Saturday, January 9, 2016
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DOOM Retro v2.0

DOOM Retro v2.0 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.
  • DOOM Retro now uses the official releases of SDL v2.0.4 and SDL_mixer v2.0.1.
  • Alun “Viggles” Bestor’s Cacoward 2015 winner BREACH.WAD is now bundled with DOOM Retro!
  • The mouse wheel controls to cycle through the player’s weapons has been inverted.
  • Support has now been added for TRANMAP lumps.
  • The warning stating a “music lump can’t be played” will no longer be displayed in the console when –nomusic or –nosound are specified on the command-line.
  • The keys the player has already picked up are no longer reordered when using the idkfa cheat.
  • Blood splats are no longer spawned on the ground when corpses are nudged by the player or a monster moving over them.
  • A s_randommusic CVAR has been implemented. When it is enabled, music will be chosen randomly rather than using the default music for each map.
  • The following changes have been made to the playerstats CCMD:
    • The percentage of map revealed is now slightly more accurate.
    • The amount of shots fired, the shots hit, and the weapon accuracy are now displayed.
    • The number of player deaths for the current map, not just the total player deaths, is now displayed.
    • The number of monsters killed is now broken down by the type of monster.
    • The CCMD may now be entered in the console when not playing a game.
  • A stillbob CVAR has been implemented. When it is changed from its default of 0%, the player will bob when idle.
  • A faceback CVAR has been implemented. It may be used to change the background color of the player’s face in the status bar. The default is 5 (a dark gray), and can be set to a PLAYPAL color index between 0 and 255 inclusive.
  • Pressing SHIFT + [, SHIFT + ] or SHIFT + \ in the console will now display the correct characters.
  • The error displayed when am_external is on and an external automap can’t be created is now only displayed once at startup rather than each time the graphics subsystem is reset.
  • The external automap is now blurred when the main display is.
  • The pm_walkbob CVAR has been renamed to movebob.
  • The pm_alwaysrun CVAR has been renamed to alwaysrun.
  • The pm_centerweapon CVAR has been renamed to centerweapon.
  • A bug has been fixed whereby the texture offsets for sectors that change from liquid to solid weren’t reset.
  • An error is now displayed in the console if pressing the printscreen key fails to take a screenshot.
  • Pillarboxes are now cropped from screenshots.
  • Rudimentary support has now been added for MAPINFO lumps. MUSIC, NEXT, PAR, SECRETNEXT, SKY1 and TITLEPATCH keywords are supported. Additionally, the following keywords are supported specific to DOOM Retro:
    • AUTHOR author: Display the author’s name in the console when the map starts.
    • LIQUID "flat": Specify a flat that will be treated as liquid in the map.
    • NOLIQUID "flat": Specify an animated flat that won’t be treated as liquid in the map.
  • DOOM Retro now has an alternate widescreen heads up display, inspired by the new DOOM released on May 13, 2016. It is disabled by default, and can be enabled using the r_althud CVAR. Widescreen mode, (displayed by pressing the + key to increase the screen size during a game, or through the options menu), needs to be enabled for it to be displayed.
  • The player’s view no longer shifts at the start of a map when in windowed mode.
  • The background is now redrawn whenever pressing the ENTER key in the console.
  • Support is now included for MOD, XM, IT, S3M and FLAC music lumps.
  • The pitch of barrel explosions is no longer randomized when the s_randompitch CVAR is on.
  • Green marine corpses are now randomly colored. This feature may be disabled using the r_corpses_color CVAR.
  • The message displayed when a gamepad is detected is now only displayed once in the console.
  • A bug has been fixed that stopped a door from opening in MAP10 of DOOM2.WAD.
  • The vertical position of the large digits in the status bar has now been fixed when using an STBAR lump from a PWAD.
  • The z-height of line attacks when in liquid sectors is no longer adjusted.
  • Monsters now recognize when they are standing on BOOM-compatible lifts.
  • Corpses are now nudged with more momentum when they are in liquid.
  • Pain Elementals will no longer appear to open and close their mouth for no reason. They will now still try to spawn Lost Souls that won’t fit in the map, but they will explode instantly.
  • Whether Lost Souls spawned by Pain Elementals are above the ceiling or below the floor is now checked.
  • The possibility of a key flashing when switching to the widescreen HUD has been fixed.
  • Ceilings are now marked in the automap as no longer secret once they move.
  • Flashing elements in the widescreen HUD are now paused correctly when the game is paused.
  • Improvements have been made to the rendering of really long walls.
  • A bug has been fixed whereby BOOM general crushers were not able to be triggered by walkover.
  • Some animated flats in BTSX_E1.WAD, ETERNALL.WAD, FREEDOOM.WAD and TVR!.WAD are no longer incorrectly displayed as liquid.
  • The maximum number of mouse buttons supported has been increased from 8 to 16.
  • The following CVARs have been implemented to allow the colors in the automap to be changed:
    • am_allmapcdwallcolor
    • am_allmapfdwallcolor
    • am_allmapwallcolor
    • am_backcolor
    • am_cdwallcolor
    • am_fdwallcolor
    • am_gridcolor
    • am_markcolor
    • am_playercolor
    • am_teleportercolor
    • am_thingcolor
    • am_tswallcolor
    • am_wallcolor
    • am_xhaircolor
  • The space between words in the console has been condensed.
  • A bug has been fixed whereby the scale filter wouldn’t change straight away if the vid_scalefilter CVAR was changed to an empty string (the default) in the console.
  • The player’s weapon is no longer centered upon firing if it's state's misc1 or misc2 values are set in a DeHackEd patch. This fixes an issue with InstaDoom.
  • The r_detail CVAR can now be set correctly in the console.
  • The maximum number of blood splats that can appear in a map can no longer be unlimited. The default of the r_bloodsplats_max CVAR is now 32768.
  • Some CVAR descriptions in the output of the cvarlist CCMD now span over 2 lines.
  • The menu can no longer be opened while the console is closing.
  • The gamma correction level is now calculated correctly.
  • The parameter for the map CCMD when using Freedoom can now be of the format CxMy.
  • The gradual light effect that is applied to opening and closing door sectors is no longer applied to sectors that have light specials.
  • When entering the idkfa cheat, if a keycard and a skull key of the same color are present in the map, only the keycard is given to the player.
  • A bug has been fixed whereby updating the gp_sensitivity CVAR in the console was having no immediate effect.
  • Changes have been made to how gamepad sensitivity is calculated.
  • The misalignment of patches with negative horizontal offsets has been fixed. This issue was evident in some textures, such as BIGDOOR7, and some switches in BTSX_E1.WAD.
  • If the same CVAR is changed more than once in succession, there will now only be one line of output in the console.
  • The status bar’s background has been enhanced.
  • Timestamps in the console are now updated to the newest message when player messages are combined.
  • The small digits used in the status bar and for marks in the automap are now consistent with those used in the console.
  • A bug has been fixed whereby if the r_gamma CVAR was set to 2.0, the gamma correction level would still be set to the default of 0.75 at startup.