Tuesday, May 3, 2016
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DOOM Retro v2.1.3

Hey marine! DOOM Retro does a few things differently to other DOOM source ports, and is intentionally minimalist in its design. Please visit the DOOM Retro Wiki for details.

DOOM Retro v2.1.3, yet another minor point release, is now available. It may be downloaded here, and its release notes are as follows:

E1M4B: Phobos Mission Control is a new map by John Romero.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • Scrolling up in the options menu now works correctly.
  • The playername CVAR is reset to its default if it’s empty at startup.
  • The fixes that DOOM Retro applies to maps in the official DOOM and DOOM II IWADs are now listed in the console when a map is loaded and –devparm is specified on the command-line.
  • The default mouse sensitivity has been increased from 24 to 32.
  • The health cross in the alternate HUD is now squarer.
  • An armor count is now displayed in the alternate HUD.
  • A bug has been fixed whereby keycards and skull keys weren’t positioned correctly in the status bar in some instances.
  • The brightmap for the SW2BRNGN wall texture is now fixed.
  • Blood splats are now always spawned for monsters that bleed when using the kill CCMD.
  • Monsters will now be alerted when the player punches a wall or the air.
  • The full map title of John Romero’s new map, E1M4B: Phobos Mission Control is now displayed in both the console and AutoMap.
  • The player’s view will now bob up and down if they die on a liquid sector.
  • Improvements have been made to the accuracy of “Weapon accuracy” in the output of the playerstats CCMD.
  • The corpses of monsters are no longer spawned if “No monsters” has been set.
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Sunday, April 24, 2016
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DOOM Retro v2.1.2

DOOM Retro v2.1.2, another minor point release, is now available. It may be downloaded here, and its release notes are as follows:

Alun “Viggles” Bestor’s BREACH.WAD is included with DOOM Retro.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • Changes have been made to the format of savegames that breaks compatibility with previous versions of DOOM Retro.
  • Any momentum from the player is now stopped when exiting a map so updating the exit switch is smoother.
  • The r_shakescreen CVAR is now a value between 0% and 100%, instead of just on or off. Its default is 100%.
  • A bug has been fixed whereby some screen resolutions weren’t displaying correctly in the console at startup.
  • DOOM Retro’s settings and savegames are now placed in C:\username\AppData\Local\DOOM Retro\. Remember, to change settings, open the console using the ~ key when DOOM Retro is running.
  • Monster counts in the playerstats CCMD are no longer increased if “No monsters” has been set.
  • Hanging decorations will no longer drop to the ground when over a liquid sector that moves.
  • The direction items are dropped when a monster is killed is now better randomized.
  • A bug has been fixed whereby pressing the ENTER key to close the help screen would cause the screen’s aspect ratio to be set incorrectly.
  • The effects of changing the r_translucency CVAR are now instantaneous.
  • A stray black pixel has been removed from under “N” characters in the menu.
  • The WINDOWS key can no longer be pressed when fullscreen, as intended.
  • The Windows screensaver is now disabled while DOOM Retro is running.
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Saturday, April 9, 2016
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DOOM Retro v2.1.1

DOOM Retro v2.1.1, a minor point release, is now available. It may be downloaded here, and its release notes are as follows:

  • Pain elementals can now shoot lost souls through two-sided walls that have the ML_BLOCKMONSTERS flag, as is possible in Vanilla DOOM. (An example of this is at the end of MAP04 in requiem.wad.)
  • The screen will no longer briefly flash if the player has a berserk or radiation shielding suit power-up and then loads a savegame or starts a new game from the menu.
  • The time taken to complete a map is now restored correctly when loading a savegame.
  • A bug has been fixed whereby a map would become corrupted if the player triggered a generalized line with no tag (such as when the player takes the “plunge” in MAP08 of jenesis.wad).
  • A crash will no longer occur when using the maplist CCMD.
  • Multiple STBAR lumps are now better handled. (For example, now the correct status bar will be displayed if JPCP_HUDjpn.wad is loaded along with JPCP_1st.wad.)
  • Double-resolution yellow and grey digits will no longer be displayed in the status bar if a STBAR lump from a PWAD is used.
  • The correct WAD is displayed in the output of the mapstats in DOOM II: Hell On Earth if nerve.wad is also present.
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Saturday, April 2, 2016
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DOOM Retro v2.1

