![how to get opengl 4.3 to work for doom how to get opengl 4.3 to work for doom](https://cdn.wccftech.com/wp-content/uploads/2019/05/reshade-banner-768x308.jpg)
Three different crosshair graphics are for choice: cross, angle and dot.
#How to get opengl 4.3 to work for doom software#
Mouse look now is available in software mode.Īdded a crosshair. The fifth and sixth buttons are mapped to strafe left and right. Support up to eight joystick buttons instead of just four, by Fabian Greffrath. Support for HACX 1.2 IWAD, by Fabian Greffrath. Support "Classic Doom" WAD files of Doom 3 BFG Edition, by Fabian Greffrath. Possible values: "classic", "scaled" and "icons". 50 (default) exactly matches old behavior.Īdded a "Health Bar Above Monsters" option (health_bar* config variables).Īdded a "Things appearance" automap option. MUSINFO music number 0 plays the map's default music, by Fabian Greffrath.įixed sprites dissapering on map03 ludicrm.wadįixed endianess for ZDoom and DeePBSP V4 nodes, by Michael Bauerle.Īdded "Fix clipping problems in large levels" option.Īdded "mus_fluidsynth_gain" and "mus_opl_gain cfg" config variables to fine tune output of fluidsynth and opl2 midi.
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Removed "Two-key strafe50: StrafeOn + MoveLR = strafe50" feature.ĭo not wait for VSync if running a timedemo, by Fabian Greffrath. Load prboom-plus.wad before any other autoloaded wad, not afterwards. Possible values: "off" (doom behavior), "horizontal", "centered" and "bobbing" for bobbing during fire.Īdded a key binding option to enable/disable vertical mouse movement. DEL to clear key bindings in the setup menu.Īdded "Weapon Attack Alignment" option to align the weapon while shooting.