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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.WADis 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
TRANMAPlumps. - The warning stating a “music lump can’t be played” will no longer be displayed in the console when
–nomusicor–nosoundare specified on the command-line. - The keys the player has already picked up are no longer reordered when using the
idkfacheat. - Blood splats are no longer spawned on the ground when corpses are nudged by the player or a monster moving over them.
- A
s_randommusicCVAR 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
playerstatsCCMD: - 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
stillbobCVAR has been implemented. When it is changed from its default of0%, the player will bob when idle. - A
facebackCVAR has been implemented. It may be used to change the background color of the player’s face in the status bar. The default is5(a dark gray), and can be set to aPLAYPALcolor index between0and255inclusive. - Pressing SHIFT + [, SHIFT + ] or SHIFT + \ in the console will now display the correct characters.
- The error displayed when
am_externalisonand 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_walkbobCVAR has been renamed tomovebob. - The
pm_alwaysrunCVAR has been renamed toalwaysrun. - The
pm_centerweaponCVAR has been renamed tocenterweapon. - 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
MAPINFOlumps.MUSIC,NEXT,PAR,SECRETNEXT,SKY1andTITLEPATCHkeywords are supported. Additionally, the following keywords are supported specific to DOOM Retro: AUTHORauthor: 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_althudCVAR. 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_randompitchCVAR is on. - Green marine corpses are now randomly colored. This feature may be disabled using the
r_corpses_colorCVAR. - 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
MAP10ofDOOM2.WAD. - The vertical position of the large digits in the status bar has now been fixed when using an
STBARlump 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.WADandTVR!.WADare 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_allmapcdwallcoloram_allmapfdwallcoloram_allmapwallcoloram_backcoloram_cdwallcoloram_fdwallcoloram_gridcoloram_markcoloram_playercoloram_teleportercoloram_thingcoloram_tswallcoloram_wallcoloram_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_scalefilterCVAR 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
misc1ormisc2values are set in a DeHackEd patch. This fixes an issue with InstaDoom. - The
r_detailCVAR 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_maxCVAR is now32768. - Some CVAR descriptions in the output of the
cvarlistCCMD 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
mapCCMD when using Freedoom can now be of the formatCxMy. - 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
idkfacheat, 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_sensitivityCVAR 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 inBTSX_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_gammaCVAR was set to 2.0, the gamma correction level would still be set to the default of 0.75 at startup.
