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DOOM Retro v4.4
DOOM Retro v4.4 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 compiled using v17.0.2 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.0.18.
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- DOOM Retro now supports MBF21-compatible maps and mods.
- DOOM Retro no longer crashes at startup when trying to load a PWAD containing a PNG lump.
- A bug is fixed whereby
.deh,.bexand.cfgfiles wouldn’t load if selected in the WAD launcher. - If the player makes a typo when entering a filename in the WAD launcher, and DOOM Retro is unable to find what they intended, that text now remains when the launcher reopens so the player may easily correct it.
- The file
midiproc.exethat allows the volume of MIDI music to be adjusted independently of the sound effects volume is no longer necessary and therefore no longer distributed with DOOM Retro. - The volume of non-MIDI music has been lowered to be consistent with the volume of MIDI music.
- Several changes have been made to text that is output to the console.
- Minor changes have been made to the positioning of the input and branding in the console.
- Further improvements have been made to the support of Chex Quest, Freedoom, REKKR and REKKR: Sunken Land.
- The
r_berserkintensityCVAR is renamedr_berserkeffectand is now3rather than2by default. - The red effect when the player is injured can now be toggled using the new
r_damageeffectCVAR, which is bothonby default and when vanilla mode is enabled. - The red effect when the player is injured is now also smoother when the new
r_damageeffectCVAR ison. - The red effect when the player is killed is now more prominent when the new
r_damageeffectCVAR ison. - If the player is injured when the
r_bloodCVAR isgreenand the newr_damageeffectCVAR ison, the screen now flashes green. - The gold effect when the player picks up an item can now be toggled using the new
r_pickupeffectCVAR, which is bothonby default and when vanilla mode is enabled. - The green effect when the player has a radiation shielding suit power-up can now be toggled using the new
r_radsuiteffectCVAR, which is bothonby default and when vanilla mode is enabled. If this CVAR isoff, the screen flashes green to indicate when the power-up is about to run out. - Fixing a possible oversight in Vanilla DOOM, if the player picks up a megasphere when they have 200% green armor, that armor is now upgraded to blue armor.
- The player no longer grunts when trying to open a door that is currently open.
- The player now smoothly slides against two-sided textures.
- Minor improvements have been made to the alternate widescreen HUD.
- Things altered in
DEHACKEDlumps will now always behave correctly. - Scrolling skies specified in
MAPINFOlumps are now smoother. - The number of times the automap is opened by the player is now displayed by the
playerstatsCCMD. - Player messages are now always grouped in the console, regardless of the time between them, when the
groupmessagesCVAR ison. - The behavior of friendly monsters has improved. They no longer always crowd the player when there are no other monsters nearby.
- Thing triangles in the automap that represent MBF-compatible helper dogs are now the correct size again when using the
IDDTcheat.
