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DOOM Retro v4.2
DOOM Retro v4.2 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last version:
- DOOM Retro is now compiled using v16.11.0 of Microsoft Visual Studio Community 2019.
- DOOM Retro now uses SDL v2.0.16.
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- The following changes have been made to the dithered lighting cast when the
r_ditheredlighting
CVAR ison
:- The dithered lighting cast on textures is now more consistent regardless of the player’s viewing angle.
- Dithered lighting is now also cast on sprites.
- Dithered lighting is now cast when the
r_detail
CVAR islow
. - Dithered lighting is now cast on BOOM-compatible translucent wall textures if the
r_translucency
CVAR isoff
.
- The text in the console has been brought in from the left and right edges of the screen when the
vid_widescreen
CVAR ison
. - Minor changes have been made to the character set used in the console.
- Several changes have been made to text that is output to the console.
- Minor improvements have been made to the console’s autocomplete feature.
- The following changes have been made to the support for REKKR:
rekkrsa.wad
is now treated as an IWAD (that is,DOOM.WAD
will no longer be automatically loaded with it).- The correct monster and weapon names are now used in obituaries in the console when the
con_obituaries
CVAR ison
. - Sorrows and skelly bellies will now only bleed red blood.
- Gamepads will no longer vibrate when the axe is equipped and idle, and the
gp_vibrate_weapons
CVAR ison
.
- A bug has been fixed whereby any palette effects wouldn’t be restored when unpausing a game by pressing the ESC key rather than PAUSE key.
- The
alwaysrun
CVAR can now be toggled by pressing the CAPSLOCK key while on the title screen. - The fading of player messages onto and off of the screen is now smoother in some instances when the
fade
CVAR ison
. - A fade transition will now be applied when changing the
r_brightmaps
CVAR, or any CVARs that change a color, when thefade
CVAR ison
. - Corpses and dropped items will no longer perpetually slide back and forth on the floor in some rare instances.
- The maximum number of blood splats that can be spawned when a corpse slides on the floor and the
r_corpses_slide
CVAR ison
, has now been reduced. - The number of monsters killed due to infighting is now displayed by the
playerstats
CCMD. - The colors of doors in the automap that are unlocked using a keycard or skull key can now be changed using the new
am_reddoorcolor
,am_yellowdoorcolor
andam_bluedoorcolor
CVARs. These CVARs are160
by default (such that there is no apparent difference until one of them is changed), and231
when vanilla mode is enabled. - Minor improvements have been made to rendering the automap when the player has a computer area map power-up.
- The following changes have been made to the external automap when the
am_external
CVAR ison
:- When the F key is pressed to turn follow mode off, the player may now pan around the external automap as intended.
- The mouse wheel will no longer zoom in/out of the external automap, and instead only cycle through the player’s weapons.
- A bug has been fixed whereby the player’s weapon wouldn’t always be lit correctly when fired.
- A previously implemented feature that caused monsters to not be fullbright when firing and facing away from the player now works correctly.
- Spectres will now always be rendered correctly when freeze mode is on.
- More fixes have been applied to certain maps when the
r_fixmaperrors
CVAR ison
. - Minor changes have been made to the positioning of some elements in the widescreen HUD.
- Changing the
r_screensize
CVAR in the console will now also change thevid_widescreen
CVAR as necessary. - The following changes have been made when on the intermission screen:
- The
playerstats
andmapstats
CCMDs will now work. - Pressing the ENTER key while the menu or console are also open will no longer trigger the intermission screen.
- The
- The
+weapon1
to+weapon7
actions can now be bound to a mouse button using thebind
CCMD. - The effect applied when the player is in a damaging sector and the
r_shake_damage
CVAR is greater than0%
is now no longer applied when god mode is enabled. - A bug has been fixed whereby the “Damage received” stat viewed using the
playerstats
CCMD would continue to update when god mode was on. - The
toggle
CCMD now supports CVARs that accept multiple values. The value of these CVARs will increment by 1, and if their maximum value is reached, will wrap to their minimum.