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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
SWITCHES
lump. - Fast monsters can now be enabled by using the
fastmonsters
CCMD. Also,–fastmonsters
as well as just–fast
can be specified on the command-line. - Warnings displayed when parsing DeHackEd files and lumps are now only displayed if
–devparm
is specified on the command-line. - Automatically loading the last savegame when the player dies can now be disabled by using the
autoload
CVAR. - 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_berserkintensity
CVAR. The default is33%
. - Player sprites may now be translucent if they are replaced in a PWAD by using
Translucent
=
1
for the relevant frame in DeHackEd files and lumps. - Thing flags specific to DOOM Retro can now be changed using
Retro
Bits
instead ofBits2
in DeHackEd files and lumps. - A bug has been fixed whereby the use of unknown music names in
MAPINFO
lumps would cause a crash. - The
s_musicvolume
ands_sfxvolume
CVARs are now corrected at startup if invalid. - The
faceback
CVAR 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
,kill
andspawn
CCMDs. - The translucency of the super shotgun's muzzle flash is now disabled when the
r_translucency
CVAR 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
resurrect
CCMD or theiddqd
cheat. - The console is now hidden when using the
iddqd
cheat 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_randompitch
CVAR was enabled. - The error message displayed when
doomretro.wad
is invalid has changed. bfg
is now allowed as a parameter for thespawn
andgive
CCMDs.- 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
pistolstart
CVAR is enabled. - Individual monster kill counts used by the
playerstats
CCMD 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
turbo
CVAR. 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–turbo
command-line parameter. - Monsters can now respawn when playing a skill level other than Nightmare! by using the
respawnmonsters
CCMD. The–respawn
command-line parameter has also been reimplemented, and–respawnmonsters
may also be used. - The value set by
Max
Health
in 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
kill
CCMD. - Map names changed using a
MAPINFO
lump are now shown in the output of themaplist
CCMD. - 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
+use2
action. - When the
vid_showfps
CVAR is enabled, the frames per second is now displayed correctly while the screen shakes when the player is injured.