Wednesday, March 8, 2017
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DOOM Retro v2.4.2

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 v2.4.2 is now available. It may be downloaded here, and its release notes are as follows:

  • DOOM Retro is now compiled using Microsoft Visual Studio Community 2017.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • The Fortress Of Mystery is now shown on the intermission screen for the remainder of the episode when the player finds the secret exit to E2M9 in doom.wad.
  • The music volume is now set correctly at startup.
  • Greater precision is now possible when changing the SFX or music volume through the options menu.
  • A bug has been fixed whereby some player stats saved in doomretro.cfg could become corrupted in some instances.
  • A PWAD whose header is incorrectly marked as an IWAD can now be opened using the WAD launcher provided a valid IWAD is selected with it.
  • Minor changes have been made to text that is output to the console.
  • A bug has been fixed whereby it was possible for some controls to be bound twice to the same action in doomretro.cfg.
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Tuesday, February 28, 2017
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DOOM Retro v2.4.1

DOOM Retro v2.4.1 is now available. It may be downloaded here, and its release notes are as follows:

  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • The following changes have been made to accommodate for the release of Back To Saturn X E1: Get Out Of My Stations v1.0:
    • Teleports are no longer treated as liquid.
    • If only btsx_e1a.wad is opened using the WAD launcher, then btsx_e1b.wad is automatically opened as well, and vice-versa.
  • The header of WADs specified on the command-line using the -file parameter will no longer be checked.
  • A bug has been fixed whereby the super shotgun would appear entirely translucent when the player fired it.
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Monday, February 27, 2017
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DOOM Retro v2.4

DOOM Retro v2.4 is now available. It may be downloaded here, and its release notes are as follows:

  • Extensive optimizations have been made to further improve the overall performance and stability of DOOM Retro, particularly when rendering blood splats and shadows.
  • Improvements have been made to DOOM Retro’s renderer.
  • Optimizations have been made to the size of savegames and therefore those created using previous versions of DOOM Retro are not compatible with this version.
  • doomretro.exe is now compressed using UPX (Ultimate Packer for eXecutables) v3.93.
  • Maps built using a new node/blockmap builder called ZokumBSP are now supported.
  • The filename of a WAD may now be entered manually in the WAD launcher without its “.WAD” extension.
  • E1M1: Hangar with and without vanilla mode enabled.
  • A “vanilla mode” may now be toggled on or off using the new vanilla CCMD. Enabling this mode will disable several features to make DOOM Retro look as close to Vanilla DOOM as possible. Any further changes to CVARs in the console won’t be saved while this mode is enabled. When this mode is then disabled, or the player quits DOOM Retro altogether, all CVARs will be restored to their values prior to enabling this mode.
  • A bug has been fixed whereby sectors would be incorrectly identified as liquid when loading a savegame in some rare instances.
  • The palette effects from the berserk and radiation shielding suit power-ups are now retained after changing a CVAR in the console starting with vid_ that resets the video subsystem.
  • The radiation shielding suit power-up is now closer to the ground.
  • The “pile of skulls and candles” decoration now spawns with blood splats at its base when the r_corpses_moreblood CVAR is on.
  • Changing the r_translucency CVAR will now immediately affect blood splats.
  • Minor changes have been made to text that is output to the console.
  • A compatibility fix has been implemented that disables the translucency of the player’s weapons in Ancient Aliens.
  • Further improvements have been made to the support of DEHACKED and MAPINFO lumps.
  • The alwaysrun CVAR will no longer be reset to off at startup.
  • A bug has been fixed whereby single quotes couldn’t be used in the control parameter when entering the bind CCMD in the console.
  • Alun Bestor’s phenomenal new WAD, Brigandine, with the r_textures CVAR turned off.
  • All textures can now be toggled off using the new r_textures CVAR.
  • The following improvements have been made to “freeze mode”, enabled using the freeze CCMD:
    • All moving floors and ceilings, as well as scrolling textures, are now disabled.
    • Doors and switches can no longer be used by the player.
    • “No clipping mode” is also enabled.
    • Liquid sectors that are off of the screen when this mode is enabled are now drawn correctly.
  • The r_dither CVAR is now off by default.
  • The vid_scalefilter CVAR is now "nearest" by default.
  • A bug has been fixed whereby some MP3 music lumps would either play incorrectly or not at all.
  • The following improvements have been made to the mapstats CCMD:
    • The format of the currently playing music lump (MIDI (converted from MUS), MIDI, Ogg Vorbis, MP3, WAV, FLAC or MOD) is now displayed.
    • The overall height of the map is now also displayed in the map’s dimensions.
    • The dimensions of the current map are now displayed in feet/miles or meters/kilometers as specified by the units CVAR.
    • Whether the map is “limit removing” is now indicated.
  • Objects no longer bob up and down when underwater.
  • If a PWAD contains a sound lump called DSSECRET, it will now be played along with a message when the player finds a secret area.
  • A regenhealth CCMD has been implemented that toggles the ability of the player’s health to regenerate at a rate of 1% per second when it drops below 100%.
  • A bug has been fixed whereby projectiles fired to or from a monster or the player standing in liquid were still being lowered when the r_liquid_clipsprites or r_liquid_lowerview CVARs were off.
  • Grammatical errors have been fixed in the obituaries displayed in the console if the playername CVAR was changed from its default.
  • The vid_capfps CVAR will now be saved correctly in doomretro.cfg.
  • Entering cheats will no longer interfere with moving the player in HacX: Twitch ’n Kill.
  • The bob of the player’s weapon will no longer become stuck when the centerweapon CVAR is off in some instances.
  • The bob of the chainsaw is now as smooth as the other weapons when the player moves.
  • BIGDOOR7, FIRBLU1 and SKY1 textures are now displayed correctly.
  • The vid_motionblur CVAR now accepts a value between 0% and 100%, rather than just on or off. It is 0% by default.
  • An r_skycolor CVAR has been implemented that allows the player to override the current map’s sky texture and use a solid color for the sky instead. It is none by default, and also accepts a value between 0 and 255.
  • A bug present in Vanilla DOOM has been fixed whereby if the player stood between two damaging sectors at different heights, they wouldn’t be damaged.
  • The wad CVAR is now reset whenever reset iwadfolder or resetall are used in the console.
  • There is no longer any delay with the player’s face updating in the status bar upon loading a savegame or progressing to the next map.
  • Vanilla DOOM’s “status bar face hysterisis” bug is now fixed.
  • Blood splats will now be immediately removed from the current map if either the r_blood CVAR is changed to none, or the r_bloodsplats_max CVAR is changed to 0.
  • A vid_pillarboxes CVAR has been implemented that toggles using the pillarboxes on either side of the screen for palette effects. It is off by default.
  • A bug has been fixed whereby the individual monster stats in the playerstats CCMD would be recalculated incorrectly when an arch-vile resurrected another monster.
  • Fixes have been applied to three locked doors in E2M2 and E2M6 of doom.wad so that monsters can’t open them from the other side.
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