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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 theautoload
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
orNERVE.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 - E1M4B: Phobos Mission Control and E1M8B: Tech Gone Bad are no longer available if either E1M4 or E1M8 have been replaced by a PWAD.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 ison
. - The effects of changing the
r_gamma
andr_color
CVARs are now applied to DOOM Retro’s splash screen. - The
r_color
CVAR has been renamedr_saturation
, and can now be set to a value over100%
to a maximum of200%
, 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 ison
:- The
episode
,expansion
,savegame
andskilllevel
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.
- The
- “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
andHIGH
/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 renamedr_antialiasing
and is nowoff
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 to1×2
or2×1
. - A bug is fixed whereby sometimes the player wouldn’t pick up an item in a liquid sector when the
r_liquid_clipsprites
CVAR wason
. - The player’s view is no longer affected when walking over certain linedefs in a liquid sector and the
r_liquid_lowerview
CVAR ison
. - 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 ison
:- 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 ison
.
- 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 ison
by default andoff
when vanilla mode is enabled. This is separate to the existingr_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 ison
. - 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 ison
. - The
r_althud
CVAR is nowoff
by default again. - These changes have been made to the widescreen HUD:
- The translucency has been reduced slightly when the
r_hud_translucency
CVAR ison
. - Several improvements have been made to the flashing of the player’s health, armor and ammo when they change.
- The translucency has been reduced slightly when the
- All lines in the automap can now be anti-aliased by enabling the new
am_antialiasing
CVAR, which isoff
by default and when vanilla mode is enabled. - The player’s crosshair when the
crosshair
CVAR ison
, as well as the crosshair in the automap when theam_followmode
CVAR isoff
, 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 usesArgs1
rather thanArgs2
for the amount of damage inflicted. - Things spawned using the
A_SpawnObject
codepointer now inherit the blood color of the spawner.
- The
- 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 eitherNERVE.WAD
orSIGIL.WAD
are also loaded.episode
is now parsed correctly.bossaction
is now parsed.- The
compat_stairs
andcompat_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 ison
. - When the
mouselook
CVAR ison
:- 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 ison
. - The default value of the
am_gridcolor
CVAR is now6
instead of111
. - 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
toSTFXDTH9
. 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 ison
by default andoff
when vanilla mode is enabled. - When the
joy_rumble_weapons
CVAR ison
:- 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
andjoy_deadzone_right
CVARs are now both15%
rather than25%
, and their maximum values are now both30%
rather than100%
.
- 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 not35
. - 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 wason
. - Movement of the player’s weapon is no longer blurred when the
r_detail
CVAR islow
. - The
weapon
CVAR can now also be set to the values1
to7
. - A bug is fixed whereby the
iwadfolder
CVAR wouldn’t be updated in some instances. - The
iwadfolder
CVAR has been renamed to justwadfolder
. - 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 ormap
CCMD to warp to a secret map is now gold. - Minor improvements have been made to translating certain words when the
english
CVAR isinternational
. - 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 ther_brightmaps
CVAR ison
. - 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 isoff
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 wasoff
. - Savegames that were saved in maps
ExM10
orExM11
no longer crash when loaded. - The console may now be closed by right-clicking the mouse.