Saturday, June 14, 2025
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DOOM Retro v5.7

DOOM Retro is intentionally minimalist in its approach, and so it does a few things differently
 if compared with other modern DOOM source ports. Open the ¥ DOOM Retro Wiki for details.

DOOM Retro v5.7 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last version:

  • DOOM Retro is now built using v17.14.5 of Microsoft Visual Studio Community 2022.
  • DOOM Retro now uses SDL v2.32.8, SDL_mixer v2.8.1 and SDL_image v2.8.8.
  • Several changes have been made to further improve the overall performance and stability of DOOM Retro.
  • Minor changes have been made to text that is output to the console.
  • Very long player messages now wrap to a second line when the vid_widescreen CVAR is on.
  • Minor improvements have been made to the support of Back To Saturn X E1: Get Out Of My Stations and Back To Saturn X E2: Tower In The Fountain Of Sparks.
  • John Romero’s SIGIL II will now autoload correctly if named SIGIL2.WAD and placed in the autoload folder.
  • Additional PWADs will now autoload alongside SIGIL, SIGIL II and No Rest For The Living by placing them in the relevant autoload subfolder.
  • A crash no longer occurs at startup if -autoload or -autoloaddir is used on the command-line.
  • The savegames subfolder of Freedoom: Phase 1 has been renamed from freedoom to freedoom1.
  • Per-column lighting is now cast on sprites using the new r_percolumnlighting CVAR, which is on by default and off when vanilla mode is enabled.
  • A bug is fixed whereby pressing SPACE to accelerate the intermission screen wouldn’t always work.
  • Blood splats no longer spawn when lost souls are killed using the kill CCMD.
  • These changes have been made to the support of DEHACKED lumps:
    • The MBF-compatible codepointer A_LineEffect now works correctly with non-repeatable line specials.
    • The MBF21-compatible codepointer A_RadiusDamage now always inflicts damage as intended.
    • Weapons that use the MBF21-compatible codepointers A_Weapon­Projectile, A_Weapon­BulletAttack and A_WeaponMeleeAttack now recoil if fired when the weaponrecoil CVAR is on.
    • A bug is fixed whereby things spawned using the MBF21-compatible codepointer A_Spawn­Object couldn’t be made translucent.
    • Retro bits = MOREBLOOD can now be used to spawn blood splats around a thing with a custom sprite at the start of a map when the r_corpses_moreblood CVAR is on.
    • A bug is fixed whereby the last line of DEHACKED lumps wasn’t being parsed.
  • These changes have been made to ID24 compatibility:
    • Flats can now be offset and rotated using line specials 2,048 to 2,056.
    • Music can now be changed using line specials 2,057 to 2,068 and 2,087 to 2,098.
    • The player’s inventory can now be reset when exiting a map using line specials 2,069 to 2,074.
    • Colormaps can now be applied to individual sectors using line specials 2,075 to 2,081.
    • These changes have been made to the support for the SKYDEFS lump:
      • Skies can now be scaled using scalex.
      • The inverted screen effect is now always applied to the sky when the player has an invulnerability power-up.
      • Fire skies defined using this lump now aren’t rendered when vanilla mode is enabled.
      • Skies can now be specified using flatmapping. This fixes the sky in the hole the player falls into at the end of MAP20 in DOOM II.
  • The IDMUS cheat can now be used in the console when not playing a game.
  • Cheats now become redacted when entered in the console before pressing ENTER.
  • A crash no longer occurs when using the mapstats CCMD in the console in some rare instances.
  • A bug is fixed whereby the console would open when using the mouse pointer to adjust sliders in the options menu.
  • The vid_widescreen CVAR no longer resets to off at startup if -warp is used on the command-line.
  • A bug is fixed whereby all shootable things, and not just monsters, would be hidden when using the nomonsters CCMD or if -nomonsters was used on the command-line.
  • The mouse wheel can now be bound to actions other than +nextweapon and +prevweapon using the wheelup and wheeldown controls with the bind CCMD in the console.
  • A bug is fixed whereby the +prevweapon action wouldn’t work if bound to a key.
  • These changes have been made to the support for Final DOOM: The Plutonia Experiment and TNT - Evilution:
    • Custom map names now always display correctly when playing a PWAD.
    • PWADs placed in the autoload folder are now always automatically loaded.
  • These changes have been made to BOOM compatibility:
    • Brightmaps specified using a BRGHTMPS lump no longer remove the translucency of translucent wall textures.
    • Sky textures specified using an ANIMATED lump now animate.
    • The offsets of scrolling floor and ceiling textures are now remembered in savegames.
    • The correct player message is now always displayed when trying to open a generalized locked door.
    • Improvements have been made to the colors used in the WATERMAP lump.
  • A bug is fixed whereby the sky wouldn’t render correctly in some rare instances when the weaponrecoil CVAR was turned on in the console.
  • The support for Direct 3D 11 has been removed. The vid_scaleapi CVAR can no longer be set to direct3d9 or direct3d11, but direct3d instead.
  • The positioning of tall skies has improved in some instances when the freelook CVAR is off.
  • Improvements have been made to fixing the offsets of sprites when the r_fix­sprite­offsets CVAR is on.
  • Playing sound effects in full as things are removed from a map can now be disabled using the new s_fullsfx CVAR, which is on by default and off when vanilla mode is enabled.
  • The volume of MP3 and Ogg Vorbis music lumps has increased slightly.
  • The player’s controller now rumbles when they land after a fall using the new joy_rumble_fall CVAR, which is on by default and off when vanilla mode is enabled.
  • The vid_showfps CVAR no longer resets to off at startup.
  • A bug is fixed whereby the play CCMD wouldn’t play music lumps in some instances.
Saturday, January 18, 2025
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DOOM Retro v5.6.2

