Tuesday, December 10, 2013
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DOOM Retro v1.0 Release Notes

Here is a comprehensive list of the differences between DOOM Retro 1.0, and the original version of DOOM (commonly known as “Vanilla DOOM”) released on December 10, 1993 by id Software. If you have any feature suggestions for future versions of DOOM Retro, please don’t hesitate to leave a comment on this post.

  1. General

    The game’s resolution has been doubled to 640×400. In fullscreen mode, the current screen resolution of the Windows desktop is used, and the 640×400 screen is scaled up using nearest-neighbor interpolation to fill it, pillarboxing if necessary so as to avoid horizontal stretching and retain the correct 4:3 aspect ratio. In windowed mode, the window can be resized while paused or in a menu while also retaining the 4:3 aspect ratio.

    Pillarboxing is applied to avoid stretching and retain the correct 4:3 aspect ratio.

    The game is paused when the window loses focus.

    The window’s caption includes the name of the level currently being played. For example, “E1M1: Hangar”.

    The window’s icon changes to either the DOOM or DOOM II logo, depending on the WAD file that is loaded.

    There’s no startup text. The game opens directly to the title screen. The ENDOOM screen isn’t displayed after quitting the game either.

    When gamma correction is off, Vanilla DOOM still adjusts the first 128 colors of the game’s 256 color palette, making them each a shade lighter. This is most evident in the automap, where the background isn’t completely black. The palette is now no longer adjusted when gamma correction is off.

    The palette of colors for each gamma correction level.

    There are now 4 additional gamma correction levels that are darker than when gamma correction is off: levels 0.5, 0.625, 0.75 and 0.875. Gamma correction level 0.75 is the new default. The 4 original gamma correction levels are now calculated slightly differently, and are now known as levels 1.25, 1.5, 1.75 and 2.0. When gamma correction is off, it is now known as level 1.0.

    Settings are now saved in AppData\Local\DOOM RETRO\default.cfg for the current Windows user.

  2. Menus

    Menus can no longer be displayed while the game is paused, and vice versa.

    All menu items are now drawn using an internal character set, rather than the resources in the currently loaded WAD, correcting a few inconsistencies, are better positioned, and have drop shadows.

    The screen is now darkened slightly while a menu or centered message is displayed, or while the game is paused.

    Pressing the ESC key while in a menu will now navigate to the previous menu, rather than cancelling out of the menu altogether. The ability to use the BACKSPACE key to do this has been disabled.

    Moving the mouse can no longer be used to navigate the menus. However, now the mouse wheel can be used.

    Menu functions that are opened directly using one of the function keys can now be closed using the same key.

    “PAUSED” is now displayed instead of “PAUSE” when the game is paused.

    1. The Title Screen

      A different graphic is displayed as the title screen in DOOM II (BFG Edition). The main menu will appear automatically when the game starts, and can’t be exited from while this background is displayed.

    2. The Main Menu

      A pistol sound is now heard when a key is pressed to display the main menu while on the title screen.

      Two solitary black pixels have been removed from the top left corner of the title graphic in DOOM Shareware, DOOM Registered and The Ultimate DOOM.

      “SAVE GAME” can no longer be selected while no game is being played.

      “READ THIS!” is no longer displayed in the main menu. In DOOM Shareware, the ordering information screen that was shown when selecting this contained obsolete information. In DOOM Registered and The Ultimate DOOM, the help screen was shown instead, which can now still be displayed during the game by pressing the F1 key.

      Pressing the N key at the confirmation message displayed when “QUIT GAME” is selected, will now display the main menu again rather than exiting the menu entirely.

    3. The Episode Menu

      A “NEW GAME” subtitle is now displayed to be consistent with the subtitle displayed in the skill level menu that follows this menu.

      In DOOM Registered and The Ultimate DOOM, the last episode to be selected is now remembered between games and, once an episode is completed, the next one is automatically selected. In DOOM Shareware, however, the first episode is always initially selected.

    4. The Expansion Menu

      If DOOM II: No Rest For The Living is loaded by specifying –FILE NERVE.WAD on the command-line, an expansion menu is now displayed allowing the player to choose between “HELL ON EARTH” and “NO REST FOR THE LIVING”. This menu is the same as the menu that appears in DOOM II (BFG Edition), but has a “NEW GAME” subtitle to be consistent with the subtitle displayed in the skill level menu that follows this menu.

    5. The Skill Level Menu

      No confirmation message is displayed when the “NIGHTMARE!” skill level is selected if the player is already playing a game using that skill level, or –NOMONSTERS is specified on the command-line.

      Pressing the N key at the confirmation message displayed when the “NIGHTMARE!” skill level is selected, will now display the skill level menu again rather than exiting the menu entirely.

      The last skill level to be selected is now remembered between games.

      A sound is now heard once the skill level is selected and the game begins.

    6. The Load & Save Game Menus

      The “LOAD GAME” and “SAVE GAME” subtitles are now in uppercase, to be consistent with the other menus.

      The save game slots are now slightly taller to better center the save game descriptions.

      The last save game to be selected is now remembered between games.

      Selecting a save game in the save game menu will now also preselect the same game in the load game menu, and vice versa.

