prboom-plus
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This is a cleaned up copy of the PrBoom+ SVN repository as a courtesy for those interested in forking that port
Using a renderer that isn't OpenGL seems to have the textured automap not work.
The action failed grunt sound that usually plays when you can't do anything, plays even when the action is successful if you are using an S1 or D1 type linedef.
Please make an option to set compatibility mode automatically when IWAD loaded. (ex: If I selected Ultimate Doom IWAD, set compatibility mode automatically to Ultimate Doom IWAD.)
I figured it might be useful to have this option for compiling as well, similar to Raze, if it's possible.
Essentially, this refers to the Xbox Doom IWADs as well as the Unity versions of them. Currently, PrBoom only supports the OG IWADs and the BFG Edition ones, it would...
Especially noticeable while using canonic resolutions(e.g. 640x400) at 1080p. This type of artifact is normally caused by utilizing nearest neighbor scaling at non-integer resolution intervals, and is solved by using...
Is there any reason why: * pwads and iwads **must** have a `*.wad` file name? * lumps **must** have a `*.lmp` file name? For the `-file` option it can be...
Somewhat related to #187 Since the block map bug is *deliberately* kept in and considered a *part of the game* - how about a debug cheat/option/shortcut for a view in...
Hi! I'm the original PrBoom guy and still host the SVN repository of it at https://svn.prboom.org/repos/ The last activity there was Sep 27th 2019 by entryway but since the end...
I made a change to the D_Wipe method in dsda-doom and maybe it is of interest to mainline pr+. There is a timing "bug" with the wipe that causes the...