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DOOM Retro v5.0
DOOM Retro v5.0 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 v17.7.4 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.28.3.
- Extensive optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- Any
.cfgfiles placed in theautoloadfolder are now autoloaded when DOOM Retro starts. - DOOM Retro now parses any response files specified on the command-line.
- When using the WAD launcher to load a PWAD, if that PWAD doesn’t contain any conflicting maps,
SIGIL.WADorNERVE.WADwill now still be autoloaded if found. - E1M4B: Phobos Mission Control and E1M8B: Tech Gone Bad are no longer available if either E1M4 or E1M8 have been replaced by a PWAD.
- These changes have been made to the support for
DEHACKEDlumps:- Support has been added for DSDHacked, allowing an unlimited number of things, states, sprites and sound effects.
- A bug is fixed whereby custom monsters wouldn’t bleed in some instances.
- Minor changes have been made to DOOM Retro’s splash screen.
- Extensive changes have been made to text that is output to the console.
- Minor improvements have been made to text autocompleted in the console by pressing the TAB key.
- The caret may now be repositioned in the console’s input using the mouse pointer when the
m_pointerCVAR ison. - The effects of changing the
r_gammaandr_colorCVARs are now applied to DOOM Retro’s splash screen. - The
r_colorCVAR has been renamedr_saturation, and can now be set to a value over100%to a maximum of200%, allowing colors on the screen to be oversaturated. - A crash no longer occurs when trying to display certain patches greater than 200 pixels in height.
- These changes have been made to the menu:
- Menu entries are now subtly highlighted when selected.
- Improvements have been made when toggling widescreen using the + and – keys while the menu is open.
- The fade to black when quitting DOOM Retro from the menu is no longer affected by the player having either a berserk or radiation shielding suit power-up.
- Minor improvements have been made to the edges of the menu’s background.
- The skull cursor is no longer positioned incorrectly in the main menu in some rare instances.
- When navigating the menu using the mouse pointer if the
m_pointerCVAR ison:- The
episode,expansion,savegameandskilllevelCVARs are now only updated when necessary. - The precision of selecting menu items has improved.
- The Nightmare! skill level can now always be selected.
- Clicking outside of the selected savegame slot when entering text in the save game menu now works as expected.
- The mouse pointer now becomes visible after having just used a controller to navigate the menu.
- The
- “New Game” is now selected in the main menu after deleting the only savegame in the save or load game menus using the DEL key.
- Minor improvements have been made to the vertical positioning of elements in the load and save game menus.
- The skull cursor’s eyes are now always on while entering a savegame description in the save game menu.
- The F5 key can no longer be used to toggle the graphic detail while the menu is open and a game isn’t being played.
- The console can now be opened using the ~ key while the menu is open.
- The console can now also be opened by selecting the new “Console” entry in the options menu.
- The shadows cast by the sliders in the options menu have improved in some rare instances.
- The positions of
ON/OFFandHIGH/LOWin the options menu have been fixed in some instances. - Right-clicking the mouse or pressing the BACKSPACE key on the title screen no longer opens the menu.
- The
r_supersamplingCVAR has been renamedr_antialiasingand is nowoffby default. - Minor changes have been made to the help screen shown when pressing the F1 key.
- The
r_lowpixelsizeCVAR can now also be set to1×2or2×1. - A bug is fixed whereby sometimes the player wouldn’t pick up an item in a liquid sector when the
r_liquid_clipspritesCVAR wason. - The player’s view is no longer affected when walking over certain linedefs in a liquid sector and the
r_liquid_lowerviewCVAR ison. - Improvements have been made to equipping either the chainsaw or fists when the player presses the 1 key.
- When a monster is killed in a liquid sector and the
r_liquid_clipspritesCVAR ison:- The monster’s death animation is now at a consistent height.
- The item they drop is no longer clipped before it reaches the liquid if the
tossdropCVAR ison.
- A bug is fixed whereby the player’s field of view would sometimes be wrong when changing the
r_fovCVAR. - Minor improvements have been made to the support of REKKR: Sunken Land.
- Floors and ceilings far away from the player are now rendered better.
- The sprites of multiple things that occupy the same coordinates now appear in the correct order, and also no longer flicker in some instances.
- The bobbing of sprites in liquid sectors can now be toggled using the new
r_liquid_bobspritesCVAR, which isonby default andoffwhen vanilla mode is enabled. This is separate to the existingr_liquid_bobCVAR, which now only toggles the bobbing of the liquid sectors themselves. - Walls that have been incorrectly marked as two-sided are now rendered as intended.
- When the
IDCLEVcheat has been entered and vanilla mode is enabled, the player now starts the map with 100% health, no armor, and only a pistol with 50 bullets. - A slightly darker color is now chosen for the surrounding pillarboxes when displaying certain lumps from PWADs that are only 320 pixels wide and the
vid_widescreenCVAR ison. - A bug is fixed, present in the original DOOM, whereby stairs rising up from the floor would fail in some rare instances.
- If regenerating health is enabled using the
regenhealthCCMD, a sound is now played and the “Health picked up” stat is updated every second the player’s health increases by 1% until it is 100% again. - Several improvements have been made to the player’s health in the status bar when they are dead and the
negativehealthCVAR ison. - The
r_althudCVAR is nowoffby default again. - These changes have been made to the widescreen HUD:
- The translucency has been reduced slightly when the
r_hud_translucencyCVAR ison. - Several improvements have been made to the flashing of the player’s health, armor and ammo when they change.
