Saturday, December 10, 2022
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DOOM Retro v4.7

DOOM Retro v4.7 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 version:

  • DOOM Retro is now built using v17.4.2 of Microsoft Visual Studio Community 2022.
  • DOOM Retro now uses SDL v2.26.1.
  • Extensive optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • Changes have been made to the animation of DOOM Retro’s logo on the splash screen.
  • A mouse pointer is now displayed while the menu is open, and the mouse is moved, that can be used to select menu items. It may be disabled by the new m_pointer CVAR, which is on by default and off when vanilla mode is enabled.
  • Extensive changes have been made to text that is output to the console.
  • A bug is fixed whereby one or more lines of text at the top the console wouldn’t be completely displayed.
  • Minor improvements have been made to the console’s autocomplete feature.
  • Minor improvements have been made to the help screen displayed by pressing the F1 key.
  • CCMDs in the console that can only be used while playing a game, or while the player is alive, may now be entered at any time, and a description of the CCMD along with a warning about their usage is displayed.
  • The colors of certain elements of the console have been improved.
  • The game is now paused as intended when the window loses focus.
  • These changes have been made to the external automap:
    • It now goes to black rather than dark blue while the help screen is displayed.
    • 00:00 is no longer displayed in the top right corner before a game is started if the am_playerstats CVAR is on.
  • The vertical position of the current map’s title in the automap has changed in some instances.
  • A bug is fixed whereby the current map’s title in the automap would be positioned incorrectly after adjusting the screen size in the options menu in some instances.
  • These changes have been made when pressing the F9 key to quickload a savegame:
    • The load game menu now opens if the game hasn’t been saved yet.
    • The background of the confirmation message now displays correctly.
    • There is no longer a misplaced fade transition when pressing the Y key and the fade CVAR is on.
  • The horizontal position of the title in the options and sound volume menus has improved in some instances.
  • The shadows of the red text used in the menu have improved slightly.
  • A fade transition is now applied when opening the sound volume menu in the options menu if the fade CVAR is on.
  • A fade transition is no longer applied when toggling the graphic detail, either in the options menu or by pressing the F5 key, if the fade CVAR is on.
  • When toggling widescreen mode by pressing the + key, the player’s vertical field of view now zooms in slightly.
  • An english CVAR has been implemented that toggles the use of American or International English. It can be either american or international, and is american by default and when vanilla mode is enabled.
  • To allow greater precision, the joy_sensitivity_horizontal, joy_sensitivity_vertical and m_senstivity CVARs can now be changed to non-integer values.
  • Turning the r_corpses_mirrored or r_mirroredweapons CVARs on in the console now works correctly.
  • The effects of changing the r_randomstartframes CVAR in the console are now immediate.
  • A NOMIRROREDCORPSE flag can now be used in a thing’s Retro bits in DEHACKED lumps to force a monster’s corpse not to be randomly mirrored even if the r_corpses_mirrored CVAR is on.
  • Support has been added for Harmony.
  • Further improvements have been made to the support of Chex Quest, REKKR and REKKR: Sunken Land.
  • These changes have been made to the BFG Edition and latest rerelease of DOOM and DOOM II:
    • The TITLEPIC lump from The Ultimate DOOM is no longer used as the title screen of DOOM.
    • DOOM is no longer referred to as The Ultimate DOOM in the window’s caption or in the console.
    • The DMENUPIC lump is no longer used as the title screen of DOOM II.
    • Unless replaced in a PWAD, all stimpacks, medikits and berserk power-ups now always show a red cross, rather than a green cross or a pill.
  • Even though it can’t be played, the fourth episode of DOOM is now displayed in the episode menu of DOOM (Shareware).
  • The horizontal position of player messages has now improved, and is consistent when toggling widescreen.
  • Any player message is now cleared when opening the automap.
  • Player messages are no longer displayed when a voodoo doll picks something up.
