123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252 |
- PrBoom 2.5.1.5
- PrBoom is a version of the classic 3D shoot'em'up game Doom, originally
- written by id Software.
- See the file AUTHORS in this distribution for a list of authors and
- other contributors, and a history of the projects PrBoom is derived
- from.
- PrBoom is made available under the GNU General Public License. See the
- file COPYING included in this distribution for details.
- Please see the NEWS file included for changes since the previous version.
- Game data - WADs
- ----------------
- (This section is aimed at people not familiar with Doom and the
- data files it uses.)
- PrBoom is a game engine - it provides a program to play Doom levels, but
- it doesn't include any levels itself. More importantly, you need all the
- sounds, sprites, and other graphics that make up the Doom environment.
- So to play PrBoom, you need one of the main Doom date files from id
- Software - either doom.wad, doom2.wad, tnt.wad or plutonia.wad from one
- of the commercial Doom games, or the shareware doom1.wad. This file
- is called the IWAD.
- PrBoom also supports playing Doom add-on levels, called "PWADs", which
- are small extra .wad files which just contain extra levels or other
- resources. PWADs are ONLY ADD-ONS, you still need the original IWAD
- that they are designed to work with. In practice, most PWADs on the
- Internet require doom2.wad (although some work with doom.wad).
- If you don't own any of the Doom games, get the shareware doom1.wad
- from doom19s.zip on Doomworld's shareware download page. But note that you
- will not be able to play most add-ons.
- http://www.doomworld.com/files/shareware.shtml
- Windows Installation
- --------------------
- Just extract the zip to a directory of your choice and copy your IWAD
- files into it. Now you can make shortcuts and add "-iwad filename.wad"
- to them.
- The SDL_mixer library used by PrBoom supports software MIDI music
- synthesis. If you want to hear the Doom music, you need a set of
- Timidity instrument patches. Do a web search for timidity patch sets,
- there are plenty around.
- These patch sets are a large download (>5megs).
- SDL_mixer does not currently support hardware MIDI synthesis. But we
- have added a hacked version of SDL_mixer with native midi support. If
- you like to try it out, rename SDL_mixer_beta.dll to SDL_mixer.dll.
- You should rename the original SDL_mixer.dll before. Tell us if it
- works or not. Please note, that there might be bugs in the native midi
- implementation.
- Linux Installation
- ------------------
- For UNIX, Linux, and other POSIX systems, you need the SDL libraries in
- order to use PrBoom. If you haven't already done so, visit
- http://prboom.sourceforge.net/linux.html and follow the instructions there
- for your system, downloading the necessary libraries, and either
- installing the binary RPM package or compiling PrBoom from source.
- Once you've done that, you'll need to copy your IWAD file (see the section
- above if you don't know what this is) to a directory where PrBoom can find
- it. Make /usr/local/share/games/doom/, and copy your IWAD (all of your
- IWADs, if you own more than one) to that directory.
- Mac OS Installation
- -------------------
- Copy your IWAD (see above) into your home folder under
- Library:Application Support:PrBoom (this folder will be created for you the
- first time you run PrBoom).
- First Use
- ---------
- If it's the first time you've run PrBoom, you'll need to do some configuring
- to get the controls and display right for you.
- On a new installation, PrBoom runs at 640x480 resolution. If you have used
- PrBoom before, you may have an old config file in your home directory which
- specifies a lower resolution, such as Doom's normal 320x200. You can use the
- -width and -height parameters to select a higher resolution, e.g.:
- prboom -width 640 -height 400
- sets the resolution. This setting is remembered for future sessions. For
- other parameters, see the included README.command-line.
- You may also wish to customise the key bindings. PrBoom's default keybindings
- are the same as the original Doom; unlike original Doom, you can change key
- bindings in the game. In the in-game menus, go to Options, Settings, Key
- Bindings.
- On Mac OS X, you can't use the command line, but after running the program
- once, you can edit YOURHOME:Library:Application Support:PrBoom:prboom.cfg to
- change settings like your screen resolution.
- Features
- --------
- This is all the features PrBoom has compared to the original Doom game
- - it's intended to give you an idea of the enhancements, rather than
- burying you in details.
- See http://prboom.sourceforge.net/about.html for an HTML version of
- this list.
- This is shamelessly modelled on Boom's changes pages. By each
- change, there's the name of the port the feature comes from (so it's
- compatible with).
