Saturday, May 16, 2020
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DOOM Retro v3.5.8

DOOM Retro v3.5.8 is now available, in both 32 and 64-bit binaries. 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.
  • When both the automap and menu are open, the grid will now still rotate in the background if the am_rotatemode CVAR is off.
  • The menu background will no longer be affected if the r_detail CVAR is low and the r_lowpixelsize CVAR is not 2×2.
  • The player’s path in the automap is no longer reset when vanilla mode is enabled and the am_path CVAR is on.
  • The timer shown when the timer CCMD is used is no longer displayed while vanilla mode is enabled.
  • Only one sound is now heard when confirming the selection of the Nightmare! skill level.
  • A bug has been fixed whereby the “entering” intermission screen would be displayed when exiting MAP30 in some instances.
  • When to update the savegame description while saving a game has now been improved.
  • Improvements have been made to the left and right edges of the console when it’s open over the automap.
  • Minor improvements have been made to the widescreen HUD when god mode is enabled.
  • When the player tries to open a BOOM-compatible door that requires more than one (or any) keycard or skull key that they don’t have, all of those keys will now flash in the widescreen HUD.
  • The gamepad can now be used again to change monsters during DOOM II’s cast sequence.
  • The 2, 3 and 4 digits used for marks in the automap are now consistent with those displayed in the console.
  • All function keys may now be used while the console is open.
  • A bug has been fixed whereby the widescreen HUD would momentarily disappear when pressing the F8 key to toggle player messages.
Friday, May 8, 2020
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DOOM Retro v3.5.7

DOOM Retro v3.5.7 is now available, in both 32 and 64-bit binaries. 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.
  • Things spawned using the spawn CCMD are now given an ID that is displayed by the thinglist CCMD.
  • The mouse and gamepad can now be used to open the menu from the title screen again.
  • A bug has been fixed whereby an incomplete MAPINFO lump in a PWAD could cause a crash.
  • The names of the monsters displayed during DOOM II’s cast sequence can now be specified in DEHACKED lumps.
  • The player’s weapon can no longer be changed while freeze mode is on.
  • The horizontal offset of the player’s weapon sprite will no longer be fixed when the r_fixspriteoffsets CVAR is off.
  • The effects of both the r_graduallighting and weaponbounce CVARs are now better remembered in savegames.
  • Screenshots may now be taken again while playing a game and the +screenshot action has been bound to something other than the PRINTSCREEN key.
  • When a PWAD is loaded with Freedoom: Phase 1 or Freedoom: Phase 2, if a STBAR lump is present in that PWAD, it will now be used.
  • Fixing a bug present in Vanilla DOOM, monsters will now always be alerted if attacked during the second frame of their idle animation.
Saturday, May 2, 2020
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DOOM Retro v3.5.6

DOOM Retro v3.5.6 is now available, in both 32 and 64-bit binaries. 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.
  • The name of the PWAD is no longer displayed in the automap if the current map has no title.
  • Several improvements have been made to the support of Chex Quest, Freedoom: Phase 1 and Freedoom: Phase 2.
  • A bug has been fixed whereby the wrong music could be played in some rare instances.
  • The randomness of the music chosen when the s_randommusic CVAR is on has been improved.
  • A new license CCMD has been implemented that displays the GNU General Public License in the default browser.
  • A message is now displayed in the console whenever an item or monster respawns.
  • A new r_supersampling CVAR has been implemented that applies supersampling to the player’s view when the r_detail CVAR is low and the r_lowpixelsize CVAR is 2×2. This CVAR is on by default and off when vanilla mode is on.
  • Corpses can now trigger teleporter line specials.
  • When using the kill CCMD, the items dropped by monsters will no longer trigger teleporter line specials.
  • A bug has been fixed whereby some hanging decorations would be positioned incorrectly in some instances.
  • Those monsters that don’t have red blood will no longer leave gibs if crushed.
  • Blood will no longer be spawned while a monster is being crushed and the r_blood CVAR is none.
  • A bug has been fixed whereby certain power-ups wouldn’t stop moving once off the edge of a BOOM-compatible scrolling sector and the r_floatbob CVAR was on.
  • Improvements have been made to how gradual lighting is applied to doors and crushing ceilings when the r_graduallighting CVAR is on.
  • The STEP2 texture now appears correctly in MAP01: Entryway again.
  • Minor improvements have been made to the support of DEHACKED lumps.
  • The sky will now be rendered correctly when the r_screensize CVAR is less than 7.
  • Screenshots may now only be taken when not playing a game if the +screenshot action is still bound to the PRINTSCREEN key.
Saturday, April 18, 2020
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DOOM Retro v3.5.5

DOOM Retro v3.5.5 is now available, in both 32 and 64-bit binaries. 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.
  • The music volume is now lower while either the menu or console is open.
  • The following changes have been made to the menu’s background:
    • The random noise is now slightly slower.
    • Liquid sectors now still animate in the background when the menu is open.
  • The following changes have been made to the widescreen HUD:
    • Health, armor and ammo now flash gold rather than white when they change.
    • Keycards and skull keys that the player picks up are now slightly higher.
  • Brightmaps are no longer applied to the SLADRIP1, SLADRIP2 and SLADRIP3 textures when the r_brightmaps CVAR is on.
  • The timer displayed by the timer CCMD will now be positioned lower if the vid_showfps CVAR is on.
  • More fixes have been applied to certain maps in the official DOOM and DOOM II WADs when the r_fixmaperrors CVAR is on.
  • The mapstats CCMD now displays the release date for maps in the official DOOM and DOOM II WADs.
  • The translucency of item and teleport fogs is no longer additive when the r_translucency CVAR is on.
  • Due to a change in the latest patch of the Bethesda.net Launcher version of DOOM II, MAP04 to MAP08 in No Rest For The Living now use the SKY3 texture as their skies.