Saturday, February 2, 2019
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DOOM Retro v2.8

DOOM Retro v2.8 is now available. It may be downloaded here (a 64-bit version 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.
  • Noise is now applied to the menu’s background. Also, if the menu is opened while playing a game, the status bar or widescreen HUD as well as all sprites will be hidden, and the player’s view will slowly rotate either left or right.
  • Minor changes have been made to text that is output to the console.
  • By enabling the new autotilt CVAR, the player’s view will automatically tilt while they go up or down flights of stairs, inspired by a feature present in Quake. This CVAR is both off by default and when vanilla mode is enabled, and will also have no effect if the mouselook CVAR is on.
  • The r_hud CVAR will now be reset correctly when using the reset or resetall CCMDs while no game is being played.
  • Keycards and skull keys in the widescreen HUD are now spaced slightly further apart.
  • The player’s health, ammo and armor in the widescreen HUD will now flash when they decrease as well as increase.
  • DOOM Retro will no longer hang when the player crosses a line with a BOOM-compatible special action of 154 (“WR Change Texture and Effect”) or 240 (“WR Change Texture and Effect to Nearest”).
  • Pressing the F1 key to open the help screen will no longer cause a crash in some very rare instances.
  • Minor improvements have been made to the cast sequence at the end of DOOM II.
  • The value of the facebackcolor CVAR is now also applied to the background of the player’s face in the widescreen HUD.
  • Further improvements have been made to the support of DEHACKED lumps:
    • Things will no longer cast a shadow if they are spawned on the ceiling.
    • A thing’s name can now be changed as intended.
    • The finale text screen will be completely skipped if there is no text to display.
  • Further improvements have been made to the support of MAPINFO and RMAPINFO lumps:
    • Strings containing escaped double quotes can now be used.
    • The title and composer of the music playing in the current map can now be displayed by the mapstats CCMD by using the new musictitle and musiccomposer entries.
  • The support for MUSINFO lumps has been fixed.
  • Music will now quickly fade out when quitting DOOM Retro.
  • MP3 music lumps now play as intended.
  • A crash will no longer occur when trying to display large patches on the intermission screen.
  • A bug has been fixed whereby the unbind CCMD would only accept an action as a parameter and not a control.
  • DOOM Retro now more intelligently determines if an animated flat depicts liquid. Only the following animated flats are now considered to be liquid:
    • All animated flats present in the original IWADs (with the exception of RROCK05 to RROCK08 and SLIME09 to SLIME12),
    • All animated flats specified in an ANIMATED lump in a PWAD that include keywords such as “WATER”, “BLOOD”, “LAVA”, etc. (or certain abbreviations of those) in their names,
    • Certain animated flats specified in an ANIMATED lump in a PWAD that are part of the Community Chest 4 and OTEX texture packs.
    • A few animated flats from a curated list of PWADs.
    • All animated flats specified using a LIQUID entry in a MAPINFO lump in a PWAD.
  • The blockmap of every map will now be rebuilt when loaded if -blockmap is specified on the command-line.
  • The following changes have been made to the playerstats CCMD:
    • The number of times the player has saved a game is now displayed.
    • The Map explored stat is now completely accurate.
    • The number of cyberdemons and spider masterminds that the player has killed are no longer shown in DOOM (Shareware).
  • When saving over an existing savegame, that savegame will now be backed up in the savegame folder.
  • A new take CCMD has been implemented that can be used to take ammo, armor, health, keys, weapons, or all or certain items from the player. It accepts the same parameters as the give CCMD.
  • If the player uses the mouse wheel to select the shotgun or super shotgun in DOOM II, the first shotgun to be selected when pressing the 3 key will now be set correctly.
  • No sound will be made if the player has their fists selected, has the berserk power-up, has no ammunition for any of their weapons, and tries to change weapons using the mouse wheel.
  • The player’s health in the widescreen HUD will now flash if it regenerates due to use of the regenhealth CCMD.
  • Fixing a bug present in Vanilla DOOM, the player’s face in the status bar will no longer grin when the first item is picked up after loading a savegame.
  • The player’s face in the status bar will now behave correctly when the player injures themselves by exploding a barrel.
  • The player will no longer automatically switch to their fists upon picking up a berserk power-up if they have already picked one up elsewhere in the current map.
  • There is no longer the possibility of a crash when the player dies and the mouselook CVAR is on or a control is bound to the +mouselook action.
  • The STTMINUS patch is now positioned better in the widescreen HUD if it has been changed in a PWAD.
  • The fixes intended for E1M4 and E1M8 in doom.wad are no longer inadvertently applied to E1M4B and E1M8B when the r_fixmaperrors CVAR is on.
  • Minor improvements have been made to the support of Chex Quest.
  • Voodoo dolls are now specified in the output of the thinglist CCMD.
  • The initial sound that a monster makes when it sees the player for the first time will no longer be interrupted by any further sounds that monster makes.
  • A bug has been fixed whereby text copied from outside DOOM Retro to the Windows clipboard and then pasted into the console using CTRL + V would be corrupt.
  • The player’s corpse will now still trigger line specials that exit the map when walked over.
  • The vertical distance something is away from blast damage, as well as when telefragging, is no longer taken into account when the infiniteheight CVAR is on.
  • The player’s rocket launcher will now be displayed correctly when fired in vanilla mode.
  • Both the r_messagepos and r_messagescale CVARs have been deprecated. The position and scale of player messages now depend on the value of the vid_widescreen CVAR.
  • Barrels will now animate correctly if their sprites have been replaced in a PWAD.
  • The player’s view will now always be at the correct height when they are spawned at the start of a map.