Saturday, August 29, 2015
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DOOM Retro v1.8.4

Continuing the momentum of regular point releases, DOOM Retro v1.8.4 is now available. It may be downloaded here, and its release notes are as follows:

  • Entering the playername CVAR without a value will now display the value it is currently set to.
  • Gradual lighting is now applied to the sectors under all doors as they open and close, similar to the effect introduced in BOOM.
  • The player is no longer gibbed when their corpse is under a door.
  • Whether there are BOOM line specials present in maps with DeepBSPv4 extended nodes is now displayed correctly in the output of the mapstats CCMD.
  • The correct author is now displayed in the output of the mapstats CCMD.
  • The effects of enabling the s_randompitch CVAR is now immediate.
  • A bug has been fixed whereby the game could crash when trying to render the fuzz effect while paused in some rare instances.
  • Whether the player’s view is lowered when in liquid sector is now toggled by changing the new r_liquid_lowerview CVAR. Now the existing r_liquid_clipsprites will only toggle whether the bottom of sprites are clipped in liquid, as expected.
  • A bug has been fixed whereby messages wouldn’t appear in some instances.
  • Tabs are now converted to spaces in the file created by the condump CCMD.
  • Although quite often the same folder, the file created by the condump CCMD will now be put in the same folder as the executable, rather than the current working folder.
  • Timestamps are now displayed next to each player message in the console. They may be disabled using the new con_timestamps CVAR.
  • The btsx_e1.wad PWAD may now be used with freedoom2.wad as the IWAD without crashing.
  • The game will no longer crash when trying to display patches with dimensions larger than 320×200.
  • The game will no longer crash when trying to bind an action to an invalid control using the bind CCMD. And now a warning will be displayed in the console advising that it couldn’t be bound.
  • The +alwaysrun action can now be bound to a gamepad button.