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DOOM Retro v4.5
DOOM Retro v4.5 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 v17.2.2 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.0.22.
- Extensive optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- Moving the mouse to turn the player is now even smoother.
- Several changes have been made to text that is output to the console.
- Minor improvements have been made to the console’s autocomplete feature.
- Minor changes have been made to the menu’s background.
- The following changes have been made to the external automap:
- The display used to show the external automap can now be specified using the new
am_display
CVAR, which is2
by default. - Zooming in and out of the external automap is now only possible if the
+zoomin
and+zoomout
actions are rebound from the + and - keys.
- The display used to show the external automap can now be specified using the new
- The player’s stats shown in the automap when the
am_playerstats
CVAR ison
are now positioned correctly if there are no monsters in the map. - Text displayed in the top right of the screen while the automap is open is now slightly more translucent.
- The colors of keycards and skull keys in the automap when the
IDDT
cheat is used can now be changed using the newam_redkeycolor
,am_yellowkeycolor
andam_bluekeycolor
CVARs. These CVARs are all112
by default (the same as theam_thingcolor
CVAR) and when vanilla mode is enabled. - When a pain elemental spawns a lost soul, the number of monsters the player has left to kill now increases as intended.
- Blood splats are no longer spawned when a lost soul is killed using the
kill
CCMD. - Bullet puffs are now positioned correctly when shooting at a lost soul and the
r_blood
CVAR isnone
. - The
am_followmode
CVAR no longer changes when enabling vanilla mode using thevanilla
CCMD. - Changing the
r_fov
CVAR from its default of90
° is now effective again when thevid_widescreen
CVAR isoff
. - The effects of changing the
r_corpses_mirrored
andr_mirroredweapons
CVARs in the console are now immediate. - The following changes have been made when the player enters a cheat:
- The display of the cheat in the console is now redacted.
- The cheat is now skipped in the console’s input history when pressing the ↑ or ↓ keys.
- A warning is now displayed in the console indicating that the player has cheated.
- Fade effects are no longer applied when entering most cheats if the
fade
CVAR ison
. - More time has been given to the player to enter the
IDBEHOLDx
cheat.
- The pausing and then resuming of any liquid sectors in view when opening and then closing the console is now smoother.
- Improvements have been made in determining whether something is in liquid or not.
- Dithering is no longer applied to fade transitions if both the
fade
andr_ditheredlighting
CVARs areon
. - The branding in the console is now positioned correctly again when the
vid_widescreen
CVAR ison
. - The swirl of liquid sectors when the
r_liquid_swirl
CVAR ison
has been slowed down slightly to better sync with their bob when ther_liquid_bob
CVAR is alsoon
. - The player’s currently equipped weapon can now be changed using the new
weapon
CVAR. It can befists
,chainsaw
,pistol
,shotgun
,supershotgun
,chaingun
,rocketlauncher
,plasmarifle
orbfg9000
. - The bobbing of power-ups when the
r_floatbob
CVAR ison
is no longer affected if the ceiling above them is too low. - The following changes have been made to blood splats:
- Extensive optimizations have been made to the rendering of blood splats.
- The amount of blood splats rendered no longer depends on their distance from the player.
- Blood splats now retain their random shades of color if the
r_blood
CVAR is changed in the console. - The translucency of blood splats when the
r_textures
CVAR isoff
now depends on ther_bloodsplats_translucency
CVAR rather than ther_translucency
CVAR. - Blood splats are now left on the floor as intended if blood falls on a moving sector.
- Centered messages are now spaced better vertically.
- The player’s face in the status bar and widescreen HUD now always looks forward while the console is open.
- Displaying the player’s health as less than
0%
when they die can now be toggled using the newnegativehealth
CVAR, which ison
by default andoff
when vanilla mode is enabled. - When the player tries to open a locked door that they don’t have the keycard or skull key for, that key now flashes in the status bar as it already does in the widescreen HUD. This feature can also now be disabled using the new
flashkeys
CVAR, which ison
by default andoff
when vanilla mode is enabled. - A timer set using the
timer
CCMD can now be turned off by usingoff
as a parameter. - Minor improvements have been made to how MBF-compatible helper dogs are displayed.
- The following improvements have been made to the support of MBF21-compatible WADs:
- The
DMGIGNORED
andFULLVOLSOUNDS
flags now work correctly. - The
JumpIfFlagsSet
,AddFlags
andRemoveFlags
code pointers now work correctly. - The player can now walk over certain linedefs in E2M7: Spawning Vats again.
- The
- The “automap opened” stat shown by the
playerstats
CCMD is now reset at the start of each map as intended. - The
playerstats
CCMD now displays how many monsters have been telefragged and also how many have respawned. - The following improvements have been made to obituaries displayed in the console then the
con_obituaries
CVAR ison
:- Obituaries are now displayed whenever the player or a monster is telefragged.
- Obituaries displayed when a corpse is gibbed now indicate the monster is dead.
- A crash no longer occurs when:
- An arch-vile is attacked while resurrecting a monster.
- The player telefrags a monster.
- The player’s plasma rifle is now lit correctly when fired.
- The
map
CCMD can now be used to warp the player to maps up toE9M99
andMAP99
. - The
mapstats
CCMD now displays how many linedefs have line specials in the current map. - Commander Keens are no longer spawned at the start of a map when the
nomonsters
CCMD has been entered in the console, or the-nomonsters
parameter has been specified on the command-line. - The following changes have been made to the support of
MAPINFO
lumps:compat_light
can now be used so when a light level changes to the highest light level found in neighboring sectors, the search is made only for the first tagged sector, like in Vanilla DOOM.nograduallighting
can now be used to disable the effects of ther_graduallighting
CVAR.compat_vileghosts
can now be used instead ofcompat_coprsegibs
.
- The following changes have been made to the support of
DEHACKED
lumps:- A bug is fixed whereby the bounding box of monsters wouldn’t change when using
Width
. REDTOBLUE
andREDTOGREEN
now work.- If Wolfenstein SS or Commander Keen are changed, and a new
Name
isn’t specified, “monster” will be used in their obituaries in the console. - Multiple
DEHACKED
lumps are now parsed in the correct order.
- A bug is fixed whereby the bounding box of monsters wouldn’t change when using
- Flying monsters now spawn at the correct height when using the
spawn
CCMD. - Sliding corpses can now nudge other corpses when the
r_corpses_nudge
CVAR ison
. - Corpses in liquid sectors can now be nudged again when the
r_corpses_nudge
CVAR ison
. - Minor improvements have been made to the sliding of decorative corpses and barrels that are too close to an edge.
- Now only the alert and death sounds of cyberdemons and spider masterminds are at full volume.
- Savegame descriptions in the console and player messages are no longer truncated when loading or saving a game.
- Further improvements have been made to the support of Freedoom: Phase 1 and Freedoom: Phase 2.
- The window is now positioned correctly when changing the
vid_windowpos
CVAR tocentered
in the console and thevid_fullscreen
CVAR isoff
. - A bug is fixed whereby when the window regains focus, input could be disabled in some instances.
- Blood splats are no longer removed when using the
remove
CCMD to remove all corpses. - Brightmaps are now applied to more textures when the
r_brightmaps
CVAR ison
. - Pressing a mouse button bound to the
+left
action will now cause the player to turn left rather than right.