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DOOM Retro v3.0
DOOM Retro v3.0 is now available, in 32-bit and 64-bit varieties. Its release notes are as follows:
- DOOM Retro now uses SDL v2.0.10 and SDL_image v2.0.5.
- When DOOM Retro is opened for the first time and the WAD launcher automatically navigates to a DOOM or DOOM II installation it has found, the corresponding IWAD will now also be selected.
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- The format of savegames has needed to be changed, breaking compatibility with previous versions of DOOM Retro. (Provisions have also been put in place to avoid breaking compatibility when adding new features in the future.)
- If the 32-bit binary of DOOM Retro is used on a 64-bit version of Windows, a warning is now displayed in the console at startup recommending the 64-bit binary instead.
- The logo on the splash screen is now animated.
- The branding in the console has been redesigned.
- The following changes have been made to the support for John Romero’s megawad SIGIL:
SIGIL.wad
will now only be automatically loaded alongside The Ultimate DOOM and not the registered version of DOOM.- If Buckethead’s
SIGIL_SHREDS.wad
is found, it will now also be automatically loaded. - Savegame descriptions will now be updated with the current map’s name when saving over an existing savegame.
- The
IDMUS
cheat can now be used to play SIGIL’s music. - The
episode
CVAR will now be updated if theIDCLEV
cheat is used to warp to a map in SIGIL. - Par times are now displayed on the intermission screen for each map.
- The
next
,last
andrandom
parameters of themap
CCMD now accommodate for SIGIL’s maps.
- Minor changes have been made to text that is output to the console.
- Minor improvements have been made to how blood hits the floor.
- Fading to black upon quitting is now smoother, and will now also occur when a PWAD has its own
COLORMAP
lump. - DOOM Retro’s support for MBF-compatible maps has been improved by supporting monsters with the
MF_FRIEND
flag. This also allows the following:- The
spawn
CCMD may now be used to spawn a friendly monster in front of the player. For example, to spawn a friendly imp, enterspawn friendly imp
in the console. These monsters will follow the player around and occasionally attack other monsters. - A helper dog may now be spawned in the current map by entering
spawn friendly dog
in the console (whereas just enteringspawn dog
will spawn a dog that will attack the player). - All friendly monsters in the current map may be killed by entering
kill friends
in the console. - Obituaries, as well as the
thinglist
CCMD, now indicate if a monster is friendly.
- The
- The player can now give any monster a unique name using the new
name
CCMD. For example, enteringname cacodemon Hissy
will give the name Hissy to the nearest cacodemon that the player can see. The name given will then be used in any obituary that involves that monster. This also allows the following:- The
thinglist
CCMD will now show a monster’s name. - The
kill
CCMD may now be used to kill a monster by specifying its name.
- The
- Further improvements have been made to the console’s autocomplete feature.
- A bug has been fixed whereby music often wouldn’t play at all in episode 4 of The Ultimate DOOM if the
s_randommusic
CVAR wason
. - The following changes have been made to the
mapstats
CCMD:- The PWAD of the current map will now always be correct.
- Improvements have been made to how BOOM compatibility is detected.
- Whether the current map is MBF-compatible or not is now displayed.
- The author of some of the maps in DOOM II: No Rest For The Living has been corrected.
- The
playerstats
CCMD now shows how many times the player has saved the game in the current map. - The
+screenshot
action can now be bound to a mouse button. - A camera’s shutter sound is now played when taking a screenshot using the PRINTSCREEN key.
- A bug has been fixed whereby starting a new game after playing either E1M4B: Phobos Mission Control or E1M8B: Tech Gone Bad would cause the wrong map to be loaded.
- Partially restoring behavior present in Vanilla DOOM, the sound effects of the bosses (that is, the barons of hell in E1M8, the cyberdemon in E2M8 and the spider mastermind in E3M8) are no longer clipped by distance from the player.
- Improvements have been made in determining if animated flats depict liquid.
- The edges of liquid sectors are now rendered better in some instances.
- The status bar will no longer be partially displayed in the background when ending a game from the options menu.
- The friction applied to corpses in liquid is now greater rather than less than the friction applied when not in liquid.
- A bug has been fixed whereby the colors used in the automap would be wrong in some rare instances.
- The external automap displayed when the
am_external
CVAR ison
will now:- Also fade to black when quitting DOOM Retro.
- No longer be negatively affected by the
vid_vsync
CVAR. - Be displayed correctly when the help screen is opened on the main screen by pressing the F1 key.
- Entering the
IDBEHOLD
cheat without any parameter will now:- Timeout after 2 seconds like all the other cheats.
- Show underscores under the message if entered when the alternate widescreen HUD is displayed.
- A bug has been fixed whereby if the player fires their weapon the moment they are exiting a map, a crash could occur when they then try to spawn in the next one.
- The player will no longer move forward slightly once spawning in a new map in some rare instances.
- The lighting of sectors that have sector special 17 (“Light Flickers (Randomly)”) will now always flicker as intended.
- Gradual lighting is now applied to doors and crushing ceilings over damaging sectors.
- A compatibility fix has been implemented for Eviternity that changes the blood of nightmare demons to green.
- If the
+use
action is used against a wall that has a line special requiring it to be shot at instead, or has a scrolling or translucent texture, the player will now make an “oof” sound. - The effects of using the
fastmonsters
CCMD are now immediate. - The effects of changing the
con_backcolor
CVAR are now immediate. - The direction the menu’s background spins is now the same as the direction the player last turned.
- The
freeze
,notarget
,pistolstart
,regenhealth
andrespawnitems
CCMDs will now all be turned off when enabling vanilla mode. - If the filename of a PWAD is used in the caption of DOOM Retro’s window, the correct case will be used.
- The crosshair displayed when the
crosshair
CVAR iscross
ordot
will now always be displayed correctly. - The use of the color blue in the alternate widescreen HUD has been improved.
- The designs of the 4 and 5 digits used in the alternate widescreen HUD have been tweaked slightly.
- Recoiling of the player’s weapon when the
weaponrecoil
CVAR ison
no longer requires themouselook
CVAR to beon
, or a control to be bound to the+mouselook
action. - A bug has been fixed whereby a gamepad could randomly start vibrating during a game even though the player was using the mouse and/or keyboard instead.
- A bug has also been fixed whereby a gamepad could continue to vibrate once it should have stopped doing so in some rare instances.
- If an error is found in a
MAPINFO
lump, a warning will now be displayed in the console rather than DOOM Retro exiting with an error. - The
IDFA
andIDKFA
cheats will no longer work if the player already has all the items those cheats provide.