DOOM Retro v1.7.1 has been released! It may be downloaded here. This is a small point release and the changes it brings are as follows:
- Optimizations have been made to further improve the overall performance of DOOM Retro.
- The stray brown pixel in the super shotgun’s sprite has now been removed from all the frames that it appears.
- Red blood splats are now slightly darker.
- A warning is now displayed in the console when a map contains an unknown object.
- Warnings are now displayed in the console when the player enters a sector, crosses a line, or shoots a switch with an unknown special.
- Sounds are now made again when liquid sectors move up or down.
- The file
doom2.wad
is no longer autoloaded if the–FILE
command-line parameter without–IWAD
. - A warning is now displayed in the console if the versions of
sdl2.dll
andSDL2_mixer.dll
don’t match the versions that DOOM Retro was compiled with. - A bug has been fixed whereby the game would crash when trying to render sprites that had been manipulated with DeHackEd.
- The “screen shot” string may now be changed with DeHackEd.
- Several further improvements have been made to DeHackEd support.
- The HOME and END keys will now scroll to the top and bottom of the console output, if the player has started scrolling up with the PGUP key.
- A bug has been fixed whereby the game would crash when using the
bind
CCMD to bind an action to some keyboard controls. save
andload
CCMDs have now been implemented.- Savegames are now saved with a file extension of
.save
rather than.dsg
. - The new
savegamefolder
CVAR shows where savegame files are saved. - The new
totalbloodsplats
CVAR shows the total number of blood splats currently in the map. - The
r_bloodsplats
CVAR has been renamed tor_maxbloodsplats
. - If the player saves a game on one map, finishes that map and then starts the next one, if they then die without saving again, the savegame for the previous map will be loaded, rather than the player “pistol starting” on the new map.
- The Arch-vile’s fire attack is no longer clipped in liquid.
- A bug has been fixed in some instances whereby some objects were still being clipped and bobbing when the sector they were in was no longer liquid.
- The new
thinglist
CCMD will list all things in the current level, including their (x,y,z) coordinates. - The new
maplist
CCMD will list all the maps available to the player. - Graphics will now automatically be reset if the
vid_screenresolution
is changed todesktop
. - The player’s view height is now smooth when descending between two liquid sectors of different heights.
- The widescreen HUD will now remain on the screen while the player is dead. No ammo will be displayed, though, to be consistent with the status bar.
- The par time displayed on the intermission screen is now positioned better.
- The normal use of the CAPSLOCK key is now disabled in the console, and will toggle the “always run” feature on/off instead.
- A bug has been fixed whereby the value displayed by the
totalkills
CCMD wouldn’t take into account any Pain Elementals killed using thekill
CCMD. - The console is now automatically closed when using the
endgame
,exitmap
,kill
andmap
CCMDs. - A bug has been fixed whereby the map name in the automap was displayed incorrectly when using ZDL to launch the game.
- The “fuzzy” edges of Spectre shadows are now paused while the console is open.