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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_ditheredlightingCVAR 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_detailCVAR islow. - Dithered lighting is now cast on BOOM-compatible translucent wall textures if the
r_translucencyCVAR isoff.
- The text in the console has been brought in from the left and right edges of the screen when the
vid_widescreenCVAR 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.wadis now treated as an IWAD (that is,DOOM.WADwill no longer be automatically loaded with it).- The correct monster and weapon names are now used in obituaries in the console when the
con_obituariesCVAR 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_weaponsCVAR 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
alwaysrunCVAR 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
fadeCVAR ison. - A fade transition will now be applied when changing the
r_brightmapsCVAR, or any CVARs that change a color, when thefadeCVAR 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_slideCVAR ison, has now been reduced. - The number of monsters killed due to infighting is now displayed by the
playerstatsCCMD. - 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_yellowdoorcolorandam_bluedoorcolorCVARs. These CVARs are160by default (such that there is no apparent difference until one of them is changed), and231when 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_externalCVAR 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_fixmaperrorsCVAR ison. - Minor changes have been made to the positioning of some elements in the widescreen HUD.
- Changing the
r_screensizeCVAR in the console will now also change thevid_widescreenCVAR as necessary. - The following changes have been made when on the intermission screen:
- The
playerstatsandmapstatsCCMDs will now work. - Pressing the ENTER key while the menu or console are also open will no longer trigger the intermission screen.
- The
- The
+weapon1to+weapon7actions can now be bound to a mouse button using thebindCCMD. - The effect applied when the player is in a damaging sector and the
r_shake_damageCVAR 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
playerstatsCCMD would continue to update when god mode was on. - The
toggleCCMD 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.
