DOOM Retro v4.6
DOOM Retro v4.6 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 built using v17.3.1 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.24.0, SDL_mixer v2.6.2 and SDL_image v2.6.2.
- Extensive optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- DOOM Retro no longer crashes if run from a folder that contains non-Latin characters in its path.
- Several changes have been made to text that is output to the console.
- Minor improvements have been made to the console’s autocomplete feature.
- The amount of blood splats displayed now depends on their distance from the player again.
- A message is now displayed with an accompanying sound effect whenever the player finds a secret. This feature may be toggled using the new
secretmessages
CVAR, which is on
by default and off
when vanilla mode is enabled.
- Secrets are no longer considered to be found if the player happens to walk into one while no clipping mode or freeze mode is enabled.
- The position of player messages has shifted in some instances.
- Several improvements have been made to the alternate widescreen HUD.
- The
r_althud
CVAR is now on
by default.
- The following changes have been made to the menu’s background:
- It now has a border with curved corners.
- The player’s field of view is now increased to
135°
.
- The player’s view is now lowered to the ground.
- The player’s view is now vertically centered if the
mouselook
CVAR is on
.
- The spin of the player’s view now sometimes reverses direction if the menu is closed, the player doesn’t move, and the menu is then reopened.
- Any animated textures or lighting effects are now slowed down.
- The automap is no longer used as the background if the menu is opened while it is displayed.
- Unmapped lines in the automap are no longer mapped while the player’s view spins.
- The text caret is now always positioned correctly when entering a savegame description in the savegame menu.
- The following changes have been made to the help screen displayed by pressing the F1 key:
- Subtle noise is now applied to the background.
HELP
, HELP1
and HELP2
lumps in PWADs that are wider than 320 pixels are now displayed correctly.
- The correct background is now displayed if the help screen is opened while the automap is displayed.
- If it doesn’t already exist, an
autoload
folder is now created during startup. Any .wad
, .deh
or .bex
files that are placed in this folder, (or in the subfolder based on the name of the current WAD), will then always be automatically loaded during startup.
- The number of gamma correction levels set by the
r_gamma
CVAR that are brighter than 1.0
has been reduced.
- The
r_translucency
CVAR has been split into the following two CVARs:
- The new
r_sprites_translucency
CVAR toggles the translucency of certain sprites. This CVAR is on
by default and off
when vanilla mode is enabled.
- The new
r_textures_translucency
CVAR toggles the translucency of certain BOOM-compatible wall textures. This CVAR is also on
by default and off
when vanilla mode is enabled.
- Blood is now spawned during melee attacks from monsters. This feature may be toggled using the new
r_blood_melee
CVAR, which is on
by default and off
when vanilla mode is enabled.
- Bullet puffs are no longer spawned instead of blood when the
r_blood
CVAR is none
.
- The following changes have been made when the
r_liquid_clipsprites
CVAR is on
:
- The bottoms of monster sprites are no longer momentarily still clipped as they move out of liquid.
- The bottoms of monster sprites are no longer clipped when in liquid if their top offset makes them too high.
- A crash no longer occurs:
- When entering the
IDBEHOLD
cheat while the alternate widescreen HUD is displayed.
- When entering the
map
CCMD in the console with an invalid parameter.
- During intermission if the
WIENTER
or WIF
lumps are taller than the screen.
- Minor improvements have been made to the playback of MIDI music.
- The
IDCHOPPERS
cheat is now canceled properly when the player exits a map.
- The following changes have been made in the automap:
- The angles of thing triangles when the
IDDT
cheat is used are now interpolated when the vid_capfps
CVAR is a value other than 35
.
- The current map’s title is now in italics when the
r_althud
and vid_widescreen
CVARs are on
.
- All text displayed now has the same amount of translucency when the
r_althud
and vid_widescreen
CVARs are on
.
- The position of the current map’s title has changed in some instances.
- There are no longer fade transitions when using certain controls and the
fade
CVAR is on
.