- The translucency has been reduced slightly when the
- All lines in the automap can now be anti-aliased by enabling the new
am_antialiasingCVAR, which isoffby default and when vanilla mode is enabled. - The player’s crosshair when the
crosshairCVAR ison, as well as the crosshair in the automap when theam_followmodeCVAR isoff, are no longer visible in the background while the console is open. - These improvements have been made to the support for MBF21-compatible WADs:
- The
A_RadiusDamagecodepointer now correctly usesArgs1rather thanArgs2for the amount of damage inflicted. - Things spawned using the
A_SpawnObjectcodepointer now inherit the blood color of the spawner.
- The
- These improvements have been made to the support for
MAPINFOlumps:- A bug is fixed whereby many compatibility flags weren’t being parsed correctly.
MAPINFOlumps from other PWADs are now parsed if eitherNERVE.WADorSIGIL.WADare also loaded.episodeis now parsed correctly.bossactionis now parsed.- The
compat_stairsandcompat_zombiecompatibility flags are now parsed.
- Friendly monsters spawned using the
spawnCCMD now follow the player into the next map. - The mouse pointer is no longer displayed on the intermission or finale screens when the player moves the mouse and the
m_pointerCVAR ison. - When the
mouselookCVAR ison:- Minor improvements have been made when the player aims vertically.
- The player can now see slightly further when looking up or down.
- A crash no longer occurs if a blood splat happens to touch the top of the screen while the player is looking down.
- The vertical direction the player is looking is no longer reset in the help screen’s background when pressing the F1 key.
- Blood splats far away from the player no longer flicker in some instances.
- The text in the automap is now always positioned correctly when the
am_externalCVAR ison. - The default value of the
am_gridcolorCVAR is now6instead of111. - The player no longer exits the map if they are dead when a timer set using the
timerCCMD runs out. - Support has been added for the lumps
STFXDTH0toSTFXDTH9. If included in a PWAD, the player’s face in the status bar now animates when they are gibbed. This is a feature revived from the old 3DO, Jaguar and PSX DOOM ports. - The accompanying readme file for the currently loaded PWAD can now be displayed by entering the new
readmeCCMD in the console. - These extensive changes have been made when using a controller:
- Using a controller in the menu is now more responsive.
- The right trigger can now be used to select menu items.
- The left and right thumbsticks, as well as the directional pad, can now be used to scroll the output in the console.
- The B button can now be used to close the console.
- The speed at which the player turns using a controller no longer increases while running.
- Turning and moving using a controller is now more precise when only nudging the thumbsticks.
- Controllers now rumble slightly when the player picks something up. This can be disabled by the new
joy_rumble_pickupCVAR, which isonby default andoffwhen vanilla mode is enabled. - When the
joy_rumble_weaponsCVAR ison:- Controllers now rumble again when the player uses their chainsaw.
- The amounts of rumble for each weapon the player fires have been adjusted.
- The left and right shoulder buttons now equip the player’s previous and next weapons by default.
- The default values of the
joy_deadzone_leftandjoy_deadzone_rightCVARs are now both15%rather than25%, and their maximum values are now both30%rather than100%.
- A bug is fixed whereby the
vid_fullscreenCVAR couldn’t be changed in the console. - The player’s weapon now displays correctly when it touches the right edge of the screen and the
vid_capfpsCVAR is not35. - A bug is fixed whereby the flash of the player’s weapon could be drawn incorrectly if they fired it while falling and the
weaponbounceCVAR wason. - Movement of the player’s weapon is no longer blurred when the
r_detailCVAR islow. - The
weaponCVAR can now also be set to the values1to7. - A bug is fixed whereby the
iwadfolderCVAR wouldn’t be updated in some instances. - The
iwadfolderCVAR has been renamed to justwadfolder. - Improvements have been made to the minimum and maximum levels the player can zoom in the automap.
- A crash no longer occurs when starting a map that has things 4001 to 4004 (player starts 5 to 8).
- The message displayed when using the
IDCLEVcheat ormapCCMD to warp to a secret map is now gold. - Minor improvements have been made to translating certain words when the
englishCVAR isinternational. - A character no longer appears in the input when opening the console for the first time in some instances.
- The times on the intermission screen now have shadows.
- The brightmap of the
SW2STONEtexture has improved slightly when ther_brightmapsCVAR ison. - The WAD being played is now displayed in the window caption again.
- A bug is fixed whereby certain messages were not being displayed in some instances.
- The player now falls at the correct speed when the clipping or freeze modes are enabled.
- All power-ups can now be given to the player by entering
give powerupsin the console. - Conversely, all power-ups the player currently has can now be taken away from them by entering
take powerupsin the console. - Widescreen mode can now be toggled using the + and – keys on the intermission and finale screens.
- All actions may now be bound to all controls using the
bindCCMD. - Skies can now be drawn horizontally linear by enabling the new
r_linearskiesCVAR, which isoffby default and when vanilla mode is enabled. - The automap is now always updated when the
r_screensizeCVAR is changed while it is open. - A bug is fixed whereby any player movement wouldn’t be canceled when opening the automap and the
am_followmodeCVAR wasoff. - Savegames that were saved in maps
ExM10orExM11no longer crash when loaded. - The console may now be closed by right-clicking the mouse.
