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DOOM Retro v4.6
DOOM Retro v4.6 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 built using v17.3.1 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.24.0, SDL_mixer v2.6.2 and SDL_image v2.6.2.
- Extensive optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- DOOM Retro no longer crashes if run from a folder that contains non-Latin characters in its path.
- 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 amount of blood splats displayed now depends on their distance from the player again.
- A message is now displayed with an accompanying sound effect whenever the player finds a secret. This feature may be toggled using the new
secretmessages
CVAR, which ison
by default andoff
when vanilla mode is enabled. - Secrets are no longer considered to be found if the player happens to walk into one while no clipping mode or freeze mode is enabled.
- The position of player messages has shifted in some instances.
- Several improvements have been made to the alternate widescreen HUD.
- The
r_althud
CVAR is nowon
by default. - The following changes have been made to the menu’s background:
- It now has a border with curved corners.
- The player’s field of view is now increased to
135°
. - The player’s view is now lowered to the ground.
- The player’s view is now vertically centered if the
mouselook
CVAR ison
. - The spin of the player’s view now sometimes reverses direction if the menu is closed, the player doesn’t move, and the menu is then reopened.
- Any animated textures or lighting effects are now slowed down.
- The automap is no longer used as the background if the menu is opened while it is displayed.
- Unmapped lines in the automap are no longer mapped while the player’s view spins.
- The text caret is now always positioned correctly when entering a savegame description in the savegame menu.
- The following changes have been made to the help screen displayed by pressing the F1 key:
- Subtle noise is now applied to the background.
HELP
,HELP1
andHELP2
lumps in PWADs that are wider than 320 pixels are now displayed correctly.- The correct background is now displayed if the help screen is opened while the automap is displayed.
- If it doesn’t already exist, an
autoload
folder is now created during startup. Any.wad
,.deh
or.bex
files that are placed in this folder, (or in the subfolder based on the name of the current WAD), will then always be automatically loaded during startup. - The number of gamma correction levels set by the
r_gamma
CVAR that are brighter than1.0
has been reduced. - The
r_translucency
CVAR has been split into the following two CVARs:- The new
r_sprites_translucency
CVAR toggles the translucency of certain sprites. This CVAR ison
by default andoff
when vanilla mode is enabled. - The new
r_textures_translucency
CVAR toggles the translucency of certain BOOM-compatible wall textures. This CVAR is alsoon
by default andoff
when vanilla mode is enabled.
- The new
- Blood is now spawned during melee attacks from monsters. This feature may be toggled using the new
r_blood_melee
CVAR, which ison
by default andoff
when vanilla mode is enabled. - Bullet puffs are no longer spawned instead of blood when the
r_blood
CVAR isnone
. - The following changes have been made when the
r_liquid_clipsprites
CVAR ison
:- The bottoms of monster sprites are no longer momentarily still clipped as they move out of liquid.
- The bottoms of monster sprites are no longer clipped when in liquid if their top offset makes them too high.
- A crash no longer occurs:
- When entering the
IDBEHOLD
cheat while the alternate widescreen HUD is displayed. - When entering the
map
CCMD in the console with an invalid parameter. - During intermission if the
WIENTER
orWIF
lumps are taller than the screen.
- When entering the
- Minor improvements have been made to the playback of MIDI music.
- The
IDCHOPPERS
cheat is now canceled properly when the player exits a map. - The following changes have been made in the automap:
- The angles of thing triangles when the
IDDT
cheat is used are now interpolated when thevid_capfps
CVAR is a value other than35
. - The current map’s title is now in italics when the
r_althud
andvid_widescreen
CVARs areon
. - All text displayed now has the same amount of translucency when the
r_althud
andvid_widescreen
CVARs areon
. - The position of the current map’s title has changed in some instances.
- There are no longer fade transitions when using certain controls and the
fade
CVAR ison
.
- The angles of thing triangles when the
- The status bar and widescreen HUD are now displayed correctly when DOOM Retro is paused by pressing the PAUSE key.
