Saturday, March 31, 2018
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DOOM Retro v2.6.9

DOOM Retro v2.6.9 is now available. It may be downloaded here, and its release notes are as follows:

  • The targets of monsters will now be restored correctly when loading a savegame.
  • The player’s view will no longer go past the floor or ceiling in some rare instances.
  • A bug has been fixed whereby the player would fire their weapon when the game was unpaused using the PAUSE key.
Thursday, March 29, 2018
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DOOM Retro v2.6.8

DOOM Retro v2.6.8 is now available. It may be downloaded here, and its release notes are as follows:

  • DOOM Retro now uses SDL v2.0.8 and SDL_image v2.0.3.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • Improvements have been made to how both sprites and the shadows they cast are rendered.
  • Minor changes have been made to text that is output to the console.
  • Player messages can no longer be present in screenshots taken using the PRINTSCREEN key.
  • Spectres and the shadows they cast are now displayed correctly when the r_textures CVAR is off.
  • Further improvements have been made to the support of DEHACKED and MAPINFO lumps.
  • The player’s face is no longer updated in either the status bar or the default widescreen HUD when freeze mode is on.
  • The screen is now rendered correctly while the player has an invulnerability power-up and the r_textures CVAR is off.
  • A bug has been fixed whereby some map-specific fixes enabled using the r_fixmaperrors CVAR weren’t being applied.
  • Hanging corpses no longer bob up and down if above liquid.
  • Corpses can no longer trigger line specials when sliding over them.
  • Fixing a bug present in Vanilla DOOM, monsters will no longer momentarily freeze when trying to open certain locked doors.
  • The correct map names will now be displayed when playing Freedoom.
  • An error will no longer occur when trying to load HacX: Twitch ’n Kill.
  • The screen will now fade to black upon quitting from either Freedoom or HacX: Twitch ’n Kill.
  • Liquid sectors are now rendered slightly higher when the r_liquid_bob CVAR is on to improve the bottom edge of surrounding tileable wall textures.
  • Projectiles will now pass through map decorations when the infiniteheight CVAR is off.
  • Corpses in liquid no longer bob up and down in time with each other.
  • The positioning of the monsters in DOOM II’s cast sequence has been improved when the r_fixspriteoffsets CVAR is on.
  • The underscores in the message displayed when using the IDBEHOLD cheat now align correctly.
  • A bug has been fixed whereby savegames could become corrupted in some rare instances.
  • A bug present in Vanilla DOOM has been fixed whereby certain switches wouldn’t turn on when used by the player.
  • Repeatable switches that are adjacent to a moving sector will no longer make a second sound when they turn off.
  • The alternate widescreen HUD and player messages are now black rather than white when the player has the invulnerability power-up or the r_textures CVAR is off.
  • The vid_screenresolution and vid_windowsize CVARs are now validated better at startup and when changed in the console.
  • Player messages will now always be positioned correctly when the r_messagepos CVAR is changed from its default of (3,2).
  • The map title in the automap is now always positioned correctly when the r_messagescale CVAR is small.
Friday, February 23, 2018
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DOOM Retro v2.6.7

DOOM Retro v2.6.7 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.
  • The format of savegames has changed, breaking compatibility with previous versions of DOOM Retro.
  • A bug has been fixed whereby skull keys picked up by the player wouldn’t be displayed in the status bar in some instances.
  • Entering give keys in the console will now give the player all keycards and skull keys, rather than just those present in the current map.
  • Entering give keycards or give skullkeys in the console will now give the player all keycards or all skull keys.
  • Minor changes have been made to text that is output to the console.
  • Walls, ceilings and floors with missing textures will now be rendered in white rather than not at all.
  • A bug has been fixed whereby some skies weren’t being rendered correctly when the mouselook CVAR was off.
  • Blood splats are now lit correctly when the r_textures CVAR is off.
  • The brightmap of the COMP2 texture has been improved.
  • As originally intended in Vanilla DOOM, the DSFLAMST sound effect will now be played when an arch-vile attacks the player or another monster.
  • The AI of monsters has been improved when on or next to a lift.
  • How far away a monster is vertically from the player during its melee attack is no longer taken into account if the infiniteheight CVAR is on.