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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 bothoff
by default and when vanilla mode is enabled, and will also have no effect if themouselook
CVAR ison
. - The
r_hud
CVAR will now be reset correctly when using thereset
orresetall
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
andRMAPINFO
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 newmusictitle
andmusiccomposer
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
toRROCK08
andSLIME09
toSLIME12
), - 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 aMAPINFO
lump in a PWAD.
- All animated flats present in the original IWADs (with the exception of
- 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 thegive
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 ison
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 ther_fixmaperrors
CVAR ison
. - 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 ison
. - The player’s rocket launcher will now be displayed correctly when fired in vanilla mode.
- Both the
r_messagepos
andr_messagescale
CVARs have been deprecated. The position and scale of player messages now depend on the value of thevid_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.