      The text caret in the save game menu now flashes and is vertical, rather than being a static underscore.

      Save game descriptions may now be edited using the and cursor keys, as well as the HOME, END and DELETE keys.

      Spaces are now allowed in the save game descriptions.

      Empty save game descriptions are no longer allowed.

      Save game descriptions may now be greater than 24 characters and be as wide as what can fit in each save game slot.

      When saving a game, the save game description is changed to the name of the current level. The player has the option of then editing the description before pressing the ENTER key again to confirm the save.

      Save games that weren’t saved while the current IWAD was loaded will no longer crash the game.

      A confirmation message is no longer displayed when quicksaving a game using the F6 key.

    7. The Options Menu

      “END GAME” can no longer be selected while no game is being played.

      Pressing the N key at the confirmation message displayed when “END GAME” is selected will now display the options menu again rather than exiting the menu entirely.

      The “MESSAGES” option may now be changed using the and cursor keys.

      The “GRAPHIC DETAIL” option has been removed.

      The default screen size in the options menu has been increased.

      The screen size and mouse sensitivity sliders are now the same width.

      The mouse sensitivity slider now has double the precision.

      When a gamepad is in use, “GAMEPAD SENSITIVITY” is shown instead of “MOUSE SENSITIVITY”.

    8. The Sound Volume Menu

      The default SFX volume and music volume in the sound volume menu have been increased.

    9. The Help Screen

      The skull cursor is no longer displayed on the help screen.

      Only the help screen, and not the ordering information screen, is now displayed in DOOM Shareware when pressing the F1 key during a game.

    10. The Intermission Screens

      Some elements of the intermission screens are now better positioned.

      All elements of the intermission screens are now drawn using an internal character set, and have drop shadows.

      The title of MAP11 in DOOM II: Hell On Earth is now displayed as “‘O’ OF DESTRUCTION!” instead of “CIRCLE OF DEATH”, to be consistent with the title displayed on the automap.

      The correct titles for the maps in DOOM II: The Master Levels are now displayed.

      The finish and par times are now preceded by “00” when under a minute.

      The par times for the maps in Episode 4 of The Ultimate DOOM are now displayed.

      The par times for the maps in DOOM II: No Rest For The Living are now displayed.

      A bug has been fixed whereby DOOM II’s par times were being displayed for Final DOOM’s maps. Now no par times are displayed.

      No par times are displayed for maps in PWADs.

      The intermission screen is now shown at the end of ExM8.

      The ENTER key may now also be used to skip to the end of the intermission screen’s animation.

      If there are no secrets in a level, rather than show 0%, the intermission screen now won’t display a secrets count at all. Showing 0% for a level with no secrets might suggest that there were secrets in the level and that the player just didn’t find them, while showing 100% (as some source ports do) suggests that there were secrets in the level and the player did find them.

      There are secrets in some levels that can’t be accessed by the player, meaning the player can never obtain 100% of the secrets for that level. These secrets are now no longer marked as such, and therefore will no longer affect the total percentage on the intermission screen.

      “SECRET” is now displayed as “SECRETS”.

      The total amount of kills may no longer exceed 100%.

      Extraneous green pixels have been removed from the “YOU ARE HERE” graphic.

    11. The Finale Screens

      The ENTER key may now also be used to skip a finale screen in DOOM II.

    12. The Cast Sequence

      A Spectre now features in the cast sequence at the end of DOOM II.

      A bug has been fixed whereby no sound was heard when “our hero” fired his weapon.

      Only the SPACEBAR, CTRL and ENTER keys may be pressed to advance the cast sequence.

      A bug has been fixed whereby some keypresses would cause the screen to melt.

  3. Loading & Saving

    If a game has previously been saved in the current level, that savegame will now automatically be reloaded when the player dies, rather than the player respawning at the start of the current level.

    A confirmation message will no longer be displayed when pressing F6 to quicksave a game.

    If a savegame is initially saved by either accessing “SAVE GAME” on the main menu, or by pressing the F2 key, it can then be quicksaved by pressing the F6 key.

    A game now cannot be saved while the player is dead.

  4. Demos

    At this stage, the recording and playback of demos have been disabled.

  5. Controls

    1. The Keyboard

      The more modern convention of using the W, A, S and D keys to move forward, strafe left, move backward and strafe right, respectively, has been implemented. The , and . keys may no longer be used by default to strafe left and right. These controls were undocumented.

      The CAPSLOCK key may now be used to toggle between walking and running. Holding down the SHIFT key while CAPSLOCK is on will negate the effect of CAPSLOCK and cause the player to walk again.

      The + key on the numeric pad can now be used to increase the screen size or to zoom in when in the automap.

      Now no sound will be played if the + and keys are used to increase​/​decrease the screen size when it’s already at its maximum​/​minimum.

      Pressing ALT + F4 will now display a prompt to quit the game.

      Pressing ALT + ENTER will now toggle between fullscreen and windowed modes.

      Pressing the F5 key will no longer toggle between high and low graphic detail.

      Pressing the F11 key to change the gamma correction level will no longer cancel any current palette effects that are on the screen.

      Pressing SHIFT + F11 will now cycle backwards through the gamma correction levels.

      The ENTER key, CTRL key and left mouse button may now be used to respawn the player after they die.

