Friday, September 15, 2023
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DOOM Retro v5.0

DOOM Retro v5.0 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 v17.7.4 of Microsoft Visual Studio Community 2022.
  • DOOM Retro now uses SDL v2.28.3.
  • Extensive optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • Any .cfg files placed in the autoload folder are now autoloaded when DOOM Retro starts.
  • DOOM Retro now parses any response files specified on the command-line.
  • When using the WAD launcher to load a PWAD, if that PWAD doesn’t contain any conflicting maps, SIGIL.WAD or NERVE.WAD will now still be autoloaded if found.
  • E1M4B: Phobos Mission Control and E1M8B: Tech Gone Bad are no longer available if either E1M4 or E1M8 have been replaced by a PWAD.
  • These changes have been made to the support for DEHACKED lumps:
    • Support has been added for DSDHacked, allowing an unlimited number of things, states, sprites and sound effects.
    • A bug is fixed whereby custom monsters wouldn’t bleed in some instances.
  • Minor changes have been made to DOOM Retro’s splash screen.
  • Extensive changes have been made to text that is output to the console.
  • Minor improvements have been made to text autocompleted in the console by pressing the TAB key.
  • The caret may now be repositioned in the console’s input using the mouse pointer when the m_pointer CVAR is on.
  • The effects of changing the r_gamma and r_color CVARs are now applied to DOOM Retro’s splash screen.
  • The r_color CVAR has been renamed r_saturation, and can now be set to a value over 100% to a maximum of 200%, allowing colors on the screen to be oversaturated.
  • A crash no longer occurs when trying to display certain patches greater than 200 pixels in height.
  • These changes have been made to the menu:
    • Menu entries are now subtly highlighted when selected.
    • Improvements have been made when toggling widescreen using the + and keys while the menu is open.
    • The fade to black when quitting DOOM Retro from the menu is no longer affected by the player having either a berserk or radiation shielding suit power-up.
    • Minor improvements have been made to the edges of the menu’s background.
    • The skull cursor is no longer positioned incorrectly in the main menu in some rare instances.
    • When navigating the menu using the mouse pointer if the m_pointer CVAR is on:
      • The episode, expansion, savegame and skilllevel CVARs are now only updated when necessary.
      • The precision of selecting menu items has improved.
      • The Nightmare! skill level can now always be selected.
      • Clicking outside of the selected savegame slot when entering text in the save game menu now works as expected.
      • The mouse pointer now becomes visible after having just used a controller to navigate the menu.
    • “New Game” is now selected in the main menu after deleting the only savegame in the save or load game menus using the DEL key.
    • Minor improvements have been made to the vertical positioning of elements in the load and save game menus.
    • The skull cursor’s eyes are now always on while entering a savegame description in the save game menu.
    • The F5 key can no longer be used to toggle the graphic detail while the menu is open and a game isn’t being played.
    • The console can now be opened using the ~ key while the menu is open.
    • The console can now also be opened by selecting the new “Console” entry in the options menu.
    • The shadows cast by the sliders in the options menu have improved in some rare instances.
    • The positions of ON/OFF and HIGH/LOW in the options menu have been fixed in some instances.
    • Right-clicking the mouse or pressing the BACKSPACE key on the title screen no longer opens the menu.
  • The r_supersampling CVAR has been renamed r_antialiasing and is now off by default.
  • Minor changes have been made to the help screen shown when pressing the F1 key.
  • The r_lowpixelsize CVAR can now also be set to 1×2 or 2×1.
  • A bug is fixed whereby sometimes the player wouldn’t pick up an item in a liquid sector when the r_liquid_clipsprites CVAR was on.
  • The player’s view is no longer affected when walking over certain linedefs in a liquid sector and the r_liquid_lowerview CVAR is on.
  • Improvements have been made to equipping either the chainsaw or fists when the player presses the 1 key.
  • When a monster is killed in a liquid sector and the r_liquid_clipsprites CVAR is on:
    • The monster’s death animation is now at a consistent height.
    • The item they drop is no longer clipped before it reaches the liquid if the tossdrop CVAR is on.
  • A bug is fixed whereby the player’s field of view would sometimes be wrong when changing the r_fov CVAR.
  • Minor improvements have been made to the support of REKKR: Sunken Land.
  • Floors and ceilings far away from the player are now rendered better.
  • The sprites of multiple things that occupy the same coordinates now appear in the correct order, and also no longer flicker in some instances.
  • The bobbing of sprites in liquid sectors can now be toggled using the new r_liquid_bobsprites CVAR, which is on by default and off when vanilla mode is enabled. This is separate to the existing r_liquid_bob CVAR, which now only toggles the bobbing of the liquid sectors themselves.
  • Walls that have been incorrectly marked as two-sided are now rendered as intended.
  • When the IDCLEV cheat has been entered and vanilla mode is enabled, the player now starts the map with 100% health, no armor, and only a pistol with 50 bullets.
  • A slightly darker color is now chosen for the surrounding pillarboxes when displaying certain lumps from PWADs that are only 320 pixels wide and the vid_widescreen CVAR is on.
  • A bug is fixed, present in the original DOOM, whereby stairs rising up from the floor would fail in some rare instances.
  • If regenerating health is enabled using the regenhealth CCMD, a sound is now played and the “Health picked up” stat is updated every second the player’s health increases by 1% until it is 100% again.
  • Several improvements have been made to the player’s health in the status bar when they are dead and the negativehealth CVAR is on.
  • The r_althud CVAR is now off by default again.
