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1 | PrBoom 2.5.0 | ||
2 | ============ | ||
3 | |||
4 | PrBoom is a version of the classic 3D shoot'em'up game Doom, originally | ||
5 | written by id Software. | ||
6 | |||
7 | See the file AUTHORS in this distribution for a list of authors and | ||
8 | other contributors, and a history of the projects PrBoom is derived | ||
9 | from. | ||
10 | |||
11 | PrBoom is made available under the GNU General Public License. See the | ||
12 | file COPYING included in this distribution for details. | ||
13 | |||
14 | Please see the NEWS file included for changes since the previous version. | ||
15 | |||
16 | Game data - WADs | ||
17 | ---------------- | ||
18 | |||
19 | (This section is aimed at people not familiar with Doom and the | ||
20 | data files it uses.) | ||
21 | |||
22 | PrBoom is a game engine - it provides a program to play Doom levels, but | ||
23 | it doesn't include any levels itself. More importantly, you need all the | ||
24 | sounds, sprites, and other graphics that make up the Doom environment. | ||
25 | So to play PrBoom, you need one of the main Doom date files from id | ||
26 | Software - either doom.wad, doom2.wad, tnt.wad or plutonia.wad from one | ||
27 | of the commercial Doom games, or the shareware doom1.wad. This file | ||
28 | is called the IWAD. | ||
29 | |||
30 | PrBoom also supports playing Doom add-on levels, called "PWADs", which | ||
31 | are small extra .wad files which just contain extra levels or other | ||
32 | resources. PWADs are ONLY ADD-ONS, you still need the original IWAD | ||
33 | that they are designed to work with. In practice, most PWADs on the | ||
34 | Internet require doom2.wad (although some work with doom.wad). | ||
35 | |||
36 | If you don't own any of the Doom games, get the shareware doom1.wad | ||
37 | from doom19s.zip on Doomworld's shareware download page. But note that you | ||
38 | will not be able to play most add-ons. | ||
39 | http://www.doomworld.com/files/shareware.shtml | ||
40 | |||
41 | Windows Installation | ||
42 | -------------------- | ||
43 | |||
44 | Just extract the zip to a directory of your choice and copy your IWAD | ||
45 | files into it. Now you can make shortcuts and add "-iwad filename.wad" | ||
46 | to them. | ||
47 | |||
48 | The SDL_mixer library used by PrBoom supports software MIDI music | ||
49 | synthesis. If you want to hear the Doom music, you need a set of | ||
50 | Timidity instrument patches. Do a web search for timidity patch sets, | ||
51 | there are plenty around. | ||
52 | These patch sets are a large download (>5megs). | ||
53 | SDL_mixer does not currently support hardware MIDI synthesis. But we | ||
54 | have added a hacked version of SDL_mixer with native midi support. If | ||
55 | you like to try it out, rename SDL_mixer_beta.dll to SDL_mixer.dll. | ||
56 | You should rename the original SDL_mixer.dll before. Tell us if it | ||
57 | works or not. Please note, that there might be bugs in the native midi | ||
58 | implementation. | ||
59 | |||
60 | Linux Installation | ||
61 | ------------------ | ||
62 | |||
63 | For UNIX, Linux, and other POSIX systems, you need the SDL libraries in | ||
64 | order to use PrBoom. If you haven't already done so, visit | ||
65 | http://prboom.sourceforge.net/linux.html and follow the instructions there | ||
66 | for your system, downloading the necessary libraries, and either | ||
67 | installing the binary RPM package or compiling PrBoom from source. | ||
68 | |||
69 | Once you've done that, you'll need to copy your IWAD file (see the section | ||
70 | above if you don't know what this is) to a directory where PrBoom can find | ||
71 | it. Make /usr/local/share/games/doom/, and copy your IWAD (all of your | ||
72 | IWADs, if you own more than one) to that directory. | ||
