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DOOM Retro v2.9
DOOM Retro v2.9 is now available. It may be downloaded here and a 64-bit version may be downloaded here. Its release notes are as follows:
- DOOM Retro is now compiled using Microsoft Visual Studio Community 2019.
- 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.
- Support has been added for John Romero’s highly anticipated megawad SIGIL. When loading The Ultimate DOOM’s IWAD from the WAD launcher, if
sigil.wad
is in the same folder, it will automatically be loaded and a fifth entry, “Sigil of Baphomet”, will then be available in the episode menu. - The WAD launcher will now only automatically load
nerve.wad
when the BFG Edition of DOOM II: Hell On Earth’s IWAD is selected. - Further improvements have been made to the console’s autocomplete feature.
- An obituary is no longer displayed in the console if either the source or target is a voodoo doll.
- Thing triangles are now displayed in the automap for voodoo dolls if the
IDDT
cheat is used. - A bug has been fixed whereby a gamepad’s left thumbstick couldn’t be used to navigate the menu, nor pan around the automap when the
am_followmode
CVAR wasoff
. (A gamepad’s right thumbstick can now also be used in these instances.) - The player’s favorite skill level is now displayed by the
playerstats
CCMD. - The accuracy of the player’s weapons has been improved when the
mouselook
CVAR ison
and theautoaim
CVAR isoff
. - Exploding barrels will no longer slide due to their own blast damage.
- To improve accuracy, a monster’s actual bounding box is now checked when it is attacked.
- A couple of rendering problems related to the use of line special 242 (“Create Fake Ceiling and Floor”) in BOOM-compatible maps have been fixed.
- The scrollbar in the console is now slightly wider.
- Scrolling up and down in the console using the PGUP and PGDN keys will now become faster the longer they are held down.
- If the player dies in either E1M4B: Phobos Mission Control and E1M8B: Tech Gone Bad they will now respawn in the correct map.
- Further improvements have been made to the support of
DEHACKED
lumps:- An error will no longer be displayed in the console if the
NOTDMATCH
flag is used. - The par times for the maps in Episode 4 of The Ultimate DOOM, as well as MAP33 in DOOM II: Hell On Earth (BFG Edition), can now be specified in the
[PARS]
section. - A bug has been fixed whereby par times specified in the
[PARS]
section would not be read correctly in some rare instances. - A warning will now be displayed in the console if a
.deh
or.bex
file was found but aDEHACKED
lump was used instead.
- An error will no longer be displayed in the console if the
- The following changes have been made to the
resetall
CCMD:- If a control is bound to the
+mouselook
action, the current map’s sky will now be unstretched immediately. - All aliases created using the
alias
CCMD will now be deleted.
- If a control is bound to the
- The following changes have been made to the
take
CCMD:- A bug has been fixed whereby if the player’s health was less than 100% it would be increased to 100% when using the
all
parameter. Now any health over 100% will be taken from the player. - The red palette effect will now be applied to the screen if any health is taken from the player.
- The gold palette effect will no longer be applied to the screen if any item is taken from the player.
- A bug has been fixed whereby if the player’s health was less than 100% it would be increased to 100% when using the
- The following changes have been made to the
crosshair
CVAR:- Instead of
on
oroff
, the CVAR can now benone
(the new default),cross
(to display an actual cross) ordot
(to display a dot). - The crosshair now becomes brighter when the player fires their weapon.
- The crosshair is now displayed when the
autoaim
CVAR ison
. - The crosshair will no longer appear when the player has their fists or chainsaw equipped.
- The color of the crosshair may now be changed using the new
crosshaircolor
CVAR. It is4
(white) by default. - The crosshair is no longer translucent if the
r_hud_translucency
CVAR isoff
.
- Instead of
- DOOM Retro will no longer crash at startup when loading
sunder.wad
. - The current map’s title is now displayed on the correct screen when both the
am_external
andr_althud
CVARs areon
. - The widescreen HUD will no longer briefly appear in the background when toggling messages on or off in the options menu.
- Low graphic detail will no longer be affected by the value of the
r_screensize
CVAR when not playing a game. - The edges of liquid sectors are now rendered better in some instances.
- The color of player messages in the alternate widescreen HUD is now correct when the
r_textures
CVAR isoff
and aCOLORMAP
lump that replaces colormap 32 is present in the current PWAD. - A bug has been fixed whereby the menu could appear with a corrupted palette during startup in some rare instances.
- The red palette effect when the player is injured will now fade out quickly when the console is opened.
- The
play
CCMD can now be used to restart music. - The player’s health, armor and ammo will no longer flash when low in the widescreen HUD if freeze mode is on.
- The
Monsters killed
stats shown by theplayerstats
CCMD now only include kills actually made by the player, and not those due to infighting among monsters. - A bug has been fixed whereby pressing the F11 key on the intermission screen could affect the screen’s palette in some instances.
- The crosshair in the automap when follow mode is off is no longer translucent if the
r_hud_translucency
CVAR is alsooff
. - The status bar is now drawn in the background as necessary when a centered message is displayed.
midiproc.exe
will no longer remain open when quitting DOOM Retro and no MUS or MIDI music lumps have been played.- Elements in the alternate widescreen HUD that are meant to be blue now appear blue rather than purple when playing Back To Saturn X E1: Get Out Of My Stations or Back To Saturn X E2: Tower in the Fountain of Sparks.
- A bug has been fixed whereby the splash damage from rockets would be doubled in some instances.