- The chainsaw has been shifted to the left slightly when the
r_althud
andvid_widescreen
CVARs areon
. - The following changes have been made to the support of
DEHACKED
lumps:- The player’s super shotgun is now positioned correctly if the offsets of any of its frames are changed.
- Using the
SHADOW
flag inBits
now always works as intended. - A crash no longer occurs when attempting to display the player’s health in the widescreen HUD if
Initial Health
orMax Health
are changed to a value greater than999
. - Gibbing corpses are no longer affected if
Exploding frame
is changed. Blood color
may now be used to change the color of blood spilled by monsters. This is set to a value between0
and8
(representing the colors red, gray, green, blue, yellow, black, purple, white and orange).- If the
SHADOW
flag is used inBits
, the monster now spills fuzzy blood if ther_blood
CVAR isall
. Blood
inThing
blocks is no longer used.- The
TRANSLUCENT_REDTOGREEN_33
,TRANSLUCENT_REDTOBLUE_33
,REDTOGREEN
andREDTOBLUE
flags inRetro bits
are no longer used. - Pain elementals, lost souls and barrels are no longer translucent when exploding if any of their states have been changed.
- The player’s view now shakes if a thing other than a barrel (but not a missile) uses the
A_Explode
codepointer and ther_shake_barrels
CVAR ison
. - If a thing is changed in any way, the offsets of all of its sprite’s frames are no longer corrected even if the
r_fixspriteoffsets
CVAR ison
. - The values of
Green Armor Class
andBlue Armor Class
inMisc
blocks are now always used. - By adding an underscore before and after text in a player message, that text will appear italicized in the console and when the
r_althud
andvid_widescreen
CVARs areon
.
- The following changes have been made to the support of
MAPINFO
lumps:nofreelook
andnojump
now work as intended.enterpic
now works as intended.exitpic
can now be used to specify the lump displayed when the player exits a map.compat_nopassover
can now be used to override the effects of theinfiniteheight
CVAR whenoff
.
- Minor improvements have been made to the support of MBF21-compatible WADs.
- The following changes have been made to brightmaps when the
r_brightmaps
CVAR ison
:- A new
BRGHTMPS
lump has been introduced that allows brightmaps to be changed in a PWAD. - Minor improvements have been made to the brightmaps of the
COMPUTE2
andCOMPUTE3
textures. - Brightmaps can now be applied to masked midtextures.
- A new
- The existing feature of randomizing the starting frame of certain sprites may now be toggled using the new
r_randomstartframes
CVAR, which ison
by default andoff
when vanilla mode is enabled. - The player’s speed when strafing has been reduced when moving the mouse while the ALT key is held down, and is more consistent with the speed when using the A and D keys to strafe.
- The following changes have been made when vanilla mode is enabled using the
vanilla
CCMD:- The
am_grid
CVAR is no longer turnedoff
. - Red blood is now spawned when shooting a lost soul.
- The value of the
vid_showfps
CVAR is now remembered when disabling vanilla mode.
- The
- When a monster or its corpse is crushed, the color of the resulting gibs now matches the monster’s blood.
- The following changes have been made when playing DOOM (Shareware):
.deh
and.bex
files may no longer be loaded.- MBF-compatible helper dogs may no longer be spawned using the
spawn
CCMD. - Entering
map random
in the console will no longer warp the player to E1M4B: Phobos Mission Control or E1M8B: Tech Gone Bad.
- The
con_backcolor
andcon_edgecolor
CVARs have been removed. - A bug is fixed whereby the colormap applied to monsters could be wrong in some rare instances.
- Sectors without thinkers are no longer interpolated if the
vid_capfps
CVAR is a value other than35
. - The screen will now smoothly fade to black if the player has a berserk or radiation shielding suit power-up, the console is opened, the player uses the
quit
CCMD, and thefade
CVAR ison
. - The
vid_borderlesswindow
CVAR is nowoff
by default.