README 9.0 KB

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  1. PrBoom 2.5.1.5
  2. PrBoom is a version of the classic 3D shoot'em'up game Doom, originally
  3. written by id Software.
  4. See the file AUTHORS in this distribution for a list of authors and
  5. other contributors, and a history of the projects PrBoom is derived
  6. from.
  7. PrBoom is made available under the GNU General Public License. See the
  8. file COPYING included in this distribution for details.
  9. Please see the NEWS file included for changes since the previous version.
  10. Game data - WADs
  11. ----------------
  12. (This section is aimed at people not familiar with Doom and the
  13. data files it uses.)
  14. PrBoom is a game engine - it provides a program to play Doom levels, but
  15. it doesn't include any levels itself. More importantly, you need all the
  16. sounds, sprites, and other graphics that make up the Doom environment.
  17. So to play PrBoom, you need one of the main Doom date files from id
  18. Software - either doom.wad, doom2.wad, tnt.wad or plutonia.wad from one
  19. of the commercial Doom games, or the shareware doom1.wad. This file
  20. is called the IWAD.
  21. PrBoom also supports playing Doom add-on levels, called "PWADs", which
  22. are small extra .wad files which just contain extra levels or other
  23. resources. PWADs are ONLY ADD-ONS, you still need the original IWAD
  24. that they are designed to work with. In practice, most PWADs on the
  25. Internet require doom2.wad (although some work with doom.wad).
  26. If you don't own any of the Doom games, get the shareware doom1.wad
  27. from doom19s.zip on Doomworld's shareware download page. But note that you
  28. will not be able to play most add-ons.
  29. http://www.doomworld.com/files/shareware.shtml
  30. Windows Installation
  31. --------------------
  32. Just extract the zip to a directory of your choice and copy your IWAD
  33. files into it. Now you can make shortcuts and add "-iwad filename.wad"
  34. to them.
  35. The SDL_mixer library used by PrBoom supports software MIDI music
  36. synthesis. If you want to hear the Doom music, you need a set of
  37. Timidity instrument patches. Do a web search for timidity patch sets,
  38. there are plenty around.
  39. These patch sets are a large download (>5megs).
  40. SDL_mixer does not currently support hardware MIDI synthesis. But we
  41. have added a hacked version of SDL_mixer with native midi support. If
  42. you like to try it out, rename SDL_mixer_beta.dll to SDL_mixer.dll.
  43. You should rename the original SDL_mixer.dll before. Tell us if it
  44. works or not. Please note, that there might be bugs in the native midi
  45. implementation.
  46. Linux Installation
  47. ------------------
  48. For UNIX, Linux, and other POSIX systems, you need the SDL libraries in
  49. order to use PrBoom. If you haven't already done so, visit
  50. http://prboom.sourceforge.net/linux.html and follow the instructions there
  51. for your system, downloading the necessary libraries, and either
  52. installing the binary RPM package or compiling PrBoom from source.
  53. Once you've done that, you'll need to copy your IWAD file (see the section
  54. above if you don't know what this is) to a directory where PrBoom can find
  55. it. Make /usr/local/share/games/doom/, and copy your IWAD (all of your
  56. IWADs, if you own more than one) to that directory.
  57. Mac OS Installation
  58. -------------------
  59. Copy your IWAD (see above) into your home folder under
  60. Library:Application Support:PrBoom (this folder will be created for you the
  61. first time you run PrBoom).
  62. First Use
  63. ---------
  64. If it's the first time you've run PrBoom, you'll need to do some configuring
  65. to get the controls and display right for you.
  66. On a new installation, PrBoom runs at 640x480 resolution. If you have used
  67. PrBoom before, you may have an old config file in your home directory which
  68. specifies a lower resolution, such as Doom's normal 320x200. You can use the
  69. -width and -height parameters to select a higher resolution, e.g.:
  70. prboom -width 640 -height 400
  71. sets the resolution. This setting is remembered for future sessions. For
  72. other parameters, see the included README.command-line.
  73. You may also wish to customise the key bindings. PrBoom's default keybindings
  74. are the same as the original Doom; unlike original Doom, you can change key
  75. bindings in the game. In the in-game menus, go to Options, Settings, Key
  76. Bindings.
  77. On Mac OS X, you can't use the command line, but after running the program
  78. once, you can edit YOURHOME:Library:Application Support:PrBoom:prboom.cfg to
  79. change settings like your screen resolution.
  80. Features
  81. --------
  82. This is all the features PrBoom has compared to the original Doom game
  83. - it's intended to give you an idea of the enhancements, rather than
  84. burying you in details.
  85. See http://prboom.sourceforge.net/about.html for an HTML version of
  86. this list.
  87. This is shamelessly modelled on Boom's changes pages. By each
  88. change, there's the name of the port the feature comes from (so it's
  89. compatible with).