      The WINDOWS key will no longer interrupt a game if it is accidentally pressed.

    2. The Mouse

      The mouse may be used to turn left and right, but with no forward or backward movement.

      The default mouse sensitivity in the options menu has been reduced.

    3. Gamepads

      Setting joyb_speed in the default.cfg file to a value greater than 20 will no longer allow the player to always run.

      Support has been added for modern XInput and DirectInput compatible analog gamepads such as the Microsoft XBOX 360 Controller and the Logitech F710 Wireless Gamepad. They can be connected before or after a game has started. The following controls are available during a game:

      The controls when using an XBOX 360 controller.

      Gamepads can also be used to navigate the menus and the automap. In the automap, the left and right bumpers can be used to zoom in and out, and the left stick can be used to pan when “follow mode” is off.

      If the player is using an XBOX 360 controller, it will vibrate when they are injured. If the player puts down the gamepad and starts using the mouse and/or keyboard instead, the controller will stop vibrating until it is used again.

      Confirmation messages change when a gamepad is in use, telling the player to press a button rather than a key.

  6. Screenshots

    Pressing the PRINTSCREEN key will now take a screenshot at any time, saving it as a BMP file rather than a PCX file, as well as saving a copy to the clipboard. In Vanilla DOOM, –DEVPARM needs to be specified on the command-line, and then the F1 key is pressed to take a screenshot during a game.

    Screenshots are now named based on the map currently being played, such as Hangar.bmp. If more than one screenshot is taken in a map, a number is then added to the end of the filename: Hangar (1).bmp, Hangar (2).bmp, etc. Screenshots are saved in a DOOM RETRO folder in the Pictures library of the current Windows user.

    There is now no limit to the number of screenshots that can be taken. In Vanilla DOOM the maximum is only 100 screenshots, named DOOM00.pcx to DOOM99.pcx.

    Screenshots will now be the same resolution as the screen, and include any current palette effects.

    A message is now only displayed if a screenshot is taken successfully.

    Screenshots can now be taken while in a menu or on an intermission or finale screen.

  7. Messages

    Messages are now disabled by default. Messages caused by entering cheats or using the menu are still displayed, and messages can still be reenabled by pressing the F8 key or in the options menu.

    Many messages have been changed slightly to improve their spacing, spelling, grammar, punctuation, readability, relevance and/or consistency.

    Messages that are displayed in the top left of the screen have been shifted away from the edge slightly and are now translucent.

    Messages now have drop shadows.

    The character set used for messages has been improved in several ways, such as making uppercase O’s more consistent with the rest of the alphabet, having matching single and double quotes, and the use of kerning.

    Messages are now paused while a menu is displayed.

    The individual lines of the multi-line messages that appear in the center of the screen are now spaced and centered better.

    Fixing a bug in the original source code, the message “YOU PICKED UP A MEDIKIT THAT YOU REALLY NEED!” is now displayed when the player picks up a medikit while their health is less than 25%.

    Pressing the ENTER key will now no longer redisplay the last message.

  8. The Status Bar

    The ammo, health and armor counts have been shifted down by 1 pixel.

    The bevelled border between the ammo and health counts has been shifted to the left by 1 pixel. This both centers the ammo count better, and stops the health count from overlapping the border when at 200%.

    A bug has been fixed whereby the player’s face wouldn’t show a particular expression correctly to indicate the player was being hurt in some instances.

    The dark grey border surrounding the player’s face is now complete.

    The player’s face is now paused while a menu is on the screen, or while the game is paused.

    The yellow and grey digits in the status bar now use an internal font that is double the resolution and hence more readable.

    The yellow digits in the status bar with double the resolution.

    The amount of ammo of the currently selected weapon isn’t displayed while the player is dead.

    In DOOM Shareware, the maximum amount of energy cells shown is now always zero, since no cells can be picked up during the game. Also, arms 6 and 7 aren’t shown, as neither weapon can be picked up during the game either.

    A bug has been fixed whereby the status bar would display an evil grin when the first item was picked up after a save game was loaded.

  9. Weapons & Ammo

    Weapons that can be picked up by the player are now closer to the ground.

    The mouse wheel may now be used to cycle up or down among the player’s available weapons, skipping those weapons that don’t have any or enough ammo.

    Weapons that don’t have any or enough ammo can’t be selected using their number key.

    Aside from the player’s fist and the pistol, all weapons have been shifted slightly to be better centered horizontally on the screen.

    Bullet puffs, plasma, explosions, smoke and muzzle flashes are now translucent.

    The player’s weapon is now more distinctly lit to correspond with the light level of where the player is standing. A bug has also been fixed whereby the player’s weapon would get brighter at reduced view sizes.

    The sway of the weapon is smoother when the player comes to a complete stop. Also, a bug has been fixed whereby the sway of the weapon at the moment the player finishes a level may in some instances affect the initial position of the weapon at the start of the next level.

    A bug has been fixed whereby the player might in some instances miss a monster even though they are shooting directly at them.

    1. The Fist

      Since no sound is made, punching the air will no longer alert monsters.

      Punching a wall will now make a sound.

    2. The Chainsaw

      The 8 key may no longer be used to switch to the chainsaw. The 1 key may still be used.

