0
DOOM Retro v4.2.1
DOOM Retro v4.2.1 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 v16.11.2 of 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.
- The framerate will no longer drop to 35 frames per second if the game is paused, or the menu or console is open.
- A slight dithered effect is now applied to fade transitions when the
fade
CVAR ison
. - A fade transition will now always be applied when exiting the help screen and the
fade
CVAR ison
. - Translucency is now applied to megaspheres when the
r_translucency
CVAR ison
. - The following changes have been made when the
r_shake_damage
CVAR is greater than0%
and god mode is enabled:- The maximum amount of time the screen will shake when the player is attacked has been reduced.
- The screen will no longer shake if the player is in a sector with special 16 (“Damage -10% or -20% health”) or 4 (“Damage -10% or -20% health and light blinks (0.5 sec.)”).
- Improvements have been made to the clipping of the bottom of sprites when in liquid and the
r_liquid_clipsprites
CVAR ison
. - A bug has been fixed whereby an action couldn’t be bound to or unbound from the ; key using the
bind
andunbind
CCMDs. - The background of the player’s face will now be positioned correctly when the
facebackcolor
CVAR is a value other than its default of5
and thevid_widescreen
CVAR ison
. - Zooming in and out of the automap is now more responsive.
- The
M_LGTTL
andM_SGTTL
lumps will now be used as the titles in the load and savegame menus if replaced in a PWAD. - Further improvements have been made to the support for Chex Quest.
- Further improvements have been made to the support for REKKR.
- A bug has been fixed whereby par times weren’t being displayed on the intermission screen in some instances.