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AUTHORSH A D09-Nov-20085.4 KiB164117

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INSTALLH A D09-Nov-200811 KiB258202

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TODOH A D09-Nov-200875.7 KiB1,4961,476

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config.h.inH A D09-Nov-20085.5 KiB209143

configureH A D03-May-2022226.1 KiB8,3986,927

configure.acH A D09-Nov-20088.7 KiB233209

prboom.specH A D09-Nov-20081.1 KiB4838

prboom.spec.inH A D11-Oct-20081.2 KiB4838

README

1PrBoom 2.5.0
2============
3
4PrBoom is a version of the classic 3D shoot'em'up game Doom, originally
5written by id Software.
6
7See the file AUTHORS in this distribution for a list of authors and
8other contributors, and a history of the projects PrBoom is derived
9from.
10
11PrBoom is made available under the GNU General Public License. See the
12file COPYING included in this distribution for details.
13
14Please see the NEWS file included for changes since the previous version.
15
16Game data - WADs
17----------------
18
19(This section is aimed at people not familiar with Doom and the
20data files it uses.)
21
22PrBoom is a game engine - it provides a program to play Doom levels, but
23it doesn't include any levels itself. More importantly, you need all the
24sounds, sprites, and other graphics that make up the Doom environment.
25So to play PrBoom, you need one of the main Doom date files from id
26Software - either doom.wad, doom2.wad, tnt.wad or plutonia.wad from one
27of the commercial Doom games, or the shareware doom1.wad. This file
28is called the IWAD.
29
30PrBoom also supports playing Doom add-on levels, called "PWADs", which
31are small extra .wad files which just contain extra levels or other
32resources. PWADs are ONLY ADD-ONS, you still need the original IWAD
33that they are designed to work with. In practice, most PWADs on the
34Internet require doom2.wad (although some work with doom.wad).
35
36If you don't own any of the Doom games, get the shareware doom1.wad
37from doom19s.zip on Doomworld's shareware download page. But note that you
38will not be able to play most add-ons.
39http://www.doomworld.com/files/shareware.shtml
40
41Windows Installation
42--------------------
43
44Just extract the zip to a directory of your choice and copy your IWAD
45files into it. Now you can make shortcuts and add "-iwad filename.wad"
46to them.
47
48The SDL_mixer library used by PrBoom supports software MIDI music
49synthesis. If you want to hear the Doom music, you need a set of
50Timidity instrument patches. Do a web search for timidity patch sets,
51there are plenty around.
52These patch sets are a large download (>5megs).
53SDL_mixer does not currently support hardware MIDI synthesis. But we
54have added a hacked version of SDL_mixer with native midi support. If
55you like to try it out, rename SDL_mixer_beta.dll to SDL_mixer.dll.
56You should rename the original SDL_mixer.dll before. Tell us if it
57works or not. Please note, that there might be bugs in the native midi
58implementation.
59
60Linux Installation
61------------------
62
63For UNIX, Linux, and other POSIX systems, you need the SDL libraries in
64order to use PrBoom. If you haven't already done so, visit
65http://prboom.sourceforge.net/linux.html and follow the instructions there
66for your system, downloading the necessary libraries, and either
67installing the binary RPM package or compiling PrBoom from source.
68
69Once you've done that, you'll need to copy your IWAD file (see the section
70above if you don't know what this is) to a directory where PrBoom can find
71it. Make /usr/local/share/games/doom/, and copy your IWAD (all of your
72IWADs, if you own more than one) to that directory.
73
74Mac OS Installation
75-------------------
76
77Copy your IWAD (see above) into your home folder under
78Library:Application Support:PrBoom (this folder will be created for you the
79first time you run PrBoom).
80
81First Use
82---------
83
84If it's the first time you've run PrBoom, you'll need to do some configuring
85to get the controls and display right for you.
86
87On a new installation, PrBoom runs at 640x480 resolution. If you have used
88PrBoom before, you may have an old config file in your home directory which
89specifies a lower resolution, such as Doom's normal 320x200.  You can use the
90-width and -height parameters to select a higher resolution, e.g.:
91
92prboom -width 640 -height 400
93
94sets the resolution. This setting is remembered for future sessions. For
95other parameters, see the included README.command-line.
96
97You may also wish to customise the key bindings. PrBoom's default keybindings
98are the same as the original Doom; unlike original Doom, you can change key
99bindings in the game. In the in-game menus, go to Options, Settings, Key
100Bindings.
101
102On Mac OS X, you can't use the command line, but after running the program
103once, you can edit YOURHOME:Library:Application Support:PrBoom:prboom.cfg to
104change settings like your screen resolution.
105
106Features
107--------
108
109   This is all the features PrBoom has compared to the original Doom game