    3. The Shotgun & Super Shotgun

      When switching to the shotgun in DOOM II, the player’s last choice in using either the shotgun or super shotgun is now remembered. This preference in shotguns is also remembered when saving a game.

      The game will now switch to the super shotgun if the player previously used up all their shells, picks up some more shells, and was last using the super shotgun in preference to the regular shotgun.

      A bug has been fixed whereby if the player picked up a super shotgun before they had a regular shotgun, it wouldn’t be indicated in the status bar. Also, if the player then switched weapons, they couldn’t switch back to the super shotgun they picked up until they also picked up a regular shotgun.

      The super shotgun no longer raises before its muzzle flash finishes.

      There is a single brown pixel out of place in the super shotgun that is no longer drawn.

    4. The Chaingun

      A bug has been fixed whereby if the player had only one bullet left and fired the chaingun, two pistol sounds could still be heard.

    5. The Rocket Launcher

      Rockets fired from the rocket launcher now have smoke trails.

      Because rockets fired from the rocket launcher can damage the player, the game will no longer switch from the player’s fist to the rocket launcher when the player picks up some rockets and has no other ammo.

    6. The BFG 9000

      A bug has been fixed whereby if the player fired their BFG 9000 and then immediately fell to a lower floor and grunted, the sound of the BFG 9000 would be cancelled.

  10. The Player

    A bug has been fixed whereby the player would still grunt as they hit the floor after falling, even though they were already dead before they hit the floor.

    When the player dies, their view height now lowers once they are on the floor, and not while they are falling.

    Blood and teleport fogs are now translucent.

    The red flash that occurs when the player is injured is now slightly smoother.

    The blast radius of explosions from the player are now taken into account vertically. The player will be thrust upward slightly when within the blast radius of an explosion.

    A bug has been fixed whereby the player’s teleport fog would be in the wrong position in some instances.

    At this stage, there is no multiplayer support.

  11. Levels

    Many limits have been raised to allow for larger, more complex maps.

    1. Barrels

      Barrels now have an additional third frame of animation.

      Barrels will no longer bleed and gib when crushed by a lowering ceiling.

      Exploding barrels will now damage things that are close to them but at different heights.

    2. Decorations

      All animated decorations now randomly animate out of sync with each other.

      The flames and glass of certain decorations are now translucent.

      There are no longer any gaps between the ceiling and ropes of hanging corpses. Also, corpses hanging where there is no ceiling have been removed.

    3. Doors

      Fast-opening doors will no longer play two sounds when they’re closing, nor play the wrong sound when reopening due to the player or a monster being underneath when they try to close.

      A sound is now played if the player presses the SPACEBAR to either close a door, or reopen a door while it is closing.

      Stray pixels have been removed from the bottom of many doors (and some walls).

      The message displayed when the player tries to open a locked door now distinguishes between keycards and skull keys.

      Pressing the SPACEBAR on the door track of the door that requires a red keycard in MAP06: The Crusher of DOOM II: Hell On Earth will no longer cause the game to crash.

      The player won’t be gibbed and pushed inside a closing door if under it when dead.

    4. Floors & Ceilings

      Custom floor and ceiling textures in WADs will now be used.

      Floors and ceilings are now drawn with more accuracy.

      Flickering lights will no longer cause the textures of adjacent floors to “twitch” when viewed at certain angles.

      If there’s an object stuck in the ceiling above a lowering floor, that floor will now still lower.

      The graphic anomalies that appear when the player stands on an edge between two sectors of different heights have been removed.

      If there are corpses under a lowering ceiling or door, a crunching sound will now be heard when they are gibbed.

      The player won’t be gibbed and pushed under the floor if under a lowering ceiling when dead or invulnerable.

      If the player walks over a line that raises or lowers a floor, and that floor has already been raised or lowered, then no sound will be heard.

      There are several floors and ceilings in the official WADs whose textures have been changed to be more consistent with surrounding textures.

      A bug has been fixed whereby the lights of certain areas would stop flickering if a game was saved and then reloaded.

    5. Music

      The correct music is played for the maps in DOOM II: No Rest For The Living.

    6. Secrets

      In DOOM II: Hell On Earth (BFG Edition), the secret exit in MAP02: Underhalls to access MAP33: Betray now works.

    7. The Sky

      The correct skies will now always be used in MAP12: The Factory onwards in DOOM II: Hell On Earth.

      Skies can no longer be seen to repeat vertically at certain positions in some levels.

      A bug has been fixed whereby projectiles would sometimes explode on impact with the sky.

      The sounds of projectiles will no longer be cut off when they impact with the sky.

    8. Teleporters

      The teleporter in front of the yellow keycard door in MAP33: Betray of DOOM II: Hell On Earth (BFG Edition) now works.

    9. Walls

      A bug has been fixed whereby bullet puffs would not be displayed when shooting some walls in outdoor areas.

      Missing wall textures that create HOMs (“Halls of Mirrors”), or cause the adjacent ceiling textures to bleed into each other, have been corrected in many maps. Misaligned or mismatched textures have also been corrected.

      A bug has been fixed whereby some wall textures were rendered incorrectly.

      Many graphic anomalies known as “slime trails” have been removed.

