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DOOM Retro v2.4
DOOM Retro v2.4 is now available. It may be downloaded here, and its release notes are as follows:
- Extensive optimizations have been made to further improve the overall performance and stability of DOOM Retro, particularly when rendering blood splats and shadows.
- Improvements have been made to DOOM Retro’s renderer.
- Optimizations have been made to the size of savegames and therefore those created using previous versions of DOOM Retro are not compatible with this version.
doomretro.exe
is now compressed using UPX (Ultimate Packer for eXecutables) v3.93.- Maps built using a new node/blockmap builder called ZokumBSP are now supported.
- The filename of a WAD may now be entered manually in the WAD launcher without its “.WAD” extension.
- A “vanilla mode” may now be toggled on or off using the new
vanilla
CCMD. Enabling this mode will disable several features to make DOOM Retro look as close to Vanilla DOOM as possible. Any further changes to CVARs in the console won’t be saved while this mode is enabled. When this mode is then disabled, or the player quits DOOM Retro altogether, all CVARs will be restored to their values prior to enabling this mode. - A bug has been fixed whereby sectors would be incorrectly identified as liquid when loading a savegame in some rare instances.
- The palette effects from the berserk and radiation shielding suit power-ups are now retained after changing a CVAR in the console starting with
vid_
that resets the video subsystem. - The radiation shielding suit power-up is now closer to the ground.
- The “pile of skulls and candles” decoration now spawns with blood splats at its base when the
r_corpses_moreblood
CVAR ison
. - Changing the
r_translucency
CVAR will now immediately affect blood splats. - Minor changes have been made to text that is output to the console.
- A compatibility fix has been implemented that disables the translucency of the player’s weapons in Ancient Aliens.
- Further improvements have been made to the support of
DEHACKED
andMAPINFO
lumps. - The
alwaysrun
CVAR will no longer be reset tooff
at startup. - A bug has been fixed whereby single quotes couldn’t be used in the control parameter when entering the
bind
CCMD in the console. - All textures can now be toggled off using the new
r_textures
CVAR. - The following improvements have been made to “freeze mode”, enabled using the
freeze
CCMD:- All moving floors and ceilings, as well as scrolling textures, are now disabled.
- Doors and switches can no longer be used by the player.
- “No clipping mode” is also enabled.
- Liquid sectors that are off of the screen when this mode is enabled are now drawn correctly.
- The
r_dither
CVAR is nowoff
by default. - The
vid_scalefilter
CVAR is now"nearest"
by default. - A bug has been fixed whereby some MP3 music lumps would either play incorrectly or not at all.
- The following improvements have been made to the
mapstats
CCMD:- The format of the currently playing music lump (
MIDI (converted from MUS)
,MIDI
,Ogg Vorbis
,MP3
,WAV
,FLAC
orMOD
) is now displayed. - The overall height of the map is now also displayed in the map’s dimensions.
- The dimensions of the current map are now displayed in feet/miles or meters/kilometers as specified by the
units
CVAR. - Whether the map is “limit removing” is now indicated.
- The format of the currently playing music lump (
- Objects no longer bob up and down when underwater.
- If a PWAD contains a sound lump called
DSSECRET
, it will now be played along with a message when the player finds a secret area. - A
regenhealth
CCMD has been implemented that toggles the ability of the player’s health to regenerate at a rate of 1% per second when it drops below 100%. - A bug has been fixed whereby projectiles fired to or from a monster or the player standing in liquid were still being lowered when the
r_liquid_clipsprites
orr_liquid_lowerview
CVARs wereoff
. - Grammatical errors have been fixed in the obituaries displayed in the console if the
playername
CVAR was changed from its default. - The
vid_capfps
CVAR will now be saved correctly indoomretro.cfg
. - Entering cheats will no longer interfere with moving the player in HacX: Twitch ’n Kill.
- The bob of the player’s weapon will no longer become stuck when the
centerweapon
CVAR isoff
in some instances. - The bob of the chainsaw is now as smooth as the other weapons when the player moves.
BIGDOOR7
,FIRBLU1
andSKY1
textures are now displayed correctly.- The
vid_motionblur
CVAR now accepts a value between0%
and100%
, rather than juston
oroff
. It is0%
by default. - An
r_skycolor
CVAR has been implemented that allows the player to override the current map’s sky texture and use a solid color for the sky instead. It isnone
by default, and also accepts a value between0
and255
. - A bug present in Vanilla DOOM has been fixed whereby if the player stood between two damaging sectors at different heights, they wouldn’t be damaged.
- The
wad
CVAR is now reset wheneverreset iwadfolder
orresetall
are used in the console. - There is no longer any delay with the player’s face updating in the status bar upon loading a savegame or progressing to the next map.
- Vanilla DOOM’s “status bar face hysterisis” bug is now fixed.
- Blood splats will now be immediately removed from the current map if either the
r_blood
CVAR is changed tonone
, or ther_bloodsplats_max
CVAR is changed to0
. - A
vid_pillarboxes
CVAR has been implemented that toggles using the pillarboxes on either side of the screen for palette effects. It isoff
by default. - A bug has been fixed whereby the individual monster stats in the
playerstats
CCMD would be recalculated incorrectly when an arch-vile resurrected another monster. - Fixes have been applied to three locked doors in E2M2 and E2M6 of
doom.wad
so that monsters can’t open them from the other side.