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DOOM Retro v2.3.7
DOOM Retro v2.3.7 is now available. It may be downloaded here, and its release notes are as follows:
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- Minor changes have been made to text that is output to the console.
- A message is now displayed when using the
IDCLEVxycheat in the console. - The average frames per second will no longer be shown when the
vid_showfpsCVAR isonand the game is paused or the menu is open. - The lumps in
doomretro.wadthat are used for the alternate HUD can now be replaced by lumps in a PWAD. - When the
r_shadowsCVAR isonand thevid_capfpsCVAR is a value other than35, the shadows of monsters are now interpolated along with the movement of the monsters themselves. - The BFG Edition of
doom2.wadwill now be identified as an IWAD in the console, even though it has been incorrectly marked as a PWAD. - The number of barrels exploded is now displayed when using the
playerstatsCCMD. - The number of monsters, pickups and decorations, as well as the number of liquid and damaging sectors, are now displayed when using the
mapstatsCCMD. - The choice of colors used in the numerous translucent effects in DOOM Retro has been improved.
- BOOM-compatible translucent wall textures are now drawn using a dithering effect. This can be disabled using the new
r_ditherCVAR. - Instead of being set to the currently selected item in the corresponding menu, the
episode,expansion,savegameandskilllevelCVARs are now set to read-only strings of the episode, expansion, savegame and skill level for the current game. - The player’s path in the automap, enabled using the
am_pathCVAR, will no longer be recorded while the player is in “no clipping mode”. - Corpses will no longer perpetually shift back and forth over sector boundaries with small height differences.
- The effect of changing the
r_brightmapsCVAR fromofftoonis now immediate, and doesn’t require DOOM Retro to be restarted. - A bug has been fixed whereby the brightmap of the
SW1STON2andSW2STON2switch textures wouldn’t be applied correctly in DOOM but would in DOOM II. - The following changes have been made to the
spawnCCMD:- A crash will no longer occur when trying to spawn certain decorations and pickups that don’t exist in DOOM but do in DOOM II.
- Hanging decorations are now spawned on the ceiling.
- Things will now be in the same state they would be if they were spawned when the map started.
- The “floating skull rock” decoration now casts a shadow when the
r_shadowCVAR ison. - A crash will no longer occur when using the
giveCCMD to try to give the player the plasma rifle, BFG-9000 or cells in DOOM Shareware, or the super shotgun in DOOM. - A bug has been fixed whereby when the
s_randommusicCVAR wason, random music would attempt to start playing at the start of a map but then stop, and the game would become almost completely unresponsive. - When the
s_randommusicCVAR ison, the random music chosen at the start of a map will now loop rather than different music starting to play after the first finishes.
