Saturday, August 4, 2018
0
DOOM Retro v2.7.1

Hey marine! DOOM Retro does a few things differently to other DOOM source ports, and
is intentionally minimalist in its design. Report to the DOOM Retro Wiki for all the intel.

DOOM Retro v2.7.1 is now available. It may be downloaded here, and its release notes are as follows:

  • The player will now move correctly when using a gamepad.
  • The r_diskicon CVAR will now be turned on when vanilla mode is enabled.
  • Minor changes have been made to text that is output to the console.
  • The restartmap CCMD will now restart the correct map when playing E1M4B: Phobos Mission Control or E1M8B: Tech Gone Bad.
  • The help screen’s background when pressing the F1 key is now displayed better when using a custom colormap from a PWAD.
  • If the super shotgun was selected by the player more recently than the shotgun, it will now be selected when pressing the 3 key, and vice versa.
  • Improvements have been made to the gradual lighting effect under doors and crushing ceilings.
Advertisement
Friday, August 3, 2018
0
DOOM Retro v2.7

DOOM Retro v2.7 is now available. It may be downloaded here, and its release notes are as follows:

  • With John Romero’s express permission, E1M4B: Phobos Mission Control and E1M8B: Tech Gone Bad are now included with DOOM Retro. If either the DOOM Registered or The Ultimate DOOM IWADs are loaded, these maps may be played by entering map E1M4B or map E1M8B in the console.
  • DOOM Retro’s splash screen has been redesigned.
  • Extensive optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • The format of savegames has changed, breaking compatibility with previous versions of DOOM Retro.
  • Minor changes have been made to text that is output to the console.
  • Further improvements have been made to the console’s autocomplete feature.
  • The player can now jump once the new +jump action has been bound to a control using the bind CCMD.
  • Improvements have been made to BOOM-compatible translucent wall textures when the r_dither CVAR is on.
  • Further improvements have been made to the support of DEHACKED and MAPINFO lumps.
  • The console’s background has been given a slightly green tint and can now also be changed using the new con_backcolor CVAR. It is 12 by default.
  • The player is now also given all power-ups when entering give all in the console.
  • A bug has been fixed whereby entering give cellpack in the console would give the player a box of bullets instead.
  • The DOOM II monster exclusion bug present in Vanilla DOOM has been fixed.
  • The vid_widescreen CVAR can now be changed in the console when not playing a game.
  • The vid_capfps CVAR can now be set to a value less than 35.
  • Intermission and finale texts are now also output to the console.
  • The bottom of lost souls are now clipped when touching a liquid sector.
  • A bug has been fixed whereby the blood of monsters could be the wrong color in some rare instances.
  • The intensity of color on the screen can now be changed using the new r_color CVAR. It can be a value between 0% (completely grayscale) and 100% (the default). It is 100% when vanilla mode is enabled.
  • The default of the am_gridcolor CVAR has been changed from 7 to 6.
  • The default of the m_sensitivity CVAR has been changed from 32 to 16.
  • The default of the r_gamma CVAR has been changed from 0.75 to 0.90.
  • Improvements have been made to the effect when the player is near an exploding barrel and the r_shake_barrels CVAR is on.
  • The screen’s pillarboxes are now updated immediately when changing the vid_pillarboxes CVAR in the console.
  • A bug has been fixed whereby projectiles wouldn’t pass through some map decorations when the infiniteheight CVAR was off.
  • Restoring behavior present in Vanilla DOOM, lost souls will no longer pass through non-solid objects while attacking if the infiniteheight CVAR is on.
  • The mapstats CCMD now shows the total number of barrels in the current map.
  • Keycards and skull keys are now shown in the right hand corner of the widescreen HUD when the player has no armor.
  • The automap will now be shown in exactly the same colors as Vanilla DOOM when vanilla mode is enabled.
  • A bug has been fixed whereby entering an action as a parameter for the unbind CCMD wouldn’t unbind the controls that action was bound to.
  • If a gamepad with only one thumbstick is connected, movement will then be digital rather than analog and that one thumbstick will both turn the player left/right and move the player forward/back.
  • There is no longer any gap between the end of the player’s path and their arrow in the automap when the am_path CVAR is on.
  • SPACE can now be pressed to respawn the player, as well as advance the intermission and finale screens, even if the key isn’t bound to the +use action.
  • The direction the player is looking is no longer recentered vertically when they go through a teleport and the mouselook CVAR is on.
  • An obituary is now displayed when the player is crushed to death by a moving ceiling and the con_obituaries CVAR is on.
  • Whether sound effects are played in mono or stereo can now be changed using the new s_stereo CVAR. It is on by default and when vanilla mode is enabled.
Advertisement
Saturday, March 31, 2018
0
DOOM Retro v2.6.9