73 | |||
74 | Mac OS Installation | ||
75 | ------------------- | ||
76 | |||
77 | Copy your IWAD (see above) into your home folder under | ||
78 | Library:Application Support:PrBoom (this folder will be created for you the | ||
79 | first time you run PrBoom). | ||
80 | |||
81 | First Use | ||
82 | --------- | ||
83 | |||
84 | If it's the first time you've run PrBoom, you'll need to do some configuring | ||
85 | to get the controls and display right for you. | ||
86 | |||
87 | On a new installation, PrBoom runs at 640x480 resolution. If you have used | ||
88 | PrBoom before, you may have an old config file in your home directory which | ||
89 | specifies a lower resolution, such as Doom's normal 320x200. You can use the | ||
90 | -width and -height parameters to select a higher resolution, e.g.: | ||
91 | |||
92 | prboom -width 640 -height 400 | ||
93 | |||
94 | sets the resolution. This setting is remembered for future sessions. For | ||
95 | other parameters, see the included README.command-line. | ||
96 | |||
97 | You may also wish to customise the key bindings. PrBoom's default keybindings | ||
98 | are the same as the original Doom; unlike original Doom, you can change key | ||
99 | bindings in the game. In the in-game menus, go to Options, Settings, Key | ||
100 | Bindings. | ||
101 | |||
102 | On Mac OS X, you can't use the command line, but after running the program | ||
103 | once, you can edit YOURHOME:Library:Application Support:PrBoom:prboom.cfg to | ||
104 | change settings like your screen resolution. | ||
105 | |||
106 | Features | ||
107 | -------- | ||
108 | |||
109 | This is all the features PrBoom has compared to the original Doom game | ||
110 | - it's intended to give you an idea of the enhancements, rather than | ||
111 | burying you in details. | ||
112 | |||
113 | See http://prboom.sourceforge.net/about.html for an HTML version of | ||
114 | this list. | ||
115 | |||
116 | This is shamelessly modelled on Boom's changes pages. By each | ||
117 | change, there's the name of the port the feature comes from (so it's | ||
118 | compatible with). | ||
119 | |||
120 | Playing the game | ||
121 | |||
122 | * Supports loading dehacked files at the command line, or in WADs | ||
123 | (BOOM, MBF) | ||
124 | * Supports PWADs containing sprites and flats (BOOM) | ||
125 | * Save games and demos completely store game parameters (BOOM, | ||
126 | MBF) | ||
127 | * Savegames store list of loaded WAD files, warning if wrong files | ||
128 | loaded (BOOM, MBF) | ||
129 | |||
130 | Game engine | ||
131 | |||
132 | * Player bobbing improved, optional (BOOM, MBF) | ||
133 | * Friction effects (BOOM), affecting players and monsters | ||
134 | (MBF) | ||
135 | * Wind, current, conveyor effects (BOOM) | ||
136 | * Far more flexible scrolling wall/floor types (BOOM) | ||
137 | * Always run (BOOM) | ||
138 | * Weapon change logic overhauled and improved (BOOM) | ||
139 | * Support for friendly monsters, helper dogs (MBF) | ||
140 | * Monster target finding code improved (MBF) | ||
141 | * AI improvements (MBF) | ||
142 | * Bouncy and touchy things (MBF) | ||
143 | * New code pointers (MBF) | ||
144 | * Per-level and animated skies (MBF) | ||
145 | * Generalised line types system gives complete flexibility | ||
146 | (BOOM) | ||
147 | * Elevators (BOOM) | ||
148 | * Translucent sprites, walls (BOOM) | ||
149 | * Independent floor and ceiling lighting (BOOM) | ||
150 | * Silent teleports (BOOM) | ||
151 | * Deep water, true underwater areas (BOOM) | ||
152 | * Icon of Sin telefragging made more consistent (MBF) | ||
153 | * Fix large numbers of game bugs (BOOM, MBF, LxDoom) | ||
154 | * Support arbitrary texture heights (BOOM) | ||
155 | |||
156 | Screen | ||
157 | |||
158 | * High resolution support (PrBoom) | ||
