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shock: PrBoom does NOT need OpenGL!
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I just discovered that PrBoom does not need Warp3D/MiniGL to work, as it has a software 3D mode hidden away, which means I can use it on my Radeon HD card right now.

You need togo to Options -> General menu, and then under Video you should see "Video Mode: OpenGL" (highlight it by pressing the Down Arrow key a few times). If you now press the Enter key, and then Left Arrow once, it should change to "Video Mode: 32Bit". Finally press the Enter key again, and then Escaope to get back to the main screen. You then need to quit & restart PrBoom for this change to take effect.

As PrBoom defaults to using OpenGL, you can't actually run it on a Radeon HD without first install Wazp3D. SO INSTEAD, you may find it easier to open up it's "prboom.cfg" file using Notepad, search for the "videomode" line, and change that line from "OpenGL" to "32bit".

As a bonus, PrBoom now looks like Doom was intended (i.e. without all that horrid 3D filtering nonsense added by OpenGL!). So I can finally wave goodbye to the 68k DoomAttack (although I shall still miss it's semi-transparent HUD map-overlay).

Also worth pointing out that it runs WAY faster than using Wazp3D.

Author of the PortablE programming language.
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Anonymous
Re: shock: PrBoom does NOT need OpenGL!
Thanks, nice tip n trick :)
However, hope RadeonHD 3D support will be done soon

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Re: shock: PrBoom does NOT need OpenGL!
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Yes its working but the graphic looks weird sometimes especially in the menu when you start a new game. I guess it should look like its dropping down but its very slow.

AmigaOne X5000
Radeon HD 7700
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Re: shock: PrBoom does NOT need OpenGL!
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@Joeled
?

PrBoom works fine for me when I disable it's OpenGL mode.

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Re: shock: PrBoom does NOT need OpenGL!
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Quote:
PrBoom works fine for me when I disable it's OpenGL mode.


Works fine for me too but when i start the game it feels a bit slow when they game menus are dropping down. I did as you suggested and changed the confifile to 32bit under video.

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Re: shock: PrBoom does NOT need OpenGL!
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Would using ChocolateDoom not be a better solution?

http://www.os4depot.net/index.php?fun ... me/fps/chocolate-doom.lha

As its designed to look like the original doom and be 100% compatible with the original DOS version of doom which did not support hardware 3d.

Sam440ep 667mhz 512megs OS4.1 + Minimig, 4MB RAM, ARM add-on board
WinUae 2.3.2, OS 3.9, BB2, Catweasel MkIV
Amiga 1200, BlizzardPPC 060/200 with SCSI, mediatorSX, Voodoo3, pci lan
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Re: shock: PrBoom does NOT need OpenGL!
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@Dwyloc

ChocolateDoom is working really good.

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Re: shock: PrBoom does NOT need OpenGL!
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The controls of ChocolateDoom are absolutely horrid. I find it unplayable, sorry.

Author of the PortablE programming language.
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