      An “oof” sound is now made when the player presses the SPACEBAR against a two-sided wall.

  12. Monsters

    The horizontal and vertical offsets of many of the monsters’ sprites have been altered to allow smoother and more consistent animations.

    Monsters no longer get stuck in some doorways.

    A bug has been fixed whereby a monster would ignore the player in some rare instances.

    A bug has been fixed whereby the player could hear monsters regardless of where they were in MAP08 of both DOOM II and Final DOOM.

    A bug has been fixed whereby the player could still hear monsters in ExM8 or MAP08 when the SFX volume in the options menu was set to zero.

    Only the Barons of Hell in E1M8, the Cyberdemon in E2M8 and the Spiderdemons in both E3M8 and E4M8 can be heard by the player regardless of where they are in the level.

    Monsters that didn’t spawn when the level started (that is, when the “NIGHTMARE!” skill level is chosen or the –RESPAWN command-line parameter is used), will now respawn at the place they died rather than at (0,0).

    The projectiles of several monsters are now translucent.

    Averaging a foreground color with the background color to make it translucent.

    When monsters are injured, there is now more blood.

    When monsters are killed, their corpses are flipped horizontally at random.

    When monsters are killed, any weapons or ammo they drop are now thrown upwards and fall to the floor.

    The player can now walk over monsters that are lower than them, and walk under monsters that are above them.

    Monsters stuck in other monsters or in walls have been either moved slightly or removed entirely.

    1. Arachnotrons

      A bug has been fixed whereby killing the Arachnotrons too quickly in MAP07: Dead Simple of DOOM II: Hell On Earth would raise the central platform twice as high.

    2. Arch-viles

      Monsters resurrected by Arch-viles no longer count more than once towards the player’s total kills.

      A bug has been fixed whereby an Arch-vile could resurrect a monster that had previously been crushed under a door or ceiling, and that monster would become a “ghost” monster and be partially immune and could pass through some walls.

      A bug has been fixed whereby a monster resurrected by an Arch-vile could sometimes get stuck in another monster.

      The Arch-vile’s fire attack is now positioned correctly.

      Arch-viles now won’t try to go into areas where the ceiling is too low for them.

    3. Barons Of Hell

      Barons of Hell now bleed green rather than red blood when they are injured, corresponding with the blood shown when they die.

      A bug has been fixed whereby Barons of Hell would not turn to face their target when attacking in some instances.

      Barons of Hell now light up when they throw a projectile.

    4. Boss Brain

      When the boss in MAP30: Icon Of Sin at the end of DOOM II: Hell On Earth is killed, the explosions are now correctly centered.

      The boss now won’t make its alert sound when the level starts, or spawn monsters if –NOMONSTERS is specified on the command-line.

    5. Cacodemons

      Cacodemons now bleed blue rather than red blood when they are injured, corresponding with the blood shown when they die.

      Cacodemons now don’t light up when they perform a melee attack.

    6. Commander Keen

      The Commander Keens in MAP30: Grosse of DOOM II: Hell On Earth now hang more accurately from the ceiling.

      The Commander Keens will still appear if –NOMONSTERS is specified on the command-line so the level can still be completed.

    7. Cyberdemons

      Cyberdemons now light up when they fire a rocket or explode.

      The rockets that Cyberdemons fire now have smoke trails.

    8. Demons

      A bug has been fixed whereby loading a save game could cause the Demons in the level to become extremely slow or extremely fast in some instances when using the “NIGHTMARE!” skill level or the –FAST command-line parameter.

    9. Hell Knights

      Hell Knights now bleed green rather than red blood when they are injured, corresponding with the blood shown when they die.

      A bug has been fixed whereby Hell Knights would not turn to face their target when attacking in some instances.

      Hell Knights now light up when they throw a projectile.

    10. Imps

      Imps now light up when they throw a projectile.

    11. Lost Souls

      The flames flickering of Lost Souls are now translucent.

      Lost Souls that haven’t been spawned by a Pain Elemental now count towards the player’s total kills.

      Lost Souls that haven’t been spawned by a Pain Elemental now respawn when the “NIGHTMARE!” skill level is chosen or the –RESPAWN command-line parameter is used.

      The limit on the number of Lost Souls that can be spawned in a level at any one time has been increased from 21 to 100.

      Lost Souls will now correctly bounce off floors and ceilings as they do in The Ultimate DOOM, regardless of the PWAD being played.

      When Lost Souls are shot, puffs of smoke are now displayed rather than blood.

      Lost Souls no longer bleed and gib when they are crushed by a lowering ceiling.

    12. Mancubi

      A bug has been fixed whereby Mancubi projectiles would sometimes pass through solid walls.

      A bug has been fixed whereby a crash could occur when loading a game saved while a Mancubus was in the middle of firing at another monster, but their target was already dead.

    13. Pain Elementals

      When Pain Elementals are killed, they can no longer spawn Lost Souls in areas outside of the level.

      Since they explode when they are killed, Pain Elementals no longer bleed and gib when they are crushed by a lowering ceiling.

    14. Revenants

      The rockets that Revenants fire now always have smoke trails, regardless of whether they are homing missiles or not.

