Friday, January 13, 2017
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DOOM Retro v2.3.9

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 v2.3.9 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.
  • A bug has been fixed whereby multiple files couldn’t be loaded using DOOM Retro’s WAD launcher.
  • Improvements have been made to translucent wall textures when the r_dither CVAR is on.
  • Savegames no longer become corrupted in some instances. Consequently, savegames created using previous versions of DOOM Retro are not compatible with this version.
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Friday, January 6, 2017
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DOOM Retro v2.3.8

DOOM Retro v2.3.8 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, particularly in the handling of large numbers of blood splats.
  • DOOM Retro’s splash screen has been redesigned.
  • Minor changes have been made to text that is output to the console.
  • The CVARs in doomretro.cfg will no longer be reset if DOOM Retro quits with an error during startup in some rare instances.
  • A bug has been fixed whereby in some rare instances objects would get suspended in midair when the sector they were on lowered.
  • The last WAD to be opened now prepopulates the File name field in DOOM Retro’s WAD launcher.
  • The r_shakescreen CVAR has been renamed to r_shake_damage and is now 50% by default.
  • The screen will now shake when the player is near enough to an exploding barrel. This feature may be disabled using the new r_shake_barrels CVAR.
  • The following changes have been made to the vid_showfps CVAR:
    • When both the vid_showfps and vid_vsync CVARs are on, the frames per second displayed will be red if less than the display’s refresh rate.
    • If the frames per second drops too low, a warning will now be displayed in the console.
    • If the CVAR is disabled in the console, the minimum and maximum FPS since the CVAR was enabled will now be displayed.
  • An exec CCMD has been implemented that allows a series of commands stored in a file to be executed at once as if they had been typed in the console individually.
  • Textures that have patches with negative offsets (such as TEKWALL1 and STEP2) now appear correctly.
  • A bug has been fixed whereby monsters would continue to fire at the player’s corpse after killing them in some instances.
  • When the r_dither CVAR is on, multiple translucent wall textures are now visible through each other.
  • Further improvements have been made to the support of DEHACKED lumps.
  • Aliases can now be created using the new alias CCMD. These aliases can be entered into the console to execute a string of commands, and are saved in doomretro.cfg.
  • Small amounts of damage to the player are now more evident.
  • The total amount of ammo, armor and health picked up in the current map that is displayed by the playerstats CCMD is now correctly reset when the map changes.
  • The map CCMD now has a random parameter that will warp the player to a random map.
  • All sky textures with a height other than 128 pixels will now be ignored if specified in a MAPINFO lump.
  • A freeze CCMD has been implemented that toggles freezing of gameplay while still allowing the player to move around.
  • A bug has been fixed whereby the , key couldn’t be bound nor unbound in the console.
  • The bound controls displayed by the bindlist CCMD are now enumerated correctly.
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Friday, December 2, 2016
0
DOOM Retro v2.3.7

DOOM Retro v2.3.7 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.
  • Minor changes have been made to text that is output to the console.
  • A message is now displayed when using the IDCLEVxy cheat in the console.
  • The average frames per second will no longer be shown when the vid_showfps CVAR is on and the game is paused or the menu is open.
  • The lumps in doomretro.wad that are used for the alternate HUD can now be replaced by lumps in a PWAD.
  • When the r_shadows CVAR is on and the vid_capfps CVAR is a value other than 35, the shadows of monsters are now interpolated along with the movement of the monsters themselves.
  • The BFG Edition of doom2.wad will now be identified as an IWAD in the console, even though it has been incorrectly marked as a PWAD.
  • The number of barrels exploded is now displayed when using the playerstats CCMD.
  • The number of monsters, pickups and decorations, as well as the number of liquid and damaging sectors, are now displayed when using the mapstats CCMD.
  • The choice of colors used in the numerous translucent effects in DOOM Retro has been improved.
  • BOOM-compatible translucent wall textures are now drawn using a dithering effect. This can be disabled using the new r_dither CVAR.
  • Instead of being set to the currently selected item in the corresponding menu, the episode, expansion, savegame and skilllevel CVARs are now set to read-only strings of the episode, expansion, savegame and skill level for the current game.
  • The player’s path in the automap, enabled using the am_path CVAR, will no longer be recorded while the player is in “no clipping mode”.
  • Corpses will no longer perpetually shift back and forth over sector boundaries with small height differences.
  • The effect of changing the r_brightmaps CVAR from off to on is now immediate, and doesn’t require DOOM Retro to be restarted.
  • A bug has been fixed whereby the brightmap of the SW1STON2 and SW2STON2 switch textures wouldn’t be applied correctly in DOOM but would in DOOM II.
  • The following changes have been made to the spawn CCMD:
    • A crash will no longer occur when trying to spawn certain decorations and pickups that don’t exist in DOOM but do in DOOM II.
    • Hanging decorations are now spawned on the ceiling.
    • Things will now be in the same state they would be if they were spawned when the map started.
  • The “floating skull rock” decoration now casts a shadow when the r_shadow CVAR is on.
  • A crash will no longer occur when using the give CCMD to try to give the player the plasma rifle, BFG-9000 or cells in DOOM Shareware, or the super shotgun in DOOM.
  • A bug has been fixed whereby when the s_randommusic CVAR was on, random music would attempt to start playing at the start of a map but then stop, and the game would become almost completely unresponsive.
  • When the s_randommusic CVAR is on, the random music chosen at the start of a map will now loop rather than different music starting to play after the first finishes.
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