'Doom Format' or 'Fit to Width' for 'Status Bar and Menu Appearance'.
    · Now applies fake contrast when using "Fog Based" sector light mode.
    · Fixed Player's weapon lighting, that was too dark in GL mode.
    · Fixed small glitches on Boom HUD graphics in GL mode.
    · Mouse button now moves camera forward if you have it assigned to move forward.
    · Fixed software mode bug: if you played a wad with menu graphics big enough to go over the status bar, entering and exiting the menu left a trace of the menu graphic over the status bar. See HR2final.wad, for example.
    · Flat bleeding on walls won't incorrectly bleed through walls and floors when motion blur is in effect anymore. This fix requires support of the "GL_EXT_packed_depth_stencil" extension.
    · Simple shadows and transparent textures don't sometimes flicker anymore when fog-based lighting is used.
    · Shadows don't disappear in some situations anymore.
    · "-trace_thingshealth 0" now works.
    · Fixed screen shots at resolutions where width is not a multiple of 4.
    · Fixed slowdowns on Pentium 4 at 1024x768 (introduced in 2.5.0.3).




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