      Revenants now won’t try to go into areas where the ceiling is too low for them.

    15. Spectres

      The “fuzz effect” of Spectres is now consistent, regardless of the position the monster is from the player.

      The “fuzz effect” of Spectres now pauses if a menu is displayed or if the game is paused.

    16. Spider Masterminds

      Spider Masterminds now light up when they explode.

    17. Wolfenstein SS

      In DOOM II (BFG Edition), if a map in a PWAD contains a Wolfenstein SS, the Zombieman it is replaced with now will not appear to have fallen through the floor.

    18. Zombiemen

      Zombiemen now light up when they shoot.

  13. The Automap

    The Earth Base’s automap in DOOM II: No Rest For The Living.

    A bug has been fixed whereby the entire automap would shift slightly the first time it was displayed.

    A bug has been fixed whereby it was possible to map what was behind a closed door in some instances.

    1. The Crosshair

      As indicated as being intended in the original source code, the crosshair is now an actual cross.

      The crosshair is now translucent and only displayed when “follow mode” is off.

      Its position is now remembered when leaving and then returning to the automap.

    2. Follow Mode

      “Follow mode” is now on at the start of each level.

      A bug has been fixed whereby the automap wasn’t centering correctly on the player in some instances.

      Firing, opening and closing doors, selecting weapons, and turning left and right can no longer be done when in the automap while “follow mode” is off.

      Walls newly visible to the player are now dynamically updated as they move around while “follow mode” is on.

    3. The Grid

      The grid is now a darker grey.

      A bug has been fixed whereby the leftmost and bottommost gridlines often weren’t being displayed.

      Whether the grid is on or off is now remembered between games.

    4. Lines

      Diagonal lines that aren’t at an exact 45° angle no longer shift when at the edge of the screen.

      Lines are now drawn in an order of precedence based upon their color, such that brown lines denoting changes in floor height are drawn over yellow lines denoting changes in ceiling height (except when they intersect), and red lines denoting solid walls are drawn over drawn both brown and yellow lines.

      Secrets are now drawn on the automap as they’re discovered.

      Yellow lines denoting changes in ceiling height are paler.

      Red lines denoting solid walls are now twice as thick as the other lines.

      All teleporters (including those that only teleport monsters) are now drawn in dark red.

      A bug has been fixed whereby some teleporters were being drawn in dark red before they had been revealed.

    5. The Map Title

      The map’s title has been shifted away from the edge of the automap slightly and is translucent.

      In DOOM II, the map’s title is now preceded by “MAPxx” rather than “LEVEL [x]x”.

      The title of E3M7 is now displayed as “GATE TO LIMBO” instead of just “LIMBO”, to be consistent with the title displayed on the intermission screen.

      In DOOM II: No Rest For The Living, the titles of each map are now updated to be consistent with the titles displayed on the intermission screen. The correct titles for the maps in DOOM II: The Master Levels are now displayed as well.

      For maps loaded from a PWAD, only “ExMy” or “MAPxx” is now displayed, rather than an incorrect map title.

      In DOOM II: Hell On Earth (BFG Edition), the title of MAP31 is displayed as “IDKFA” instead of “WOLFENSTEIN”, and the title of MAP32 is displayed as “KEEN” instead of “GROSSE”.

    6. Marks

      Pressing the C key will now only clear the last mark. Hold the C key down longer to clear all marks.

      The message that’s displayed when clearing marks is no longer displayed if there are no marks to clear.

      Marks now use an internal font that is double the resolution and, (except for the “1” digit), is consistent with the font used in the status bar.

      The grey digits used as marks in the automap with double the resolution.

      The pixels around each mark are now darkened.

      Marks now start at “1” rather than “0”.

      There’s now no limit to the number of marks that can be placed on the automap. In Vanilla DOOM, only 10 marks were allowed.

      A mark can’t be placed on an existing mark or when the player is dead.

      Marks can now be drawn when partially off the screen.

      The crosshair and the player arrow are now drawn over marks.

    7. Panning

      The W, A, S and D keys can now be used to pan around the automap when “follow mode” is off.

      The SHIFT and CAPSLOCK keys can now be used to pan faster around the automap.

      The crosshair now quickly decelerates rather than instantly stopping when the player stops panning.

    8. The Player Arrow

      The player arrow is now a brighter white, and has been shifted slightly so it rotates more accurately about its center.

    9. Zooming

      The mouse wheel may now be used to zoom in and out.

      The SHIFT and CAPSLOCK keys can now be used to zoom in and out faster.

      The default zoom level is now the same for every map.

      The zoom level is now restored to the default when the player dies and respawns, starts a new game while on the first level, or uses the IDCLEVxy cheat to restart the same level.

      Whether the 0 key has or hasn’t been pressed to zoom out to the maximum possible level is now remembered when leaving and then returning to the automap.

      A bug has been fixed whereby some walls would sometimes be rendered incorrectly at very high zoom levels.

  14. Items & Power-ups

    The horizontal and vertical offsets of many of the items’ and power-ups’ sprites have been altered to bring them closer to the ground, and to center them more accurately.

    The yellow flash that occurs when an item or power-up is picked up is now slightly smoother.

    All spherical items and power-ups are now at the same height from the ground, translucent, and bob up and down slightly.