  • The position of text displayed in the top right of the screen has improved when the vid_widescreen CVAR is off.
  • When loading a savegame that was saved using certain previous versions of DOOM Retro, all blood splats are now displayed correctly.
  • When to spawn blood splats around a decoration while the r_corpses_moreblood CVAR is on has now improved if the decoration’s sprite is replaced in a PWAD.
  • A bug is fixed whereby the wrong M_DOOM lump was displayed in the main menu in some instances.
  • Minor improvements have been made when adjusting the music volume.
  • The MIDI device used to play music is now displayed in the console at startup.
  • Bullet puffs are now spawned again when barrels are shot at.
  • The vertical position of blood and bullet puffs spawned is now more random.
  • The player’s view now shakes when they punch something and have a berserk power-up. This feature may be toggled using the new r_shake_berserk CVAR, which is on by default and off when vanilla mode is enabled.
  • A bug is fixed whereby game controllers wouldn’t rumble when the player punched a monster and the joy_rumble_damage CVAR was on.
  • A crash no longer occurs if the save CCMD is bound to a control using the bind CCMD.
  • The corpses of monsters no longer all slide in the same direction when using the kill CCMD to kill them.
  • The obituary displayed in the console when the player is killed by a damaging sector that isn’t liquid is now fixed.
  • Any input in the console is now cleared when a cheat is entered while the console is closed.
  • Improvements have been made to the synchronization of animated wall textures and flats.
  • The brightmap of the COMPUTE1 texture has improved when the r_brightmaps CVAR is on.
  • Brightmaps are no longer applied to the SLADRIP1, SLADRIP2 and SLADRIP3 textures when the r_brightmaps CVAR is on.
  • A bug is fixed whereby masked midtextures could in some instances be rendered incorrectly while the player had a light amplification visor power-up.
  • The r_skycolor CVAR has been removed.
  • The default of the am_pathcolor CVAR is now 89.
  • Blood splats are now displayed in the automap as very small triangles when using the IDDT cheat. Their color can be changed using the new am_bloodsplatcolor CVAR, which is 124 by default and 0 when vanilla mode is enabled.
  • The color of corpses in the automap when using the IDDT cheat can be changed using the new am_corpsecolor CVAR, which is 116 by default and 112 when vanilla mode is enabled.
  • Several improvements have been made to the size and angle of thing triangles in the automap when using the IDDT cheat.
  • The player is now given double ammo again when entering the IDFA and IDKFA cheats.
  • These changes have been made to the playergender CVAR:
    • It can now be changed and its values displayed correctly again in the console.
    • A value of nonbinary is now used rather than other.
  • Controls are no longer reset to their defaults when vanilla mode is enabled using the vanilla CCMD.
  • These changes have been made to the vid_capfps CVAR:
    • Its minimum value is now 35 rather than 10.
    • A bug is fixed whereby it couldn’t be set to off in the console.
  • These changes have been made to the widescreen HUD:
    • All numbers are now monospaced, appearing the same way as they appear in the status bar.
    • The amount of ammo the player has no longer flashes when switching weapons.
    • The player’s health no longer flashes when less than 10% while buddha mode is enabled.
  • These changes have been made to the alternate widescreen HUD:
    • The notches are now slightly less translucent.
    • The left and right edges of the health and ammo bars are now slightly brighter.
    • The portions of the player’s health and armor greater than 100% are now slightly brighter in the health and armor bars.
    • The player’s health, armor and ammo now flash when they change.
    • The player’s health no longer turns red when less than 10% while buddha mode is enabled.
  • There are no longer any anomalies in E1M4B: Phobos Mission Control when the r_fixmaperrors CVAR is on.
  • Fixes have been made to some textures in MAP31: Wolfenstein when the r_fixmaperrors CVAR is on.
  • These changes have been made to the support of MAPINFO lumps:
    • compat_floormove can now be used to allow floors to move up past their ceilings, and ceilings to move down past their floors, like in Vanilla DOOM.
