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DOOM Retro v5.5
DOOM Retro v5.5 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 v17.10.5 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.30.5.
- Several changes have been made to further improve the overall performance and stability of DOOM Retro.
- Several changes have been made to text that is output to the console.
- The mouse no longer has any effect on DOOM Retro’s window when it doesn’t have focus.
- Changing the
r_mirroredweaponsCVAR no longer affects the random colors of marine corpses when ther_corpses_colorCVAR ison. - These changes have been made to the support of
MAPINFOlumps:- A bug is fixed whereby map names wouldn’t be parsed correctly in some instances.
EPISODEis now parsed correctly in more instances.- Newline characters in
INTERTEXTandINTERTEXTSECRETstrings are now parsed.
- These changes have been made to the support of
DEHACKEDlumps:- The values specified using
Initial healthandInitial bulletswill now be used at the start of each map if thepistolstartCCMD or-pistolstartcommand-line parameter are used. - A bug is fixed whereby the health of spiderdemons would always be 3,000 even if a value was specified using
Hit points.
- The values specified using
- These changes have been made to the support for controllers:
- Improvements have been made to the rumbling of controllers when the player uses certain weapons and the
joy_rumble_weaponsCVAR ison. - A bug is fixed whereby the player would continually turn to their right if the
joy_analogCVAR wasoff(including when vanilla mode was enabled). - Hotplugging controllers now always works.
- Pressing the left thumbstick of a controller is no longer bound to the
+alwaysrunaction by default. - Controllers no longer rumble if the mouse or keyboard are being used by the player instead.
- Improvements have been made to the rumbling of controllers when the player uses certain weapons and the
- The aspect ratio of the display when in widescreen mode can now be forced by changing the new
vid_aspectratioCVAR from its defaultautoto16:9,16:10,21:9or32:9. - Pressing the ENTER key to close the help screen no longer causes the previous player message to be displayed.
- The
saveandloadCCMDs can now be used to save and load games by specifying numbers1to8. - The player’s currently equipped weapon is now translucent when they have a partial invisibility power-up and the
r_texturesCVAR isoff. - A bug is fixed, present in the original DOOM, whereby sprites wouldn’t be rendered if the sector they were in wasn’t in the player’s line of sight.
- Sprites also no longer disappear when drawn against the left and right edges of ultra-wide displays.
- A small amount of blood is now sprayed when a monster is gibbed. This can be disabled using the new
r_blood_gibsCVAR, which isonby default andoffwhen vanilla mode is enabled. - The
playernameCVAR is now“”rather than“you”by default. - A bug is fixed whereby the ammo the player had for their equipped weapon wasn’t displayed in the widescreen HUD while they were dead.
- The power-up bar is now displayed in the alternate widescreen HUD when the player enters the
IDBEHOLDLcheat. - These changes have been made to the menu:
- Minor improvements have been made to the highlighting of items selected in the menu.
- The highlighting of items selected in the menu can now be disabled using the new
menuhighlightCVAR, which isonby default andoffwhen vanilla mode is enabled. - Shadows cast by items in the menu can now be disabled using the new
menushadowCVAR, which isonby default andoffwhen vanilla mode is enabled. - The
episode,expansionandskilllevelCVARs are now always updated whenever the selected episode, expansion or skill level are changed in the menu. DBIGFONTlumps are now supported. This will allow more menu items to be displayed in the correct font, andCONSOLE...to be displayed in the options menu, in some instances.- These changes have been made to the load and save game menus:
- The text caret in the save game menu is now larger and flashes quicker.
- A bug is fixed whereby the text caret could become momentarily stuck at the end of a truncated savegame description in some instances.
- To be consistent with every other menu, pressing a key that corresponds with the first letter of a savegame description now navigates to that savegame slot.
- The sound effect heard when opening and closing the console by pressing the ~ key is now slightly louder.
- Further improvements have been made to rendering liquid sectors when the
r_liquid_bobCVAR ison. - The screen’s brightness can now be adjusted using the new
vid_brightnessCVAR. This CVAR can be between-100%and100%, and is0%by default and when vanilla mode is enabled. - The screen’s contrast can now be adjusted using the new
vid_contrastCVAR. This CVAR can be between-100%and100%, and is0%by default and when vanilla mode is enabled. - The screen’s red, green and blue levels can now be adjusted using the new
vid_red,vid_greenandvid_blueCVARs. These CVARs can be between-100%and100%, and are0%by default and when vanilla mode is enabled. - The
r_saturationCVAR is renamedvid_saturation, is now a value between-100%and100%and is0%by default. - The
vid_scaleapiCVAR is nowdirect3d11by default. - The map title in the automap is now always positioned correctly when the
am_externalCVAR ison. - Additional brightness can now be applied to all of the lighting in the current map using the new
r_levelbrightnessCVAR. This CVAR can be between0%and100%, and is0%by default and when vanilla mode is enabled. - The
infiniteammoandregenhealthCCMDs can no longer be entered when a game isn’t being played. - The color of the bottom edge of the console now changes to reflect the color of the digits in the status bar, (or in some cases, the text in the menu), if the relevant lumps have been replaced by the currently loaded PWAD.
- The mouse pointer may now be used to move the scroll bar in the console when the
m_pointerCVAR ison. - Minor changes have been made to text in the status bar and alternate widescreen HUD.
- The
r_shake_damageCVAR is now a value ofonoroffand isonby default. Improvements have been made to the shake effect when this CVAR ison. - A confirmation message is now displayed when entering the
endgameCCMD in the console. - A bug is fixed whereby a controller’s left thumbstick would be too sensitive while the player was running.
- A minor improvement has been made to the rumble of controllers when the player picks something up and the
joy_rumble_pickupCVAR ison. - A bug is fixed whereby advancing the intermission screen wouldn’t work in some instances.
- A crash no longer occurs if a texture is missing a patch.
