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DOOM Retro v3.1
DOOM Retro v3.1 is now available, in both 32 and 64-bit varieties. Its release notes are as follows:
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- DOOM II: Hell On Earth’s IWAD no longer needs to be the BFG Edition for
nerve.wadto be automatically loaded if found. - Minor changes have been made to the character set used in the console.
- Minor changes have been made to text that is output to the console.
- The effects of the
autotiltCVAR are now disabled while the freeze or no clipping modes are on. - The default value of
am_gridcolorhas been changed from6to111, making the automap’s grid a slightly lighter gray. - If a berserk power-up was previously taken away from the player using the
takeCCMD, they may no longer equip their fists if they have a chainsaw. - The pistol may now be taken away from and given back to the player using the
takeandgiveCCMDs. - The thing triangles in the automap representing dogs will now be the correct size when using the
IDDTcheat. - The player will no longer reload their super shotgun after firing their last two shells.
- A bug has been fixed whereby not all monsters near the player would infight once the player died and the
infightingCVAR wason. - Further improvements have been made to the support for Noiser’s DOOM 4 VANILLA.
- The z-coordinate displayed by the
IDMYPOScheat now accommodates for when the player is in liquid and ther_liquid_lowerviewCVAR ison. - A bug has been fixed whereby a flying monster could fall out of the air if over a moving, liquid sector in some instances.
- The horizontal and vertical sensitivity of a gamepad’s thumbsticks can now both be adjusted individually. The
gp_sensitivityCVAR has been replaced by the newgp_sensitivity_horizontalandgp_sensitivity_verticalCVARs. Each CVAR is a value between0and128, and64by default. - If a friendly dog is returning to the player, they will now drop from any height regardless of how far they are away.
- Monsters and items can no longer be spawned outside of the map if the player is too close to a wall when using the
spawnCCMD. - A bug has been fixed whereby bobbing power-ups wouldn’t move on BOOM-compatible scrolling sectors in some instances if the
r_floatbobCVAR wason. - The correct sound is now played when a BOOM-compatible generalized door opens or closes at normal speed.
- Linedefs with specials but no sectors tagged are now handled better.
