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DOOM Retro v6.0
DOOM Retro is intentionally minimalist in its approach, and so it does a few things differently
if compared with other modern DOOM source ports. Open the ¥ DOOM Retro Wiki for details.
DOOM Retro v6.0 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 v18.5.2 of Microsoft Visual Studio Community 2026.
- DOOM Retro now uses SDL_image v2.8.12.
- Extensive changes have been made to further improve the overall performance and stability of DOOM Retro.
- If DOOM Retro does happen to crash, a dialog box is now displayed and a crash report is generated that you are then encouraged to send to the developer.
- DOOM Retro now uses Direct3D 11 rather than Direct3D 9 to scale every frame on the screen when the
vid_scaleapiCVAR is its default ofdirect3d, resulting in a considerable increase in performance. - Changes have been made to DOOM Retro’s splash screen.
- Several changes have been made to text that is output to the console.
- These changes have been made to scrolling in the console:
- Wrapped lines are no longer skipped.
- A bug is fixed whereby it sometimes wasn’t possible to scroll all the way to the top of the console.
- The scroll bar’s thumb is now sized more accurately, and no longer gets too small such that its grip isn’t shown.
- Long lines in the console can now wrap over multiple lines.
- Minor improvements have been made to text autocompleted in the console.
- When a semicolon is used so another command can be entered in the console’s input, any whitespace preceding it will be removed, a space will be added after it, and the TAB key can be pressed to autocomplete that command.
- Changes made to the console’s input that have been undone by pressing CTRL + Z can now be redone by pressing CTRL + Y.
- These changes have been made to the support of
MAPINFOlumps:- Maps greater than
MAP99are now supported. - A bug is fixed whereby
MUSICwouldn’t be parsed correctly in some rare instances. ALLOWMONSTERTELEFRAGSis now parsed correctly.ENDGAME = TRUEis now parsed correctly.
- Maps greater than
- A bug is fixed, present in the original DOOM, whereby some floor textures wouldn’t change when line specials 37, 84, 159 or 177 were triggered in some instances.
- These changes have been made to the automap:
- The color of undiscovered secrets when using the
IDDTcheat can now be changed using the newam_secretcolorCVAR, which can be set tonone(the default), or0to255. All secrets flash three times in this color upon entering the cheat. - Panning around using the mouse has changed. When the
am_mousepanningCVAR ison, pressing the F key to turn follow mode off and moving the mouse will now show the mouse pointer. You may then click and drag the mouse to pan around instead of just moving the mouse. (This feature also requires them_pointerCVAR to beon.) - The crosshair displayed when the
am_followmodeCVAR isoffnow remains behind the console while it is open. - The accuracy of the lines drawn when the
am_rotatemodeCVAR isonhas improved. - Both zooming and panning, using the keyboard, mouse or controller, are now smoother.
- The player’s path is now anchored to the back of the player’s arrow when the
am_pathCVAR ison. - The
+maxzoomaction has been renamed+fullzoom. - The correct player arrow is now shown when the player has a partial invisibility power-up.
- The color of undiscovered secrets when using the
- Flat textures between both
F_START/F_ENDandFF_START/FF_ENDmarkers are now always found. - A bug is fixed whereby if the ENTER key was bound to an action using the
bindCCMD, when pressed it would also still show the previous player message. - A bug is fixed whereby strings of commands bound to mouse buttons using the
bindCCMD wouldn’t always execute. - Actions may now be bound to more keys on the numeric keypad using the
bindCCMD with the valuesnumpad/,numpad+,numpad-,numpad*andnumpad.. - Actions may now be bound to tilting the mouse wheel left or right using the
bindCCMD with the valueswheelleftandwheelright. - Looking up, down, and centering the view can now be bound a control using the
bindCCMD with the actions+lookup,+lookdownand+lookcenter. - The
bindlistCCMD now also lists all unbound controls and actions. - The
thinglistCCMD now also lists the DoomEd number of each thing. - The
ammoCCMD now always successfully changes the amount of ammo for the currently equipped weapon. - The
fadeCVAR has been renamedsmoothtransitions. - A transition effect now occurs when pressing the + and – keys to toggle widescreen. This effect can be disabled using the
smoothtransitionsCVAR. - The player’s vertical field of view is now exactly the same in both widescreen and non-widescreen modes.
- Screenshots taken while the menu is open, or if the
paletteCCMD is in use, now have more descriptive filenames. - Texture offsets are now corrected in certain maps built with ZDBSP extended nodes.
