Saturday, September 21, 2019
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DOOM Retro v3.0.3

DOOM Retro v3.0.3 is now available, in 32-bit and 64-bit varieties. Its release notes are as follows:

  • The behavior of the -nodeh command-line parameter has changed. It will still disable the automatic loading of .deh files, .bex files and DEHACKED lumps, but will now load .deh and .bex files if selected in the WAD launcher or specified using the -deh command-line parameter.
  • A bug has been fixed whereby dogs spawned in front of the player using the spawn CCMD in the console would always be friendly, even when the friendly parameter wasn’t used. This bug also affected PWADs that would replace the dog using a DEHACKED patch. All monsters of that type spawned at the start of a map would be friendly and therefore attack and be attacked by other monsters. (An example of this are the nightmare demons in Eviternity.)
  • The following compatibility fixes have been implemented for Noiser’s DOOM 4 VANILLA:
    • D4V.WAD will now always be the last PWAD to be loaded if selected together with another PWAD in the WAD launcher.
    • All monsters are now correctly named when using the spawn CCMD and in obituaries in the console.
    • The summoner’s projectiles no longer have smoke trails.
    • The super chainsaw and mega doll are now rendered correctly.
  • Minor changes have been made to text that is output to the console.
  • The word monster may now be used instead of a specific monster type to name the nearest monster to the player when using the name CCMD.
  • Only monsters who are alive can be named using the name CCMD.
  • Jumping will now always work as intended.
  • A bug has been fixed whereby looking up and down with a gamepad when the gp_invertyaxis CVAR was off would still be inverted, and when on would not be and also cause the player’s view to jitter.
  • The double shotgun sound can now be heard again in DOOM II’s cast sequence.
  • The crosshair displayed using the crosshair CVAR no longer needs the mouselook CVAR to be on.
  • The correct music will now be played on the intermission screen of episodes 1 to 4 when John Romero’s megawad SIGIL has been autoloaded.
Saturday, September 14, 2019
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DOOM Retro v3.0.2

DOOM Retro v3.0.2 is now available, in 32-bit and 64-bit varieties. Its release notes are as follows:

  • Changes have been made to improve the overall stability of DOOM Retro.
  • A bug has been fixed whereby nearby monsters wouldn’t hear when the player fired the BFG-9000.
  • Infighting among monsters will now work correctly.
  • Shots fired by the player’s hitscan weapons will no longer be lowered if the player is standing in liquid and the r_liquid_lowerview CVAR is off. Similarly, shots fired by the hitscan weapons of some monsters will no longer be lowered if the monster is standing in liquid and the r_liquid_clipsprites CVAR is off.
  • The following compatibility fixes have been implemented for Noiser’s DOOM 4 VANILLA:
    • Cacodemons and hell knights will now always bleed red blood, regardless of the value of the r_blood CVAR.
    • Gore nests are no longer translucent or randomly mirrored when destroyed, regardless of the value of the r_corpses_mirrored CVAR.
    • A gore nest may now be spawned in front of the player by entering spawn gore nest in the console.
    • Rocket trails are disabled, regardless of the value of the r_rockettrails CVAR.
  • Minor changes have been made to text that is output to the console.