Thursday, August 12, 2021
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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 is on:
    • 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 is low.
    • Dithered lighting is now cast on BOOM-compatible translucent wall textures if the r_translucency CVAR is off.
  • The text in the console has been brought in from the left and right edges of the screen when the vid_widescreen CVAR is on.
  • 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 is on.
    • 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 is on.
  • 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 is on.
  • A fade transition will now be applied when changing the r_brightmaps CVAR, or any CVARs that change a color, when the fade CVAR is on.
  • 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 is on, 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 and am_bluedoorcolor CVARs. These CVARs are 160 by default (such that there is no apparent difference until one of them is changed), and 231 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 is on:
    • 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 is on.
  • 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 the vid_widescreen CVAR as necessary.
  • The following changes have been made when on the intermission screen:
    • The playerstats and mapstats CCMDs will now work.
    • Pressing the ENTER key while the menu or console are also open will no longer trigger the intermission screen.
  • The +weapon1 to +weapon7 actions can now be bound to a mouse button using the bind CCMD.
  • The effect applied when the player is in a damaging sector and the r_shake_damage CVAR is greater than 0% 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.