159 | * Optional message console, multiple message lines (BOOM) | ||
160 | * Status bar shows health/armour/ammo in colours (BOOM) | ||
161 | * Heads up display, showing ammo, health, keys overlayed on view | ||
162 | (BOOM) | ||
163 | |||
164 | Multiplayer | ||
165 | |||
166 | * Spy mode improved (BOOM) | ||
167 | * Support for loadgame in a net game (LxDoom) | ||
168 | * Client server style network games (LxDoom) | ||
169 | |||
170 | Automap | ||
171 | |||
172 | * No limit on marks (BOOM) | ||
173 | * Rotation and overlay modes (DOSDoom, LxDoom) | ||
174 | * Map shows coordinates (BOOM), optionally follow pointer | ||
175 | (MBF) | ||
176 | * Teleport lines, key doors and switches marked specially (BOOM) | ||
177 | * Keys, secrets visible on map with cheat codes (BOOM) | ||
178 | * Colours fully configurable from menus (BOOM) | ||
179 | |||
180 | Intermission screens | ||
181 | |||
182 | * Par times hidden when not relevant (BOOM) | ||
183 | * Total episode time shown (LxDoom) | ||
184 | |||
185 | Menus | ||
186 | |||
187 | * F1 help screen shows current key setup (BOOM) | ||
188 | * Key bindings, monster behaviour, and compatibility settings all set | ||
189 | in menus (BOOM, MBF) | ||
190 | |||
191 | Compatibility | ||
192 | |||
193 | * Game is capable of behaving like any of: original Doom v1.9, Boom | ||
194 | v2.02, MBF (BOOM, MBF, LxDoom) | ||
195 | * Plays most original Doom v1.9 demos (more than Boom or MBF) | ||
196 | * Plays most Boom v2.02 demos (apart from levels with friction | ||
197 | effects everything should work). | ||
198 | * Plays some DOSDoom, earlier Doom, earlier Boom, and LxDoom demos. | ||
199 | * Plays all MBF demos. | ||
200 | * Auto-correction of common bugs in old levels (MBF), with | ||
201 | warnings (LxDoom) | ||
202 | * Fine control of options controlling compatibility and new features | ||
203 | (MBF) | ||
204 | |||
205 | Controls | ||
206 | |||
207 | * Greater control of key bindings from in game menus (BOOM) | ||
208 | * More accurate mouse sensitivity control (BOOM, LxDoom) | ||
209 | |||
210 | Misc | ||
211 | |||
212 | * Screenshot code improved, supports BMPs (BOOM) | ||
213 | * Support for ENDOOM and ENDBOOM (BOOM, LxDoom) | ||
214 | * -timedemo and -fastdemo options (BOOM) | ||
215 | * Real time frame rate, segs, visplanes, sprites display | ||
216 | (LxDoom) | ||
217 | * Various extra cheat codes (BOOM, LxDoom) | ||
218 | |||
219 | Internals | ||
220 | |||
221 | * Greatly improved internal memory management (BOOM, LxDoom) | ||
222 | * Startup time greatly shortened by lazy generation of some lookups | ||
223 | (DOSDoom, LxDoom) | ||
224 | * Removed internal limits (BOOM) | ||
225 | |||
226 | Other Tips | ||
227 | ---------- | ||
228 | |||
229 | On Linux, SDL tries to detect an appropriate video device automatically. | ||
230 | If you want to overrite the default, you can set the SDL_VIDEODRIVER | ||
231 | enviromental variable. At a bash prompt, this is as easy as running: | ||
232 | |||
233 | SDL_VIDEODRIVER=fbcon prboom | ||
234 | or | ||
235 | SDL_VIDEODRIVER=svga prboom | ||
236 | |||
237 | Details | ||
238 | ------- | ||
239 | |||
240 | Details on these extra features are split into separate text files: | ||
241 | |||
242 | README.demos provides a guide to PrBoom's demo support | ||
243 | README.compatibility describes PrBoom's various compatibility | ||
244 | options and modes | ||
245 | README.command-line gives a command line reference for prboom, | ||
246 | prboom-game-server, and the format of boom.cfg. | ||
247 | On UNIX/Linux systems use the man pages instead. | ||
248 | |||
249 | Editing features are not covered in the docs with this package. We plan | ||
250 | to bundle the editing docs as a separate download. Watch our website | ||
251 | for news. | ||
252 | |||