PrBoom is a version of the classic fps game Doom by id Software. Specifically, it's an engine for playing Doom levels, based on the source code released by id Software. It aims to be free, reliable, portable, and support a wide range of levels.
Screenshots.
PrBoom is the culmination of years of work by various people and projects on the Doom source code. PrBoom includes work from all of the following projects:
Original Doom source release | Without id Software releasing the source code to Doom in the first place, we couldn't be here. And one mustn't forget Bernd Kreimeier who prepared the source for release. |
DosDoom | The first serious Doom port, got things working enough for other projects to spawn from it. Also continued to provide a lot of innovative ideas for other ports. |
Boom | This project gave a complete overhaul to the Doom engine, one it badly needed. All of Doom's infamous bugs and limitations were fixed. Many new features which fitted nicely into the engine were added, including a better line types system, translucency, friction and wind types, and much more. |
PrBoom | Brought Boom to Windows, and made large improvements to the graphics: first higher resolutions, later OpenGL rendering. |
MBF | This continuation of the Boom project, by Lee Killough, did huge amounts of debugging and other improvements, as well as adding more natural features in the way that Boom had done. There were also some special features like Doom beta emulation, and friendly monsters. |
LxDoom | Initially just a Linux port of Boom, it went on to become a portable POSIX Doom port, with further compatibility improvements and debugging. |
lSDLDoom | This port of LxDoom to SDL brought the Windows and Linux development back together. It just makes you wish we'd had SDL when the Doom source first came out :-\. |
Of course ideas were exchanged with many other Doom ports, including xdoom, and Eternity.
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)
Screenshots.
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