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DOOM Retro v2.3
DOOM Retro v2.3 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.
- Changes have been made to the format of savegames and so are not compatible with previous versions of DOOM Retro.
- Motion blur when the player turns quickly can now be enabled by setting the new
vid_motionblurCVAR to a value greater than its default of0%. - The
am_xhaircolorCVAR has been renamed toam_crosshaircolor. - The
vid_scaledriverCVAR has been renamed tovid_scaleapi. - The default of the
vid_scaleapiCVAR is no longer"". When DOOM Retro is run for the first time, the best available API is chosen, changing this CVAR to"direct3d","opengl"or"software". - A bug has been fixed whereby some CVARs weren’t being reset to their correct values, or at all, when using either the
resetorresetallCCMDs. - Entering
reset allin the console will now work the same as entering theresetallCCMD. - Toggling “always run” using the CAPSLOCK key while in the console will no longer inadvertently affect player messages from appearing.
- Many minor changes have been made to text that is output to the console.
- A new
-nomapinfocommand-line parameter has been implemented that will stop anyMAPINFOlumps from being parsed in PWADs at startup. - If there is a
MAPINFOlump present innerve.wadthat contains invalid map markers, the PWAD will no longer exit with an error, and a warning will be displayed in the console instead. - The SHIFT key will now be ignored when pressing Y or N in response to a centered message.
- A bug has been fixed whereby no value would be displayed when entering the
r_hudCVAR in the console without a value. - When entering a CVAR in the console without a value, the CVAR’s description, current value and default value will now be displayed.
- The shadows of cyberdemons have been raised slightly.
- The values of CVARs in
doomretro.cfgnow have thousands delimiters. - Thousands delimiters may now be used when entering values of CVARs in the console.
- Monster spawners are now disabled when using
kill allin the console. - All automap controls (pressing the G key to toggle the grid for instance) may now be used when there’s an external automap, provided they don’t conflict with any other controls.
- A bug has been fixed whereby certain items wouldn’t teleport in some rare instances. (An example of this is one of the yellow skull keys in MAP23 of Going Down.)
- Lost souls spawned by pain elementals now move towards their target in their attack frame.
- The
playerstatsCCMD now displays 8 additional stats:- the number of maps completed,
- the distance traveled (where 1 foot equals 16 map units),
- the amount of ammo picked up (divided into bullets, cells, rockets and shells),
- the amount of armor picked up, and
- the amount of health picked up.
- The units used to display the new “Distance traveled” stat in the
playerstatsCCMD can be changed fromfeet/milestometres/kilometresby changing the newunitsCVAR from its default ofimperialtometric. - The effects of changing the
r_translucencyCVAR will now be immediate in the HUD. - When the
r_translucencyCVAR isoff, the console and the alternate HUD will now no longer be translucent. - The alternate HUD is now enabled by default.
- A texture has been corrected in MAP13 of
doom2.wad. - The player’s path may now be displayed in the automap by enabling the new
am_pathCVAR. It isoffby default. - The color of the player’s path may be changed using the new
am_pathcolorCVAR. It is95(a light gray) by default. - The console is now automatically closed when the
spawnCCMD is used. - Spaces are now allowed in the
playernameCVAR. - The
playernameCVAR is now changed back to its default of"you"if it is changed to an empty string. - The values of the
r_detailCVAR are now displayed correctly in the output of thecvarlistCCMD. - The
+useand+fireactions will now respawn a dead player when in the automap. - A bug has been fixed that stopped some string CVARs from being able to be changed in the console.
- The digits in the status bar are no longer lowered by 1 pixel in Back to Saturn X E1: Get Out Of My Stations and Back to Saturn X E2: Tower in the Fountain of Sparks.
- The “Cheated” stat in the
playerstatsCCMD now increases when using some CCMDs and command-line parameters that would be considered cheating. - The console is now automatically closed when the
ammo,armorandhealthCVARs are changed. - If the
healthCVAR is changed to a smaller value, the effects of the damage to the player will now be shown. - If the
ammo,armorandhealthCVARs are changed to a larger value, the screen will now flash. - The player will now be resurrected if the
healthCVAR is changed in the console when they are dead. - There is now a read-only
versionCVAR that may be used to determine which version of DOOM Retro created adoomretro.cfgfile. - The super shotgun will now be displayed correctly when fired in Ancient Aliens.
- The default gamepad sensitivity (set using the
gp_senstivityCVAR) has been increased from48to64. - The
+forward2,+back2,+strafeleft2,+straferight2and+use2actions have been removed. The controls that were bound to these actions are now bound to+forward,+back,+strafeleft,+straferightand+use, respectively. - The right thumbstick on gamepads is now bound to the
+useaction and may be pressed as an alternative to the A button to open doors, use switches, etc. - A bug has been fixed whereby certain player stats were being reset to
0at startup. - The effects of the
IDDTcheat are now removed from the automap when the player changes levels. - The shaking of the screen when the player is injured and the
r_shakescreenCVAR isonhas been improved slightly. - A bug has been fixed whereby firing the chaingun would increase the “Shots Fired” stat by 1, but would increase the “Shots Hit” stat by 2 if the shot successfully hit a monster.
- If the player has the invulnerability power-up when using
kill playerin the console, the inverted screen effect will now be removed. - The map title in the automap is now positioned better when using a taller character set from a PWAD (such as Ancient Aliens).
- The folder where savegames are saved and loaded can now be specified using the
-savedircommand-line parameter. - The suicide bombers in Valiant will now explode as intended.
- If a
TITLEPIClump exists in a PWAD, and there is noCREDITlump to accompany it, then theCREDITlump in the IWAD won’t be displayed during the title sequence.
Motion blur.
The player’s path.