  • These changes have been made to the widescreen HUD:
    • The translucency has been reduced slightly when the r_hud_translucency CVAR is on.
    • Several improvements have been made to the flashing of the player’s health, armor and ammo when they change.
  • All lines in the automap can now be anti-aliased by enabling the new am_antialiasing CVAR, which is off by default and when vanilla mode is enabled.
  • The player’s crosshair when the crosshair CVAR is on, as well as the crosshair in the automap when the am_followmode CVAR is off, are no longer visible in the background while the console is open.
  • These improvements have been made to the support for MBF21-compatible WADs:
    • The A_RadiusDamage codepointer now correctly uses Args1 rather than Args2 for the amount of damage inflicted.
    • Things spawned using the A_SpawnObject codepointer now inherit the blood color of the spawner.
  • These improvements have been made to the support for MAPINFO lumps:
    • A bug is fixed whereby many compatibility flags weren’t being parsed correctly.
    • MAPINFO lumps from other PWADs are now parsed if either NERVE.WAD or SIGIL.WAD are also loaded.
    • episode is now parsed correctly.
    • bossaction is now parsed.
    • The compat_stairs and compat_zombie compatibility flags are now parsed.
  • Friendly monsters spawned using the spawn CCMD now follow the player into the next map.
  • The mouse pointer is no longer displayed on the intermission or finale screens when the player moves the mouse and the m_pointer CVAR is on.
  • When the mouselook CVAR is on:
    • Minor improvements have been made when the player aims vertically.
    • The player can now see slightly further when looking up or down.
    • A crash no longer occurs if a blood splat happens to touch the top of the screen while the player is looking down.
    • The vertical direction the player is looking is no longer reset in the help screen’s background when pressing the F1 key.
  • Blood splats far away from the player no longer flicker in some instances.
  • The text in the automap is now always positioned correctly when the am_external CVAR is on.
  • The default value of the am_gridcolor CVAR is now 6 instead of 111.
  • The player no longer exits the map if they are dead when a timer set using the timer CCMD runs out.
  • Support has been added for the lumps STFXDTH0 to STFXDTH9. If included in a PWAD, the player’s face in the status bar now animates when they are gibbed. This is a feature revived from the old 3DO, Jaguar and PSX DOOM ports.
  • The accompanying readme file for the currently loaded PWAD can now be displayed by entering the new readme CCMD in the console.
  • These extensive changes have been made when using a controller:
    • Using a controller in the menu is now more responsive.
    • The right trigger can now be used to select menu items.
    • The left and right thumbsticks, as well as the directional pad, can now be used to scroll the output in the console.
    • The B button can now be used to close the console.
    • The speed at which the player turns using a controller no longer increases while running.
    • Turning and moving using a controller is now more precise when only nudging the thumbsticks.
    • Controllers now rumble slightly when the player picks something up. This can be disabled by the new joy_rumble_pickup CVAR, which is on by default and off when vanilla mode is enabled.
    • When the joy_rumble_weapons CVAR is on:
      • Controllers now rumble again when the player uses their chainsaw.
      • The amounts of rumble for each weapon the player fires have been adjusted.
    • The left and right shoulder buttons now equip the player’s previous and next weapons by default.
    • The default values of the joy_deadzone_left and joy_deadzone_right CVARs are now both 15% rather than 25%, and their maximum values are now both 30% rather than 100%.
  • A bug is fixed whereby the vid_fullscreen CVAR couldn’t be changed in the console.
  • The player’s weapon now displays correctly when it touches the right edge of the screen and the vid_capfps CVAR is not 35.
  • A bug is fixed whereby the flash of the player’s weapon could be drawn incorrectly if they fired it while falling and the weaponbounce CVAR was on.
  • Movement of the player’s weapon is no longer blurred when the r_detail CVAR is low.
  • The weapon CVAR can now also be set to the values 1 to 7.
  • A bug is fixed whereby the iwadfolder CVAR wouldn’t be updated in some instances.
  • The iwadfolder CVAR has been renamed to just wadfolder.
  • Improvements have been made to the minimum and maximum levels the player can zoom in the automap.
  • A crash no longer occurs when starting a map that has things 4001 to 4004 (player starts 5 to 8).
  • The message displayed when using the IDCLEV cheat or map CCMD to warp to a secret map is now gold.
  • Minor improvements have been made to translating certain words when the english CVAR is international.
  • A character no longer appears in the input when opening the console for the first time in some instances.
  • The times on the intermission screen now have shadows.
  • The brightmap of the SW2STONE texture has improved slightly when the r_brightmaps CVAR is on.
  • The WAD being played is now displayed in the window caption again.
  • A bug is fixed whereby certain messages were not being displayed in some instances.
  • The player now falls at the correct speed when the clipping or freeze modes are enabled.
  • All power-ups can now be given to the player by entering give powerups in the console.
  • Conversely, all power-ups the player currently has can now be taken away from them by entering take powerups in the console.
  • Widescreen mode can now be toggled using the + and keys on the intermission and finale screens.
  • All actions may now be bound to all controls using the bind CCMD.
  • Skies can now be drawn horizontally linear by enabling the new r_linearskies CVAR, which is off by default and when vanilla mode is enabled.
  • The automap is now always updated when the r_screensize CVAR is changed while it is open.
  • A bug is fixed whereby any player movement wouldn’t be canceled when opening the automap and the am_followmode CVAR was off.
  • Savegames that were saved in maps ExM10 or ExM11 no longer crash when loaded.
  • The console may now be closed by right-clicking the mouse.