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DOOM Retro v4.7
DOOM Retro v4.7 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 v17.4.2 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.26.1.
- Extensive optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- Changes have been made to the animation of DOOM Retro’s logo on the splash screen.
- A mouse pointer is now displayed while the menu is open, and the mouse is moved, that can be used to select menu items. It may be disabled by the new
m_pointerCVAR, which isonby default andoffwhen vanilla mode is enabled. - Extensive changes have been made to text that is output to the console.
- A bug is fixed whereby one or more lines of text at the top the console wouldn’t be completely displayed.
- Minor improvements have been made to the console’s autocomplete feature.
- Minor improvements have been made to the help screen displayed by pressing the F1 key.
- CCMDs in the console that can only be used while playing a game, or while the player is alive, may now be entered at any time, and a description of the CCMD along with a warning about their usage is displayed.
- The colors of certain elements of the console have been improved.
- The game is now paused as intended when the window loses focus.
- These changes have been made to the external automap:
- It now goes to black rather than dark blue while the help screen is displayed.
00:00is no longer displayed in the top right corner before a game is started if theam_playerstatsCVAR ison.
- The vertical position of the current map’s title in the automap has changed in some instances.
- A bug is fixed whereby the current map’s title in the automap would be positioned incorrectly after adjusting the screen size in the options menu in some instances.
- These changes have been made when pressing the F9 key to quickload a savegame:
- The load game menu now opens if the game hasn’t been saved yet.
- The background of the confirmation message now displays correctly.
- There is no longer a misplaced fade transition when pressing the Y key and the
fadeCVAR ison.
- The horizontal position of the title in the options and sound volume menus has improved in some instances.
- The shadows of the red text used in the menu have improved slightly.
- A fade transition is now applied when opening the sound volume menu in the options menu if the
fadeCVAR ison. - A fade transition is no longer applied when toggling the graphic detail, either in the options menu or by pressing the F5 key, if the
fadeCVAR ison. - When toggling widescreen mode by pressing the + key, the player’s vertical field of view now zooms in slightly.
- An
englishCVAR has been implemented that toggles the use of American or International English. It can be eitheramericanorinternational, and isamericanby default and when vanilla mode is enabled. - To allow greater precision, the
joy_sensitivity_horizontal,joy_sensitivity_verticalandm_senstivityCVARs can now be changed to non-integer values. - Turning the
r_corpses_mirroredorr_mirroredweaponsCVARsonin the console now works correctly. - The effects of changing the
r_randomstartframesCVAR in the console are now immediate. - A
NOMIRROREDCORPSEflag can now be used in a thing’sRetro bitsinDEHACKEDlumps to force a monster’s corpse not to be randomly mirrored even if ther_corpses_mirroredCVAR ison. - Support has been added for Harmony.
- Further improvements have been made to the support of Chex Quest, REKKR and REKKR: Sunken Land.
- These changes have been made to the BFG Edition and latest rerelease of DOOM and DOOM II:
- The
TITLEPIClump from The Ultimate DOOM is no longer used as the title screen of DOOM. - DOOM is no longer referred to as The Ultimate DOOM in the window’s caption or in the console.
- The
DMENUPIClump is no longer used as the title screen of DOOM II. - Unless replaced in a PWAD, all stimpacks, medikits and berserk power-ups now always show a red cross, rather than a green cross or a pill.
- The
- Even though it can’t be played, the fourth episode of DOOM is now displayed in the episode menu of DOOM (Shareware).
- The horizontal position of player messages has now improved, and is consistent when toggling widescreen.
- Any player message is now cleared when opening the automap.
- Player messages are no longer displayed when a voodoo doll picks something up.
- The position of text displayed in the top right of the screen has improved when the
vid_widescreenCVAR isoff. - When loading a savegame that was saved using certain previous versions of DOOM Retro, all blood splats are now displayed correctly.
- When to spawn blood splats around a decoration while the
r_corpses_morebloodCVAR isonhas now improved if the decoration’s sprite is replaced in a PWAD. - A bug is fixed whereby the wrong
M_DOOMlump was displayed in the main menu in some instances. - Minor improvements have been made when adjusting the music volume.
- The MIDI device used to play music is now displayed in the console at startup.
- Bullet puffs are now spawned again when barrels are shot at.
- The vertical position of blood and bullet puffs spawned is now more random.
