DOOM Retro v2.1
In celebration of the beta for the new DOOM running this weekend (#FightLikeHell), DOOM Retro v2.1 is now available. It may be downloaded here, and its release notes are as follows:
“Nice Shot” is an incredible animation by
Fantishow.
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- Support has been added for the
SWITCHES
lump.
- Fast monsters can now be enabled by using the
fastmonsters
CCMD. Also, –fastmonsters
as well as just –fast
can be specified on the command-line.
- Warnings displayed when parsing DeHackEd files and lumps are now only displayed if
–devparm
is specified on the command-line.
- Automatically loading the last savegame when the player dies can now be disabled by using the
autoload
CVAR.
- The intensity of the red haze effect when the player has the berserk power-up and their fists selected can now be changed using the
r_berserkintensity
CVAR. The default is 33%
.
- Player sprites may now be translucent if they are replaced in a PWAD by using
Translucent
=
1
for the relevant frame in DeHackEd files and lumps.
- Thing flags specific to DOOM Retro can now be changed using
Retro
Bits
instead of Bits2
in DeHackEd files and lumps.
- A bug has been fixed whereby the use of unknown music names in
MAPINFO
lumps would cause a crash.
- The
s_musicvolume
and s_sfxvolume
CVARs are now corrected at startup if invalid.
- The
faceback
CVAR has been renamed to facebackcolor
.
- The extraneous brown pixel in the super shotgun is no longer removed if the weapon is changed in a DeHackEd file or lump.
- Further improvements have been made to the appearance of the rocket launcher's muzzle flash.
- DoomEd numbers are now allowed as the parameter for the
give
, kill
and spawn
CCMDs.
- The translucency of the super shotgun's muzzle flash is now disabled when the
r_translucency
CVAR is off.
- A bug has been fixed whereby monsters would not respawn correctly when playing using the Nightmare! skill level.
- The shadow of the player's corpse is now removed when resurrecting using either the
resurrect
CCMD or the iddqd
cheat.
- The console is now hidden when using the
iddqd
cheat to resurrect the player.
- The screen now goes to black sooner when starting DOOM Retro.
- DOOM II's cast sequence now works correctly when using SMOOTHED.WAD.
- The console can no longer be opened during a screen wipe.
- The bottoms of things that bob in liquid now animate.
- A bug has been fixed whereby no monsters had lower pitches when the
s_randompitch
CVAR was enabled.
- The error message displayed when
doomretro.wad
is invalid has changed.
bfg
is now allowed as a parameter for the spawn
and give
CCMDs.
- A bug has been fixed whereby the player was unable to switch back to the selfie stick once obtained in InstaDoom.
- The last savegame will no longer be automatically loaded when the player dies of the
pistolstart
CVAR is enabled.
- Individual monster kill counts used by the
playerstats
CCMD are now retained in savegames. Please note that this breaks savegame compatibility with previous versions of DOOM Retro.
- The speed of the player can now be changed using the
turbo
CVAR. Functioning like the command-line parameter of the same name, it can be a value between 10%
and 400%
and has a default of 100%
.
- A bug has been fixed (that is present in Vanilla DOOM) whereby the player would go in reverse when running if their speed was set to a value greater than
255%
using the –turbo
command-line parameter.
- Monsters can now respawn when playing a skill level other than Nightmare! by using the
respawnmonsters
CCMD. The –respawn
command-line parameter has also been reimplemented, and –respawnmonsters
may also be used.
- The value set by
Max
Health
in DeHackEd files and lumps is now only applied to health bonuses.
- 100 extra things (numbered 152 to 251) have been added for use in DeHackEd files and lumps.
- Things with the same (x,y,z) coordinates now bob in sync with each other if they are in liquid.
- The arachnorbs in valiant.wad are now killed when using the
kill
CCMD.
- Map names changed using a
MAPINFO
lump are now shown in the output of the maplist
CCMD.
- The WINDOWS key can no longer be used at any time when fullscreen. It can only be used when in a window, and the game is paused, or the menu or console is open.
- Wall textures that are both animated and translucent can now be rendered correctly without causing a crash.
- The E key may now be pressed as an alternative to SPACE to use doors, switches, etc. It is bound to the
+use2
action.
- When the
vid_showfps
CVAR is enabled, the frames per second is now displayed correctly while the screen shakes when the player is injured.