- A bug is fixed whereby the
con_timestampformat,english,r_detailandunitsCVARs couldn’t be changed in the console. These CVARs also weren’t being reset when vanilla mode was enabled. - The
playernameCVAR can now be changed back to its default of“”in the console. - If the
playernameCVAR is“you”(its default value in earlier versions of DOOM Retro), it is now automatically changed to“”at startup as it was affecting the grammar of obituaries in the console. - The
restartmapCCMD can now be used during intermission. - Support has been added for maps with ZDoom’s XGLN, ZGLN, XGL2, ZGL2, XGL3 and ZGL3 extended formats.
- Maps without nodes, or unsupported node formats, will now be rebuilt using the integrated NanoBSP node builder.
- Custom palettes and
M_DOOMpatches now work as intended when playing Freedoom: Phase 1 or Freedoom: Phase 2. - Minor improvements have been made to the support of Back To Saturn X E1: Get Out Of My Stations and Back To Saturn X E2: Tower In The Fountain Of Sparks.
- The FPS graph displayed when the
vid_showfpsCVAR isonnow displays correctly when the menu is open and aDBIGFONTlump is being used. - Minor improvements have been made to the colors used for the DOOM Retro logo in the console when the edge color is bright.
- The player’s face now flashes in the status bar when they have the invulnerability power-up and it starts to wear out.
- A crash no longer occurs when the player picks up an invulnerability power-up and the
r_texturesCVAR isoff. - The underscores below the player message displayed when using the
IDBEHOLDcheat are now always aligned correctly. - Smoothing of the mouse can now be toggled off using the new
m_smoothingCVAR, which isonby default andoffwhen vanilla mode is enabled. - The mouse’s vertical sensitivity when the
freelookCVAR isoncan now be changed separately from its horizontal sensitivity using the newm_sensitivity_verticalCVAR, which is16by default. - The
m_sensitivityCVAR has been renamedm_sensitivity_horizontalto reflect that it now only affects horizontal sensitivity. Also, adjusting “mouse sensitivity” in the options menu now only changes this CVAR. - These changes have been made to the menu’s background:
- The
r_texturesCVAR no longer affects it. - The player’s view now tilts upwards slightly.
- Things such as barrels now animate.
- The
- Elements in the widescreen HUD now have drop shadows when the
r_hud_translucencyCVAR ison. - These changes have been made to blood splats:
- Extensive optimizations have been made to the rendering of blood splats.
- A bug is fixed whereby the shapes of blood splats weren’t as random as intended.
- There are no longer slight random variations in the colors of blood splats.
- When the number of blood splats spawned in the current map reaches the amount set by the
r_bloodsplats_maxCVAR, the oldest blood splats are now removed to make room for new ones, rather than blood splats stopping being spawned altogether. - Blood splats are now selectively culled the further they are away from the player.
- There is now a new read-only CVAR called
r_bloodsplats_visiblethat shows the number of blood splats currently visible to the player. - The
r_bloodsplats_totalCVAR is now reset to0when the player finishes a map. - Blood splats spawned when the player is injured in Chex Quest and Chex Quest 2 are now green.
- These changes have been made to shadows when the
r_shadowsCVAR ison:- Monsters that are in liquid sectors now cast shadows.
- Shadows can now be cast on multiple floors at different heights.
- The player is now able to slide along walls at any angle without getting stuck.
- A bug is fixed, present in the original DOOM and called the “long wall error”, whereby very long walls would shift back and forth as the player moved relative to them.
- Wide sprites that are partially obscured by a wall are now less likely to disappear.
- Freeze mode, enabled using the
freezeCCMD, is now remembered in savegames. - Whether god mode, no clipping mode, freeze mode or no target mode are enabled or disabled as a result of loading a savegame is now displayed in the console.
- The
r_playerspritesCVAR has been renamedr_playerweapon. - Instead of using the
r_sprites_translucencyCVAR, the translucency effect when the player fires their weapon can now be disabled on its own using the newr_playerweapon_translucencyCVAR, which isonby default andoffwhen vanilla mode is enabled. - Obituaries are now still recorded every time something is killed when the
obituariesCVAR isoff, but are just not displayed in the console. - Changing the
con_warninglevelCVAR will now cause all previously generated warnings in the console to appear or disappear as necessary. - Wildcard expressions now work correctly with the
resetCCMD to reset multiple CVARs at once. - The
BIGDOOR1texture is now vertically aligned correctly. - A bug is fixed whereby the player’s weapon could bleed from the right side of the screen to the left in some rare instances.
- When DOOM Retro is run for the first time and an installation of DOOM is found, the IWAD in the “File name” field of the WAD launcher is now in the correct case.