DOOM Retro v2.6.9 is now available. It may be downloaded here, and its release notes are as follows:

  • The targets of monsters will now be restored correctly when loading a savegame.
  • The player’s view will no longer go past the floor or ceiling in some rare instances.
  • A bug has been fixed whereby the player would fire their weapon when the game was unpaused using the PAUSE key.
Advertisement
Thursday, March 29, 2018
0
DOOM Retro v2.6.8

DOOM Retro v2.6.8 is now available. It may be downloaded here, and its release notes are as follows:

  • DOOM Retro now uses SDL v2.0.8 and SDL_image v2.0.3.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • Improvements have been made to how both sprites and the shadows they cast are rendered.
  • Minor changes have been made to text that is output to the console.
  • Player messages can no longer be present in screenshots taken using the PRINTSCREEN key.
  • Spectres and the shadows they cast are now displayed correctly when the r_textures CVAR is off.
  • Further improvements have been made to the support of DEHACKED and MAPINFO lumps.
  • The player’s face is no longer updated in either the status bar or the default widescreen HUD when freeze mode is on.
  • The screen is now rendered correctly while the player has an invulnerability power-up and the r_textures CVAR is off.
  • A bug has been fixed whereby some map-specific fixes enabled using the r_fixmaperrors CVAR weren’t being applied.
  • Hanging corpses no longer bob up and down if above liquid.
  • Corpses can no longer trigger line specials when sliding over them.
  • Fixing a bug present in Vanilla DOOM, monsters will no longer momentarily freeze when trying to open certain locked doors.
  • The correct map names will now be displayed when playing Freedoom.
  • An error will no longer occur when trying to load HacX: Twitch ’n Kill.
  • The screen will now fade to black upon quitting from either Freedoom or HacX: Twitch ’n Kill.
  • Liquid sectors are now rendered slightly higher when the r_liquid_bob CVAR is on to improve the bottom edge of surrounding tileable wall textures.
  • Projectiles will now pass through map decorations when the infiniteheight CVAR is off.
  • Corpses in liquid no longer bob up and down in time with each other.
  • The positioning of the monsters in DOOM II’s cast sequence has been improved when the r_fixspriteoffsets CVAR is on.
  • The underscores in the message displayed when using the IDBEHOLD cheat now align correctly.
  • A bug has been fixed whereby savegames could become corrupted in some rare instances.
  • A bug present in Vanilla DOOM has been fixed whereby certain switches wouldn’t turn on when used by the player.
  • Repeatable switches that are adjacent to a moving sector will no longer make a second sound when they turn off.
  • The alternate widescreen HUD and player messages are now black rather than white when the player has the invulnerability power-up or the r_textures CVAR is off.
  • The vid_screenresolution and vid_windowsize CVARs are now validated better at startup and when changed in the console.
  • Player messages will now always be positioned correctly when the r_messagepos CVAR is changed from its default of (3,2).
  • The map title in the automap is now always positioned correctly when the r_messagescale CVAR is small.
Advertisement