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DOOM Retro v2.1
In celebration of the beta for the new DOOM running this weekend (#FightLikeHell), DOOM Retro v2.1 is now available. It may be downloaded here, and its release notes are as follows:
“Nice Shot” is an incredible animation by Fantishow.
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- Support has been added for the
SWITCHESlump. - Fast monsters can now be enabled by using the
fastmonstersCCMD. Also,–fastmonstersas well as just–fastcan be specified on the command-line. - Warnings displayed when parsing DeHackEd files and lumps are now only displayed if
–devparmis specified on the command-line. - Automatically loading the last savegame when the player dies can now be disabled by using the
autoloadCVAR. - The intensity of the red haze effect when the player has the berserk power-up and their fists selected can now be changed using the
r_berserkintensityCVAR. The default is33%. - Player sprites may now be translucent if they are replaced in a PWAD by using
Translucent=1for the relevant frame in DeHackEd files and lumps. - Thing flags specific to DOOM Retro can now be changed using
RetroBitsinstead ofBits2in DeHackEd files and lumps. - A bug has been fixed whereby the use of unknown music names in
MAPINFOlumps would cause a crash. - The
s_musicvolumeands_sfxvolumeCVARs are now corrected at startup if invalid. - The
facebackCVAR has been renamed tofacebackcolor. - The extraneous brown pixel in the super shotgun is no longer removed if the weapon is changed in a DeHackEd file or lump.
- Further improvements have been made to the appearance of the rocket launcher's muzzle flash.
- DoomEd numbers are now allowed as the parameter for the
give,killandspawnCCMDs. - The translucency of the super shotgun's muzzle flash is now disabled when the
r_translucencyCVAR is off. - A bug has been fixed whereby monsters would not respawn correctly when playing using the Nightmare! skill level.
- The shadow of the player's corpse is now removed when resurrecting using either the
resurrectCCMD or theiddqdcheat. - The console is now hidden when using the
iddqdcheat to resurrect the player. - The screen now goes to black sooner when starting DOOM Retro.
- DOOM II's cast sequence now works correctly when using SMOOTHED.WAD.
- The console can no longer be opened during a screen wipe.
- The bottoms of things that bob in liquid now animate.
- A bug has been fixed whereby no monsters had lower pitches when the
s_randompitchCVAR was enabled. - The error message displayed when
doomretro.wadis invalid has changed. bfgis now allowed as a parameter for thespawnandgiveCCMDs.- A bug has been fixed whereby the player was unable to switch back to the selfie stick once obtained in InstaDoom.
- The last savegame will no longer be automatically loaded when the player dies of the
pistolstartCVAR is enabled. - Individual monster kill counts used by the
playerstatsCCMD are now retained in savegames. Please note that this breaks savegame compatibility with previous versions of DOOM Retro. - The speed of the player can now be changed using the
turboCVAR. Functioning like the command-line parameter of the same name, it can be a value between10%and400%and has a default of100%. - A bug has been fixed (that is present in Vanilla DOOM) whereby the player would go in reverse when running if their speed was set to a value greater than
255%using the–turbocommand-line parameter. - Monsters can now respawn when playing a skill level other than Nightmare! by using the
respawnmonstersCCMD. The–respawncommand-line parameter has also been reimplemented, and–respawnmonstersmay also be used. - The value set by
MaxHealthin DeHackEd files and lumps is now only applied to health bonuses. - 100 extra things (numbered 152 to 251) have been added for use in DeHackEd files and lumps.
- Things with the same (x,y,z) coordinates now bob in sync with each other if they are in liquid.
- The arachnorbs in valiant.wad are now killed when using the
killCCMD. - Map names changed using a
MAPINFOlump are now shown in the output of themaplistCCMD. - The WINDOWS key can no longer be used at any time when fullscreen. It can only be used when in a window, and the game is paused, or the menu or console is open.
- Wall textures that are both animated and translucent can now be rendered correctly without causing a crash.
- The E key may now be pressed as an alternative to SPACE to use doors, switches, etc. It is bound to the
+use2action. - When the
vid_showfpsCVAR is enabled, the frames per second is now displayed correctly while the screen shakes when the player is injured.