    All animated items and power-ups now randomly animate out of sync with each other.

    1. Backpacks

      The player can no longer pick up a backpack if they already have one and they have full ammo.

    2. The Computer Area Map Power-up

      A bug has been fixed whereby some lines were being displayed on the automap that the player wouldn’t normally see without using the IDDT cheat, and those lines would then disappear once the player approached their position in the level.

      The grey lines drawn in the automap when the player has the power-up are now darker, and vary in shade depending on the type of line.

      In MAP27: Monster Condo of DOOM II: Hell On Earth, now both computer area map power-ups can be picked up, allowing the player to get 100% of the items for the level.

    3. Green Armor

      The speed at which green armor flashes is now consistent with blue armor.

    4. The Invulnerability Power-up

      In Vanilla DOOM, the inverted greyscale palette of the invulnerability power-up is calculated based on the luminence of the regular palette. Due to a typographical error in the source code of DCOLORS (the tool used to create this palette), a coefficient of 0.144 is used in the calculation of each color when it should be 0.114, causing some colors to be slightly darker than they should be. This has been corrected, although the difference on screen is negligible.

      The inverted greyscale palette is now also applied to the level’s sky.

      No blood is shown when the player is attacked.

      An evil face will no longer be displayed in the status bar if the player picks up a weapon they don’t already have, nor will a rampage face be displayed if they fire continuously, while the player has an invulnerability power-up.

    5. Keycards & Skull Keys

      Keycards and skull keys now sit on the ground rather than hover slightly above it.

      A bug has been fixed whereby in MAP31: Pharaoh of some releases of Final DOOM: TNT – Evilution, the yellow keycard was missing from the level.

    6. The Partial Invisibility Power-up

      A bug has been fixed whereby there was a gap of one pixel between the player’s weapon and the status bar or bottom of the screen.

      The “fuzz effect” of the player’s weapon is now consistent, regardless of the weapon or whether the player is moving or not.

      When the player is firing their weapon while with a partial invisibility power-up, there are no longer any dark areas in the “fuzz effect”.

      The “fuzz effect” of the player’s weapon now pauses if a menu is displayed or if the game is paused.

    7. The Radiation Shielding Suit Power-up

      The radiation shielding suit power-up now bobs up and down slightly.

  15. Cheats

    Cheats can no longer be entered while a menu is on the screen or while the game is paused.

    A sound is now played and the screen will flash when cheats are entered successfully.

    A bug has been fixed whereby entering a cheat was ignored in some instances.

    Each character in a cheat must be entered within 2 seconds of each other otherwise the sequence will time out.

    Each key that is pressed that is part of a valid cheat will be ignored for other actions. For example, entering IDDQD will not cause the player to strafe to the right even though the D key has been pressed 3 times in the process.

    1. The IDBEHOLDx Cheats

      These cheats can no longer be entered while the player is dead.

      The message that’s displayed before entering the parameter of an IDBEHOLDx cheat will stay on the screen until another key is pressed, and is now underscored to indicate which parameters are valid. “STR” has been replaced with “BSRK” to better indicate the berserk power-up.

      Power-ups toggled on using an IDBEHOLDx cheat now will not run out unless they are toggled off again using the same cheat. Also, power-ups cannot be picked up while they have been toggled on using an IDBEHOLDx cheat. When a power-up is toggled off by using an IDBEHOLDx cheat, the screen will now flash in the same way it does when a power-up runs out normally.

      The computer area map power-up can now also be toggled off by using the IDBEHOLDA cheat.

      Using the IDBEHOLDS cheat will now cause the player to switch to their fist, mimicking the behaviour of when a berserk power-up is normally picked up.

      If the player has an invulnerability power-up at the end of E1M8 by using the IDBEHOLDV cheat, then it will be removed so the level can end.

    2. The IDCHOPPERS Cheat

      This cheat can no longer be entered while the player is dead.

      Fixing an apparent bug in the original source code, the player will now be given an invulnerability power-up to go with the chainsaw.

      The player will now automatically switch to the chainsaw.

    3. The IDCLEVxy Cheat

      The player’s current health, armor, weapons, ammo and any power-ups are now retained when using this cheat to change levels.

      Entering a 1 as one of the parameters of this cheat will no longer cause the player to switch to their fist.

      If this cheat is used while in the automap, the automap will now stay open once the new level has loaded.

      Fixing a bug in the original source code, the message “CHANGING LEVEL...” is now displayed.

      Entering IDCLEV33 or IDCLEV34 in DOOM II will no longer crash the game.

      If this cheat is used to change to a level that plays the same music track as the current level, the music will now be restarted.

    4. The IDCLIP & IDSPISPOPD Cheats

      The areas outside of a map accessed using these cheats are now black.

    5. The IDDQD Cheat

      When entering this cheat a second time, the player’s health will be restored to what it was prior to turning “DEGREELESSNESS MODE” on.

      The player’s health won’t change to 100% if it’s already greater than 100%.

      Any health that’s picked up while “DEGREELESSNESS MODE” is on isn’t added to the player’s health.

      No blood is shown when the player is attacked.

      The player is now immune to being telefragged.

