PrBoom-Plus Changelog

What's new in PrBoom-Plus 2.5.1.4

Jan 15, 2016
  • Added "Fix clipping problems in large levels" option.
  • Added "gl_finish" config variable.
  • Added "mus_fluidsynth_gain" and "mus_opl_gain cfg" config variables to fine tune output of fluidsynth and opl2 midi. Values allowed are 0 to 1000. 50 (default) exactly matches old behavior.
  • Added a "Health Bar Above Monsters" option (health_bar* config variables).
  • Added a "Things appearance" automap option. Possible values: "classic", "scaled" and "icons".
  • Added "notarget" and "fly" cheat codes.
  • Added MBF's "-beta" codepointers.
  • Added a new HUD.
  • Added "shaders" sector light mode.
  • Support "Classic Doom" WAD files of Doom 3 BFG Edition, by Fabian Greffrath.
  • Support for HACX 1.2 IWAD, by Fabian Greffrath.
  • Support up to eight joystick buttons instead of just four, by Fabian Greffrath. The fifth and sixth buttons are mapped to strafe left and right.
  • Mouse look now is available in software mode.
  • Added a crosshair. Three different crosshair graphics are for choice: cross, angle and dot. Extra features are changing crosshair colors according to the player's health and/or on sight of a target.
  • Added "Allow Jump" option on "Prboom-plus 'bad' compatibility settings" page. Implemented by Fabian Greffrath.
  • Added a "Backpack Changes Thresholds" option.
  • -skipsec accepts a minutes prefix followed by a colon.
  • Two-key strafe50: StrafeOn + MoveLR = strafe50
  • Added "Allow Vertical Aiming" option on "Prboom-plus 'bad' compatibility settings" page.
  • Update to newest SDL libraries: SDL_mixer 1.2.12, SDL_image 1.2.12, SDL_net 1.2.8.
  • Brown color for weapons that cannot be fired on weapon HUD widget.
  • "Use GL surface for software mode" mode now works much faster if gl_finish is 0 in config.
  • process_affinity_mask config variable is removed. Single CPU core will be automatically forced if SDL MIDI player is used.
  • Better support for Chex Quest, by Fabian Greffrath. Embed chex.deh by fraggle in prboom-plus.wad.
  • Redo MBF-style multiple DEHACKED lumps. Load command line DeHackEd patches after DEHACKED lumps.
  • Improved rendering precision (wall wiggle), by kb1.
  • Realign automap grid with blockmap.
  • 'Max Health', 'Max Soulsphere' and 'Megasphere Health' DEH parameters did not work after warping to level from command line since 2.4.8.1.
  • Buggy invulnerability effect if hi-res textures are used and there is no support for GL_ARB_framebuffer_object.
  • Simple shadows flicker during lowering lifts.
  • "Change palette on pain/bonus/power" settings did not work.
  • Lines of walls on automap were not displayed on Planisphere 2 at some zoom.
  • Fixed HOMs on Planisphere 2.
  • Incorrect clipping of automap in opaque mode after changing view window size. Affects only software mode.
  • Fixed long wall error.
  • Boom's ability to change floor and ceiling lighting independently was not applied to things in opengl.

New in PrBoom-Plus 2.5.1.4 Test (Jul 2, 2013)

  • Added "Fix clipping problems in large levels" option.
  • Added "gl_finish" config variable.
  • Added "mus_fluidsynth_gain" and "mus_opl_gain cfg" config variables to fine tune output of fluidsynth and opl2 midi. Values allowed are 0 to 1000. 50 (default) exactly matches old behavior.
  • Added a "Health Bar Above Monsters" option (health_bar* config variables).
  • Added a "Things appearance" automap option. Possible values: "classic", "scaled" and "icons".
  • Added "notarget" and "fly" cheat codes.
  • Added MBF's "-beta" codepointers.
  • Added a new HUD.
  • Added "shaders" sector light mode.
  • Support "Classic Doom" WAD files of Doom 3 BFG Edition, by Fabian Greffrath.
  • Support for HACX 1.2 IWAD, by Fabian Greffrath.
  • Support up to eight joystick buttons instead of just four, by Fabian Greffrath. The fifth and sixth buttons are mapped to strafe left and right.
  • Mouse look now is available in software mode.
  • Added a crosshair. Three different crosshair graphics are for choice: cross, angle and dot. Extra features are changing crosshair colors according to the player's health and/or on sight of a target.
  • [*] Update to newest SDL libraries: SDL_mixer 1.2.12, SDL_image 1.2.12, SDL_net 1.2.8.
  • Brown color for weapons that cannot be fired on weapon HUD widget.
  • "Use GL surface for software mode" mode now works much faster if gl_finish is 0 in config.
  • process_affinity_mask config variable is removed. Single CPU core will be automatically forced if SDL MIDI player is used.
  • Better support for Chex Quest, by Fabian Greffrath. Embed chex.deh by fraggle in prboom-plus.wad.
  • Redo MBF-style multiple DEHACKED lumps. Load command line DeHackEd patches after DEHACKED lumps.
  • Ability to use e.g. doom1.wad as a resource for a doom2 IWAD, e.g. freedoom (prboom-plus -iwad freedoom.wad -file doom1.wad), by Fabian Greffrath.
  • 'Max Health', 'Max Soulsphere' and 'Megasphere Health' DEH parameters did not work after warping to level from command line since 2.4.8.1.
  • Buggy invulnerability effect if hi-res textures are used and there is no support for GL_ARB_framebuffer_object.
  • Simple shadows flicker during lowering lifts.

New in PrBoom-Plus 2.5.1.3 (Dec 6, 2011)

  • 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.

New in PrBoom-Plus 2.5.1.2 (Dec 6, 2011)

  • 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).

New in PrBoom-Plus 2.5.1.1 (Jun 20, 2011)

  • [+]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.

New in PrBoom-Plus 2.5.1.0 (May 31, 2011)

  • [+]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.

New in PrBoom-Plus 2.5.0.9 (Nov 29, 2010)

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

New in PrBoom-Plus 2.5.0.7 (Aug 30, 2010)

  • 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

New in PrBoom-Plus 2.5.0.6 (Feb 3, 2010)

  • 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).