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PrBoom 2.5.0
PrBoom 2.5.0 PrBoom, the purest Doom-Port? Aims to be the most stable Doom port with the highest compatibility to the major Doom versions. Highres software and nice OpenGL rendering. Full Boom and most if not all MBF features. Version 2.5.0 released. After almost two years since the last release, the PrBoom Team is proud to announce PrBoom 2.5.0. Limit the game to one CPU core on a multicore machine [prb+] Fix crash when out-of-range values are used in fixed point arithmetic [prb+] Allow the game to build without SDL_mixer, add --without-mixer option to ./configure to force this. Music support will be disabled in this case Don't set the default game skill from the new game menu. Instead there is an option to set it explicitly in the General menu Fix the brightness of the player's weapon Fix linear filtering on flats in software mode Fix crash when an unknown sprite is used with a non-zero frame number Restore special case for trivial maps (bug #1837422) Fix screenshots in high colour screen modes - if libpng is available at build time it will be used, otherwise a BMP will be saved Don't process mouse input in the menus [prb+] Always use Doom's main menu order to avoid bugs with Alien Vendetta [prb+] Remove line of junk graphics below status bar [prb+] Restore Boom friction and bobbing code [prb+] Fix crash by testing for null targets in mancubus fire code pointers Restore last known enemy check in Boom compatibility [prb+] Animated middle textures with zero index ...
5/5 5,704 Jun 15, 2016
PrBoom Project
   
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