Saturday, June 5, 2021
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DOOM Retro v4.1

DOOM Retro v4.1 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last version:

  • DOOM Retro is now compiled using v16.10 of Microsoft Visual Studio Community 2019.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • The correct credits screen will now be displayed in all instances.
  • Minor changes have been made to text that is output to the console.
  • The lighting applied to all walls, floors and ceilings in a map is now dithered. This may be toggled using the new r_ditheredlighting CVAR, which is on by default and off when vanilla mode is enabled.
  • Dithered lighting is much smoother, while still using the same 256-color palette.
  • The r_dither CVAR has been deprecated. BOOM-compatible translucent wall textures can no longer be dithered.
  • The smoke trailing behind rockets fired by the player and cyberdemons when the r_rockettrails CVAR is on has been redesigned.
  • The smoke trailing behind rockets fired by the player will no longer spawn too close to their face, obscuring their view, when they hold down a control bound to the +fire action to fire multiple rockets.
  • The following changes have been made to player messages:
    • The grouping of identical player messages can now be toggled using the new groupmessages CVAR, which is on by default and off when vanilla mode is enabled.
    • Player messages are no longer grouped if more than 4 seconds apart.
    • Player messages now fade off the screen smoother when the fade CVAR is on.
    • A bug has been fixed whereby player messages wouldn’t completely fade off of the screen if the console was open and the fade CVAR was on.
  • Any momentum applied to the player will now be removed when enabling freeze mode.
  • Minor improvements have been made to the support of Chex Quest and HacX: Twitch ’n Kill.
  • The power-up sound effect will no longer be played if the player picks up a berserk power-up and they already have one.
  • The player will no longer make a noise if they drop down from a ledge when either freeze mode or no clipping mode is enabled.
  • A bug has been fixed whereby the alert sounds of cyberdemons or spider masterminds wouldn’t be played.
  • The maximum number of blood splats that can be spawned when a corpse slides on the floor and the r_corpses_slide CVAR is on, is now based on its size.
  • A bug has been fixed whereby blood splats could be the wrong color in some instances.
  • Invulnerability and partial invisibility power-ups will now respawn when the respawnitems CCMD is used.
  • Minor changes have been made to the shadows cast by monsters when the r_shadows CVAR is on.
  • Blood splats are now slightly more translucent when the r_bloodsplats_translucency CVAR is on.
  • The shaking effect applied when the player is in a damaging sector and the r_shake_damage CVAR is greater than 0% is now still applied when god mode is enabled.
  • If the WAD file entered manually in the WAD launcher isn’t found, and DOOM Retro then successfully guesses what was intended by finding the nearest match, the wad CVAR will now be updated.
  • The r_hud CVAR is now off by default.
  • The default of the r_bloodsplats_max CVAR has now been doubled to 131,072, and is now also set to 0 when vanilla mode is enabled.
  • A new toggle CCMD has been implemented that can be used to toggle the value of CVARs between on and off.
  • The translucency of item and teleport fogs is now additive when the r_translucency CVAR is on.
  • After loading a savegame, a crash will no longer occur if a blood splat is removed because the sector it is on becomes liquid.
  • The effects of changing the vid_borderlesswindow CVAR in the console are now immediate.
  • The transitions between some screens when the fade CVAR is on are now smoother.
  • Minor improvements have been made to the support of DEHACKED lumps.
Friday, April 30, 2021
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DOOM Retro v4.0.9

DOOM Retro v4.0.9 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last version:

  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • Minor improvements have been made to some title screens.
  • Minor changes have been made to text that is output to the console.
  • A dead player’s negative health will now always be positioned correctly in the widescreen HUD.
  • A crash will no longer occur during the finale at the end of the third episode of DOOM.
  • The r_blood CVAR is now nofuzz by default.
  • A bug has been fixed whereby the r_hud CVAR would be left on when changing the r_screensize CVAR in the console in some instances.
  • A sound is now made when changing the r_screensize CVAR in the console.
Friday, April 16, 2021
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DOOM Retro v4.0.8

DOOM Retro v4.0.8 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last version:

  • DOOM Retro is now compiled using v16.9.4 of Microsoft Visual Studio Community 2019.
  • Minor changes have been made to text that is output to the console.
  • The condump CCMD will no longer continue to dump every line of text that is output to the console after it is entered.
  • Minor improvements have been made to the DMENUPIC lump.
  • Minor changes have been made to the help screen displayed using the F1 key.
  • A bug has been fixed whereby the console couldn’t be opened using the ~ key on certain keyboards.
  • The player will no longer be spawned into a map such that they could be stuck in the ceiling.
  • Player messages will now quickly fade off of the screen if the fade CVAR is on when the alternate widescreen HUD is displayed.
  • The vid_showfps CVAR can now be on at startup if set in a .cfg file that is either loaded using the WAD launcher or specified on the command-line.
  • Dead monsters may now be spawned again using the spawn CCMD.
  • A bug has been fixed whereby things with the MF_BOUNCES flag wouldn’t explode.
  • More fixes have been applied to certain maps when the r_fixmaperrors CVAR is on.
  • -shot may be now be used as an alternative to -shotdir on the command-line.
  • A bug has been fixed whereby corpses wouldn’t gib correctly in some rare instances if the r_corpses_gib CVAR was on.
Friday, April 2, 2021
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DOOM Retro v4.0.7

DOOM Retro v4.0.7 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last release:

  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • DOOM Retro is now compiled using v16.9.3 of Microsoft Visual Studio Community 2019.
  • Even wider versions of the title, credits, intermission and finale screens will now be used on ultra-wide displays when the vid_widescreen CVAR is on.
  • DOOM Retro’s window can now be resized properly if the vid_fullscreen CVAR is off and the vid_widescreen CVAR is on.
  • Minor changes have been made to text that is output to the console.
  • The F5 key may now be used to toggle the graphic detail while the automap is open and the status bar is visible (that is, when the r_screensize CVAR is less than 8).
  • Player messages will now quickly fade off of the screen if the fade CVAR is on.
  • The messages CVAR is now on by default.
  • Any screen shake will now be canceled when warping to another map using the IDCLEV cheat or loading a savegame in some instances.
  • The credits screen will now be displayed for the same amount of time as the title screen.
  • The correct title screen is now displayed when playing DOOM (Shareware), Final DOOM: The Plutonia Experiment or Final DOOM: TNT - Evilution.
  • The id Software logo is no longer missing from certain title screens.
  • The correct credits screen is now displayed for the registered version of DOOM.
  • Vanilla DOOM’s notorious blockmap bug has now finally been fixed.
  • Par times are now shown on the intermission screen when playing Chex Quest.
  • A bug has been fixed whereby some sound effect lumps in the WAV format wouldn’t play correctly.
  • The pitch of sounds made by monster projectiles are no longer randomized if the s_randompitch CVAR is on.
  • The player’s weapon sprite is no longer cut off when reloading the super shotgun after firing it, and if the vid_widescreen CVAR is on and the r_screensize CVAR is 8.
  • Minor improvements have been made to the support of Freedoom: Phase 2.