- The status bar and widescreen HUD are now displayed correctly when DOOM Retro is paused by pressing the PAUSE key.
- The chainsaw has been shifted to the left slightly when the
r_althud
and vid_widescreen
CVARs are on
.
- The following changes have been made to the support of
DEHACKED
lumps:
- The player’s super shotgun is now positioned correctly if the offsets of any of its frames are changed.
- Using the
SHADOW
flag in Bits
now always works as intended.
- A crash no longer occurs when attempting to display the player’s health in the widescreen HUD if
Initial Health
or Max Health
are changed to a value greater than 999
.
- Gibbing corpses are no longer affected if
Exploding frame
is changed.
Blood color
may now be used to change the color of blood spilled by monsters. This is set to a value between 0
and 8
(representing the colors red, gray, green, blue, yellow, black, purple, white and orange).
- If the
SHADOW
flag is used in Bits
, the monster now spills fuzzy blood if the r_blood
CVAR is all
.
Blood
in Thing
blocks is no longer used.
- The
TRANSLUCENT_REDTOGREEN_33
, TRANSLUCENT_REDTOBLUE_33
, REDTOGREEN
and REDTOBLUE
flags in Retro bits
are no longer used.
- Pain elementals, lost souls and barrels are no longer translucent when exploding if any of their states have been changed.
- The player’s view now shakes if a thing other than a barrel (but not a missile) uses the
A_Explode
codepointer and the r_shake_barrels
CVAR is on
.
- If a thing is changed in any way, the offsets of all of its sprite’s frames are no longer corrected even if the
r_fixspriteoffsets
CVAR is on
.
- The values of
Green Armor Class
and Blue Armor Class
in Misc
blocks are now always used.
- By adding an underscore before and after text in a player message, that text will appear italicized in the console and when the
r_althud
and vid_widescreen
CVARs are on
.
- The following changes have been made to the support of
MAPINFO
lumps:
nofreelook
and nojump
now work as intended.
enterpic
now works as intended.
exitpic
can now be used to specify the lump displayed when the player exits a map.
compat_nopassover
can now be used to override the effects of the infiniteheight
CVAR when off
.
- Minor improvements have been made to the support of MBF21-compatible WADs.
- The following changes have been made to brightmaps when the
r_brightmaps
CVAR is on
:
- A new
BRGHTMPS
lump has been introduced that allows brightmaps to be changed in a PWAD.
- Minor improvements have been made to the brightmaps of the
COMPUTE2
and COMPUTE3
textures.
- Brightmaps can now be applied to masked midtextures.
- The existing feature of randomizing the starting frame of certain sprites may now be toggled using the new
r_randomstartframes
CVAR, which is on
by default and off
when vanilla mode is enabled.
- The player’s speed when strafing has been reduced when moving the mouse while the ALT key is held down, and is more consistent with the speed when using the A and D keys to strafe.
- The following changes have been made when vanilla mode is enabled using the
vanilla
CCMD:
- The
am_grid
CVAR is no longer turned off
.
- Red blood is now spawned when shooting a lost soul.
- The value of the
vid_showfps
CVAR is now remembered when disabling vanilla mode.
- When a monster or its corpse is crushed, the color of the resulting gibs now matches the monster’s blood.
- The following changes have been made when playing DOOM (Shareware):
.deh
and .bex
files may no longer be loaded.
- MBF-compatible helper dogs may no longer be spawned using the
spawn
CCMD.
- Entering
map random
in the console will no longer warp the player to E1M4B: Phobos Mission Control or E1M8B: Tech Gone Bad.
- The
con_backcolor
and con_edgecolor
CVARs have been removed.
- A bug is fixed whereby the colormap applied to monsters could be wrong in some rare instances.
- Sectors without thinkers are no longer interpolated if the
vid_capfps
CVAR is a value other than 35
.
- The screen will now smoothly fade to black if the player has a berserk or radiation shielding suit power-up, the console is opened, the player uses the
quit
CCMD, and the fade
CVAR is on
.
- The
vid_borderlesswindow
CVAR is now off
by default.