Tuesday, February 3, 2015
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DOOM Retro v1.6.7
“AAAAAAAAAAAAAAAAAAAAA!” by 倉敷楠花 (Nanka Kurashiki).

DOOM Retro v1.6.7 has been released and may be downloaded here. This is a small point release and the changes are as follows:

  • A bug has been fixed whereby DOOM Retro would crash at startup when trying to run in a screen resolution that wasn’t widescreen.
  • DOOM Retro will no longer crash after successive presses of ALT + ENTER to switch between fullscreen and windowed modes.
  • Ceilings that use liquid textures will now render correctly.
  • An error will now be displayed at startup if a WAD file contains DeePBSP or ZDBSP nodes.
  • The saturation setting in doomretro.cfg has been deprecated.
  • A bug has been fixed whereby the shadows of dropped items weren’t also being mirrored when the mirrorweapons setting was true in doomretro.cfg.
  • Weapons spawned at the start of a map are now also mirrored when the mirrorweapons setting was true in doomretro.cfg.
  • Thanks to some excellent coding from entryway and kb1, Vanilla DOOM’s “long wall error” has been fixed.
  • Further optimizations have been made to improve the overall performance and stability of DOOM RETRO.
  • Teleporters in Back to Saturn X are now drawn correctly in the automap before they have been triggered.
  • Whether the automap is active or not, and any automap marks, are now saved in savegames. (Note that this change breaks savegame compatibility with previous versions of DOOM Retro.)
  • A header comment has been added to the top of doomretro.cfg, with a note advising to “go to http://wiki.doomretro.com for information on changing these settings”.
  • The FPS counter displayed when –DEVPARM is specified on the command-line now won’t be hidden when taking a screenshot, and will continue to update when in a menu or the game is paused.
  • Diminished lighting from the player has been enhanced.
  • Bloodsplats are now only spawned at the same height as corpses as they slide.
Sunday, January 25, 2015
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DOOM Retro v1.6.6

DOOM RETRO v1.6.6 has been released! It may be downloaded here. This is yet another small point release and the changes are as follows:

  • The new liquid animation that was introduced in DOOM Retro v1.6.5 has been improved upon such that the entire textures of the sectors will now also rise and fall, rather than just their edges.
  • Due to this change in animation, the floating objects in liquid sectors now rise and fall in sync with each other and the sector.
  • The bottom of objects in liquid that don’t float (such as monsters and barrels) will now be clipped in sync with the rise and fall of the liquid.
  • All liquid sectors are now animated, avoiding issues where one liquid sector would be animated, but another liquid sector adjacent to it wouldn’t be.
  • A bug has been fixed whereby the liquid animation was stopping the player and/or monsters from being able to enter certain areas of some maps.
  • The brightmap for the COMP2 wall texture has been fixed.
  • A bug has been fixed whereby other monsters could infight with Arch-viles.
  • The teleporter texture used in Back to Saturn X no longer animates like a liquid.
  • Savegames will now be placed in the savegames\DOOM2.WAD\ folder rather than the savegames\unknown.wad\ folder when NERVE.WAD is loaded.
  • The player’s weapon is now recentered after teleporting.