    • compat_useblocking can now be used to cause any line with a special to intercept the player’s use action and not allow any lines behind it to trigger, like in Vanilla DOOM.
    • The use of allowmonstertelefrags has improved.
  • The player’s angle and position are now displayed in the top right of the screen, rather than as a persistent player message, when the IDMYPOS cheat is entered.
  • A -solonet command-line parameter has been implemented that toggles all things usually intended for multiplayer to spawn at the start of each map, and the player to respawn when they die.
  • A sucktime CVAR has been implemented that sets the amount of time in hours the player must complete the current map before “SUCKS!” is shown on the intermission screen. This also affects the output from the am_playerstats CVAR and the playerstats CCMD. If this CVAR is 0, “SUCKS!” is never shown. This CVAR is 1 by default and when vanilla mode is enabled.
  • The intermission screen now pauses as intended when the menu or console is open, or the game is paused.
  • The artist and title of the currently playing music are now displayed by the mapstats CCMD when playing DOOM (Shareware) or DOOM II: No Rest For The Living.
  • Everything spawned by a monster spawner (such as during MAP30: Icon Of Sin) now counts towards the player’s stats.
  • The upward momentum applied to items dropped by monsters once they are killed has increased when the tossdrop CVAR is on.
  • A warning is now displayed in the console at startup when a control is unbound from an action because it is already bound to another action.
Thursday, September 1, 2022
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DOOM Retro v4.6.2

DOOM Retro v4.6.2 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 built using v17.3.3 of Microsoft Visual Studio Community 2022.
  • Several 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 amount of time the player has been in the current map is now displayed in the automap if the am_playerstats CVAR is on.
  • A maptime CVAR has been implemented that shows the amount of time the player has been in the current map. This CVAR is read-only.
  • The position of the current map’s title in the automap has changed in some instances.
  • The colors of the power-up bar in the alternate widescreen HUD are now inverted while the player has an invulnerability power-up or the r_textures CVAR is off.
  • A brightmap is now applied to the SIGIL texture in SIGIL if the r_brightmaps CVAR is on.
Saturday, August 27, 2022
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DOOM Retro v4.6.1

DOOM Retro v4.6.1 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 built using v17.3.2 of Microsoft Visual Studio Community 2022.
  • Minor optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • The menu’s background is now displayed correctly when pressing the F9 key to quickload a savegame.
  • A bug is fixed whereby savegames saved using versions of DOOM Retro earlier than v4.6 would crash in some instances.
  • SIGIL is now recognized if it is named SIGIL_v1_0.wad.
  • Minor improvements have been made to the playback of MIDI music.
  • The following changes have been made to the alternate widescreen HUD:
    • The power-up bar now depletes from left to right.
    • The amount of time the power-up bar is visible is now more accurate.
    • The blue color used in the armor bar and for keycards and skull keys is now slightly lighter.
    • The number of notches in the ammo bar has increased by one.
    • The number of notches in the ammo bar now doubles if the player picks up a backpack.
    • The power-up bar, as well as any keycards or skull keys the player has picked up, are no longer displayed while the player is dead.
  • The player’s super shotgun will now always be positioned correctly.
  • A crash no longer occurs in the automap when the player turns and the am_followmode CVAR is off and the am_rotatemode CVAR is on.
  • The position of player messages has shifted in some instances.
  • A bug is fixed whereby entering a cheat would not work correctly in some instances.
  • Minor improvements have been made when specifying .deh and .bex files on the command-line.
  • Any .wad, .deh or .bex files are now autoloaded if placed in a subfolder of the autoload folder based on the current IWAD, even if a PWAD is also loaded.
  • The default of the am_allmapcdwallcolor CVAR is now 109.
  • Improvements have been made to unmapped areas of the automap when the player has a computer area map power-up.
Sunday, August 21, 2022
0
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.