- The player’s view now shakes when they punch something and have a berserk power-up. This feature may be toggled using the new
r_shake_berserkCVAR, which isonby default andoffwhen vanilla mode is enabled. - A bug is fixed whereby game controllers wouldn’t rumble when the player punched a monster and the
joy_rumble_damageCVAR wason. - A crash no longer occurs if the
saveCCMD is bound to a control using thebindCCMD. - The corpses of monsters no longer all slide in the same direction when using the
killCCMD to kill them. - The obituary displayed in the console when the player is killed by a damaging sector that isn’t liquid is now fixed.
- Any input in the console is now cleared when a cheat is entered while the console is closed.
- Improvements have been made to the synchronization of animated wall textures and flats.
- The brightmap of the
COMPUTE1texture has improved when ther_brightmapsCVAR ison. - Brightmaps are no longer applied to the
SLADRIP1,SLADRIP2andSLADRIP3textures when ther_brightmapsCVAR ison. - A bug is fixed whereby masked midtextures could in some instances be rendered incorrectly while the player had a light amplification visor power-up.
- The
r_skycolorCVAR has been removed. - The default of the
am_pathcolorCVAR is now89. - Blood splats are now displayed in the automap as very small triangles when using the
IDDTcheat. Their color can be changed using the newam_bloodsplatcolorCVAR, which is124by default and0when vanilla mode is enabled. - The color of corpses in the automap when using the
IDDTcheat can be changed using the newam_corpsecolorCVAR, which is116by default and112when vanilla mode is enabled. - Several improvements have been made to the size and angle of thing triangles in the automap when using the
IDDTcheat. - The player is now given double ammo again when entering the
IDFAandIDKFAcheats. - These changes have been made to the
playergenderCVAR:- It can now be changed and its values displayed correctly again in the console.
- A value of
nonbinaryis now used rather thanother.
- Controls are no longer reset to their defaults when vanilla mode is enabled using the
vanillaCCMD. - These changes have been made to the
vid_capfpsCVAR:- Its minimum value is now
35rather than10. - A bug is fixed whereby it couldn’t be set to
offin the console.
- Its minimum value is now
- These changes have been made to the widescreen HUD:
- All numbers are now monospaced, appearing the same way as they appear in the status bar.
- The amount of ammo the player has no longer flashes when switching weapons.
- The player’s health no longer flashes when less than
10%while buddha mode is enabled.
- These changes have been made to the alternate widescreen HUD:
- The notches are now slightly less translucent.
- The left and right edges of the health and ammo bars are now slightly brighter.
- The portions of the player’s health and armor greater than
100%are now slightly brighter in the health and armor bars. - The player’s health, armor and ammo now flash when they change.
- The player’s health no longer turns red when less than
10%while buddha mode is enabled.
- There are no longer any anomalies in E1M4B: Phobos Mission Control when the
r_fixmaperrorsCVAR ison. - Fixes have been made to some textures in MAP31: Wolfenstein when the
r_fixmaperrorsCVAR ison. - These changes have been made to the support of
MAPINFOlumps:compat_floormovecan now be used to allow floors to move up past their ceilings, and ceilings to move down past their floors, like in Vanilla DOOM.compat_useblockingcan now be used to cause any line with a special to intercept the player’s use action and not allow any lines behind it to trigger, like in Vanilla DOOM.- The use of
allowmonstertelefragshas improved.
- The player’s angle and position are now displayed in the top right of the screen, rather than as a persistent player message, when the
IDMYPOScheat is entered. - A
-solonetcommand-line parameter has been implemented that toggles all things usually intended for multiplayer to spawn at the start of each map, and the player to respawn when they die. - A
sucktimeCVAR has been implemented that sets the amount of time in hours the player must complete the current map before “SUCKS!” is shown on the intermission screen. This also affects the output from theam_playerstatsCVAR and theplayerstatsCCMD. If this CVAR is0, “SUCKS!” is never shown. This CVAR is1by default and when vanilla mode is enabled. - The intermission screen now pauses as intended when the menu or console is open, or the game is paused.
- The artist and title of the currently playing music are now displayed by the
mapstatsCCMD when playing DOOM (Shareware) or DOOM II: No Rest For The Living. - Everything spawned by a monster spawner (such as during MAP30: Icon Of Sin) now counts towards the player’s stats.
- The upward momentum applied to items dropped by monsters once they are killed has increased when the
tossdropCVAR ison. - A warning is now displayed in the console at startup when a control is unbound from an action because it is already bound to another action.
