Saturday, October 29, 2016
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DOOM Retro v2.3.3

DOOM Retro v2.3.3 is now available. It may be downloaded here, and its release notes are as follows:

  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • The limited MIDI support in Windows Vista and above has now been overcome, allowing the music volume to be adjusted independently of the sound effects volume. To allow this to happen, an additional file called midiproc.exe is now included and needs to remain in the same folder as doomretro.exe.
  • The s_musicvolume CVAR is now 66% by default.
  • The r_diskicon CVAR is now off by default.
  • Minor changes have been made to text that is output to the console.
  • The console will now fill the entire screen when opened using the ~ key on the title screen.
  • The scrollbar in the console is now hidden if all the text in the console fits entirely on the screen.
  • The extreme edges of both the menu and console backgrounds have been softened slightly.
  • DOOM Retro’s title and version in the console are now white.
  • A bug has been fixed whereby using the map CCMD when no game was being played would cause a crash.
  • The player will now be thrust away with the correct amount of force when attacked by an Arch-vile, or within the blast radius of a rocket or barrel explosion.
  • A time limit for each map can now be set using the -timer command-line parameter.
Saturday, October 22, 2016
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DOOM Retro v2.3.2

DOOM Retro v2.3.2 is now available. It may be downloaded here, and its release notes are as follows:

  • DOOM Retro now uses version 2.0.5 of the SDL (Simple DirectMedia Layer) library.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • Both DOOM Retro’s icon and splash screen have been redesigned.
  • A bug has been fixed whereby the initialization of DirectInput gamepads was not being displayed in the console at startup.
  • The directional pad on DirectInput gamepads now works correctly and won’t interfere with the other buttons.
  • Invalid characters are no longer displayed in the console or the resulting text file of the condump CCMD.
  • “™”, “©” and “®” characters can now be displayed in the console.
  • Minor changes have been made to text that is output to the console.
  • The palette will no longer inadvertently change when exiting the menu in some rare instances.
  • The con_obituaries CVAR, which enables obituaries in the console, is now on by default.
  • Obituaries are now displayed correctly for monsters killed by a barrel exploding.
  • An obituary is no longer displayed when using kill player in the console.
  • A bug has been fixed whereby trying to change the gp_deadzone_left CVAR would in some instances change the gp_deadzone_right CVAR instead.
  • All sprites, including the player’s weapon, will now be lit correctly when in a sector whose light level has been transfered from another sector. (An example of this is directly beyond the first door in MAP01 of Sunlust.)
  • The following improvements have been made to HacX: Twitch ’n Kill support:
    • The arms background in the status bar is now positioned correctly.
    • There are no longer any green or blue blood splats.
    • Obituaries are no longer displayed.
  • The individual monster kill stats displayed using the playerstats CCMD are no longer incremented in either HacX: Twitch ’n Kill or Chex Quest.
  • Support has been added for Chex Quest 2: Flemoids Take Chextropolis.
  • A bug has been fixed whereby when the player tried opening a locked door that required all six keys, the message displayed would indicate that only three keys were required.
  • The external automap enabled using the am_external CVAR will now be recreated successfully when changing another CVAR that causes the graphics subsystem to be restarted.
  • The vid_motionblur CVAR now has a value of either on or off rather than a percentage, and is off by default. The motion blur effect it enables now better matches the player’s turning speed regardless of the control method used.
  • The additional motion blur effect applied when the player is injured and the r_shakescreen CVAR is on will now only be applied when the vid_motionblur CVAR is also on.
  • The gp_vibrate CVAR that toggles the vibration of XInput gamepads has now been replaced by two CVARs: gp_vibrate_damage for the amount of vibration when the player is damaged, and gp_vibrate_weapons for the amount of vibration when the player fires their weapon. Both accept a value between 0% and 200% and are 100% by default.
  • Gamepad buttons can now be bound to the +back, +forward, +left, +right, +strafe, +strafeleft and +straferight actions.
  • Bound controls are now saved in the correct order in doomretro.cfg.
  • “(BFG Edition)” is no longer added to the end of the window’s caption when playing a PWAD with the DOOM II: Hell On Earth (BFG Edition) IWAD.
  • A bug has been fixed whereby the window’s position wouldn’t be correctly restored at startup.
  • A texture has been corrected in MAP18 of doom2.wad.
  • Follow mode can no longer be disabled while the am_external CVAR is on.
  • When using an automap function while the am_external CVAR is on, its message is now shown on the external automap rather than the main display.
  • Pressing a gamepad button bound to the +clearmark, +followmode, +grid, +mark, +maxzoom or +rotatemode actions now works as intended in the automap.
  • The vid_scaleapi and vid_widescreen CVARs will now be reset correctly when using either the reset or resetall CCMDs.
Thursday, October 6, 2016
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DOOM Retro v2.3.1

DOOM Retro v2.3.1, a minor point release, is now available. It may be downloaded here, and its release notes are as follows:

  • The correct value of the ammo CVAR is now displayed when the player has their fists or chainsaw selected.
  • A bug has been fixed whereby lost souls wouldn’t be fullbright at certain angles.
  • A previously implemented feature that caused monsters not to be fullbright when firing and facing away from the player now works correctly.
  • Minor changes have been made to text that is output to the console.
  • A confirmation message is now displayed when using the resetall CCMD.
  • If an invalid map marker is encountered in a PWAD’s MAPINFO lump, a warning will now be displayed and DOOM Retro will continue to parse the lump rather than exiting with an error.
  • The game will no longer crash when trying to spawn a cyberdemon using the spawn CCMD in DOOM Shareware.
  • An error is now displayed in the console when a monster can’t be spawned using the spawn CCMD.
  • A bug has been fixed whereby the player’s death sound wasn’t being played when they died.
  • Blood splats are no longer spawned around corpse decorations that are in a liquid sector.