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e6y, Inc. PrBoom+ 2.4.8.2

PrBoom+ is a Doom source port developed from the original PrBoom project. It is currently based on the source code of its most recent stable version, 2.4.8 (SVN).

Latest Changes:

  • Updated to the latest prboom 2.4.8. (SVN build, revision 2423)
  • New mouse code without SDL lags. Win32 mouse handling was removed
  • Boom colormaps are supported in OpenGL mode
  • New mus -> mid conversion code thanks to Ben Ryves This removes bugs and plays back a lot of music closer to Vanilla Doom - eg. tnt.wad MAP02
  • Smooth movement: interpolation of weapon bobbing
  • New command-line switch `-emulate prboom_ver` for emulation of old buggy behaviour of previous prboom versions during playback of doomdoom2oommbflxdoom demos in cases where a prboom bug affects the demo compatibility and leads to desyncs in the origi
  • PC Speaker emulation from chocolate-doom
  • New command-line switch `-force_lxdoom_demo_compatibility` for emulation of all bugs in demo compatibility mode in lxdoom. There are no more desynchs on `Doom-incompatible` demos from DHT6 exams
  • Ability to force -nomonsters and -respawn for playback of 1.2 demos. Demos recorded with Doom.exe 1.2 did not contain any information about whether these parameters had been used. In order to play them back, you should add them to the command-line for pla
  • There is a new command-line switch `-shorttics`. This makes it possible to practice routes and tricks (e.g. glides, where this makes a significant difference) with the same mouse behaviour as when recording, but without having to be recording every time
  • Wipe screen effect in OpenGL
  • Support for Hi-Res textures and patches in OpenGL
  • Import the clipper code from gzdoom. Thanks to GrafZahl. PrBoom uses a clipper with screen pixel precision. It isn`t precise enough for GL. For GL we need a clipper with angular precision to avoid some kind of glitches
  • Events queue will not be cleared at the start. (like vanilla does)
  • `No Quit Sound` is renamed to `Fast Exit`. EndDoom screen will be skipped if this option is turned on
  • Effect of invulnerability uses a colormap in OpenGL mode instead of hard-coding. See nuts.wad as example
  • `Sky is unaffected by invulnerability` compatibility setting (comp_skymap) works in OpenGL mode now
  • `Paper Items` setting is not applied to hanging things
  • The player`s weapon is displayed much darker than in `vanilla` and other ports. In this version the mistake is corrected only for software rendering
  • Improved support for Doom v1.2: Projectiles, such as monster and player plasma and rockets, were able to activate down-wait-up type lifts in versions of Doom up to v1.2
  • Monsters on automap are drawn on top of other things to avoid situations when red triangles (live and countable monsters) are hidden by the green triangles for non-countable things
  • Show a warning if savegame is from the previous version of prboom-plus
  • `-recordfromto` works for all levels of compatibility
  • Improved precision. There are no more HOM`s on maps with big open areas: nuts.wad at some positions, thespir2.wad at the start, `Generator of Evil.wad` in last room, MAP05 @ epic.wad everywhere, etc
  • Huge speedup in OpenGL on levels with sectors which have many lines. I`ve got 87 fps (timedemo) on MAP05 @ epic.wad in this version instead of 64 in 2.4.8.1
  • Compatibility with common mapping errors `linedefs w/o tags apply locally` works with Walk and Gunfire triggers (not only with switches) as in ZDoom
  • Non traditional menu was removed to avoid problems with, e.g., Alien Vendetta
  • Launcher: wrong strings in history combobox
  • Fixed Boom incompatibilities. There are no more desyncs on Donce`s demos on horror.wad
  • Fixed Boom incompatibilities. Original friction and bobbing code was restored. There are no more desyncs on cybart.lmp @ Artica.wad and dismlmp.lmp @ dismem.wad. `-force_prboom_friction` for emulation of old buggy behaviour
