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.