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DOOM Retro v2.3.7
DOOM Retro v2.3.7 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.
- Minor changes have been made to text that is output to the console.
- A message is now displayed when using the
IDCLEVxy
cheat in the console. - The average frames per second will no longer be shown when the
vid_showfps
CVAR ison
and the game is paused or the menu is open. - The lumps in
doomretro.wad
that are used for the alternate HUD can now be replaced by lumps in a PWAD. - When the
r_shadows
CVAR ison
and thevid_capfps
CVAR is a value other than35
, the shadows of monsters are now interpolated along with the movement of the monsters themselves. - The BFG Edition of
doom2.wad
will now be identified as an IWAD in the console, even though it has been incorrectly marked as a PWAD. - The number of barrels exploded is now displayed when using the
playerstats
CCMD. - The number of monsters, pickups and decorations, as well as the number of liquid and damaging sectors, are now displayed when using the
mapstats
CCMD. - The choice of colors used in the numerous translucent effects in DOOM Retro has been improved.
- BOOM-compatible translucent wall textures are now drawn using a dithering effect. This can be disabled using the new
r_dither
CVAR. - Instead of being set to the currently selected item in the corresponding menu, the
episode
,expansion
,savegame
andskilllevel
CVARs are now set to read-only strings of the episode, expansion, savegame and skill level for the current game. - The player’s path in the automap, enabled using the
am_path
CVAR, will no longer be recorded while the player is in “no clipping mode”. - Corpses will no longer perpetually shift back and forth over sector boundaries with small height differences.
- The effect of changing the
r_brightmaps
CVAR fromoff
toon
is now immediate, and doesn’t require DOOM Retro to be restarted. - A bug has been fixed whereby the brightmap of the
SW1STON2
andSW2STON2
switch textures wouldn’t be applied correctly in DOOM but would in DOOM II. - The following changes have been made to the
spawn
CCMD:- A crash will no longer occur when trying to spawn certain decorations and pickups that don’t exist in DOOM but do in DOOM II.
- Hanging decorations are now spawned on the ceiling.
- Things will now be in the same state they would be if they were spawned when the map started.
- The “floating skull rock” decoration now casts a shadow when the
r_shadow
CVAR ison
. - A crash will no longer occur when using the
give
CCMD to try to give the player the plasma rifle, BFG-9000 or cells in DOOM Shareware, or the super shotgun in DOOM. - A bug has been fixed whereby when the
s_randommusic
CVAR wason
, random music would attempt to start playing at the start of a map but then stop, and the game would become almost completely unresponsive. - When the
s_randommusic
CVAR ison
, the random music chosen at the start of a map will now loop rather than different music starting to play after the first finishes.