110   - it's intended to give you an idea of the enhancements, rather than
111   burying you in details.
112
113   See http://prboom.sourceforge.net/about.html for an HTML version of
114   this list.
115
116   This is shamelessly modelled on Boom's changes pages. By each
117   change, there's the name of the port the feature comes from (so it's
118   compatible with).
119
120Playing the game
121
122     * Supports loading dehacked files at the command line, or in WADs
123       (BOOM, MBF)
124     * Supports PWADs containing sprites and flats (BOOM)
125     * Save games and demos completely store game parameters (BOOM,
126       MBF)
127     * Savegames store list of loaded WAD files, warning if wrong files
128       loaded (BOOM, MBF)
129
130Game engine
131
132     * Player bobbing improved, optional (BOOM, MBF)
133     * Friction effects (BOOM), affecting players and monsters
134       (MBF)
135     * Wind, current, conveyor effects (BOOM)
136     * Far more flexible scrolling wall/floor types (BOOM)
137     * Always run (BOOM)
138     * Weapon change logic overhauled and improved (BOOM)
139     * Support for friendly monsters, helper dogs (MBF)
140     * Monster target finding code improved (MBF)
141     * AI improvements (MBF)
142     * Bouncy and touchy things (MBF)
143     * New code pointers (MBF)
144     * Per-level and animated skies (MBF)
145     * Generalised line types system gives complete flexibility
146       (BOOM)
147     * Elevators (BOOM)
148     * Translucent sprites, walls (BOOM)
149     * Independent floor and ceiling lighting (BOOM)
150     * Silent teleports (BOOM)
151     * Deep water, true underwater areas (BOOM)
152     * Icon of Sin telefragging made more consistent (MBF)
153     * Fix large numbers of game bugs (BOOM, MBF, LxDoom)
154     * Support arbitrary texture heights (BOOM)
155
156Screen
157
158     * High resolution support (PrBoom)
159     * Optional message console, multiple message lines (BOOM)
160     * Status bar shows health/armour/ammo in colours (BOOM)
161     * Heads up display, showing ammo, health, keys overlayed on view
162       (BOOM)
163
164Multiplayer
165
166     * Spy mode improved (BOOM)
167     * Support for loadgame in a net game (LxDoom)
168     * Client server style network games (LxDoom)
169
170Automap
171
172     * No limit on marks (BOOM)
173     * Rotation and overlay modes (DOSDoom, LxDoom)
174     * Map shows coordinates (BOOM), optionally follow pointer
175       (MBF)
176     * Teleport lines, key doors and switches marked specially (BOOM)
177     * Keys, secrets visible on map with cheat codes (BOOM)
178     * Colours fully configurable from menus (BOOM)
179
180Intermission screens
181
182     * Par times hidden when not relevant (BOOM)
183     * Total episode time shown (LxDoom)
184
185Menus
186
187     * F1 help screen shows current key setup (BOOM)
188     * Key bindings, monster behaviour, and compatibility settings all set
189       in menus (BOOM, MBF)
190
191Compatibility
192
193     * Game is capable of behaving like any of: original Doom v1.9, Boom
194       v2.02, MBF (BOOM, MBF, LxDoom)
195     * Plays most original Doom v1.9 demos (more than Boom or MBF)
196     * Plays most Boom v2.02 demos (apart from levels with friction
197       effects everything should work).
198     * Plays some DOSDoom, earlier Doom, earlier Boom, and LxDoom demos.
199     * Plays all MBF demos.
200     * Auto-correction of common bugs in old levels (MBF), with
201       warnings (LxDoom)
202     * Fine control of options controlling compatibility and new features
203       (MBF)
204
205Controls
206
207     * Greater control of key bindings from in game menus (BOOM)
208     * More accurate mouse sensitivity control (BOOM, LxDoom)
209
210Misc
211
212     * Screenshot code improved, supports BMPs (BOOM)
213     * Support for ENDOOM and ENDBOOM (BOOM, LxDoom)
214     * -timedemo and -fastdemo options (BOOM)
215     * Real time frame rate, segs, visplanes, sprites display
216       (LxDoom)
217     * Various extra cheat codes (BOOM, LxDoom)
218
219Internals
220
221     * Greatly improved internal memory management (BOOM, LxDoom)
222     * Startup time greatly shortened by lazy generation of some lookups
223       (DOSDoom, LxDoom)
224     * Removed internal limits (BOOM)
225
226Other Tips
227----------
228
229On Linux, SDL tries to detect an appropriate video device automatically.
230If you want to overrite the default, you can set the SDL_VIDEODRIVER
231enviromental variable. At a bash prompt, this is as easy as running:
232
233SDL_VIDEODRIVER=fbcon prboom
234or
235SDL_VIDEODRIVER=svga prboom
236
237Details
238-------
239
240Details on these extra features are split into separate text files:
241
242README.demos		provides a guide to PrBoom's demo support
243README.compatibility	describes PrBoom's various compatibility
244			options and modes
245README.command-line	gives a command line reference for prboom,
246			prboom-game-server, and the format of boom.cfg.
247			On UNIX/Linux systems use the man pages instead.
248
249Editing features are not covered in the docs with this package. We plan
250to bundle the editing docs as a separate download. Watch our website
251for news.
252
253