Sunday, June 7, 2020
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DOOM Retro v3.5.10

DOOM Retro v3.5.10 is now available, in both 32 and 64-bit binaries. 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.
  • The condump CCMD now works again.
  • The colors of blood splats now vary slightly.
  • More blood splats are now spawned under corpses.
  • To avoid accidentally firing them, the player will no longer automatically switch to the rocket launcher or BFG-9000 if they run out of all other ammo.
  • The player’s face will now appear correctly in both the status bar and widescreen HUD when god mode is enabled and the STFGOD0 lump has been replaced in a PWAD.
  • If any weapon pickup sprites have been changed in a PWAD, their silhouettes will no longer appear in the alternate widescreen HUD.
  • The minimum value of the vid_capfps CVAR has been changed from 1 to 10.
  • A bug has been fixed whereby the music volume wouldn’t be restored when closing the console in some instances.
  • The randomization of certain features when a thing is spawned at the start of a map (such as whether a corpse is mirrored or not, or the placement of blood splats around a corpse) is now consistent if the map is restarted.
  • The mapstats CCMD now displays alternate titles for those few maps that have one.
Saturday, May 23, 2020
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DOOM Retro v3.5.9

DOOM Retro v3.5.9 is now available, in both 32 and 64-bit binaries. 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.
  • Fixing a bug present in Vanilla DOOM, scrolling wall textures (such as the SP_FACE1 textures in MAP05 of plutonia.wad) will now always scroll at the correct speed.
  • A bug has been fixed whereby certain power-ups wouldn’t bob when the r_floatbob CVAR was on.
  • The player’s ability to straferun has now been restored.
  • The A_RandomJump codepointer now works again if specified in a DEHACKED lump.
  • Files created by the condump CCMD when no parameter is specified will now be saved in a new console folder.
  • The mouse or a gamepad can now be used to open the menu from the title screen again.
  • Linedefs that have the BOOM-compatible line special of 190 (“SR Change Texture And Effect”) now work.
  • The interpolation of floors and ceilings that move instantly has now been fixed when the vid_capfps CVAR is not 35.
Saturday, May 16, 2020
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DOOM Retro v3.5.8

DOOM Retro v3.5.8 is now available, in both 32 and 64-bit binaries. 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.
  • When both the automap and menu are open, the grid will now still rotate in the background if the am_rotatemode CVAR is off.
  • The menu background will no longer be affected if the r_detail CVAR is low and the r_lowpixelsize CVAR is not 2×2.
  • The player’s path in the automap is no longer reset when vanilla mode is enabled and the am_path CVAR is on.
  • The timer shown when the timer CCMD is used is no longer displayed while vanilla mode is enabled.
  • Only one sound is now heard when confirming the selection of the Nightmare! skill level.
  • A bug has been fixed whereby the “entering” intermission screen would be displayed when exiting MAP30 in some instances.
  • When to update the savegame description while saving a game has now been improved.
  • Improvements have been made to the left and right edges of the console when it’s open over the automap.
  • Minor improvements have been made to the widescreen HUD when god mode is enabled.
  • When the player tries to open a BOOM-compatible door that requires more than one (or any) keycard or skull key that they don’t have, all of those keys will now flash in the widescreen HUD.
  • The gamepad can now be used again to change monsters during DOOM II’s cast sequence.
  • The 2, 3 and 4 digits used for marks in the automap are now consistent with those displayed in the console.
  • All function keys may now be used while the console is open.
  • A bug has been fixed whereby the widescreen HUD would momentarily disappear when pressing the F8 key to toggle player messages.
Friday, May 8, 2020
0
DOOM Retro v3.5.7

DOOM Retro v3.5.7 is now available, in both 32 and 64-bit binaries. 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.
  • Things spawned using the spawn CCMD are now given an ID that is displayed by the thinglist CCMD.
  • The mouse and gamepad can now be used to open the menu from the title screen again.
  • A bug has been fixed whereby an incomplete MAPINFO lump in a PWAD could cause a crash.
  • The names of the monsters displayed during DOOM II’s cast sequence can now be specified in DEHACKED lumps.
  • The player’s weapon can no longer be changed while freeze mode is on.
  • The horizontal offset of the player’s weapon sprite will no longer be fixed when the r_fixspriteoffsets CVAR is off.
  • The effects of both the r_graduallighting and weaponbounce CVARs are now better remembered in savegames.
  • Screenshots may now be taken again while playing a game and the +screenshot action has been bound to something other than the PRINTSCREEN key.
  • When a PWAD is loaded with Freedoom: Phase 1 or Freedoom: Phase 2, if a STBAR lump is present in that PWAD, it will now be used.
  • Fixing a bug present in Vanilla DOOM, monsters will now always be alerted if attacked during the second frame of their idle animation.