      If the cheat is entered while the player is dead, they will be resurrected at the position they died with 100% health and “DEGREELESSNESS MODE” on. If after being resurrected in this manner, if the player enters the cheat a second time they will be killed.

      An evil face will no longer be displayed in the status bar if the player picks up a weapon they don’t already have, nor will a rampage face be displayed if they fire continuously, while “DEGREELESSNESS MODE” is on.

    6. The IDDT Cheat

      Secret walls are now revealed when this cheat is entered.

      A thing triangle is no longer drawn over the player arrow when this cheat is entered twice.

      The player arrow is now drawn over thing triangles.

      The player arrow is now drawn slightly differently, preventing some lines of the arrow from crossing over in some instances.

      The grey lines drawn in the automap when the cheat is entered are now a slightly darker grey.

      Whether this cheat is enabled or not is now remembered when saving a game.

      Thing triangles now vary in size according to the things they represent.

      Thing triangles for blood, bullet puffs, projectiles, explosions, and ammo and weapons dropped by monsters, now point at appropriate angles, rather than always at 0°.

    7. The IDFA & IDKFA Cheats

      These cheats can no longer be entered while the player is dead.

      When using either of these cheats in DOOM Shareware, the status bar now won’t be updated to indicate that the player was given the plasma rifle, the BFG 9000, or any energy cells, as they do not appear in the game.

      When using these cheats the player is now also given a backpack, doubling the maximum amount of each type of ammo.

      When using the IDKFA cheat, rather than always giving the player three skull keys, only those keycards or skull keys that can be picked up in the current level will be given to the player. If no keys are present in the current level, then the player won’t be given any. The keycards or skull keys in the current level consequently can’t be picked up.

      If the player didn’t have at least one of the weapons given to them by the cheats, their face in the status bar will now display an evil grin.

      A bug has been fixed whereby the status bar would display an evil grin when an item was picked up after either the IDFA or IDKFA cheats were used.

      No message is displayed if the player already has all of the items that the cheats give them.

      If the player has their fists selected when entering either of these cheats, they will now automatically switch to the chainsaw. Similarly in DOOM II, if they have the shotgun selected, the player will now automatically switch to the super shotgun if they didn’t have it already.

    8. The IDMUSxy Cheat

      Entering IDMUS0y and IDMUSx0 in DOOM Registered and The Ultimate DOOM, IDMUS21 to IDMUS39 in DOOM Shareware, and IDMUS00 in DOOM II, will no longer crash the game.

      Entering IDMUS41 to IDMUS49 in The Ultimate DOOM will now play the music for those maps.

      The intermission, title and victory music can no longer be played using this cheat.

      Entering the parameters of this cheat will no longer cause the player to switch weapons.

      The “IMPOSSIBLE SELECTION” message is no longer displayed if this cheat’s parameters are invalid.

      This cheat will no longer change the music if the music’s volume has been set to zero, or if music has been disabled using either the –NOSOUND or –NOMUSIC command-line parameters.

      Entering this cheat for music that’s currently playing will now restart that music.

      This cheat may now be used if the “Nightmare!” skill level is chosen.

    9. The IDMYPOS Cheat

      The values displayed are now in decimal rather than hexadecimal.

      The current Z-coordinate of the player is now also displayed.

      The message displayed by this cheat will stay on the screen until the cheat is entered again, updating dynamically as the player moves about the level.

      This cheat may now be used if the “NIGHTMARE!” skill level is chosen.

      When in the automap and “follow mode” is off, the angle and coordinates are updated to follow the crosshair rather than the player.

      Whether this cheat is enabled or not is now remembered when saving a game.

  16. Command-line Parameters

    1. The –DEVPARM Command-line Parameter

      The F1 key can no longer be used to take screenshots. Use the PRINTSCREEN key instead without the need for this command-line parameter.

      The number of frames per second are continuously displayed in the top left of the screen rather than as a series of dots in the bottom left.

    2. The –EPISODE episode Command-line Parameter

      This command-line parameter is now ignored if used with DOOM II, or if an invalid episode is specified.

      The specified episode is now preselected in the menu.

    3. The –FAST Command-line Parameter

      The –WARP command-line parameter is no longer needed to be specified as well for this command-line parameter to work.

    4. The –NOMONSTERS Command-line Parameter

      The –WARP command-line parameter is no longer needed to be specified as well for this command-line parameter to work.

    5. The –NOMUSIC Command-line Parameter

      The “MUSIC VOLUME” slider in the options menu is set at its minimum and can’t be changed while music is disabled.

    6. The –NOSFX Command-line Parameter

      The “SFX VOLUME” slider in the options menu is set at its minimum and can’t be changed while sound effects are disabled.

    7. The –NOSOUND Command-line Parameter

      The “MUSIC VOLUME” and “SFX VOLUME” sliders in the options menu are set at their minimums and can’t be changed while sound is disabled.

    8. The –RESPAWN Command-line Parameter

      The –WARP command-line parameter is no longer needed to be specified as well for this command-line parameter to work.

    9. The –SKILL level Command-line Parameter

      Specifying a skill level less than 1 is no longer allowed. Doing so in Vanilla DOOM would cause the game to warp to the first level with all things except the player absent.

      The specified skill level is now preselected in the menu.

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