- If multiple files are selected in the WAD launcher, each of those files are now saved in the
wadCVAR, and then restored in the “File name” field of the WAD launcher the next time DOOM Retro is run. - The
wadandwadfolderCVARs now retain any non-Latin characters when saved todoomretro.cfg. - The files output from the
condumpCCMD now retain any non-Latin characters. - The console will now be closed while the
resetallCCMD’s confirmation message is displayed. - When the
m_pointerCVAR ison:- The console’s input can now be selected by double-clicking, triple-clicking, or clicking and dragging the mouse.
- You can now scroll up and down in the console by clicking and dragging the mouse on the scroll bar.
- The mouse pointer no longer briefly appears centered on the screen before it is hidden.
- The mouse pointer no longer becomes hidden when certain CVARs are changed in the console.
- In the save game menu, clicking on a savegame slot to edit its description now shifts the text caret to where the mouse pointer is clicked rather than always placing it at the end.
- The text caret in the save game menu is now slightly darker.
- Animated flats with
SWAMPorSWMPin their names are now recognized as liquid textures. - The vertical sprite offset of dead pinky demons has improved when the
r_fixspriteoffsetsCVAR ison. - Looking up and down is now smoother when the
freelookCVAR ison. - The accuracy of the player’s aim has improved when firing their weapon while the
freelookCVAR isonand ther_fovCVAR is a value other than its default of90°. - When the player teleports, a zoom effect is now applied to their field of view. This can be disabled using the new
r_teleportzoomCVAR, which isonby default andoffwhen vanilla mode is enabled. - A bug is fixed whereby the screen would momentarily go black if the player was injured and the
r_shake_damageCVAR wason, thevid_scalefilterCVAR wasnearestand thevid_showfpsCVAR wason. - VSync is now forced on when the
vid_motionblurCVAR is greater than0%. - Motion blur is now also applied when the player looks up and down while the
freelookCVAR isonand thevid_motionblurCVAR is greater than0%. - All friendly monsters, not just dogs, are now able to drop down from high ledges to follow the player.
- Minor improvements have been made to the support of ID24 line specials.
- Better colors are now chosen to fill the pillarboxes when a 320×200 fullscreen lump such as
TITLEPICis displayed in widescreen mode. - These changes have been made to the support for controllers:
- Controller movement has been made slightly smoother.
- Controller sensitivity has been reduced.
- The LED lights on PS5 DualSense controllers now change color based on the player’s health (from green to yellow to orange to flashing red).
- The touchpad on PS5 DualSense controllers can now be used to pan around the automap when the
am_followmodeCVAR isoff. - Horizontal autoaiming is now applied when the player fires their weapon. This can be disabled using the new
joy_autoaim_horizontalCVAR, which isonby default andoffwhen vanilla mode is enabled. - When the
joy_rumble_fallCVAR ison, controllers no longer rumble when the player falls into liquid.
- An accessibility feature has been implemented that allows the player to automatically fire their currently equipped weapon when there’s a monster in front of them. This can be enabled using the new
autofireCVAR, which isoffby default and when vanilla mode is enabled. - A bug is fixed whereby the angles of things passing through silent teleporters wouldn’t be preserved.
- The
mapCCMD now works correctly when playing Legacy Of Rust. - A bug is fixed whereby the wrong stat was being updated when the player fired their calamity blade in Legacy Of Rust.
- These changes have been made to the support of BOOM-compatible deep water:
- A swirling effect is now applied to the player’s view when the
r_liquid_swirlCVAR ison. - The effect when the player has an invulnerability power-up is no longer affected.
- A swirling effect is now applied to the player’s view when the
AASTINKYandAASHITTYtextures in maps are now treated as blank as intended.MUSINFOthings 14,100 and 14,164 are now supported.- These changes have been made to the support of
DEHACKEDlumps:- Using
Fullbrightto make the frames of all things fullbright now works as intended. - Corpses whose
Exploding framehas been altered no longer gib when ther_corpses_gibCVAR ison. HUSTR_SECRETFOUNDcan now be used to change the player message that is displayed when a secret is found and thesecretmessagesCVAR ison.
- Using
- Additional bars indicating the amount of ammo the player has for all ammo types can now be shown in the alternate widescreen HUD by enabling the new
r_althud_ammobarsCVAR, which isoffby default. - Noise is no longer applied to the pillarbox areas when displaying the help screen over a non-widescreen
TITLEPIClump. - Turning the
messagesCVARonno longer causes the last player message to be immediately displayed. - The spectre’s fuzz effect now appears correctly in DOOM II’s cast sequence.
- DOOM II’s cast sequence no longer tries to display Legacy Of Rust’s new monsters towards the end.
- If the
TITLEPIClump in a PWAD is an unsupported PNG or JPG image, the IWAD’sTITLEPIClump is now displayed instead, rather than DOOM Retro exiting with an error. - Platforms that are not going to move no longer make their start or stop sounds when activated.
