Wednesday, November 5, 2025
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DOOM Retro v5.8.1

DOOM Retro is intentionally minimalist in its approach, and so it does a few things differently
 if compared with other modern DOOM source ports. Open the ¥ DOOM Retro Wiki for details.

DOOM Retro v5.8.1 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 v17.14.19 of Microsoft Visual Studio Community 2022.
  • The player is now notified at startup if a newer version of DOOM Retro is found.
  • Minor changes 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 r_levelbrightness CVAR has been renamed r_extralighting.
  • The timestamps in the console are now correct.
  • A bug is fixed whereby textures containing patches with negative offsets wouldn’t render correctly.
  • These changes have been made to the intermission screen:
    • The par time is now still displayed if the “SUCKS” text is shown.
    • An exclamation mark now follows the “SUCKS” text.
  • The authors of the maps are now displayed by the mapstats and maplist CCMDs when playing No Rest For The Living.
  • These changes have been made when the vid_showfps CVAR is on:
    • The frames per second shown are now more accurate.
    • The frames per second are now shown if a HELP or HELP1 lump from a PWAD is displayed.
  • Focus is now given to your browser when using the license, releasenotes or wiki CCMDs.
  • The MIDI music of the free versions of SIGIL and SIGIL II now play as intended.
  • A bug is fixed whereby binding the +supershotgun action to a control, and then using that control, would cause the player to jump rather than equip their super shotgun.
Tuesday, October 14, 2025
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DOOM Retro v5.8

DOOM Retro v5.8 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 built using v17.14.16 of Microsoft Visual Studio Community 2022.
  • DOOM Retro now uses SDL v2.32.10.
  • Minor changes have been made to further improve the overall performance and stability of DOOM Retro.
  • Several changes have been made to text that is output to the console.
  • Support has been added for version 1.23 of John Romero’s SIGIL by autoloading SIGIL_V1_23_REG.wad or SIGIL_V1_23.wad if found.
  • The backgrounds of the intermission screens in SIGIL and SIGIL II are now widescreen.
  • Additional brightmaps have been added to Legacy Of Rust when the r_brightmaps CVAR is on.
  • The player’s path in the automap can now easily be toggled on and off by pressing the P key. This can be rebound to another key using the new +path action with the bind CCMD in the console.
  • The length of the player’s path in the automap can now be changed using the new am_pathlength CVAR. This CVAR can be short, medium (the default), long or endless.
  • Moving the mouse now pans around the automap when follow mode is off. This feature can be disabled using the new am_mousepanning CVAR, which is on by default and off when vanilla mode is enabled.
  • The movement of the player into and out of liquid sectors is now smoother in some instances when the r_liquid_lowerview CVAR is on.
  • These changes have been made to the support of MAPINFO lumps:
    • If AUTHOR is specified, the author of the map is now displayed in the console when the map starts, and in the automap. This feature can be disabled in the automap using the new am_author CVAR, which is on by default and off when vanilla mode is enabled.
    • NOJUMP and NOFREELOOK now always work as intended.
    • LABEL is now supported.
    • A bug is fixed whereby music wouldn’t be randomized when the s_randommusic CVAR was on and custom music was specified using MUSIC.
    • A bug is fixed whereby BOSSACTION wouldn’t be parsed in some rare instances.
  • The music now updates immediately when changing the s_randommusic CVAR in the console.
  • These changes have been made to the alternate widescreen HUD:
    • Changes have been made so that the color, translucency and drop shadow of all elements are now consistent, particularly when the player has an invulnerability power-up or the r_textures CVAR is off.
    • A bug is fixed whereby the wrong keys would flash when trying to open a BOOM-compatible locked door that requires all six keys.
    • The DRHUDWP1 lump can now be replaced in a PWAD to change the silhouette of the player’s pistol.
  • Barrels now appear in the background when the menu is open.
  • Navigating the menu using the thumbsticks on a controller, and using the mouse when the m_pointer CVAR is on, has improved.
  • The framerate is now capped at 60 FPS when the menu is open and the vid_vsync CVAR is on.
  • These changes have been made to the crosshair:
    • The default value of the crosshaircolor CVAR has changed from 4 (white) to 112 (green).
    • The crosshair is now slightly more opaque when the r_hud_translucency CVAR is on.
    • The crosshair now becomes brighter when the player is firing their weapon and the r_hud_translucency CVAR is off.
    • The crosshair is now larger and consistent regardless of the value of the r_detail CVAR.
    • Several new crosshair styles are available. As well as the existing cross and dot, the crosshair CVAR can now be set to angle, bigcross, circle, bigcircle, chevron, chevrons or arcs.
    • The crosshair can now be replaced in a PWAD by including DRXHAIR1 to DRXHAIR9 lumps.
    • The crosshair now remains on the screen while the console is open.
  • The crosshair in the automap when am_followmode is off is now also slightly larger.
  • The number of decorations in the map displayed by the mapstats CCMD is now more accurate.
  • A crash no longer occurs when the player has a partial invisibility power-up and the r_textures CVAR is off.
  • A bug is fixed whereby the flash of the super shotgun could be misaligned in some rare instances.
  • Textures with widths that are not powers of two are now rendered correctly.
  • Support has been added for textures between TX_START and TX_END markers in PWADs.
  • These changes have been made to the timestamps in the console:
    • They are now more accurate.
    • They can now be disabled using the new con_timestamps CVAR, which is on by default.
    • Their format can now be changed using the new con_timestampformat CVAR, which can be set to standard (the default, and which now displays whether it is AM or PM), or military.
  • The color of the console’s edge can now be changed using the new con_edgecolor CVAR, which can be auto (the default), or 0 to 255. Also, the color of DOOM Retro’s logo is now black if the color chosen is too bright.
  • The warninglevel CVAR has been renamed con_warninglevel.
  • The player’s health now updates when they are resurrected and the negativehealth CVAR is on.
  • The health CVAR can now be set to 0% when the negativehealth CVAR is on.
  • The maplist CCMD now lists the author for each map.
  • Mouse buttons bound to the +rotatemode action now work as intended.
  • The times displayed on the intermission screen, when the am_playerstats CVAR is on, and when the timer CCMD is used, now show the number of milliseconds.
  • Per-pixel translucency is now removed from sprites that are replaced in a PWAD.
Saturday, August 2, 2025
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DOOM Retro v5.7.2

DOOM Retro v5.7.2 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 v17.14.10 of Microsoft Visual Studio Community 2022.
  • A graph is now displayed along with the number of frames per second when the vid_showfps CVAR is on.
  • The distance the player travels, displayed in the automap when the am_path CVAR is on, and by the playerstats CCMD, has improved in accuracy.
  • A message is now displayed in the console when the player upgrades from an earlier version of DOOM Retro.
  • A new releasenotes CCMD has been implemented that opens a list of what’s changed since the last version of DOOM Retro in the default browser.
  • A bug is fixed whereby DEHACKED lumps wouldn’t be parsed correctly in some rare instances.
  • BRGHTMPS lumps are now always parsed if included in a PWAD.
  • Helper dogs spawned using the spawn CCMD in the console are now colored correctly when a custom PLAYPAL lump is used.
  • Solid, non-shootable sprites now appear in the background when the menu is open.
  • Per-column lighting is now only cast on monsters when the r_percolumnlighting CVAR is on.
  • A bug is fixed whereby pressing a mouse button would perform other unbound actions in some rare instances.
  • Minor improvements have been made to the support of ID24 line specials.