  90. Playing the game
  91. * Supports loading dehacked files at the command line, or in WADs
  92. (BOOM, MBF)
  93. * Supports PWADs containing sprites and flats (BOOM)
  94. * Save games and demos completely store game parameters (BOOM,
  95. MBF)
  96. * Savegames store list of loaded WAD files, warning if wrong files
  97. loaded (BOOM, MBF)
  98. Game engine
  99. * Player bobbing improved, optional (BOOM, MBF)
  100. * Friction effects (BOOM), affecting players and monsters
  101. (MBF)
  102. * Wind, current, conveyor effects (BOOM)
  103. * Far more flexible scrolling wall/floor types (BOOM)
  104. * Always run (BOOM)
  105. * Weapon change logic overhauled and improved (BOOM)
  106. * Support for friendly monsters, helper dogs (MBF)
  107. * Monster target finding code improved (MBF)
  108. * AI improvements (MBF)
  109. * Bouncy and touchy things (MBF)
  110. * New code pointers (MBF)
  111. * Per-level and animated skies (MBF)
  112. * Generalised line types system gives complete flexibility
  113. (BOOM)
  114. * Elevators (BOOM)
  115. * Translucent sprites, walls (BOOM)
  116. * Independent floor and ceiling lighting (BOOM)
  117. * Silent teleports (BOOM)
  118. * Deep water, true underwater areas (BOOM)
  119. * Icon of Sin telefragging made more consistent (MBF)
  120. * Fix large numbers of game bugs (BOOM, MBF, LxDoom)
  121. * Support arbitrary texture heights (BOOM)
  122. Screen
  123. * High resolution support (PrBoom)
  124. * Optional message console, multiple message lines (BOOM)
  125. * Status bar shows health/armour/ammo in colours (BOOM)
  126. * Heads up display, showing ammo, health, keys overlayed on view
  127. (BOOM)
  128. Multiplayer
  129. * Spy mode improved (BOOM)
  130. * Support for loadgame in a net game (LxDoom)
  131. * Client server style network games (LxDoom)
  132. Automap
  133. * No limit on marks (BOOM)
  134. * Rotation and overlay modes (DOSDoom, LxDoom)
  135. * Map shows coordinates (BOOM), optionally follow pointer
  136. (MBF)
  137. * Teleport lines, key doors and switches marked specially (BOOM)
  138. * Keys, secrets visible on map with cheat codes (BOOM)
  139. * Colours fully configurable from menus (BOOM)
  140. Intermission screens
  141. * Par times hidden when not relevant (BOOM)
  142. * Total episode time shown (LxDoom)
  143. Menus
  144. * F1 help screen shows current key setup (BOOM)
  145. * Key bindings, monster behaviour, and compatibility settings all set
  146. in menus (BOOM, MBF)
  147. Compatibility
  148. * Game is capable of behaving like any of: original Doom v1.9, Boom
  149. v2.02, MBF (BOOM, MBF, LxDoom)
  150. * Plays most original Doom v1.9 demos (more than Boom or MBF)
  151. * Plays most Boom v2.02 demos (apart from levels with friction
  152. effects everything should work).
  153. * Plays some DOSDoom, earlier Doom, earlier Boom, and LxDoom demos.
  154. * Plays all MBF demos.
  155. * Auto-correction of common bugs in old levels (MBF), with
  156. warnings (LxDoom)
  157. * Fine control of options controlling compatibility and new features
  158. (MBF)
  159. Controls
  160. * Greater control of key bindings from in game menus (BOOM)
  161. * More accurate mouse sensitivity control (BOOM, LxDoom)
  162. Misc
  163. * Screenshot code improved, supports BMPs (BOOM)
  164. * Support for ENDOOM and ENDBOOM (BOOM, LxDoom)
  165. * -timedemo and -fastdemo options (BOOM)
  166. * Real time frame rate, segs, visplanes, sprites display
  167. (LxDoom)
  168. * Various extra cheat codes (BOOM, LxDoom)
  169. Internals
  170. * Greatly improved internal memory management (BOOM, LxDoom)
  171. * Startup time greatly shortened by lazy generation of some lookups
  172. (DOSDoom, LxDoom)
  173. * Removed internal limits (BOOM)
  174. Other Tips
  175. ----------
  176. On Linux, SDL tries to detect an appropriate video device automatically.
  177. If you want to overrite the default, you can set the SDL_VIDEODRIVER
  178. enviromental variable. At a bash prompt, this is as easy as running:
  179. SDL_VIDEODRIVER=fbcon prboom
  180. or
  181. SDL_VIDEODRIVER=svga prboom
  182. Details
  183. -------
  184. Details on these extra features are split into separate text files:
  185. README.demos provides a guide to PrBoom's demo support
  186. README.compatibility describes PrBoom's various compatibility
  187. options and modes
  188. README.command-line gives a command line reference for prboom,
  189. prboom-game-server, and the format of boom.cfg.
  190. On UNIX/Linux systems use the man pages instead.
  191. Editing features are not covered in the docs with this package. We plan
  192. to bundle the editing docs as a separate download. Watch our website
  193. for news.