Friday, June 18, 2021
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DOOM Retro v4.1.2

DOOM Retro v4.1.2 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 v16.10.2 of Microsoft Visual Studio Community 2019.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • The height of the console during a game has been increased to allow two additional lines of text.
  • A fade transition will now be applied when changing the r_fov CVAR in the console and when the fade CVAR is on.
  • Minor changes have been made to text that is output to the console.
  • Obituaries will now be grouped again in the console, but only when the groupmessages CVAR is on.
  • The mapping errors that are fixed when the r_fixmaperrors CVAR is on are no longer applied to the maps in DOOM (Shareware).
Sunday, June 13, 2021
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DOOM Retro v4.1.1

DOOM Retro v4.1.1 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 v16.10.1 of Microsoft Visual Studio Community 2019.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • The smoke trailing behind rockets fired by the player and cyberdemons when the r_rockettrails CVAR is on is now displayed correctly when the r_textures CVAR is off.
  • A fade transition will now be applied when changing the r_detail or r_playersprites CVARs in the console and when the fade CVAR is on.
  • Minor changes have been made to text that is output to the console.
  • The following changes have been made to the external automap when the am_external CVAR is on:
    • Player messages will now always be displayed correctly.
    • The external automap will now be hidden while the menu or help screen is open on the main display.
    • The 0 key can now be pressed to toggle maximum zoom.
    • If the +zoomin and +zoomout actions are rebound from the + and keys, the external automap may be zoomed in and out.
  • Player messages will now fade off the screen while the console is open and the fade CVAR is on.
  • Player messages now fade off the screen smoother in the alternate widescreen HUD when the fade CVAR is on.
  • If a filename is specified using the condump CCMD, .txt will be added to the filename if it has no extension, and the resulting file will now be saved in the console subfolder.
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.