Friday, January 13, 2017
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DOOM Retro v2.3.9

DOOM Retro v2.3.9 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.
  • A bug has been fixed whereby multiple files couldn’t be loaded using DOOM Retro’s WAD launcher.
  • Improvements have been made to translucent wall textures when the r_dither CVAR is on.
  • Savegames no longer become corrupted in some instances. Consequently, savegames created using previous versions of DOOM Retro are not compatible with this version.
Friday, January 6, 2017
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DOOM Retro v2.3.8

DOOM Retro v2.3.8 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, particularly in the handling of large numbers of blood splats.
  • DOOM Retro’s splash screen has been redesigned.
  • Minor changes have been made to text that is output to the console.
  • The CVARs in doomretro.cfg will no longer be reset if DOOM Retro quits with an error during startup in some rare instances.
  • A bug has been fixed whereby in some rare instances objects would get suspended in midair when the sector they were on lowered.
  • The last WAD to be opened now prepopulates the File name field in DOOM Retro’s WAD launcher.
  • The r_shakescreen CVAR has been renamed to r_shake_damage and is now 50% by default.
  • The screen will now shake when the player is near enough to an exploding barrel. This feature may be disabled using the new r_shake_barrels CVAR.
  • The following changes have been made to the vid_showfps CVAR:
    • When both the vid_showfps and vid_vsync CVARs are on, the frames per second displayed will be red if less than the display’s refresh rate.
    • If the frames per second drops too low, a warning will now be displayed in the console.
    • If the CVAR is disabled in the console, the minimum and maximum FPS since the CVAR was enabled will now be displayed.
  • An exec CCMD has been implemented that allows a series of commands stored in a file to be executed at once as if they had been typed in the console individually.
  • Textures that have patches with negative offsets (such as TEKWALL1 and STEP2) now appear correctly.
  • A bug has been fixed whereby monsters would continue to fire at the player’s corpse after killing them in some instances.
  • When the r_dither CVAR is on, multiple translucent wall textures are now visible through each other.
  • Further improvements have been made to the support of DEHACKED lumps.
  • Aliases can now be created using the new alias CCMD. These aliases can be entered into the console to execute a string of commands, and are saved in doomretro.cfg.
  • Small amounts of damage to the player are now more evident.
  • The total amount of ammo, armor and health picked up in the current map that is displayed by the playerstats CCMD is now correctly reset when the map changes.
  • The map CCMD now has a random parameter that will warp the player to a random map.
  • All sky textures with a height other than 128 pixels will now be ignored if specified in a MAPINFO lump.
  • A freeze CCMD has been implemented that toggles freezing of gameplay while still allowing the player to move around.
  • A bug has been fixed whereby the , key couldn’t be bound nor unbound in the console.
  • The bound controls displayed by the bindlist CCMD are now enumerated correctly.
Friday, December 2, 2016
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DOOM Retro v2.3.7

DOOM Retro v2.3.7 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.
  • Minor changes have been made to text that is output to the console.
  • A message is now displayed when using the IDCLEVxy cheat in the console.
  • The average frames per second will no longer be shown when the vid_showfps CVAR is on and the game is paused or the menu is open.
  • The lumps in doomretro.wad that are used for the alternate HUD can now be replaced by lumps in a PWAD.
  • When the r_shadows CVAR is on and the vid_capfps CVAR is a value other than 35, the shadows of monsters are now interpolated along with the movement of the monsters themselves.
  • The BFG Edition of doom2.wad will now be identified as an IWAD in the console, even though it has been incorrectly marked as a PWAD.
  • The number of barrels exploded is now displayed when using the playerstats CCMD.
  • The number of monsters, pickups and decorations, as well as the number of liquid and damaging sectors, are now displayed when using the mapstats CCMD.
  • The choice of colors used in the numerous translucent effects in DOOM Retro has been improved.
  • BOOM-compatible translucent wall textures are now drawn using a dithering effect. This can be disabled using the new r_dither CVAR.
  • Instead of being set to the currently selected item in the corresponding menu, the episode, expansion, savegame and skilllevel CVARs are now set to read-only strings of the episode, expansion, savegame and skill level for the current game.
  • The player’s path in the automap, enabled using the am_path CVAR, will no longer be recorded while the player is in “no clipping mode”.
  • Corpses will no longer perpetually shift back and forth over sector boundaries with small height differences.
  • The effect of changing the r_brightmaps CVAR from off to on is now immediate, and doesn’t require DOOM Retro to be restarted.
  • A bug has been fixed whereby the brightmap of the SW1STON2 and SW2STON2 switch textures wouldn’t be applied correctly in DOOM but would in DOOM II.
  • The following changes have been made to the spawn CCMD:
    • A crash will no longer occur when trying to spawn certain decorations and pickups that don’t exist in DOOM but do in DOOM II.
    • Hanging decorations are now spawned on the ceiling.
    • Things will now be in the same state they would be if they were spawned when the map started.
  • The “floating skull rock” decoration now casts a shadow when the r_shadow CVAR is on.
  • A crash will no longer occur when using the give CCMD to try to give the player the plasma rifle, BFG-9000 or cells in DOOM Shareware, or the super shotgun in DOOM.
  • A bug has been fixed whereby when the s_randommusic CVAR was on, random music would attempt to start playing at the start of a map but then stop, and the game would become almost completely unresponsive.
  • When the s_randommusic CVAR is on, the random music chosen at the start of a map will now loop rather than different music starting to play after the first finishes.