In celebration of the beta for the new DOOM running this weekend (#FightLikeHell), DOOM Retro v2.1 is now available. It may be downloaded here, and its release notes are as follows:

“Nice Shot” is an incredible animation by Fantishow.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • Support has been added for the SWITCHES lump.
  • Fast monsters can now be enabled by using the fastmonsters CCMD. Also, –fastmonsters as well as just –fast can be specified on the command-line.
  • Warnings displayed when parsing DeHackEd files and lumps are now only displayed if –devparm is specified on the command-line.
  • Automatically loading the last savegame when the player dies can now be disabled by using the autoload CVAR.
  • The intensity of the red haze effect when the player has the berserk power-up and their fists selected can now be changed using the r_berserkintensity CVAR. The default is 33%.
  • Player sprites may now be translucent if they are replaced in a PWAD by using Translucent = 1 for the relevant frame in DeHackEd files and lumps.
  • Thing flags specific to DOOM Retro can now be changed using Retro Bits instead of Bits2 in DeHackEd files and lumps.
  • A bug has been fixed whereby the use of unknown music names in MAPINFO lumps would cause a crash.
  • The s_musicvolume and s_sfxvolume CVARs are now corrected at startup if invalid.
  • The faceback CVAR has been renamed to facebackcolor.
  • The extraneous brown pixel in the super shotgun is no longer removed if the weapon is changed in a DeHackEd file or lump.
  • Further improvements have been made to the appearance of the rocket launcher's muzzle flash.
  • DoomEd numbers are now allowed as the parameter for the give, kill and spawn CCMDs.
  • The translucency of the super shotgun's muzzle flash is now disabled when the r_translucency CVAR is off.
  • A bug has been fixed whereby monsters would not respawn correctly when playing using the Nightmare! skill level.
  • The shadow of the player's corpse is now removed when resurrecting using either the resurrect CCMD or the iddqd cheat.
  • The console is now hidden when using the iddqd cheat to resurrect the player.
  • The screen now goes to black sooner when starting DOOM Retro.
  • DOOM II's cast sequence now works correctly when using SMOOTHED.WAD.
  • The console can no longer be opened during a screen wipe.
  • The bottoms of things that bob in liquid now animate.
  • A bug has been fixed whereby no monsters had lower pitches when the s_randompitch CVAR was enabled.
  • The error message displayed when doomretro.wad is invalid has changed.
  • bfg is now allowed as a parameter for the spawn and give CCMDs.
  • A bug has been fixed whereby the player was unable to switch back to the selfie stick once obtained in InstaDoom.
  • The last savegame will no longer be automatically loaded when the player dies of the pistolstart CVAR is enabled.
  • Individual monster kill counts used by the playerstats CCMD are now retained in savegames. Please note that this breaks savegame compatibility with previous versions of DOOM Retro.
  • The speed of the player can now be changed using the turbo CVAR. Functioning like the command-line parameter of the same name, it can be a value between 10% and 400% and has a default of 100%.
  • A bug has been fixed (that is present in Vanilla DOOM) whereby the player would go in reverse when running if their speed was set to a value greater than 255% using the –turbo command-line parameter.
  • Monsters can now respawn when playing a skill level other than Nightmare! by using the respawnmonsters CCMD. The –respawn command-line parameter has also been reimplemented, and –respawnmonsters may also be used.
  • The value set by Max Health in DeHackEd files and lumps is now only applied to health bonuses.
  • 100 extra things (numbered 152 to 251) have been added for use in DeHackEd files and lumps.
  • Things with the same (x,y,z) coordinates now bob in sync with each other if they are in liquid.
  • The arachnorbs in valiant.wad are now killed when using the kill CCMD.
  • Map names changed using a MAPINFO lump are now shown in the output of the maplist CCMD.
  • The WINDOWS key can no longer be used at any time when fullscreen. It can only be used when in a window, and the game is paused, or the menu or console is open.
  • Wall textures that are both animated and translucent can now be rendered correctly without causing a crash.
  • The E key may now be pressed as an alternative to SPACE to use doors, switches, etc. It is bound to the +use2 action.
  • When the vid_showfps CVAR is enabled, the frames per second is now displayed correctly while the screen shakes when the player is injured.
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