DOOM Retro v5.6.2 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last version:

  • DOOM Retro is now built using v17.12.4 of Microsoft Visual Studio Community 2022.
  • Changes have been made to further improve the overall stability of DOOM Retro.
  • A bug is fixed whereby a sprite’s shadow would be positioned incorrectly in some rare instances when the r_shadows CVAR was on.
  • Minor improvements have been made to the support of Back To Saturn X E2: Tower In The Fountain Of Sparks and Smooth DOOM MBF21.
  • The save CCMD now always works as intended.
  • The r_detail and r_lowpixelsize CVARs no longer affect the appearance of the menu’s background.
  • A bug is fixed whereby colored blood would turn red after opening and closing the menu.
  • Further improvements have been made to the clipping of sprites in liquid sectors when the r_liquid_clipsprites CVAR is on.
  • The vertical offsets of the sprites of cacodemons, lost souls and pain elementals have improved when the r_fixspriteoffsets CVAR is on.
  • Minor improvements have been made to the fuzz effect applied to spectres.
  • The vid_scaleapi CVAR is now back to direct3d9 by default.
  • These changes have been made to the support of DEHACKED lumps:
    • Retro bits = CRUSHABLE now works as intended.
    • The Hit points of decorative corpses have been changed from 0 back to 1000 by default.
  • A bug is fixed whereby monsters wouldn’t be alerted to the player firing their weapon in some rare instances.
Saturday, January 4, 2025
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DOOM Retro v5.6.1

DOOM Retro v5.6.1 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last version:

  • DOOM Retro now uses SDL v2.30.11 and SDL_image v2.8.4.
  • Changes have been made to further improve the overall stability of DOOM Retro.
  • Minor changes have been made to text that is output to the console.
  • An error is no longer displayed when trying to load the BFG Edition of DOOM II: Hell On Earth.
  • Weapons that use the MBF21-compatible A_ConsumeAmmo code pointer no longer consume ammo when fired if infinite ammo is enabled using the infiniteammo CCMD.
  • Animated skies defined using the ID24-compatible SKYDEFS lump are now fully supported.
  • Improvements have been made to the clipping of sprites in liquid sectors when the r_liquid_clipsprites CVAR is on.
  • The correct INTERPIC lump is now always displayed when playing a PWAD for Final DOOM: The Plutonia Experiment or TNT - Evilution.
  • A soft lock no longer occurs in MAP05: The Waste Tunnels when playing v1.666 of DOOM2.WAD and the r_fixmaperrors CVAR is on.