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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 ison
. - 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 theautoload
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 fromfreedoom
tofreedoom1
. - Per-column lighting is now cast on sprites using the new
r_percolumnlighting
CVAR, which ison
by default andoff
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
andA_WeaponMeleeAttack
now recoil if fired when theweaponrecoil
CVAR ison
. - 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 ther_corpses_moreblood
CVAR ison
.- A bug is fixed whereby the last line of
DEHACKED
lumps wasn’t being parsed.
- The MBF-compatible codepointer
- 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.
- Skies can now be scaled using
- 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 tooff
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 thewheelup
andwheeldown
controls with thebind
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.
- Brightmaps specified using a
- A bug is fixed whereby the sky wouldn’t render correctly in some rare instances when the
weaponrecoil
CVAR was turnedon
in the console. - The support for Direct 3D 11 has been removed. The
vid_scaleapi
CVAR can no longer be set todirect3d9
ordirect3d11
, butdirect3d
instead. - The positioning of tall skies has improved in some instances when the
freelook
CVAR isoff
. - Improvements have been made to fixing the offsets of sprites when the
r_fixspriteoffsets
CVAR ison
. - Playing sound effects in full as things are removed from a map can now be disabled using the new
s_fullsfx
CVAR, which ison
by default andoff
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 ison
by default andoff
when vanilla mode is enabled. - The
vid_showfps
CVAR no longer resets tooff
at startup. - A bug is fixed whereby the
play
CCMD wouldn’t play music lumps in some instances.