Wednesday, November 27, 2019
0
DOOM Retro v3.2.1

DOOM Retro v3.2.1 is now available, in both 32 and 64-bit varieties. Its release notes are as follows:

  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • DOOM Retro will now attempt to use Adaptive VSync if the vid_vsync CVAR is on and the vid_scaleapi CVAR is “opengl”.
  • A bug has been fixed whereby some monsters wouldn’t attempt to fire at the player as often as they should if another monster was in the way.
  • Further improvements have been made to the console’s autocomplete feature.
  • Minor changes have been made to text that is output to the console.
  • Minor improvements have been made to the menu’s background.
  • A bug has been fixed whereby blood splats around crushed corpses could appear black in some rare instances.
Monday, November 25, 2019
0
DOOM Retro v3.2

DOOM Retro v3.2 is now available, in both 32 and 64-bit varieties. 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 the character set used in the console.
  • Minor changes have been made to text that is output to the console.
  • Long warnings in the console now wrap over two lines.
  • A new warninglevel CVAR has been implemented to control the type of warnings displayed in the console. It can be 0 (minimal warnings), 1 (no warnings about the current map) or 2 (all warnings), and is 1 by default.
  • The following changes have been made to warnings in the console when the warninglevel CVAR is 2:
    • Warnings will now be displayed for every linedef in the current map that has either an unknown tag, a tag but no special, or a special but no tag.
    • Warnings describing any fixes made to the current map are now displayed when the r_fixmaperrors CVAR is on.
  • Further improvements have been made to the console’s autocomplete feature.
  • The resurrect CCMD has been enhanced to allow not only the resurrection of the player, but also all monsters or a type of monster.
  • To accommodate for when the player is in liquid and needs to shoot a switch, now only their view will be lowered, and not their gunshot, if the r_liquid_lowerview CVAR is on and mouselook CVAR is off.
  • The -nodeh command-line parameter now works as intended.
  • Minor improvements have been made to the menu’s background.
  • A crash will no longer occur when trying to autoload a savegame that was previously deleted using the DEL key in the save or load game menu.
  • The vertical direction the player is looking is now centered when they teleport with the mouselook CVAR on.
  • Further improvements have been made to the support for Noiser’s DOOM 4 VANILLA.
  • Timestamps between 12:00:00 and 12:59:59 in the console are now displayed correctly.
  • The text on the help screen displayed using the F1 key now has drop shadows.
  • A new vid_borderlesswindow CVAR has been implemented that toggles the use of a borderless window rather than true fullscreen when the vid_fullscreen CVAR is on. It is off by default.
  • A bug has been fixed whereby the player wouldn’t be able to telefrag a monster in some instances.
  • A countdown will now be displayed in the top right of the screen if a timer is set using the timer CCMD.
  • The number of maps started now appears alongside the number of maps completed in the playerstats CCMD.
Saturday, November 2, 2019
0
DOOM Retro v3.1

DOOM Retro v3.1 is now available, in both 32 and 64-bit varieties. Its release notes are as follows:

  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • DOOM II: Hell On Earth’s IWAD no longer needs to be the BFG Edition for nerve.wad to be automatically loaded if found.
  • Minor changes have been made to the character set used in the console.
  • Minor changes have been made to text that is output to the console.
  • The effects of the autotilt CVAR are now disabled while the freeze or no clipping modes are on.
  • The default value of am_gridcolor has been changed from 6 to 111, making the automap’s grid a slightly lighter gray.
  • If a berserk power-up was previously taken away from the player using the take CCMD, they may no longer equip their fists if they have a chainsaw.
  • The pistol may now be taken away from and given back to the player using the take and give CCMDs.
  • The thing triangles in the automap representing dogs will now be the correct size when using the IDDT cheat.
  • The player will no longer reload their super shotgun after firing their last two shells.
  • A bug has been fixed whereby not all monsters near the player would infight once the player died and the infighting CVAR was on.
  • Further improvements have been made to the support for Noiser’s DOOM 4 VANILLA.
  • The z-coordinate displayed by the IDMYPOS cheat now accommodates for when the player is in liquid and the r_liquid_lowerview CVAR is on.
  • A bug has been fixed whereby a flying monster could fall out of the air if over a moving, liquid sector in some instances.
  • The horizontal and vertical sensitivity of a gamepad’s thumbsticks can now both be adjusted individually. The gp_sensitivity CVAR has been replaced by the new gp_sensitivity_horizontal and gp_sensitivity_vertical CVARs. Each CVAR is a value between 0 and 128, and 64 by default.
  • If a friendly dog is returning to the player, they will now drop from any height regardless of how far they are away.
  • Monsters and items can no longer be spawned outside of the map if the player is too close to a wall when using the spawn CCMD.
  • A bug has been fixed whereby bobbing power-ups wouldn’t move on BOOM-compatible scrolling sectors in some instances if the r_floatbob CVAR was on.
  • The correct sound is now played when a BOOM-compatible generalized door opens or closes at normal speed.
  • Linedefs with specials but no sectors tagged are now handled better.