  • %DOOMWADDIR% had no effect for PWADs and DEHs
  • A strip of rendered graphics could sometimes be seen under the status bar, along the bottom during intermission screens and in the rollcall screen
  • With OpenGL rendering, many of the translucent windows in MAP29 @ cchest2.wad are visible from one side only
  • Boom bug: Fixed incompatibility with original EXE`s (complevels 0..6) on levels with `Monster Spawner`. `-force_boom_brainawake` for emulation of old buggy behaviour. There is no more desynch on 300340HR.lmp @ RlmChaos.wad
  • When radsuit ends, palette changes w/o warning
  • When playing back with -recordfromto, and before resuming recording, pausing causes playback to desync
  • OpenGL: Fix an issue with lines (boxes) which appear around the elements that change on the intermission screens in Doom1
  • When a file with the .BEX extension is used in an autoloading pattern, the program fails to load it
  • Boom bug: Correction for DEHs which swap the values of two strings. For example: Text 6 6 - RUNNINSTALKS; Text 6 6 - STALKSRUNNIN. There are no more bugs on MAP05 @ Allhell.wad
  • Kills percentage, if extremely high, was reported wrongly and could in theory lead to desyncs
  • PrBoom bug: Par times were not displayed. The program was viewing prboom(-plus).wad as a pwad, and therefore the piece of code that suppressed par times was always being triggered
  • Sometimes the pistol sounds that play while the tallies are being totaled on the end screen will play for too long after the completion time has finished tallying
  • There is no more crash on e1cmnet3.lmp between e1m2 and e1m3
  • Smart totals: Monsters spawned by an Monster Spawner should not be countable for total killed
  • Avoid crashes at end of demos if DEMOMARKER (0×80) does not exist at the end
  • ScreenShot feature did not work with `-videodriver directx` on fullscreen software
  • There are no more visual glitches with sky on MAP14 @ Icarus and MAP20 @ Hell Revealed. GZDoom still has this bug
  • Fix of no warning (flashes between shadowed and solid) in OpenGL when invisibility is about to go
  • Fixed wrong finding of next highest floor (linedef action 18, 20, 131) for demo compatibility. There are no more desynchs on napalm.wad
  • The priority system is broken in the ouch face code in a way that makes the face not work with monster damage
  • Move mouse sensitivity menu upwards a little to avoid overlap with status bar with accompanying visual glitches on software renderer
  • The bug in the algorithm for splitting of a sector into closed contours was fixed. There is no more HOM at the starting area on MAP16 @ Eternal.wad in OpenGL. I hope nothing was broken
  • Correction of an overflow in calculation of a sound origin on large levels. New code is applied only for non-compatible modes and with comp_sound equal to zero. There is no more bug with an absent sound after pressing the distant western switch on Hell Sp
  • Premature program exit during MAP26 in 4-player coop demo 29uv4p_*.lmp @ doom2.wad. This bug was introduced in r1458 by cph for 2.4.3 release
  • Wrong calculation of weapon width in OpenGL in some cases, especially during movement. Shotgun in DSV3_War looks correct now
  • OpenGL: Blink during demoskip on fullscreen
  • OpenGL: Bug with duplicated lines, e.g. MM.WAD Map22 lines 1298 and 2397. There is no more HOM on Memento Mori MAP22 sector 299
  • Fixed slowdown during screen melt at 1024×768 on some systems
  • Transferred sky texture on scrolled wall were not scrolled with mouselook or changed FOV
  • Sky property-transfer linedef types (271, 272) should not be applied for BOOM complevels


Download PrBoom+ 2.4.8.2 (File Size: 2,210 KB)


PrBoom+ 2.4.8.2 details:

  • Publisher Name: e6y, Inc.;
  • License Type: Open Source;
  • OS Support: Mac, Unix, Windows (All);
  • Limitations: No;
  • Uninstaller Support: No;
  • Skin Support: No; ;

More info and demos: e6y, Inc.

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About e6y, Inc. PrBoom+ 2.4.8.2