- Playing the game
- * Supports loading dehacked files at the command line, or in WADs
- (BOOM, MBF)
- * Supports PWADs containing sprites and flats (BOOM)
- * Save games and demos completely store game parameters (BOOM,
- MBF)
- * Savegames store list of loaded WAD files, warning if wrong files
- loaded (BOOM, MBF)
- Game engine
- * Player bobbing improved, optional (BOOM, MBF)
- * Friction effects (BOOM), affecting players and monsters
- (MBF)
- * Wind, current, conveyor effects (BOOM)
- * Far more flexible scrolling wall/floor types (BOOM)
- * Always run (BOOM)
- * Weapon change logic overhauled and improved (BOOM)
- * Support for friendly monsters, helper dogs (MBF)
- * Monster target finding code improved (MBF)
- * AI improvements (MBF)
- * Bouncy and touchy things (MBF)
- * New code pointers (MBF)
- * Per-level and animated skies (MBF)
- * Generalised line types system gives complete flexibility
- (BOOM)
- * Elevators (BOOM)
- * Translucent sprites, walls (BOOM)
- * Independent floor and ceiling lighting (BOOM)
- * Silent teleports (BOOM)
- * Deep water, true underwater areas (BOOM)
- * Icon of Sin telefragging made more consistent (MBF)
- * Fix large numbers of game bugs (BOOM, MBF, LxDoom)
- * Support arbitrary texture heights (BOOM)
- Screen
- * High resolution support (PrBoom)
- * Optional message console, multiple message lines (BOOM)
- * Status bar shows health/armour/ammo in colours (BOOM)
- * Heads up display, showing ammo, health, keys overlayed on view
- (BOOM)
- Multiplayer
- * Spy mode improved (BOOM)
- * Support for loadgame in a net game (LxDoom)
- * Client server style network games (LxDoom)
- Automap
- * No limit on marks (BOOM)
- * Rotation and overlay modes (DOSDoom, LxDoom)
- * Map shows coordinates (BOOM), optionally follow pointer
- (MBF)
- * Teleport lines, key doors and switches marked specially (BOOM)
- * Keys, secrets visible on map with cheat codes (BOOM)
- * Colours fully configurable from menus (BOOM)
- Intermission screens
- * Par times hidden when not relevant (BOOM)
- * Total episode time shown (LxDoom)
- Menus
- * F1 help screen shows current key setup (BOOM)
- * Key bindings, monster behaviour, and compatibility settings all set
- in menus (BOOM, MBF)
- Compatibility
- * Game is capable of behaving like any of: original Doom v1.9, Boom
- v2.02, MBF (BOOM, MBF, LxDoom)
- * Plays most original Doom v1.9 demos (more than Boom or MBF)
- * Plays most Boom v2.02 demos (apart from levels with friction
- effects everything should work).
- * Plays some DOSDoom, earlier Doom, earlier Boom, and LxDoom demos.
- * Plays all MBF demos.
- * Auto-correction of common bugs in old levels (MBF), with
- warnings (LxDoom)
- * Fine control of options controlling compatibility and new features
- (MBF)
- Controls
- * Greater control of key bindings from in game menus (BOOM)
- * More accurate mouse sensitivity control (BOOM, LxDoom)
- Misc
- * Screenshot code improved, supports BMPs (BOOM)
- * Support for ENDOOM and ENDBOOM (BOOM, LxDoom)
- * -timedemo and -fastdemo options (BOOM)
- * Real time frame rate, segs, visplanes, sprites display
- (LxDoom)
- * Various extra cheat codes (BOOM, LxDoom)
- Internals
- * Greatly improved internal memory management (BOOM, LxDoom)
- * Startup time greatly shortened by lazy generation of some lookups
- (DOSDoom, LxDoom)
- * Removed internal limits (BOOM)
- Other Tips
- ----------
- On Linux, SDL tries to detect an appropriate video device automatically.
- If you want to overrite the default, you can set the SDL_VIDEODRIVER
- enviromental variable. At a bash prompt, this is as easy as running:
- SDL_VIDEODRIVER=fbcon prboom
- or
- SDL_VIDEODRIVER=svga prboom
- Details
- -------
- Details on these extra features are split into separate text files:
- README.demos provides a guide to PrBoom's demo support
- README.compatibility describes PrBoom's various compatibility
- options and modes
- README.command-line gives a command line reference for prboom,
- prboom-game-server, and the format of boom.cfg.
- On UNIX/Linux systems use the man pages instead.
- Editing features are not covered in the docs with this package. We plan
- to bundle the editing docs as a separate download. Watch our website
- for news.
|